FoF 3rd Edition Ver0.5 Series Rulebook - Compressed
FoF 3rd Edition Ver0.5 Series Rulebook - Compressed
0 (draft) - Contents
1.0 Introduction
Fields of Fire is a complex game without being a complex game system. The basic
components (movement, combat, orders, communication, etc.) are very straightforward. You
will constantly be prioritizing choices because of a continuous shortage of necessary
resources. It will be these choices—your choices—that determine whether or not you
succeed in your mission. Thus the complexity lies in the interactions created by your
choices, not in game mechanisms. The game is a good representation of company-level
warfare, and you will find that real life tactics will give you good results. I encourage you to
familiarize yourself with the terminology and historical notes provided throughout the game.
It will help you understand what is going on.
Your role in Fields of Fire is that of a company commander. Your command will usually
include three platoons, consisting of three squads each, plus supporting Weapons Teams
(assigned either to the platoons or directly to you). Additionally, you may also have off map
artillery. Company Staff such as your Executive Officer (XO) and 1st Sergeant will be present
to assist you. Your task in Fields of Fire is to successfully guide your company through a
campaign of a number of missions. Before each mission you will have to formulate a plan of
action and allocate your limited resources. During the mission you will issue orders to your
units and choose the tactics to accomplish your objective. Your orders will win or lose the
mission. After the mission you will raise your Experience Levels and incorporate
replacements for your casualties in preparation for the next mission.
1.1 Concept
You use the following items to play the game: two decks of cards (a Terrain Deck and an
Action Deck), counters representing the elements of your company and enemy units, and
various markers. The Terrain Deck forms a map on which to play a mission as explained in
chapter 2. The Action Deck is used to generate events and resolve various actions
throughout the game, such as giving command and control capacity, resolving combat,
random number selection, etc.
1.1.1 Scale
A. Ground Scale
Ground scale is abstract. Each Terrain card represents a geographic area
where company leaders can reasonably exercise command and control of
their units through voice and hand signals. The size of this area depends on
the terrain, ranging from 10-20 meters across in close terrain to 40-100+
meters in more open terrain. Accordingly, Range and Line of Sight are
abstract as well.
B. Time Scale
The time of a turn is abstract, too, and typically represents 5 to 30 minutes.
Missions last a given number of turns, normally 10, but some may have more
turns or fewer turns depending on the historical situation. The turn limit
represents the cumulative effect of fatigue and consumption of small arms
ammunition.
C. Unit Scale
Infantry units have between one and four Steps with each Step representing
two to four men, depending on the quality of the unit. A Squad is represented
by units of two to four steps while Teams have one or two steps. A vehicle or
aircraft unit represents a single vehicle or aircraft.
1.1.2 Campaigns
Volumes I and II have seven campaigns between them spanning World War II, the
Korean War, and the Vietnam War. The choice of campaign dictates what units and
equipment are available, and which missions are to be completed. The
corresponding Campaign Instructions in the Mission Books detail friendly forces and
equipment, as well as enemy forces that may be encountered. Playing a campaign
gives you the broader experience of balancing mission accomplishment with
sustaining sufficient strength for the next mission.
1.1.3 Missions
Each campaign has several missions that can be played standalone or in a series as
part of a campaign. The instructions in the Mission Books provide the rules and
charts specific to each mission. Playing a mission involves two distinct parts:
preparation and implementation. Preparation includes setup and planning of the
mission. Implementation is the movement and action portion that is played in a series
of game turns, each divided into a sequence of phases. While playing a turn your
command elements receive Commands, which in turn are exchanged for Actions.
This process of gaining Commands and expending them for Actions is the core
engine of the game. Enemy forces enter play automatically as governed by the rules
and mission charts, and Activity Checks guide their Actions. The sequence of play
differs slightly depending on whether you are attacking or defending.
1.2 Components
This chapter provides details on the several types of components used during play. Chapter
2 details how they all work together to set up a game.
1.2.1 Terrain Cards
Each campaign has a specific Terrain
Deck that represents terrain typical to that
area. During play, you randomly lay out
Terrain cards in a grid of rows and
columns either face up or face down, as
indicated for each mission, to create the
map on which the game is played. Rules
on using the Terrain cards, (how to move
between them, LOS and stacking limits)
are explained in detail in chapter 5.
Additional rules for Urban Terrain decks
are covered in chapter 13.
1.2.3 Units
Any non-vehicle unit is an
infantry unit and has a unit
identifier, a unit symbol, possibly
a Volume of Fire (VOF) Rating
(6.2.2), a number of Steps, and a
Range Rating.
A. Squads
A squad is a unit of two
or more Steps and is the
primary infantry combat
unit of maneuver in the game.
B. Headquarters (HQs)
These are one-step units that function as the
command elements of the company. They have no
VOF or Range Ratings listed on the front. This is its
command side, used when the unit commands itself
and other units to perform actions. These units have a named Fire Team side
on the reverse that has VOF and Range Ratings. This side is used when the
unit engages directly in combat, either through a command (4.2.3.j) or as a
result of a combat Hit (6.4.3).
D. Weapons Teams
These are one or two Step units that represent the
crew that operates specific crew-served weapons
such as machine guns, rocket launchers, mortars,
and recoilless rifles. They have a named Fire Team
which is usually on the reverse of the counter.
E. Vehicles/Aircraft
Each of these units represents a single vehicle or aircraft.
Additional values for vehicles and aircraft that would not fit
conveniently on the counter, such as crew size and AT Combat
values, are located on the Vehicle and Anti-Tank Weapons Chart
(in the Mission Book and separate player aid).
G. Casualties
These counters represent 1 to 3 steps of soldiers killed or injured
enough to be hors de combat. These steps have no capability.
They exist only to be potentially evacuated or captured. They are
not units and do not count against card or cover capacity limits.
H. Staff
These are one Step units that assist the Company HQ or the
Higher HQ. For a US Army company, these are the Executive
Officer (XO) and the First Sergeant (1st Sgt). For a USMC
company, there is also the Company Gunnery Sergeant (GySgt).
The XO is the second-in-command, the 1st Sgt is the senior enlisted advisor
to the Company Commander, and the GySgt is the senior enlisted tactical
advisor to the Company Commander. At the higher HQ level the term Staff
encompasses the Regimental or Brigade Commander (Rgt/Bde Cmdr),
Battalion Commander (Bn Cmdr), or the Battalion Operations Officer (BN
S-3). The two levels, Company and Higher, function differently in the course
of the game.
I. Runners
These are one step units with no ratings. They allow the
Company HQ to communicate with a Platoon HQ when no radio
or telephone network is available (4.3.2).
1.2.4 Markers
Fields of Fire uses a variety of markers to reduce both paper record keeping and the
amount of information the player needs to remember.
B. Exposed/Pin
Use the front side of these to mark units Exposed during
movement (5.1). Use the reverse side for units that are pinned
during combat (6.4). Each side has a modifier that is part of the
Net Combat Modifier (NCM) for any marked units.
C. Tactical Control
These markers represent the graphical controls that actual
commanders put on their maps to help control fire and maneuver
(2.4.1).
D. Cover
There are four types of Cover markers: basic, urban, field
fortifications, and caves. These represent specific locations
within the area of a single terrain card that provide greater
protection (5.2.3).
E. Ammo
Ammunition is only tracked for certain types of Weapons (7.18).
Tracking can either be done on the Mission Log or with ammo
markers. Ammo uses “Pollard” style markers that can be placed
beneath an on-map weapon. The number on the top of the
counter indicates the number of ammo points.
F. Assets
These counters represent various pieces of equipment such as
radios, phones, phone lines, or pyrotechnic devices. These are
normally held on the Command Display to denote allocation and
reduce clutter on the map.
H. Weather/Visibility
The Visibility markers are used to remind the player how the
current weather and light conditions affect the Net Combat
Modifier (9.0).
C. Command Display
A one-sided card with a number track and sequence of play. The track is used
to record the turn, current phase and available/saved commands for HQs and
Staff.
Each HQ/Staff unit has a Command Marker that is placed on the number
track to indicate how many Commands are available.
F. Mission Books
These mission books contain some or all of the following information:
• An introductory section explaining any campaign-specific rules.
• Details of your company organization, available equipment, and
details of the enemy forces you might encounter.
• Mission instructions detailing all the information necessary to set up
and play each of the missions in the campaign as well as available
Attachments for each mission.
• Historical information for each campaign.
1.2.6 Glossary
Adjacent: To be on a card next to a given card is to be Adjacent to that card.
Including diagonals, there are eight possible adjacent cards to any specific
card. Adjacent cards are Close range (See Range).
Attachments: These are additional combat units listed in the instructions for
each mission that are available for that mission. Assign each such unit to a
specific HQ on the Mission Log before the beginning of a mission (2.3.2).
Attempt: Some actions (e.g. spotting a hidden enemy, or calling for indirect
fire) require action cards to be drawn to see if a relevant icon is revealed
indicating success. If no icon is revealed the command point is still spent but
the intended action is not carried out (2.8).
Chain of Command: Military units have rigid structures so that they can
function in the chaos of combat. Units can only receive Commands to perform
Actions from their Headquarters (HQ) or an HQ higher in the chain. And each
HQ can only issue Commands to subordinate units and subordinate HQs
(and to itself) (4.1).
Combat Units: Combat units include any Good Order units, Assault and Fire
Teams, Vehicles, and any other unit with a printed VOF value.
Commands and Actions: HQs exert command and control through the use
of Commands. The more Commands held by an HQ, the greater its ability to
direct its units in achieving their objective. HQs expend Commands on
Orders, causing units to perform various Actions such as moving, firing, and
rallying (See chapter 4 for complete rules on Commands & Actions).
Fire Support: Off map firing units, like field artillery, mortars, etc. that are
available to provide heavier fire than that typically produced from within the
rifle company on the game map. Different organizations (called “firing
agencies”) are often available. When their fire is requested, it is referred to as
a Fire Mission. Mission instructions list what fire agencies are available, the
types of Fire Missions they may fire, who the eligible observers are, and the
number of Action Cards to draw when requesting a Fire Mission (7.16).
Good Order Unit: This is any Infantry unit that is not a Limited Action Team
and is not Pinned.
Grenade Attack: General term used to describe the attempt to make not only
hand grenade attacks but also ranged attacks with rocket launchers, mortars,
RCL guns and so on (7.10).
HQ: A Headquarters. In game are Company HQ (CO HQ) and Rifle Platoon
HQs (PLT HQs). You may also come across Battalion HQ (BN HQ) and
various support weapon HQs. Each HQ is made up of a small number of
personnel - radio operators, runners and various other staff. As Company
Commander you are part of CO HQ.
LOS: Line of sight. The cards which are visible to a unit for the purposes of
spotting, aiming and enemy activity checks. LOS extends to Very Long Range
but can be blocked by terrain, visibility and smoke.
Net Combat Modifier (NCM): This is the value used to determine if a unit has
been hit or pinned by fire. It is calculated for each unit by applying all
modifiers on the Terrain card such as cover, crossfire, concentrated fire on the
unit or its cover marker, stacking penalties, etc., to the value of the strongest
VOF currently affecting the unit (6.4).
Range: Distance from a unit to its target. There are four ranges:
Point Blank (P) - Same card
Close (C) - Adjacent card
Long (L) - Two cards away
Very Long (V) - Three cards away
Removed from Play: Remove from the map any unit replaced by generic
LAT counters, such as a unit without a named Fire Team side that becomes a
Fire Team or Assault Team, or any unit whose final step is converted to a
Litter Team, Paralyzed Team, or Casualty. A Friendly unit removed in this way
can only be returned via Reconstituting (6.5.2). Enemy units are returned to
the counter mix.
Staging Areas: Off map areas that are an abstraction of areas not directly
involved in the combat. Units move to and from Staging Areas during the
course of a mission. These areas are never directly involved in combat.
Team: There are several varieties of Teams used in the game representing
anything from a couple of soldiers, to a splinter of a squad due to combat
results, or a larger support team. They are usually 1-step units with a named
Fire Team on the flip side.
• Command Team: All HQs, Staff, and runner units.
• Weapons Team: A 1 or 2 step unit composed of a particular
weapon, its crew, and ammunition carriers. 2-step weapons teams
consist of two counters with the named Fire Team side on the flip side
of the 2nd counter.
• FO Team: A forward observer unit that provides fire support from
off-map agencies such as artillery, mortars, and aircraft.
• Limited Action Team (LAT): These are generic units created by
Commands or as the result of combat during the Combat Effects
Phase. As their name suggests, they have limits on their abilities
(4.2.5). LAT is a collective abbreviation referring to the four types of
LATs:
● Assault Teams
● Fire Teams
● Litter Teams
● Paralyzed Teams
Volume of Fire (VOF): Volume of Fire represents the type of fire that affects
the occupants of a Terrain Card. It is used to determine the Net Combat
Modifier for resolving combat. Divided into Basic VOF and Special VOF (6.2).
Basic VOF: Fire which occurs automatically from a combat unit as per
the counter: Small Arms (S), Automatic Weapons (A), Heavy
Weapons (H), and Pinned (6.2.2).
Special VOF: VOF which requires more specific rules. Usually
marked with an Exclamation mark on the counter. Grenade Attack
(G!), Sniper (S!), Flamethrower (F!), Demolitions (D!), Mines!,
Incoming!, Air Strike! (6.2.3)
VOF Modifiers: These markers modify the Volume of Fire affecting either the
whole Terrain card or specific units on the card. Crossfire, Concentrated Fire,
Grenade Miss and Demo Miss (6.2.4).
Fields of Fire is a complex game with countless possible situations that may
occur. If the situation is unclear, or if you’ve forgotten one of the many rules,
simply use the random number generator to determine what should happen.
Things happen in battle that are often strange or illogical, so the use of
randomness is not inherently ahistorical. At this level, the actual commanders
often had very limited insight into larger questions which made the actions on
the battlefield often seem random.
Fields of Fire v3.0 (draft) - Chapter 2
For beginners to the system, choose the Starter Missions Book and pick one of the missions
from that. These offer a streamlined introduction to the system dispensing with more
complex rules like ammunition tracking, vehicles and communications.
Either way, look at your company Table of Organization & Equipment (TO&E) in the Mission
Book to see what forces you have available, and check the mission instructions for setup
information about that mission.
Note: The Fields of Fire rulebook provides the base rules for recreating a wide variety of
Infantry campaigns throughout the 20th and 21st century. However each Mission Book
contains additional campaign or mission specific rules, which are required to accurately
simulate the historical situation. At any time, if the Mission Book’s instructions, enemy
priorities, etc., appear to contradict the Rulebook, assume that the Mission Book is correct.
Allow some space between cards so that you can place markers between them as
the need arises. Keep the deck handy, as the map may expand over the course of
the mission.
If you turn up a Hill card, draw another terrain card and place it on top of the Hill to
indicate the type of terrain on top of the hill (which is one level above ‘normal’).
Multiple hills may be played on top of each other, each one raising the level by one. It
helps to offset a Terrain card slightly from the underlying Hill card so it is easily
recognizable.
Consult the mission instructions for the visibility level and use the appropriate
markers (one for light level and one for adverse weather) to indicate it. Set the
Current Activity level by selecting the No Contact marker; by definition, every mission
will start with No Contact as the Current Activity marker. Place them near the top of
the map, or anywhere they will serve you effectively as reminders.
The various elements which make up each Action Card are explained in 2.8.
Refer to the Attachments Table in your Mission Book to find which units are available
for your current mission. Like regular company units, the CO HQ & Staff can always
give orders to Attachments. In addition, they can also be assigned to one of your
Platoon HQs. Unless otherwise specified in the mission instructions, these
Attachments automatically have an Experience Level of Line and they do not gain
experience over the course of a campaign. Decide if any of these units are to be
assigned to a Platoon HQ and note the attachment on the Mission log. If you are
unsure, just distribute attachments between all your platoons; you can always
experiment with different plans in later missions.
You should also assign specific instructions to your Pyrotechnic signals (4.3.6).
These instructions must be set before the mission begins and cannot be changed
later, since the whole point of using such signals is that everyone understands in
advance what they will mean when they are used on the battlefield.
In some missions, Skills will be assigned to a platoon. Choose a Skill from the list in
12.7.
Many tactical controls are unique to certain types of missions. Consult the Mission
Details to determine the type of mission and where and how to place the appropriate
Tactical Control markers (TCM).
The Line of Departure represents the official starting line for an attack. It runs
horizontally across the map. Unless the mission instructions specify
otherwise, place it between the Staging Area (2.5) and Row 1.
Phase Lines are used to coordinate advancing units. You can place up to two
PLs, and they must run horizontally across the map. You can use them to key
Actions with Pyrotechnic signals (4.3.6).
The Left and Right Boundaries are fixed boundaries that your units may not
cross at any time. Place these vertically, along the left-most and right-most
columns of Terrain cards. Important: though your units can never cross these
boundaries, enemy units may be placed outside them when Random
Contacts are resolved. They also may move outside those boundaries during
the Enemy Activity Check Segment. In such cases, your units may fire across
a boundary line, but may never move across it.
Design Note: In real life combat situations, Left and Right Boundaries would
prevent adjacent companies from wandering across your company’s front,
and you from wandering across their front.
The Limit of Advance marks the line beyond which you may not advance
during this mission. Place it horizontally, along the topmost row of Terrain
cards. As with the Left and Right Boundaries, enemy units may enter play and
move beyond the LOA; your units may fire across it but never move across it.
In short, the linear controls form a box outside of which your units may not
move during a mission, although enemy units may appear, move and fire at
yours from beyond those boundaries.
The Objectives represent physical locations that you must occupy. The Attack
Position is your last covered and concealed position before you reach an
objective. Players generally have some leeway in placing Objective and
Attack Position TCMs, but must adhere to any restrictions in the mission
instructions.
Defensive Missions may also allow you to place a Combat Outpost (COP)
Point TCM. A Combat Outpost is a position set up in front of your MLR in
order to confuse and break up an enemy attack. You may place units from a
single Platoon up to the stacking limit in a COP.
Besides moving your designated platoon units to and from the COP, Assault
Teams may scout forwards up to one row in front of the MLR. This action is
only available in missions which place Potential Contacts in these rows.
You may also have two other Point TCM available to you: Final Protective
Lines (FPL) and Final Protective Fires (FPF). These are prepared defensive
fire schemes, and they are covered in detail in the Weapons rules (7.2.4 and
7.16.2D, respectively).
Otherwise, Combat Patrol Missions use Point TCM. Use the Primary
Objective (OBJ 1) to mark the farthest point from the MLR that the patrol is
supposed to reach. You may also have to designate Route Points to mark out
the path that the patrol must follow. This route may cross or come back on
itself, so it is possible for a single Terrain card to have more than one Route
Point marker on it.
A Line of Sight exists for communication purposes between all cards in the Main
Staging Area. This means that within the Main Staging Area, you may automatically
use all radios that require LOS between units. All cards in the Staging Area are
connected by phone lines. Thus Telephones used within the Main Staging Area do
not need to be connected by wire. A Telephone or Telephone wire in row 1 provides a
connection to phones anywhere in the Staging area. LOS for radio communication
exists between staging cards and adjacent map cards on row 1.
Unlike the Main Staging Area, do not treat these as being adjacent to the map.
Therefore, units may not use normal movement to enter the map from an Assault
Staging Area.
Basic GamePlay
For an idea of Basic play you should read through chapters 4-6:
Chapter 4 explains the command structure in detail and how orders are passed
down. All of the Actions available to units are provided in the Action Menus in this
chapter (and also on the Player Aid).
Chapter 5 explains how the map is used. It covers movement, terrain and how Line
of Sight is affected.
Finally, chapter 6 explains the basic principles of combat.
In general, your units and the enemy’s will engage each other automatically
according to the priorities explained in chapter 6. As Commanding Officer, it’s your
job to provide leadership to give your units an edge over the enemy. Outflank their
units, decide where to concentrate fire, when to close with the enemy and engage in
point blank combat and when to drop back and call in fire support.
Reference Chapters
Chapter 7 covers the wide variety of weapons and special units available to you (and
your enemy). Specific rules for the actions you want to carry out can be looked up as
you need them.
Chapter 8 provides details of how enemies are placed on the map and how certain
enemy units act. Generally enemy units act in the same way as your own. All
movement and combat principles apply to them as much as they apply to your own
units.
Advanced chapters
Chapters 9-13 cover rules which are only required in specific missions and can be
ignored until you are ready to include them in your games. These cover limited
visibility missions, vehicles, urban combat and rules for using experience points in
between missions when playing the campaign.
Ready for Normandy Mission 1
Fields of Fire v3.0 (draft) - Chapter 3
Important: What follows is the full sequence of play and all the instructions or references to
instructions elsewhere in the rulebook that you will need to follow in each phase. This is here
as a reference. For your first game, it is highly recommended that you read through the
Starter Guide which will teach you the sequence one step at a time. If you are learning with
just the rulebook, it’s recommended that you familiarize yourself with chapters 4-6 before
returning here.
Overall guidance
Follow the sequence of play to carry out a turn. Update VOF and PDF markers (6.2) and
Activity Level (8.1) as soon as any changes on the map occur in all Phases and Segments
except the Combat Effects Segment (3.7.4) where the results of all combat activity occur
simultaneously. After Combat Effects, carry out the Clean Up Phase, update VOF & PDF
and move on to the next turn.
The mission isn’t over until the end of the final turn, even if you have secured your
objectives; there is always a chance that the enemy will counterattack. At the end of the final
turn, if the objectives have not been met, both sides take a break as endurance and
ammunition run low. Follow the sequence described in 3.9 to set up for a Reattempt.
Otherwise, add up your experience points and, if you are playing a Campaign, consult
chapter 12 on preparing for the next mission.
All commands are detailed in the Action Menus in chapter 4 and on the Player Aid. Basic
play involves activating HQs to gain Command Points, having HQs spend their Command
Points on Actions for subordinate units they are in communication with, and carrying out the
actions on the map.
Sequence of Play
Carry out the instructions in each Phase, Segment and Impulse in the order presented.
Complete one Phase/Segment/Impulse before moving on to the next.
(Throughout the turn Update PDF, VOF and Activity Level markers as the situation on the
map changes except during 3.7.4 Combat Effects)
3.2 Defensive Missions: Enemy Activity Phase (See chapter 8 for detailed rules)
(Both Enemy Activity Phases, 3.2 and 3.4, are almost identical, but the place in the
Sequence of Play changes according to the type of mission).
3.2.1 Enemy Higher HQ Event Segment (Starting on Turn 2)
● Draw an Action card; if the HQ radio icon is present, determine an event on
the Enemy Higher HQ Events Table.
● Enemy units that are placed on the map, or who take actions or Attempt to
take actions as a result of a Higher HQ Event do not perform any further
Activity Checks in 3.2.2.
3.5.2 Retreat
● Retreat any non-Pinned, non-Exposed Paralyzed Team under a VOF marker
one card according to these priorities
○ Card with no VOF
○ Card with best net NCM that is towards that unit’s side’s edge of the
map or Landing Zone (LZ) (11.1.4) .
● Retreat any non-Pinned, non-Exposed Litter Team plus a Casualty under
VOF marker one card according to the priorities above. The Litter Team will
automatically pick up the Casualty if they are in the same area of the card. A
Litter Team without a Casualty will not retreat.
● Mark retreating Paralyzed and Litter Teams Exposed.
● Enemy units who retreat from a card at their side’s edge of the map will
retreat off the map. Remove them from play. Do not extend the map. They will
prioritize moving off the map rather than moving to terrain cards located
outside of the map boundaries.
Note that Retreat in this phase overrides any movement restrictions for LATs (4.2.5)
3.6 AT Combat & Vehicle Movement Phase (See chapter 10 for detailed rules)
● Move vehicles and carry out AT combat with Activated units (4.2.1.i). If both sides
have Activated units, alternate sides, starting with the player side in Offensive
Missions and Combat Patrols, or the enemy side in Defensive Missions.
● Flip each unit's Activated marker as it finishes.
3.7 Mutual Combat Phase (Detailed rules on combat can be found in chapter 6)
This phase is an abstraction of the cumulative Action that occurs throughout the time
covered by the turn.
3.7.1 Fire Mission Update Segment (7.16)
● Remove existing Incoming! and Air Strike! VOF markers.
● Flip Pending markers to their active sides.
○ (Remember to update the Activity Level before moving to the next
step).
3.7.2 Potential Contact Evaluation Segment (See chapter 8 for full details)
● For each card with a PC marker and a friendly unit, evaluate the PC Marker
according to the procedure in 8.2.
● Update the Mission Log and immediately update the Current Activity Level
before moving on to the next card.
After Clean Up, move the turn counter up one turn on the track and return to the top of the
Sequence of Play. If this is the end of the final turn as set in the mission instructions and the
objectives have not yet been reached, move on to 3.9.
3.9 Reattempt
The turn limit represents the cumulative effect of fatigue and consumption of small arms
ammunition. After the final turn, if the mission objectives have not been achieved, both sides
are exhausted. Offensive units fall back to secure positions to recover and then launch
another assault. This is represented with the Reattempt mechanic.
Check if reattempts are available in the mission instructions and follow the steps below to
prepare for the reattempt.
Note: These steps are also used in between Combat Patrols if the mission instructions state
that they take part on the same map.
No additional PC Markers are placed, the Spotted and Unspotted status of all units
remains the same. The offensive simply carries on from where it left off and you
attempt to take the Objectives again.
[Putting this here for now, it’s basically a duplicate of the one in chapter 12 with “mission”
replaced with “attempt”, but being here means you don’t have to read chapter 12. The
Starter Guide will eventually contain a fully illustrated guide to reconstitution which ultimately
will be referred to here. The Player aid will, of course, show 4-step unit experience levels too
in 3rd edition.]
Reconstitution Example
You can use the Log sheet to note the experience levels of each step during Reconstitution
in between attempts and work out how you are going to distribute your experience points.
In the example below each unit is marked with an Experience label (G, L or V) to help
visualize what’s happening.
1. This is the company at the end of our first attempt mission. First thing to do is check
that the number of LAT and Casualty Steps you have match the number missing from
the company (bear in mind attachments and additional units such as vehicle crews
which may have been placed on the map during the mission). If the numbers don’t
add up, you’ve made a mistake somewhere during play).
We lost 1st SGT (1 step), 1/1/MG (1 step), 1 step from 2/1 and 2 steps each from the
squads 1/1 and 3/1 for a total of 7 (each of these squads originally had 4 steps). And
we have 7 LATs scattered about the map or on the Command Display. So, we’re set
to go. It doesn’t matter where the LATs came from originally. Every LAT (even the
Line rated Assault Teams) counts as 1 Green Step during Reconstitution between
missions/attempts.
We can simply reconstitute the squads with the Green steps and recalculate the unit
experience level using the Average Experience Levels chart in 12.6 (and on the
Player Aid). However, we gained 21 experience points during this attempt. So let’s
put them to good use.
This represents the limited time, energy, and situational awareness of the HQ during the
turn. Commands can be saved for use in later turns, with some limitations, which
represents the HQ taking the time to create a plan of Action. The act of exchanging
Commands for Actions is called “orders,” “ordering,” or “issuing an order.” Commands
are an abstraction of the HQ actually issuing verbal or written orders to effectively
communicate the intent of the HQ.
Company units which are not attached to a Platoon take orders from the CO HQ or Staff.
Limited Action Teams are not considered attached to any platoons and may receive
orders from any HQ or Staff unit.
4.1 Commands
During the Friendly Command Phase, HQs receive Commands. The Friendly Command
Phase in the Sequence of Play (3.3) represents how these commands flow down the
chain of command from higher to lower, from Battalion to Company to Platoon. HQs are
either Activated by their Higher HQ or they have to act on their own Initiative. HQs that
are Activated by their Higher HQ tend to have more commands than those taking the
Initiative. All Commands must be used or saved during the Impulse in which they are
received; i.e. a CO HQ Command cannot be used during the PLT HQ Impulse. You
choose the order that PLT HQ or CO Staff draw for Commands in the Impulse they are
activated or in the Initiative Impulse.
When an HQ or Staff draws for Commands it must use, save, or lose the excess before
another HQ or Staff draws.
Activation Segment
In this Segment, HQs receive Command Points from Higher HQs and use
them. The minimum number of Commands for a unit Activated in this
Segment, after modifiers, is one.
BN HQ Impulse
Unless specified otherwise in the mission instructions, the BN HQ
starts off the map. If any higher HQ leader (Rgt/Bde Cmdr, Bn Cmdr,
etc.) enters the map due to events or special rules, the BN HQ is
considered to be “on the map”.
CO HQ Impulse
Use the following procedure:
● If the CO HQ was Activated in the BN HQ Impulse, draw an
action card. The number in the helmet icon is the number of
available Commands. This number may be modified by the
conditions listed in 4.1.2, but a minimum of one command is
always given. Mark these on the Command Display with the
CO HQ Command counter.
Initiative Segment
In this Segment, HQs receive a small number of Initiative Command Points
and use them in the same way as in the Activation Segment. The minimum
number of Commands for a unit drawing Initiative Commands, after modifiers,
is zero.
CO HQ Impulse (if not Activated in the Activation Segment)
Use the following procedure:
● If you did not Activate the CO HQ in the preceding segment,
flip the CO HQ Command marker to its Commands Available
side and draw an Action card. Give the Co HQ the number of
commands equal to the modified (4.1.2) Initiative Commands
number (the smaller number, in the US Star symbol) on the
Action card. Mark these on the Command Display with the CO
HQ Command Counter.
A. If the HQ or Staff is
• Pinned: –1
• Green: –1
• Veteran: +1
• Under a Cover marker (basic cover, fortifications or buildings): +1
*Note that HQs on a card targeted by a Sniper will suffer the command draw penalty
regardless of the Sniper’s actual target unit in the previous turn (7.15)
HQs and Staff may save Commands for later use based on their Experience Level,
as follows:
● Green: Three for Daytime and two for Limited Visibility
● Line: Six for Daytime and four for Limited Visibility
● Veteran: Nine for Daytime and six for Limited Visibility
There are some actions that always require an HQ/Staff to be the Originator, even if
attempted under General Initiative. These are:
● Exhort (4.2.1b)
● Reconstitute a Platoon HQ (4.2.1d)
● Reconstitute the CO HQ (4.2.1e)
● Creating/Dispatching/Dismissing a Runner (4.2.1f,g,h)
● Designating a New Tactical Control (4.2.1l)
● Attempt to Reconstitute a Squad (4.2.3i)
● Fire FPF or FPL (4.2.4m)
Example:
Activation Segment - CO HQ Impulse.
The CO HQ was Activated in the previous Impulse by the BN HQ. An Action card is
Drawn, it shows 4/2 for commands, so the CO HQ receives four Commands because
it is Activated (it uses the left most number—inside the helmet illustration). Note that
if the HQ had an Experience Level of “Green,” that “4” would be modified by –1, for a
result of “3.” This CO HQ has an experience level of Line so we get a final result of
“4.”
Example: (The Sniper is spotted. 2nd PLT HQ and the US Weapons team have Field
Phones). 2nd PLT is activated and draws a card to determine its Commands. The
card shows 5/4. 2nd PLT HQ in this case is Veteran (+1 modifier to Commands), but
the card containing the HQ has a
Sniper VOF on it (–3 modifier to
Commands; 4.1.2A and B). Thus
2nd PLT HQ receives 3
Commands. It also has one
Command saved from a previous
turn, bringing 2nd PLT’s total
available to four. The Commands
are spent as follows:
3 Two Commands for a Platoon Move to move the HQ along with 2/2 and 3/2
into the Woods. Mark all moving units Exposed and place a PDF from the
Woods toward the Sniper. Leave the reciprocal PDF marker between the
Bocage/Hedgerow and the Village. The Fire Teams there will keep up their
fire.
[The Sniper will follow protocol and move away in the Enemy Activity Phase (8.8), but
2nd Platoon has put itself in position to possibly hem in the Sniper and catch him
before he exits. Note the difficulty 2nd PLT HQ will now have in controlling their units
since they are now spread out over three cards.]
4.2 Actions
The complete range of possible Actions is broken into four classes. This is for ease of
reference only. Not all units can perform all Actions; the limitations are noted in the Action
Menu. Specific Limitations for LATs can be found in 4.2.5. The Actions are listed by name,
cost in Commands, the type of Command (automatic or attempt required), Originator (the
unit whose Command must be spent), permissible Recipient units, and the specific details.
A unit may perform more than one Action in a given Impulse, but it may never perform the
same Action more than once in an Impulse except for “Move within a card” (4.2.2f). For
instance, a unit could be ordered to Repair a Cut Phone Line and Create a Runner in the
same Impulse, but could not Create a Runner another time in that same Impulse.
● For an attempted Action, you must first draw a number of Action cards. For all Action
attempts except Seek Cover and Call for Fire, the base draw is two Action cards. The
number of cards drawn for Seeking Cover is printed on the Terrain card itself (5.2.4).
The number to draw to Call for Fire is noted in the mission instructions. Modify the
number of cards to draw based on the attempting unit’s Experience Level.
● For a Spotting attempt, modify the base of 2 cards by items in the Spotting Modifiers
Chart.
Each action requires the drawing of a certain icon on the Action Cards to be deemed
successful. For example, an Attempt to Concentrate Fire requires the drawing of a card with
a Crosshairs icon. (See the individual cases on the Action charts).
a. Activate a 1 Auto CO HQ, BN CO HQ: Any Both the Originator and the Recipient
subordinate HQ subordinate HQ must be on their command sides
HQ or Staff or Staff (1.2.3B, 3.3.1). Only the BN HQ can
BN HQ: CO HQ activate the CO HQ. Only the CO HQ
only can activate PLT HQs or CO Staff.
b. Exhort1 1 Auto Any HQ or Any You can declare this action once for any
Staff subordinate failed attempt (including a Visual-Verbal
unit Remove Pinned Marker attempt). Draw
one more Action card.
c. Deploy 1 Auto Any HQ or Any Good Take the asset from Command Display
Pyrotechnic Staff Order unit with or from under a unit stacked with it and
a pyrotechnic flip it to its deployed side on the same
asset card (or adjacent card for flares) as the
unit deploying it. If there is an action
associated with that device on the
Mission Log, then perform or attempt all
triggered actions (4.3.6 and 8.2).
f. Create a 1 Auto CO HQ Any Good Reduce the Recipient by one Step and
Runner1 Order unit, place a Runner in the CO HQ Assets
Assault Team, box on the command display. You can
or Fire Team have no more than two Runners in play
at any given time (4.3.2).
h. Dismiss a 1 Auto CO HQ A Good Order Remove the Runner from play and add
Runner1 Runner unit a Step to a Good Order unit that can
absorb at least one Step and that is
located on the same card as the CO
HQ (4.3.2).
i. Activate a 1 Auto Any HQ or Any Mark the unit as Activated. During the
unit for the Staff vehicle or AT Combat & Vehicle Movement Phase
AT Combat & Unpinned you may have the unit take Vehicle
Vehicle AT-capable Actions (AT Fire, Vehicle movement,
Movement infantry unit etc). (9.5).
Phase
j. Switch 1 Auto Any HQ or A unit with a Replace the same kind of radio or
Radio/Phone Staff radio or phone phone with one that has been removed
to a Different from play. For example, if the SCR300
Network BN TAC radio has been destroyed, you
can switch the SCR300 Mtr FD net with
the SCR300 BN TAC net (4.3.4 and
4.3.5).
k. Repair a 1 Auto Any HQ or A Good Order Flip the Phone Line marker back to its
Cut Staff on the unit on the normal side (4.3.4).
Phone Line same card as same card as a
the cut line Cut Phone Line
4.2.2 Movement Actions (Use Recipient experience for command draw modifier)
Name Cost Draw Originator Recipient Details
a. Move to 1 Auto Any HQ or Any Good Move the unit to an adjacent card and
an Adjacent Staff Order unit1 not mark it as Exposed. If there is a Cover
Card marked as marker on that card, you may place
Exposed the unit under that Cover marker. Do
not mark a unit as Exposed if it moves
from under a Trench, Bunker, or Pillbox
Cover marker on the first card to under
one of those Cover markers on the
second card or moves between
Attached Buildings on an Urban Terrain
Card (see 5.1.2; see 13.7 for Urban
Terrain).
b. Move a 2 Auto PLT HQ All Good Order Have each unit in the platoon perform a
Platoon to units of that Move to an Adjacent Card action
an Adjacent platoon on the (5.1.2). All units move to the same card.
Card same card that (Units on the card who are out of
are not marked communication with the Originator
as Exposed remain in place).
c. Attempt 1 2 (+/-) Any HQ or Any Good Either the origin card or the intended
to Infiltrate Staff Order unit1 not destination card must have a VOF
an Adjacent marked as marker on it in order to use this
Card Exposed, and Action. Draw Action cards and check
that does not for the Infiltrate icon. If it is present, then
have an A & an the attempt succeeds; move the unit to
arrow symbol or the adjacent card but do not mark it as
an H VOF Exposed. If there is cover on that card,
rating you may place the unit under a Cover
marker. If the attempt fails, perform a
regular Move to an Adjacent card action
to the original intended destination card
(5.1.4).
d. Attempt 2 2 (+/-) PLT HQ All Good Order Have each unit in the platoon perform
to have a units of that an Attempt to Infiltrate an Adjacent card
Platoon platoon on the action (5.1.4). All units move to the
Infiltrate an same card that same card.
Adjacent are not marked (Units on the card who are out of
Card as Exposed communication with the Originator
and that do not remain in place).
have an A & an
arrow symbol or
an H VOF
rating
e. Attempt 1 Cover Any HQ or Any Good Draw Action cards equal to the Cover
to Seek # (+/-) Staff Order unit1 not Draw number on the unit’s card and
Cover under a Cover check for the text saying Cover. If it is
marker and the present, then the attempt succeeds;
card has not place the unit under a new Cover
reached its marker and mark it as Exposed. If the
Cover Potential attempt fails, do nothing (5.1.1).
f. Move 1 Auto Any HQ or Any Good Place the unit in the desired location
within a card Staff Order unit1 (under a Cover marker, out-of-cover, a
separate area of an Urban Combat
card, etc) and mark it as Exposed
(5.1.1).
g. Attempt 1 2 (+/-) Any HQ or Any Good Requires a VOF marker on the card.
to Infiltrate Staff Order Draw Action cards and check for the
within a card unit1 not Infiltrate icon. If the icon is present, then
marked as the attempt succeeds; place the unit in
Exposed and the desired location (under a Cover
that does not marker, out-of-cover area, etc). If the
have an A & an attempt fails, perform a regular Move
arrow symbol or Within a Card Action. (Cannot be used
an H VOF to move within Urban Combat cards).
rating. (5.1.4).
h. Pick 1 Auto Any HQ or Any Good Have the unit pick up items from the
up, load, Staff Order unit1 card or from a different unit, or have a
unload, vehicle unit load or unload ammunition
embark or casualties, or have an infantry unit
embark a vehicle. Mark any infantry
units involved Exposed. (5.1.6).
A Vehicle can also be given a single
order to embark all infantry, casualties
and items on a card.
Note: Dropping items can be carried out
without an action (5.1.6B) and
Disembarking is carried out as part of
Vehicle Actions (10.2.2).
1
Applies to LAT in certain cases (4.2.5).
4.2.3 Rally Actions (Use Originator experience for command draw modifier)
Name Cost Draw Originator Recipient Details
a. Attempt to 1 2 Any HQ or Any unit under If the Recipient’s card has any VOF
Remove a (+/–), Staff a Pinned marker on it, draw Action cards and
Pinned Auto marker check for the Rally icon. If the icon is
marker if no present, then the attempt succeeds;
VOF remove the Pinned marker. If the
attempt fails, do nothing. If there is no
VOF marker on the card then the action
is automatically successful (6.5.1).
b. Attempt 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
to Convert a (+/–), Staff Paralyzed marker on it, draw Action cards and
Paralyzed Auto Team check for the Rally icon. If the icon is
Team to a if no present, then the attempt succeeds;
Litter Team VOF exchange the Paralyzed Team for a
Litter Team. If the attempt fails, do
nothing. If there is no VOF marker on
the card then the action is automatically
successful (6.5.1).
c. Attempt to 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
Convert a (+/–), Staff Litter Team marker on it, draw Action cards and
Litter Team to Auto check for the Rally icon. If the icon is
a Fire Team if no present, then the attempt succeeds;
VOF exchange the Litter Team for a Fire
Team. If the attempt fails, do nothing. If
there is no VOF marker on the card then
the action is automatically successful
(6.5.1).
d. Attempt to 1 2 Any HQ or Any unpinned If the Recipient’s card has any VOF
Convert a Fire (+/–), Staff Fire Team marker on it, draw Action cards and
Team to an Auto check for the Rally icon. If the icon is
Assault if no present, then the attempt succeeds;
Team VOF exchange the Fire Team for an Assault
Team. If the attempt fails, do nothing. If
there is no VOF marker on the card then
the action is automatically successful
(6.5.1).
e. Convert an 1 Auto Any HQ or Any unpinned Replace the Assault Team with a Fire
Assault Team Staff Assault Team Team.
to a Fire Team
g. Detach 1 Auto Any HQ or Any Good Reduce the squad by a step and place
Team Staff Order 3-4 Step either an Assault or Fire Team into play
squad on the card.
h. Supplement 1 Auto Any HQ or Any Good Remove the Team from play and add the
Squad Staff Order 2-3 Step step to the squad.
squad and
an unpinned
Fire or Assault
Team
i. Attempt to 1 2 Any HQ or 2 to 4 unpinned Draw Action cards and check for the
Reconstitute (+/–) Staff Assault or Fire Rally icon. If the icon is present, then the
Squad1 Teams attempt succeeds; remove the 2 to 4
Teams and replace them with a squad
with an equal number of steps that has
previously been removed from play. If
the attempt fails, do nothing (6.5.2).
j. Flip a unit 1 Auto Any HQ or Any Good Flip the unit from its Good Order side to
with a Fire Staff Order unit with its Fire Team side.
Team Side to a Fire Team
its Fire Team side
side
1
Requires Originator HQ to carry out in General Initiative
4.2.4 Combat Actions (Use Recipient experience for command draw modifier)
Name Cost Draw Originator Recipient Details
b. Attempt to 1 2 (+/-) Any HQ Any Good Select either a stack of units under a
Concentrate or Staff Order unit2 cover marker or one random unit out of
Fire projecting an cover as the target.
S, A, A/S, or H Draw Action cards and check for the
VOF onto a Crosshairs icon. If the icon is present,
card with then the attempt succeeds; place a
Spotted enemy Concentrated Fire marker on the target
units unit. If the unit tracks ammo, it expends
2 instead of 1 ammo point. If the attempt
fails, do nothing (7.11).
c. Attempt to 2 2 (+/-) Plt HQ All Good Order Select either a stack of units under a
have a units of that cover marker or the “out of cover” area
Platoon platoon on the as the target. Have each unit make an
Concentrate same card Attempt to Concentrate Fire on the
Fire who are target. Each attempt in the “out of cover”
projecting an area is placed on one random unit
S, A, A/S, or H (7.11).
VOF onto a
card with
spotted enemy
units
d. Attempt to 1 2 (+/-) Any HQ Any Good Select either a stack of units under a
make a or Staff Order unit2 cover marker or a single unit out of
Grenade cover as the target. Draw Action cards
Attack and check for the Grenade icon. If the
icon is present, then the attempt
succeeds; place a Grenade Attack VOF
marker on the target.
If the attempt fails, place a Grenade
Miss Modifier on the card.
Some enemy units may make a free
Grenade Attack in response (7.10).
e. Attempt 1 2 (+/-) Any HQ Any demo Draw Action Cards and check for the
to Throw a or Staff capable unit Grenade icon. If the icon is present,
Demolition with a then the attempt succeeds; place a
Charge demolition Demo Attack VOF marker on the target.
charge. If the attempt fails, place a Demo Miss
Modifier on the card (7.1.2).
f. Place a 1 Auto Any HQ Any demo Place a Demo Attack VOF marker on
Demolition or Staff capable the target (7.13).
Charge unit with a
demolition
charge not
under a VOF.
g. 1 Auto Any HQ Any unit with a Place a Flame Attack VOF marker on
Flamethrower or Staff flamethrower the target (7.14).
Attack
h. Attempt to 2 2 (+/-) Plt HQ All Good Order Select a single unit out of cover or one
have a units of that stack of units under a cover marker as
platoon platoon on the the target. Have each unit carry out an
make a same card Attempt to make a Grenade Attack on
Grenade the target.
Attack
i. Attempt to 1 Per Any HQ Any eligible Draw a number of Action cards per the
Call for Fire mission or Staff observer per Mission Instructions (modified by
from an instructio Mission experience) and check for the Burst icon
ns
Off-Map Instructions (Draw an extra Action card if the fire is
(+/-)
Firing agency Registered according to 7.16.5). If the
(Includes Air icon is present and the Call for Fire
Strikes and prerequisites are met (7.16.1), then the
Attack attempt succeeds; expend an available
Helicopters) Fire Mission on the Mission Log and
place a Pending Fire Mission marker on
the target card (7.16).
j. Call for Fire 1 Auto Any HQ Any On-Map Place the appropriate VOF marker on
from an On- or Staff Mortar unit any spotted enemy card in the
Map Mortar Originator’s LOS and in range of the
firing mortar. The firing mortar unit must
have at least two Steps. The mortar unit
expends ammo (7.3.2).
k. Cease Fire 1 Auto Any HQ Any unit in Remove the VOF/PDF generated by all
or Staff communication occupants of the card. This order is
exerting a VOF passed on and carried out by all units
regardless of on the card whether they are in
the chain of communication or not. Note that units
command. will immediately open fire automatically
on enemies in LOS. (6.3.3).
l. Shift Fire 1 Auto Any HQ Any unit in Move the VOF/PDF in any desired
or Staff communication direction, engaging any other card
exerting a VOF in the Originator’s LOS, including an
regardless of unoccupied card (but not one with
the chain of Unspotted opposing units). This order is
command. passed on and carried out by all units
on the card whether they are in
communication or not (6.1).
m. Fire FPF/ 1 Auto CO HQ FPL: Good For an FPF, place a Pending Fire
FPL1 order unit with Mission marker on the FPF marker’s
FPL marker. card (7.16.2D). For an FPL, place a
Heavy Weapons VOF marker along all
FPF: Self cards in LOS in the direction shown by
the arrow on the FPL marker (7.2.4).
1
Requires Originator HQ to carry out in General Initiative
2
Applies to LAT in certain cases (4.2.5).
There are no restrictions on Command & Control Actions except where the Action Menu
states a Good Order unit is required as Recipient. Although a means of communication is
required for Pinned units to give and receive orders (4.3).
Note that any LAT restrictions apply equally to friendly and enemy units. Also be aware that
the Automatic Retreat movement of Paralyzed Teams and Litter Teams (3.5) is not affected
by these limitations.
Pinned
(This state takes precedence over any other LAT limitations listed below.)
• If the unit has a Basic VOF rating (S, A or H) it is reduced to Pinned (+2).
• Apply a +1 Net Combat Modifier when receiving fire (as shown on the
marker)
・Pinned units are not able to use Visual-Verbal communication (4.3.1)
Movement Actions (4.2.2) Allowed:
a. Move to an Adjacent card, but only if that card is a Staging Area or
is friendly occupied with no VOF on it*
e. Attempt to Seek Cover
f. Move within a card
Rally Actions (4.2.3) Allowed:
a. Attempt to Remove a Pinned marker
Combat Actions (4.2.4) Allowed:
None (but Cease Fire and Shift Fire orders given to a unit on the same
card is assumed to reach them)
*Note: Pinned Units and Paralyzed Teams must drop any assets or casualties they
are carrying before they are able to move to an Adjacent card (see chapter 5 on
assets).
4.3 Communication
To order a unit to perform an Action, the Originator (the ordering HQ or Staff) must be able to
communicate with the Recipient unit.
4.3.1 Visual-Verbal
This is the basic method of communication and includes talking, shouting, and hand
and arm signals.
In order to be in Visual-Verbal communication, both units must be unpinned and both
must be in the same area of a card. For example:
● Both are under the same Cover marker
● Both are in the out-of-cover area
● Both are in the same Building Area of an Urban Terrain Card (chapter 13)
Exception #1: When Cease Fire (4.2.4.k) and Shift Fire (4.2.4.l) orders are given to
a unit, the order will be passed on to all occupants of a card (including Pinned units)
regardless of whether they are in Visual-Verbal communication or not
Exception #2: Pinned units can always receive a Visual-Verbal Rally order (including
a subsequent Exhort order).
4.3.2 Runners
Runners allow the CO HQ to Activate its subordinate HQs and Staff on the following
turn (if the Runner is not hit or Pinned in the intervening Combat Phase). Runners do
not begin on the map; place them in the CO HQ Assets box on the Command
Display. They move automatically with the CO HQ and can be dispatched and
dismissed with the corresponding Actions ordered by the CO HQ (4.2.1g, 4.2.1h).
Campaign instructions will note if a company begins with Runners. If not they can be
created from existing units (4.2.1f). You can have two Runners in play at any given
time.
This was the primary method of command and control prior to the widespread usage
of the radios at the company and platoon level.
4.3.3 Networks
To facilitate command and control, Radios and Field Telephone (RT) networks are
established and maintained. The mission instructions will state whether phones,
radios or both are available. For missions which allow both, choose which you want
to use for each Network. Some Networks can use phones while others use radios in
the same mission, but a single Network must use either phones or radios, not a mix.
RTs communicate only on assigned networks. Each phone and radio counter shows
the network to which it belongs. You can have units exchange lost or destroyed RTs
with RTs of the same type from a different network at the cost of one Command each
(4.2.1.j).
The organization of the RT networks depends on the purpose of the communication,
as follows:
FOs and regimental Staff may not communicate on this network. The
Battalion Staff may use the CO TAC Net if located with the CO HQ.
5) AIR CTL (Air Support Control Network): This is used for control of air
support missions, and it allows an FAC to communicate with aircraft providing
fire support to the company. Only the FAC may communicate on this network.
If the AIR CTL is using phones, the FAC’s RT must connect to the Staging
Area to be able to communicate.
The CO HQ’s phone must be part of the connection for the CO TAC Network
to function. Other Networks must connect to the Staging area. The number of
phone Line markers available (if any) is listed in the TO&E for the campaign.
During a mission, units assigned Phone Lines may lay down one Phone Line
marker per card. This does not require an Action and occurs automatically
when a laying unit leaves a card.
If a Phone Line marker is on a card with a Good Order enemy unit but no
Good Order friendly unit, there is a 2-in-3 chance that the enemy will discover
the line and cut it during the Combat Effects Phase.
4.3.5 Radios
Radios enable communication between units out of Visual-Verbal communication.
That is, units on other cards or off-map, units in different areas of the same card (e.g.
under different Cover markers) and Pinned units.
The Mission Instructions dictate the available types of radios. Put radios in the
appropriate boxes of the Command Display.
Radio technology determines the effectiveness of the radio. The following types are
used in various eras:
Signaling devices are either colored smoke or colored flares. Check the TO&E for
each campaign to see what Pyrotechnic devices are assigned to your company.
Then assign specific Actions from the menu below to each color and type of device,
noting the relationship on the Mission Log. All units with a clear LOS to the signal will
perform or attempt to perform the particular Action as soon as the Pyrotechnic is
activated.
You can use a Pyrotechnic to initiate the Actions listed on the following
chart, assuming these criteria are met:
1) The unit with the device must be the one ordered to Deploy the
Pyrotechnic.
2) Only one Action can be associated with the device.
3) The prerequisites for performing that associated Action are met (e.g.,
each unit has the necessary LOS to the device, is in the required
state, etc.)
The chart lists the Actions by mission type (Offensive, Defensive, or Combat
Patrol) and the shorthand to put on the mission log. You can save setup time
at the beginning of each mission by making a Standard Operation Procedure
(SOP) at the start of the campaign to use each time.
Offensive Mission Pyrotechnic Signal Options
Command Mission Log Entry
Cease Fire CF
Shift Fire SF
Cease Fire CF
Shift Fire SF
Cease Fire CF
Shift Fire SF
A. Colored Flares
Colored flares are visible from anywhere on the map regardless of LOS.
There are four types of colored flares available for signaling:
● Red Star Parachute (RSP)
● Green Star Parachute (GSP)
● Red Star Cluster (RSC)
● Green Star Cluster (GSC).
Design Note: While handheld illumination devices are in reality also flares,
they are not used for signaling but are used during night missions to mitigate
the effects of darkness on combat as described in chapter 9.
C. Smoke (Non-aerial)
HC Smoke and WP smoke cannot be used for signaling. You can use either
to provide concealment. It is deployed like any other Pyrotechnic device. The
TO&E lists your available smoke devices for the Campaign.
WP smoke has a combat effect as well as a screening effect. You can deploy
WP smoke like any other Pyrotechnic device, or you can deploy it during an
Attempt to Make a Grenade Attack Action. When part of a grenade attack,
conduct the attempt normally, but place the deployed WP marker in addition
to any results of the grenade attack.
5.1 Movement
You move your infantry units on the map in the Command Phase by having an
eligible HQ use its Commands to issue Move Action orders to them (4.2.2).
Physically move each unit as soon as the order is issued. The two basic forms of
movement for infantry are Movement within a card (5.1.1) and Movement to another
card (5.1.2).
Note: AT Guns are treated like “Infantry” units for most purposes but
many cannot Move. These are noted with an icon on the counter and on
the Vehicle and Anti-Tank Weapons Chart under the column “Mobile:
Yes/No”. Units noted as “Mobile: No” cannot Move/Infiltrate within a card
or to adjacent cards, or Seek cover.
・PDF from the North Korean MG blocks diagonal movement to the Primary
Objective.
Do not mark units Exposed when moving between cards within the Staging
Area (2.5). Thus, in the same way as moving between field fortifications and
buildings, it is possible to move units between multiple cards in the Staging
Area during a Command Phase as long as Commands are available to do so
(but not more than one move in the same Impulse).
5.1.4 Infiltration
Infiltration is movement under enemy fire. Any Good Order unit (or LAT in
certain cases) not marked as Exposed, and that does not have an A & an
arrow symbol or an H VOF rating, may attempt Infiltration as long as either
the origin card or the destination card has a VOF marker on it.
● Draw two (+/–) Action cards and check for the Infiltrate icon. If it is
present, then the attempt succeeds: move the unit to the adjacent
card but do not mark it as Exposed. If there is cover on that card, you
may place the unit under a Cover marker.
● If there is no Infiltrate icon present, the attempt fails and becomes a
regular Move to an Adjacent card Action (it still costs a Command and
an Exposed marker is placed on the unit).
● Infiltration within a card requires that the card has a VOF marker
(4.2.2.g).
● Areas within Urban Terrain cards (chapter 13) cannot be traversed
with an “Infiltrate to Cover” Action, so it is not possible to move
unexposed (exception: Attached Buildings 13.7).
5.1.5 Stacking
“Stacking” has two main meanings (beyond piling counters on one another to
keep things orderly):
1. Having more than one unit on a card.
● You may not have more than 16 Steps and four vehicles per
side on a card
● Steps embarked on Vehicles do not count.
● Casualties do not count
● Brewed up and wrecked vehicles do not count except when
using the card as a Landing Zone (see chapter 11)
A. Transport Capacity
The transport capacity of a vehicle is noted on its counter and on the
Vehicle and Anti-Tank Weapons Chart.
The transport capacity of an Infantry unit is one per step. (e.g. a 1-step
MG Team has a transport capacity of one, a 4-step mortar section has
a transport capacity of four, etc.)
Examples:
● A demolition Team (1 Step) can carry 2 demolition charges + 3
RKT Ammo + 1 Smoke + 1 WP Smoke (2 of 6 Assets)
● A CO HQ (1 Step) can carry the BN TAC Net Radio + CO TAC
Net Radio + 4 Pyrotechnic devices + up to 2 Demolition
Charges.
Mark any unit that picks something up as Exposed; you do not have to
mark a unit as Exposed if it merely drops something off without
otherwise exposing itself. If you want another unit to acquire and use
what was dropped off, such as ammo, then you must order the second
unit to pick it up.
The instructions for the campaign in your Mission Book will explain how
casualties should be evacuated. You may need to move them to a Casualty
Collection Point (CCP), evacuate them by helicopter or LVT, or move them to
a MEDEVAC LZ with an HQ or Staff unit (to direct operations).
5.2 Terrain
Each campaign has a deck of Terrain cards which will be used to build a game map.
The instructions in the Mission Book will tell you how many rows and columns of
Terrain cards you need to build the map. Columns extend vertically away from you,
while rows extend horizontally across your front (2.2).
The Mission Instructions also indicate whether to lay the Terrain cards face up or
down. This reflects the accuracy of the maps used historically. When placed face
down, reveal cards to the extent of the LOS of units on the map according to the
mission instructions. During play, reveal a hidden card when a friendly non-aircraft
unit has LOS to it. If the hidden card is a Hill, draw a new terrain card to place on top
of it (as described in 2.2.1). If you draw subsequent Hill cards, keep placing them on
top of each other until you draw a non-hill Terrain card.
● US 1/1 Squad and Arty FO in the Jungle have no LOS to any NVA units due to the
green borders of the Bamboo. (US 1/1 Squad would not open fire even with LOS in
this situation due to the presence of the US Litter Team)
● NVA 12.7mm MG has LOS to the US Litter Team in the Bamboo as the cards are
Adjacent. They Open Fire
● NVA Mtr Spotter in the Elephant Grass has LOS to the US Litter Team in the Bamboo
as LOS passes through the left & right white borders of the Rice Paddy. They make a
successful attempt to Call for Fire.
LOS Example 2
● German Squad 1/3 and US Squad 1/1 have no LOS to each other as only one border
of the Hedgerow is white.
Note: Some campaigns feature terrain cards with black borders. These
indicate that Movement of units is impossible in these directions. LOS across
these borders is the same as for the rest of the card (which will either be
all-white or all-dark).
Reciprocal LOS
Line of sight is reciprocal; every card your units can see can also see your
units in return. (Exception: Cards with Smoke, Incoming!, or Air Strike! on
them. Units from outside a card with Smoke, Incoming!, or Air Strike! have
LOS into the card (but not through to cards beyond), while units on such
cards cannot see out (5.3).
Even if only part of a card is in LOS (such as the Upper Story of a multi-story
building), a Basic VOF can be placed on the card. However, targeting
individual units or cover markers with VOF (such as Concentrated Fire,
Grenade Attacks or Sniper VOF) requires that the target is in actual LOS of
the unit attempting to place the VOF.
Fig 2: US LMG enters Upper Story cover. LOS can now pass over the Green borders
(Note that LOS is reciprocal - the enemy Squad can also place a VOF on the US card).
Fig 3: Enemy squad Concentrates Fire on US units - only the LMG in the upper story can be
targeted (Basic VOF continues to cover the whole card).
Urban LOS
On standard Terrain cards, buildings and Urban Cover markers—including
Multi-Story markers—do not block LOS at any level. On Urban Terrain cards,
the LOS is much more restrictive and is detailed in chapter 13.
5.2.2 Elevation
Elevation is a relative measure in Fields of Fire. The base elevation is level 1
for all missions. Hills and Upper Stories add +1 to the base elevation. A single
hill is level 2. An Upper Story (5.2.2B) is at level 2. An upper story on a hill is
level 3.
Higher elevation allows units to trace LOS over blocking terrain at lower
levels. Higher elevations see over any lower elevations despite intervening
dark borders, i.e., units at level 2 see over level 1 Terrain cards. Same level
terrain blocks LOS to any lower level terrain, i.e., a level 2 terrain cannot see
over another level 2 Terrain card to a level 1 Terrain card beyond it.
A. Hills
Hill cards raise the elevation
by one level. They do not
provide Cover & Concealment
modifiers. Upon drawing a Hill
card, draw another card and
place it on top of the hill to
show the terrain on the hill.
There can be multiple Hill
cards under a Terrain card,
each raising the elevation by 1
level.
Multiple hills do not change the ability to move in or out of a card, but
only provide additional LOS benefits. The dark LOS borders on the Hill
card supersede any light borders on the non-Hill Terrain card.
B. Multi-Story
Terrain cards marked with “Multi-Story” icons designate urban areas
containing buildings taller than one level. When you find cover on a
Multi-Story card you get both the Upper Story Cover
marker and a regular Building Cover marker, which
represents the ground floor. Consider these separate
Cover markers for purposes of commands, combat, and
movement.
Note there are specific rules for the terrain decks used in Urban
Combat campaigns. (13.0).
5.2.4 Cover
Cover is a terrain feature below the detail found on standard tactical maps,
and is often called “micro-terrain.” Cover provides protection from fire and is
incremental to the Terrain card’s basic Cover & Concealment value (5.2.3).
Each Terrain card indicates the maximum number of Cover markers (the
Cover Potential) that can be found on this card with an Attempt to Seek Cover
action (4.2.2e). Other Cover markers such
as upper stories, enemy fortifications,
etc., do not count towards this maximum.
Note: Ignore any casualties under a Cover marker when determining if the
Cover marker is occupied.
However, putting too many troops under the same Cover marker increases
their vulnerability to indirect fire and grenades. For every Step above three
that is under a Cover marker, each unit attacked by a Grenade, Incoming! or
Airstrike! VOF receives a –1 modifier.
Example: Five Steps under a Cover marker would all receive the benefit of
the cover’s +1 modifier, but if attacked by Grenade VOF they would also
receive a modifier of –2 because there are two Steps over the three-Step
limit. The net modifier would be –1. This also applies to pre-printed cover as
found on the urban Terrain Cards to units of each side. It is not cumulative
between both sides (13.8.1).
Urban Terrain cards have the cover printed on the card instead of a marker
(13.1) as it would be impractical to have every unit in some sort of Cover
marker. The Cover marker areas in an Urban Card can be occupied by units
from both sides, unlike a standard Cover marker.
B. Field Fortifications
The instructions for each
mission indicate the usual
type of Field Fortifications
that the enemies
encountered will use and
those available to your units at the start
of the mission. They include Foxhole,
Trench, Bunker, and Pillbox markers.
Field Fortifications do not count against
a Terrain card’s Cover Potential.
Note: Being in a Bunker or Pillbox does not affect a unit’s LOS, only its
ability to fire in a certain direction.
Units in Pillboxes and Bunkers may not fire at Point Blank Range (the
same card), but may be targeted by units in the same card.
Even if opposing units enter the card, so long as the occupants do not
exit the Bunker or Pillbox they will continue to exert their VOF in the
indicated direction. This is an exception to the general rule about
enemy units occupying the same card as friendly units ( 6.2.1).
Example: 2/1HMG team (in a bunker) and 2/1 rifle squad (out of
cover) are firing at a German squad to the front. A German Assault
Team infiltrates their card. Squad 2/1 immediately shifts fire to the
Assault Team as per 6.2.1. The HMG team in the bunker continues
firing off-card despite the presence of the German unit (they assume
they are being protected by the squad).
If the German Assault Team falls back to the Enclosed Field in a later
turn, 2/1’s fire will not follow it as there is already a PDF being exerted
from this card. (this would be an exception to 6.3.4. As mentioned at
the end of chapter 1, in an open Sandbox like Fields of Fire such edge
cases where two rules might apply are common. Draw a random
number if you are uncertain as to which will occur).
C. Urban Cover
Consult the Urban Cover Probability Table in the Charts
& Tables Player Aid when a successful Attempt to Seek
Cover action is carried out on a Terrain card with an
urban cover icon (such as Farm, Village, and Church).
The chart indicates for each campaign the chance of
discovering Basic Cover
(representing rubble), light buildings, or
strong buildings. Like Basic Cover, light
and strong buildings count against a
Terrain card’s Cover Potential.
D. Caves
Cave entrances come in four varieties: small, medium,
large, and armored. Each has a capacity limitation in
Steps based on the size indicated by the number in
parentheses on the marker. In addition, they have a
limited firing arc as depicted by the arrow on the
marker. Point the arrow on the counter to the card that made the
contact. You cannot change the orientation of the marker, and units
under (inside) the marker may fire only in the indicated direction.
Units in caves may not fire at Point Blank Range (the same card), but
may be targeted by units in the same card. Activity checks, such as
Grenade Attacks and HQ Events may call for the enemy units to exit
the cave and engage in Point Blank combat, but in doing so they lose
the benefit of the Cave marker.
If the occupants do not exit the Cave they will continue to exert their
VOF in the indicated direction. This is an exception to the general rule
about enemy units occupying the same card as friendly units (6.2.1).
Landing Zone
Designates that this terrain card is suitable for landing
helicopters on (11.1.3)
Trafficability
Indicates the ease at which vehicles can pass
through this card. See 10.5.2 for details of Vehicle
Movement Actions and how they may be affected by
these icons.
Smoke and WP smoke provide a defensive benefit to the occupants of the card,
except from Incoming!, Air Strike!, Mines! and Grenade attacks. Multiple sources of
smoke are not cumulative; use only the single best, defensive benefit. Colored
smoke, and pyrotechnics such as flares, clusters and parachutes do not block LOS.
6.0 Combat
The two basic components of Combat against infantry targets are Primary Direction of Fire
(PDF) and Volume of Fire (VOF). These indicate how much and in what direction a unit is
firing. Carrying out Combat against Infantry targets is a two-part process:
1. During the course of a game turn, friendly and enemy units engage each
other by placing Volume of Fire (VOF) and Primary Direction of Fire (PDF)
markers. This may happen:
● Automatically by rule
● By a friendly unit being given an order
● Through an enemy Activity Check.
2. During the Combat Effects Segment all engaged units resolve their respective
combats simultaneously.
All combat against vehicle targets is resolved in the AT Combat & Vehicle Movement phase
and explained in chapter 10.
The resolution of all this activity is consolidated in the Combat Effects Segment (6.4).
Combat is directed at a card and all its occupants.
Example.
1/3 Squad and 2/W/3 MG Team are searching for the enemy in heavy rain, which reduces
their visibility to Close range (adjacent card). As a result of an Enemy Random Event (3.4.1),
the rain stops. Immediately the map is checked for any necessary updates, as a result they
open fire on a North Korean Fire Team which is now visible at Long Range.
6.1 Engaging/Opening Fire
In game terms, you have units “open fire” by placing their Basic VOF (6.2.2) on the target
card and placing a PDF marker pointing from the firing unit to the target (if the target card is
not also the firing unit’s card). Some Special VOF require issuing an order and passing an
attempt check before placing a VOF marker (6.2.3).
Once units are Engaged, they will not cease or shift fire without Orders, even
if units from their own side enter the target card or if all opposing units have
moved out of range or been eliminated.
If a unit enters a card where there is firing already going on (i.e. it has a PDF
marker pointing away from it, or it is occupied by both enemy units and
friendly units), the entering unit joins in the existing fire. You may need to
adjust the VOF marker, however, depending upon the VOF rating of the unit
that just entered the card (6.2).
a) If units or Fire Support are firing into a Terrain card from outside,
the VOF affects all units, friendly and enemy, on the card. Place a
VOF marker at the top of the card. This VOF marker will reflect the
best (lowest) VOF Rating of all the units or Fire Support firing from
outside.
b) If units from both sides occupy a card, they fire at each other (their
VOF affects only the opposing units). Up to two more VOF markers
are placed. Place the best friendly VOF marker in the upper left if it is
better (lower) than any VOF affecting the whole card (see (a) above).
Place the Best enemy VOF marker in the lower right if it is better
(lower) than any VOF affecting the whole card.
c) Place any VOF affecting a single unit or single stack of units under
a cover marker (such as Grenade Attack or Sniper [6.2.3]) on top of
the target units.
When calculating the NCM (6.4) for each unit in the Combat Effects
Segment, only the best (lowest) VOF affecting that unit (out of VOF
affecting the whole card, VOF from opposing units on the same card,
and localized VOF placed directly on that unit) is applied.
1
Units with a VOF rating of A/S are equipped
with assault rifles or submachine guns and
generate an Automatic Weapons VOF marker at
Point Blank Range (same card) and a Small
Arms VOF marker at any other range.
2
Pinned VOF is exerted by a Pinned unit in place of its Basic VOF. When all
fire affecting a Terrain card is from Pinned units (meaning it is now the best
VOF affecting the card), the All Pinned VOF marker is used.
Crossfire Modifier: –1
Affects whole card
Place this VOF marker on a card when there are two or
more PDFs being exerted at a given card from different
directions. Place no more than one Crossfire marker on
any given card. Pinned units can be used to generate a
Crossfire.
Note: Multiple VOFs being exerted from the same direction but from
different elevations (due to Overhead fire) do not qualify for Crossfire.
A PDF does not limit the ability to attempt Spotting in any direction to cards
within LOS. PDF restrictions also do not apply to FOs when Calling for Fire. In
other words, they can call down fire in any direction, including Calling for Fire
elsewhere when there are Enemy units on their own card.
Units moving into a card that already has a PDF marker immediately open fire
along the PDF.
When another unit enters the card, or a unit tracking ammunition runs out, the
VOF may change, but the PDF stays the same.
Shift Fire orders can be used to move an existing PDF to a different card.
Unoccupied cards may be targeted if you feel there is some strategic
advantage to do so. However cards with unspotted enemy units may not.
If the last unit under a VOF from an opposing unit on the same card moves
away to an adjacent card, the opposing unit's fire follows the moving unit to
the new card. Move the VOF to the new card and place a PDF marker. Any
fire that was from outside the card remains on the original card.
Example: 1/1 Squad and 1/LMG Team are firing at a German squad on the same
card as 1/1. The German squad moves away to the Village. 1/1’s Small Arms VOF
follows it and a PDF is placed in between the woods and the village.
Since the German squad did not move along the PDF of 1/LMG, 1/LMG continues
firing in the same direction.
Moving causes the German squad to cease fire (6.1.2), it then immediately opens fire
on the Woods card as it is the card in LOS and range with the most steps (6.1.1).
Thus 1/1 is not only hit by friendly fire but also Crossfire.
6.3.5 Table summarizing VOF, Modifiers and relationship with PDF
Area
Affected PDF Notes
S, A and H VOF units which All Pinned VOF is placed
are Pinned place a PDF automatically when all fire is
Pinned Whole Card automatically coming from Pinned units.
Note: During Point Blank combat, “whole card VOF” fired by the units on the card affects
only the opposing units. “Whole card VOF” fired from outside the card affects all the units
from both sides. See 6.2.1, Example 4.
6.4 Combat Resolution & Effects
During the Combat Effects Segment, calculate the Net Combat Modifier (NCM) for
each unit to determine if it is affected by the fire.
The formula is:
NCM = The best (lowest) VOF (Pinned, S, A, H, G!, S!, Mines!, Incoming!,
Airstrike!) affecting that unit.
+ VOF Modifiers affecting that unit (Concentrated Fire, Crossfire, Demo
Miss, Grenade Miss).
+ The net modifier due to visibility, illumination, and observation devices
(chapter 9).
+ All applicable modifiers based on the defending unit’s status (Pinned,
Exposed, etc), terrain cover and cover markers.
In most cases not all the above factors are present and it is fairly easy to group units
on a card by status (Pinned, under cover etc.). The NCM will be the same for units of
the same status. The Minimum NCM is –4 and the Maximum is +6. A NCM of less
than –4 is considered a –4 and a NCM greater than +6 is considered a +6.
Example: Rifle squad 1/1, 1/LMG and an Assault Team come under attack on a foggy
day while crossing an Open Field. 1/LMG and the Assault Team are under +1 Basic
Cover, Squad 1/1 is Pinned out in the open. An enemy 88mm Flak Gun (H VOF) fires
from the right, a pinned German A VOF squad fires from the left. In addition a
Panzerschreck team located with the 88 has made a successful Grenade Attack
against the units in the cover marker. NCM is calculated as follows:
Example: US squads 2/1, 3/1 and 2/LMG confront two German squads (one S rated
and one A rated) in a messy Point Blank confrontation in an orchard. 2/1 and 3/1 are
under +1 Basic Cover, 2/LMG is Pinned out in the open. The S rated German squad
makes a Grenade Attack against the US cover marker but fails the attempt, the
Grenade bounces about randomly, who knows where it will end up... 2/1 and 3/1
make free Grenade attacks in return, 2/1 misses, 3/1 succeeds. 2/1 Concentrates
Fire on the A VOF rated squad, 3/1 Concentrates Fire on the S rated squad. NCM is
calculated as follows:
US Squads 2/1 and 3/1:
VOF: Automatic Weapons: -1 (Best of Automatic and Small arms)
Visibility: None (Daytime)
Status/Cover: Terrain +1, Basic Cover +1
Modifiers: Grenade Miss -1 (2 misses, but only one Modifier is placed).
Total NCM +0 (resolve each unit separately)
US 2/LMG
VOF: A: -1 (Best of A and S)
Visibility: None (Daytime)
Status/Cover: Pinned +1, Terrain +1
Modifiers: Grenade Miss -1
Total NCM +0
For each unit, find the Net Combat Modifier (NCM) according to the formula in
6.4. Once you have determined the NCM, draw an Action Card and find the
NCM in the Combat Resolution section along the left side of the card. Next to
the modifier, you will find its effect.
There are three possible results: MISS, PIN, or HIT. If you draw a card with a
HIT result, immediately resolve the effect of that HIT. Draw another card and
refer to the Hit Effect area in the lower center of the card to find the effect on
the target unit.
B. PIN
Place a Pinned marker on the unit. For efficiency you may stack
multiple units beneath a single Pinned marker.
Pinned units are not considered to be “good order” units and they
suffer from limitations to their actions, fire power and communications
ability (see 4.2.5).
C. HIT
Draw another card to discover the effects of the hit (6.4.3). After
applying the effects, mark the unit (or units if it split into multiple parts)
with a Pinned Marker.
P = Paralyzed Team
One step of the unit has become Paralyzed.
● Place a Paralyzed Team on the card
● Reduce the original unit by one step. If this was a unit’s last step, the
original unit is Removed from Play (1.2.6).
L = Litter Team
One step of the unit has become a Litter Team.
● Place a Litter Team on the card
● Reduce the original unit by one step. If this was a unit’s last step, the
original unit is Removed from Play (1.2.6).
F = Fire Team
One step of the unit converts to a Fire Team with the following procedure:
● If the hit unit has more than one step, place a Fire Team, as indicated
on the breakdown charts, and reduce the unit by one step.
● If the hit unit is a 1-step unit with a named Fire Team on the reverse
side, flip it to its Fire Team side.
● If the hit unit is a 1-step unit without a named Fire Team on the
reverse, or it is a LAT, then replace it with a generic Fire Team as per
the Breakdown chart. The original unit is Removed from Play (1.2.6).
A = Assault Team
One step of the unit converts to an Assault Team, or possibly a Fire Team,
with the following procedure:
● If the hit unit has more than one step, check the breakdown chart:
○ If a named Fire Team is indicated for this step, place it on the
card and reduce the unit by one step.
○ Otherwise place a generic Assault Team for the era on the
card and reduce the unit by one step.
● If the hit unit is a named Fire Team there is no effect.
● If the hit unit is a 1-step unit with a named Fire Team on the reverse
side, flip it to its Fire Team side.
● If the hit unit is a 1-step unit without a named Fire Team on the
reverse, or it is a LAT, then replace it with a generic Assault Team as
per the Breakdown chart. The original unit is Removed from Play
(1.2.6).
Example
A 3-step Japanese squad is hit with a CF hit.
Step 1 is converted to a Casualty unit, Step 2
is converted to a Fire Team. Only one step
remains so it becomes a Fire Team. (The two
Fire teams are marked Pinned as a Hit result
also Pins all of the Steps in the affected unit).
It is intentional that there is no mechanism to track which generic LATs have come from
which specific units. Units reduced to generic LATs become small clumps of men with
varying agendas. In the heat of battle they are reorganized as they are. Where they belong
can be sorted out later. With the exception of squads and some HQs which may be
Reconstituted, (see 6.5.2), once the original counter is replaced with a Generic LAT, units
may not return during the course of the mission.
6.5.1 Rally
Units can be rallied from various states with commands from the Rally Action Menu
according to the instructions below. For all of these commands, success is automatic
if there is no VOF on the card, otherwise draw 2 cards, modified by the Experience of
the unit giving the command (HQ, or Self if attempting in General Initiative), and look
for the Rally icon.
Rallying orders cannot upgrade generic LATs into good order units or named
Fire Teams. With the exception of some HQs and Squads which may be
Reconstituted (6.5.2), units that have become generic LATs cannot return
during a mission attempt.
6.5.2 Reconstitution
Squads and HQ units which have been Removed from Play may be Reconstituted
during play according to the rules below. Reconstitution also occurs in between
missions when playing the Campaign Game (see chapter 12).
Note: All Reconstitute Actions require an HQ to give the order, even if used during
General Initiative.
You can never have a unit reconstitute such that it ends up with more firepower than
it started with.
Generic LATs are never tracked to their original unit, so if weapons teams, FOs, HQs
or CO Staff are turned into Paralyzed or Litter Teams, they can be rallied to generic
Fire or Assault Teams and used to reconstitute squads as described below.
Squads
You may reconstitute a squad unit which has been removed from the map.
Any two, three, or four Fire/Assault Teams may be given an Attempt to
Reconstitute Squad order (4.2.3.i). Draw Action cards, modified by the
experience level of the HQ giving the command, and check for the Rally icon.
If the icon is present, then the attempt succeeds; remove the Fire/Assault
Teams and replace them with a previously removed squad with the same
number of steps.
Thus, in practice, a regular squad can regain its original Good Order counter
during a mission through first rallying Steps up to Fire/Assault Teams and
then reconstituting the teams into a squad.
Example:
An A rated German Fire Team could
join an S rated Fire Team in order to
Reconstitute to a 2-step A rated
German Squad (or an S rated squad
if all A rated squads are already on
the map). However, two S rated
German Fire Teams would only be
able to Reconstitute as an S-rated
squad.
(Generic A rated assault squads with Point Blank range are not armed with
machine guns and so two of them would not be able to reconstitute to a full A
rated squad.)
Headquarters
Reconstituting an HQ is returning an HQ unit to the map that has
been Removed from Play by converting an eligible Good Order step into the
desired HQ unit. Reconstituted HQs always enter play as Green experience.
Follow the instructions below depending on the kind of HQ being
reconstituted. CO Staff may not be reconstituted during a mission.
A. Reconstituting a Platoon HQ
A Platoon HQ may be reconstituted from a CO Staff unit,
or any Good Order step from that Platoon with a
Reconstitute a PLT HQ Action (4.2.1.d). No Attempt is
required for this action, however it requires an HQ to give
the order even if carried out as part of General Initiative.
Any eligible unit can be used; no chain of command restricts who can
be used in sequence to replace a PLT HQ. Place the reconstituted HQ
unit on the card and reduce the unit used for reconstitution by 1 step
(remove the Co Staff unit from play if used, place a Fire Team or
Assault Team as desired if only one step of a squad unit remains).
Note: An HQ on its Fire Team side does not need to be Reconstituted and
can be flipped to its Command Side at its original experience level through a
rally Action (6.5.1).
1st PLT HQ has been Removed from Play after becoming a generic Paralyzed Team,
2/1 Squad has also been removed from play after all of its Steps were reduced to
generic LATs (1 Paralyzed Team, 2 Casualties and a Fire Team). 1/1/MG is on its
named Fire Team side so is not considered “Removed from Play”.
A couple of turns later, when the fire has stopped, 1st SGT appears and attempts to
patch the units back together. Having been Removed from Play, Recovering 1st PLT
HQ is a priority however an HQ that has been reduced to a generic LAT cannot be
recovered through Rallying commands.
Later 1st Sgt can use a Rally order to return 1/1/MG to its 1-step Good Order side.
Note how we do not need to keep track of which LATs originally came from which
units. It doesn’t matter that the Litter Team actually used to be 1 step of 1/1/MG, we
can still use it to Reconstitute 2/1 squad.
7.0 Weapons and Fire Support
You will encounter a wide variety of weaponry during the various campaigns in Fields
of Fire, from individual sniper rifles, through squad support weapons and up to
company-level support teams and vehicle-mounted heavy guns.
Each weapon type will generate a particular VOF, and some have additional
capabilities such as being able to shoot over the top of intervening units, lay down
lanes of fire, bring down indirect fire, or take on vehicles in an Anti-Tank role. See the
Weapons Capability Chart on the Charts & Tables Player Aid for a summary of the
abilities of the various weapon types.
Example
A Japanese tripod-mounted HMG is placed in the Potential Contact
Evaluation Segment and opens fire at a US Assault Team
approaching from the Dunes. There is clear LOS to the beach and out
into the surf. Automatic Fire VOF is placed on all cards up to the
HMG’s range of V.
.
7.2.3 Overhead Fire.
Tripod-mounted machine guns and units with a Heavy Weapons VOF
Rating are capable of Overhead Fire. The following intervening troops
can be fired over with these weapons:
○ A unit which is on the same level as the target and at least one
level lower than the firing unit.
○ A unit which is on the same level as the firing unit but at least
one level lower than the target.
○ A unit which is on a lower level than both firing unit and target
Do not place a VOF marker on the card being fired over.
Example
Grazing Fire and FPL lay VOF along all cards in range and at the
same elevation if they are firing in a straight line. They can be made to
fire uphill or downhill, but not both. When there is a choice of
directions to fire in (downhill or straight across a valley for example),
units capable of Grazing fire will aim at the closest enemy unit along
its PDF first.
Direct Lay
When firing Direct Lay, the H-rated Mortar Section places a Basic
Heavy Weapons VOF and a PDF automatically like any other H rated
unit.
The G! rated Mortar Teams, like other G! Rated units must be ordered
to attempt to make a grenade attack, and this must fire along an
existing PDF. Unlike other G! rated units however, if no PDF exists,
they can place their own and attempt to make a Grenade Attack on
any opposing units in LOS. This PDF makes it eligible to help qualify
for Crossfire, even if the attempt fails (This is an exception to 7.10.1
rule on Grenade Attacks along existing PDFs).
Like other direct fire, direct lay is subject to the Terrain Effects dictated
by the card borders that the fire crosses (5.2).
Indirect Lay
Indirect Lay involves employing indirect fire using an observer just like
off-map artillery and mortars (7.16). Only the multi-step Mortar Section
may use Indirect Lay.
There is no card draw; simply place the Heavy Weapons VOF on the
target card. Note that the Mortar will not continue to do this every
turn—it will need to be ordered every time you want it to fire Indirect.
Remove the Heavy Weapons VOF in the Clean Up Phase.
When using Indirect Lay, the target must be in LOS of the observer
(the HQ who will order the fire). The mortar section itself does not
have to trace a straight LOS to the target, but must be in range traced
in cards, including diagonally, and not including the card the mortar
occupies. A card occupied by both enemy and friendly units is a valid
target for Indirect Lay.
When firing Indirect Lay the mortar does not place a PDF, thus it does
not help qualify a card for Crossfire. Indirect Lay is treated the same
as Incoming! in regard to terrain effects (i.e., it can use the ‘lower’
number and also the burst modifier on some cards). It is treated as a
regular Heavy Weapons VOF for all other modifiers.
These weapons were high angle fire weapons, so as with mortars, you cannot
fire them from under a Building, Bunker, Cave or Pillbox Cover marker.
You do not need to check for a mine attack when a unit leaves a
mined card. Unless otherwise mentioned in the mission instructions,
you cannot remove a minefield.
For infantry units, the VOF for a mine is –4 and for Vehicles the VOF
has an AT modifier of –2.
A LAT with a VOF will make a free Attempt to Make a Grenade Attack
against any spotted unit which makes a successful Grenade Attack
against it.
Note that if a stack of units under a Cover marker was attacked, every
unit eligible to make a Free Grenade Attack response will respond.
7.10.6 Clean up
Remove any Grenade Attack VOFs and Grenade Miss Modifier
markers in the Clean up Phase.
Examples
3rd PLT HQ and 1/3 Squad are engaged in
point blank combat in a Village (+3 terrain
cover). Noting that the Germans have
overcrowded their light cover, 3rd PLT HQ
orders 1/3 to carry out a Grenade Attack.The
attempt is made, but it’s a Miss. The two Good
Order German units make a Grenade Attack
Response. 1/1 PLT Miss. 1/LMG score a Hit.
The German Assault Team is not eligible to
make a Grenade Attack Response against a
Missed attack.
German NCM= +3 (+3 terrain, +1 cover, -1
Grenade Miss, +0 Small Arms Fire)
US NCM= 0 (+3 terrain, +3 Cover, -4 Grenade
Hit, -1 Grenade Miss, -1 stacking penalty for
having 4 steps under cover)
Terrain: +2 Terrain: +2
You may Attempt to Concentrate Fire with any unpinned Combat Units with
an S, A, A/S, or H VOF Rating. The target may be:
● A stack of spotted units under a specific Cover marker
● A random, spotted, opposing unit out of cover (draw a R# to select).
Note: Draw a new random target for each attempt in the out of cover
area during a Platoon Concentrated Fire Attempt (4.2.4c).
Draw two cards, modified for the firing unit’s Experience Level (plus one
additional card if firing a tripod-mounted machine gun). The attempt is
successful if the Crosshairs icon is present on at least one of the cards. If the
attempt fails, nothing else happens—there is no additional ammunition
expenditure or modifiers.
If the attempt succeeds, place a Concentrated Fire marker on the target. If the
target is a Cover marker, the Action affects all units under the Cover marker.
If two or more cards with Crosshairs icons are drawn, a Critical Hit occurs and
the target loses the benefit of Cover markers (including field fortifications and
buildings). If the target is not under a Cover marker then place a second
Concentrated Fire Modifier marker on the target. Multiple Concentrated Fire
Modifier markers can affect a single unit, the modifiers are cumulative.
If the firing unit tracks ammunition, it uses one additional ammunition point for
each successful attempt made during the turn. Remove Concentrated Fire
markers in the Clean Up Phase (6.5.1).
7.12 Jam
A Weapons Team or squad unit (armed with a belt-fed machine gun, rocket
launcher, recoilless rifle, or similar Weapon that has an A, G!, or H VOF) that
draws a card containing the word “Jam” when attempting a Grenade Attack at
close range or attempting to Concentrate Fire has experienced a serious
Weapons malfunction.
Remove the unit from play and replace the Steps with Generic Fire Teams for
the era.
7.15 Snipers
Units with a VOF rating of S! are Snipers.
Unless otherwise engaged, Snipers will open fire automatically
according to sniper target priorities (6.1.1). They place two
VOF markers on their target card. Small Arms (+0) and Sniper
(-3).
At the beginning of each Combat Effects Segment, select one random target
on the card with the Sniper’s VOFs and move the Sniper VOF
onto it. Units under cover markers are eligible targets, but only
one unit will be affected. If some units on the card are marked
as Exposed, select the target from those units only. The rest of
the card will only be affected by the Basic Small Arms VOF.
A Vehicle is also an eligible target. If selected, leave the Sniper VOF on the
vehicle until it is resolved in the following turn Vehicle Phase. Unless it is
selected in this way, only the Small Arms VOF can be resolved against
vehicles in the vehicles phase (the Sniper requires time to target a vehicle’s
crew). Sniper VOF has an AT modifier of +1
Enemy Snipers have their own priorities, separate from normal enemy units.
Their behavior is covered in 8.8.
Availability
You may only attempt a Call for Fire Action if you have an available
Fire Mission. The Fire Support Available Table in the mission
instructions for your campaign in the Mission Book indicates how
many missions of each type are available. Mark them on the Mission
Log when expended.
Eligibility
The Draws columns of the Fire Support Available Table indicate which
units can function as observers; i.e., which units can attempt a Call for
Fire Action. You can use only the indicated units to Call for Fire. Some
Missions allow for CO HQs (and even PLT HQs) to Call for Fire. They
are capable of doing this via the CO TAC Net or the BN TAC Net (in
the CO HQ’s case). The number of card draws is based upon the
actual observer. The card draws for HQs are lower to signify that the
process is less efficient when not handled by an FO.
LOS
The eligible observer must have LOS to the intended target.
Communication
The eligible observer must be in communication with both the
Originator and the firing agency; i.e. an FO who is ordered by an HQ
to Call for Fire needs to be in communication with that HQ to receive
the order and to be able to communicate on the appropriate Fire
Direction (FD) Net. Since they cannot use the CO TAC Network,
generally they must move with an HQ or operate on General Initiative.
E. Illumination
Parachute flares fired to provide illumination during night missions.
These can be dropped anywhere on the map with a successful Call for
Fire. LOS from FO to target card is not required (9.2).
F. Time-on-Target (TOT)
This is a more complex Fire Mission where all rounds of the first volley
hit the ground at the same time. It is effective, but it takes time and
planning.
G. Air Strike
For real world commanders, this mission is more complex than a
standard Call for Fire, and is delivered from helicopters or fixed-wing
aircraft. This type of Fire Mission has the additional prerequisite of a
“mark.” A mark is a visual cue intended to aid the pilot in identifying
the target.
You must first place a mark before you can attempt an Air Strike, thus
it takes two Commands. A mark is either a colored smoke pyrotechnic
placed on the closest friendly card to the target or a WP Fire Mission
on the intended target. An Air Strike can be called while the WP Fire
Mission is still Pending.
If a drawn card contains the Burst icon with the word “Short” in it, the
“Short” draw takes precedence over any other draw made in that call
for fire. The Fire Mission has gone awry. If the firing agency was
artillery or mortars, place the Pending Fire
Mission marker one card closer to the
observer along its LOS, unless the
observer is calling in fire on their own
position (the observer occupies the target
card). In this case, randomly choose a
bordering card and place the Pending Fire
Mission marker there. When a “Short” is
drawn for an Air Strike or for Attack
Helicopters (10.8.4), randomly choose a
card bordering the mark and place the
marker there.
You may also place a Target marker on a card after a successful Fire
Mission on that card from either off-map artillery or off-map mortars.
You can have no more than one Target marker in play per firing
agency. Make a note on your logsheet of which firing agency a Target
marker is related to.
Add another card to the draw for an Attempt to Call for Fire from an
Off-Map Firing unit (4.2.4i) for any fire by the registered firing agency
on the card containing its Target marker.
7.18 Ammunition
Note: Tracking ammunition can be fiddly whether using on-map markers or
making tick marks on the log. If you are still learning the system, you may
want to set aside all tracking of ammunition. It could change play balance
dramatically to not track certain types of ammo, so it is recommended to learn
with the Starter Scenarios that are designed with the non-tracking of ammo in
mind.
Ammo markers are also used when transporting ammo around the map.
Ammo markers only depict the basic types; in some missions there are
various specific calibers and you must note them on the Mission Log as
different calibers that are not interchangeable. The number on a marker
indicates the number of ammo points it represents.
You do not keep track of ammunition for small arms (S and A/S VOF rated
units and A rated Assault Teams) or hand grenades.
Note: Some units (like the US Mortar Teams and the German HMGs in the
Normandy Campaign) start with more ammo than they can transport at one
time. Other units will need to transport ammo for them if you need them to
move. Enemy units will drop any excess ammunition if forced to move by Fall
Back or Advance orders while they are still overloaded.
Example:
A 3-step 66mm Mortar Section with 3 ammo is hit by an FC Hit. Step 1
becomes 1/Mtr Fire Team with 3 ammo, Step 3 becomes 3/Mtr Fire
Team with 3 ammo (Step 2 is a casualty).
E. Flamethrower (F!)
Place a Flamethrower Ammunition marker under each
flamethrower unit. The Flamethrower Ammunition
marker has 2 shots, or roughly 3.5 seconds of fuel per
shot in game terms. Flip any flamethrower infantry unit
which runs out of ammo to its Fire Team side. When it
receives new Flamethrower Ammunition, it is automatically flipped to
its Good Order side.
Enemy units that are flipped to their weapons team side due to being
Out of Ammo may try to leave the map. Those marked with Out of
Ammo markers will continue to fight with their new VOF (8.11.1).
Note: Do not apply this rule until all ammunition has been expended in
the case of units tracking two types (e.g. NVA units equipped with
RPD machine guns and RPG rocket launchers).
7.18.3 Resupply
Resupplying an out-of-ammo unit requires that the out-of-ammo unit
be on the same card as available ammo. If no ammo is on the card
the out-of-ammo unit must either move to an ammo supply or have
another unit bring ammo to the out-of-ammo unit’s card.
It doesn’t matter exactly when you update your ammo, but you should
aim to be consistent so as to not use too much in one turn.
The sequence of play is quite complex and every player has their own
methods for keeping track of information as the turn progresses. The
following rules are therefore only suggestions based on best practices
of current players.:
2. Contact:
One friendly-occupied or enemy-occupied card is under a VOF marker, or there is at
least one spotted enemy unit on the map.
3. Engaged:
Two or more occupied cards, (can include friendly-occupied cards and
enemy-occupied cards), are under VOF markers.
4. Heavily Engaged:
Two or more occupied cards are under VOF markers and at least one card has both
enemy and friendly units on it.
If there are more cards than PC markers of one letter, simply take all the
markers of the required letters, mix and place them randomly. For instance,
several Vietnam missions say to place PC A, B and C markers randomly on
25 cards. In this case, select all 16 A markers, all 16 B markers, and all 16 C
markers, randomize them, and place 25 of them in play showing their “?”
sides.
Note: You will soon notice that there is no need to place PC markers
on cards which your units cannot possibly reach during a turn. You
can save yourself some set up time by not placing markers in these
cards.
If two PC markers end up on a card due to an event, remove the lower letter
(A is highest).
To resolve a marker, check the Potential Contact Draws Chart (also on hint
card #52) and cross-reference the marker’s letter with the Current Activity
Level. If the cross-reference says “Auto,” you make contact without having to
draw any cards. If the cross-reference is a number, you must draw that
number of Action Cards. If any card drawn contains the word “Contact” in the
upper center, you make contact. If the word “Contact” is not drawn there is no
contact with the Enemy. In either case remove the PC marker. Adjust the
Current Activity marker as enemy forces appear, if necessary (8.1).
When you make contact, consult the Mission Instructions to determine the
type of contact (8.3). Depending on the mission this may be based on the
letter of the PC marker, its position on the map or the Game Turn.
Spotted? – Determines if you can see the new unit(s) or not. If Yes, any
eligible units in LOS and Range which are not otherwise engaged will open
fire on it (6.1.1). If No, flip the PC marker to its “?” side and place it on top of
the newly arriving enemy as a reminder the unit(s) is unspotted.
Placement – Explains how to place the package on the map. Including the
distance from the triggering unit and any alternatives which you may have to
draw an R# for.
If multiple units are listed, place those with a ‘+’ sign together on the same card.
Place those separated by a ‘/’ character on separate cards. In that way, a complex
contact may occur from multiple directions simultaneously.
Ammunition for enemy units is also noted. Annotate the back of the Mission Log with
enemy unit and ammo information or use the ammo markers to keep track.
If the generated package cannot be set up because one or more units are not
available due to counter mix limits, disregard the original package and draw
additional cards until you generate a package that contains unit types that are all still
available. Note that all enemy units which are removed from play return to the
counter mix and can be reused.
8.4 Location of Enemy Contact
8.4.1 Distance
Distance is determined on the enemy package list, given in Range (Point
Blank (P), Close (C ), etc. or an instruction such as "Same Card", "Adjacent
card", etc. These indicate the distance of the package placement from the unit
which triggered the PC marker. Alternatives may be available, in which case
draw a R# to decide. Packages with a distance of “Max LOS” or “Max
LOS/Range” cannot be placed at Point Blank range.
8.4.2 Direction
To determine the direction from the triggering unit, draw a random number
and check the Unit Placement Table for the mission.
The direction is relative to the player’s orientation to the map (Front is the
next row toward the top of the map in relation to the player, left is to their left,
etc.) Although Urban Combat may be more complex (13.8.3).
● PDF/VOF: Yes/No
Check to see if the unit places a PDF/VOF (if it doesn’t say, assume
yes). This represents contact being made by the enemy unit opening
fire, or else your units spotting the enemy before they can do so.
○ A unit which places a PDF/VOF must be placed in a position
where it is able to Open Fire on the unit which triggered the
contact. If the package list gives a distance of “Max
LOS/Range”, it means to place at the maximum possible
distance that it is possible to open fire on the triggering unit
from. Therefore you cannot place such a unit outside of its
maximum range or on cards where other friendly units lie in
between the placement card and the triggering unit (unless
Grazing Fire is possible).
Example 1
1/75mm/RCL triggers an A Potential Contact. The Package description says
to place an HMG, unspotted, on the Right side at Max LOS. Ordinarily a
package would not be able to be placed to the Right due to the blocking CCF
rifle squad. However the HMG is capable of Overhead Fire. It is placed on the
Hill and fires over the rifle squad at 1/75mm/RCL. The PC Marker is flipped
and placed with the HMG to indicate that it is Unspotted. The RCL is also
capable of Overhead Fire, so could be ordered to Shift Fire to the HMG later.
Example 2
1/LMG moves into a Woods card and triggers a B Potential Contact Marker.
The result is “Incoming Artillery with Spotter on Left Side at Max LOS”. The
hill on the far left allows a perfect view to the woods for the Spotter at Very
Long range. Safely Unspotted in a concealed Foxhole the Spotter calls an
artillery strike on the forest while the US units in the same area don’t notice
and continue firing down the hill into the marsh at a German Litter Team.
8.4.4 Potential Contact Marker Removal
Enemy units that Open Fire through intervening PC markers along the line of
fire cause those intervening PC markers to be removed if they are at the
same elevation level (the enemy will not intentionally fire through its own
troops). Enemy weapons do not need to be Overhead Fire capable to fire
over PC markers at a lower level.
To expand the map, draw a new Terrain card from the deck and place it where
needed. If it’s a Hill card, place it and continue to draw new cards to place on
top of it until you get a non-Hill card to place on the top (5.2.2). If an enemy
unit is to be placed at max range, and the Terrain Card allows for LOS to pass
through it, continue to draw Terrain Cards until max range is reached for the
enemy unit, or a Terrain Card is drawn that blocks LOS through it. Keep
drawing out to max range if there is a chance that hills could provide LOS.
As described in 2.4.1, friendly units may not leave the original boundaries
unless specifically indicated by the mission instructions. As such, if a Mission
Goal is to clear a row or column, only those cards within the mission
boundaries need to be cleared, not any new cards outside that appear as a
result of map expansion.
In order to spot an enemy, a unit must be on the map, and in LOS of an Unspotted
enemy. The unit must be ordered to make a Spot attempt (4.2.4a) during the Friendly
Command Phase with a base draw of two cards, modified by the modifiers on the
Spotting Attempts Draw Modifiers Chart (Charts & Tables Player AId). The minimum
draw is always one card.
An unspotted enemy cannot be purposely targeted. There are only three cases
where an unspotted enemy unit can be affected by a friendly VOF:
● If you receive a Battalion Fire Mission and one or both of the adjacent cards
you choose has unspotted enemies present. (6.7.2.G).
● If you target a card with unspotted enemies for a WP Fire Mission.
● If an unspotted enemy unit ends up on a card that already has a VOF on it
(one example of this would be if friendly units are firing into an empty card
and a PC placement result puts an enemy on that card).
Friendly forces are always considered spotted by the enemy.
Note: A unit cannot spot enemies from the Staging Area (2.5)
B. Targeting
When an enemy unit needs to choose among targets on its own card, it
selects the largest target (highest number of steps) first, then randomly
among equal sized targets (6.1.1). When choosing among targets on other
cards, select a target randomly.
C. Movement
Enemy units that move are subject to the same restrictions as friendly units
that move. Thus, mark any enemy unit that moves, including one that Falls
Back or Seeks Cover, with an Exposed marker. In addition, certain unit types,
as listed on the Weapons Capability Chart, cannot fire if marked with an
Exposed marker.
D. Grazing Fire
Enemy units capable of Grazing Fire will not open fire through other enemy
units in between themselves and a potential friendly target. They will however
keep firing if enemies enter the PDF later and they will open fire on friendly
units which are closer than enemy units even if there is a risk of Grazing Fire.
E. Cover Priorities
Enemies who move to a card with available cover markers choose where to
move depending on their current action:
● Enemies who are falling back (8.6.2) will move into the cover which
provides them with the best protection (taking into account stacking
penalties, etc).
● Enemies who are advancing will move into the highest value cover
marker available that allows it to open fire upon opposing units (i.e not
a Bunker facing in the wrong direction).
Each enemy unit will be checked only once per turn, regardless of any
movement or change of status which may occur. Enemy units which are
placed on the map, or who take actions or Attempt to take actions as a result
of Enemy Higher HQ Events do not take an Activity check in the Activity
Check segment.
Note; As indicated on the Activity Charts, some units such as Snipers (8.8),
Spotters (8.10) and certain out of ammo units (8.11.1) have their own
priorities and will not use these charts unless Pinned or reduced to LATs.
On the Offensive and Defensive Hierarchies, there are columns for different
enemy tactics (Defensive: Delay, Hasty, Deliberate; Offensive: Assault,
Overrun). Find the hierarchy and the tactics the enemy is using in the
instructions for your current mission, and then use the corresponding column
for all Activity Checks. Certain Events, such as Counter Attacks may instruct
you to change enemy tactics during a mission. Check all Pinned and LAT
units on the Pinned/LAT table using the Leader column if a Leader is present
and in communication (8.9).
For all charts, work from top to bottom until you find a case that applies to the
unit. Draw a Random Number on the appropriate chart to determine what
Action or Attempts, if any, the unit performs. Implement the Action (or draw to
Attempt it) immediately before moving on to the next enemy unit.
Note that some Enemy Activity Hierarchy results will call for an enemy unit to
be removed and be replaced with a PC marker on its current card. In all such
cases, place the same letter PC marker that the Enemy package was drawn
from. If there is a PC marker already present, do not place another—simply
remove the enemy unit.
Note: (Don't think too much about this, draw a R# if it is no longer certain
which PC marker called this unit).
Note: In some scenarios, enemy units do not have a clear “side” to head
towards. In this case decide which way is “away from opposing units” first and
head in that direction. If a direction is open to debate, as in all cases where
things are unclear, draw a random number card to decide the direction.
As per 10.3, Enemy Vehicles and AT Guns will cease fire in the same way if
their VOF is on a card with only vehicle targets, unless there are also
passengers/drivers present who may be affected by a VOF (usually there are
not, but some special cases involving jeeps, trucks and people sitting on top
of tanks are noted in 10.8).
● If an Enemy Sniper is Spotted, it will move one card away from any friendly
units during each Activity Check Segment until it is out of friendly LOS or has
exited the map (exiting the map removes it from play).
● The Spotted Enemy Sniper’s first priority is an allowable card that is out of
LOS of all friendly units. The next priority is the card with the highest terrain
value. If more than one of the allowable cards fit the priorities, then determine
the card randomly.
● After moving, mark the unit Exposed and reselect a target card to open fire on
according to the target priorities chart (6.1.1).
● Once out of LOS of any opposing units, the sniper regains its unspotted
status.
An enemy Leader with an asset weapon such as a Rifle Grenade, can fire them
along their card’s existing PDF. Treat them as if they had “opened fire” on the Enemy
Activity Chart. Out of Ammo rules do not apply when these assets have been used
up.
The number of available missions (including the initial one), the VOF value, and the
number of draws for all fire missions after the first are included in the mission
instructions.
A Fire Mission is expended only if the Call for Fire attempt was successful.
Enemy Spotters will continue to call for fire until out of missions or until reduced
to an LAT even if friendly units enter their terrain card (even going so far as to call
for fire upon their own card). They only flip to their Fire-Team side as a result of a
combat Hit (F or A).
Remove Good Order spotters who have expended all their available Fire Missions in
the next Enemy Activity Phase.
Note: Squads using Asset weapons such as RPGs and Panzerfausts to supplement
their main weapon, are not affected by running out of ammo.
As noted in 10.5.4, if possible, AT capable Enemy units will always Reaction Fire
at Friendly vehicles taking Actions in their LOS (no Activation or PDF is required).
As noted in 5.1, most AT Guns are immobile. Redraw any Enemy Activity Checks
for enemy AT Guns that require them to move.
8.15 Prisoners
Consider any Paralyzed or Litter Teams captured if there are no other same-side
forces on the card AND there are any Good Order units, or Assault or Fire Teams
from the opposite side.
If a side does not take prisoners per the Campaign Instructions, automatically
convert any captured units to casualties (their captors have shot them).
Otherwise, a single step of any unit with a printed VOF can guard any number of
captured Steps taken on a given card. The guard Step is immediately removed
from play along with the prisoners. Vehicles cannot take or execute prisoners.
If a multistep unit is used to make a guard, simply reduce the unit by one step. If
that leaves only one step remaining and the unit has no good order one-step
side, the remaining step of a friendly unit can become a Fire Team or Assault
Team as the player desires. Choose randomly for an Enemy unit.
Friendly steps removed to be guards are not available for the remainder of the
mission, but return between missions and retain their original experience (it is not
considered an LAT). Make a note of the guard step and its experience level on
your mission log.
Enemy guard steps are returned to the pool of available enemy unit counters.
Enemy casualties are automatically captured if their card is Cleared at the end of
the Mutual Capture & Retreat Phase. Guard steps are not required, simply
remove the casualties from the map and place them in the prisoners box on the
Command Display. Enemy units never capture friendly casualties.
Fields of Fire v3.0 (draft) - Chapter 9 (Visibility)
9.0 Visibility
Visibility is a combination of the Light Level and the Weather Conditions. The two modifiers
are added together to get the overall Visibility Modifier for the map.
When the overall Visibility Modifier is +2 or greater, the effects of Limited Visibility (9.1) apply.
Each Mission lists the visibility conditions, which may vary per turn. Place Visibility markers
near the map to keep track of the current Visibility Modifier.
The overall Visibility Modifier is applied to the NCM when calculating Combat Effects and
can be partially or completely mitigated through use of Illumination (9.2) or Night
Observation devices (9.3).
Note that Grenade Attacks, Fire missions, Mines, Claymores, and Booby Traps are not
affected by the Visibility Modifier.
1) Commands:
The maximum number of commands that can be spent by an HQ or Staff unit during
Limited Visibility is 4. The maximum number of Commands that an HQ can save
during a Limited Visibility turn is:
Green 2
Line 4
Veteran 6
Any commands remaining over this number after an HQ has taken its actions (even if
carried over from a regular vision turn) are lost, just as in a daylight mission.
2) Line of Sight
During Limited Visibility the maximum LOS range, without Illumination (9.2) or a Night
Observation Device (9.3), is reduced to Close Range (adjacent card).
9.2 Illumination
The Mission Books indicate the illumination available during the campaign. Where
Illumination is noted as being “available for all night missions”, it can be used in any
mission with at least one turn at +2 Visibility. Illumination can be delivered from
several sources. Use it to mitigate the effects of Limited Visibility caused by Light
Levels. Illumination does not help mitigate any Weather Conditions or Smoke.
Multiple sources of illumination are not cumulative; use only the single most powerful
illumination (lowest modifier) of those affecting a card.
During Limited Visibility, any card that is under the effect of illumination is considered
Illuminated. The LOS of Illuminated units is not affected by being illuminated and they
can see adjacent cards as per 9.1. Illuminated cards can be seen at maximum range
from other cards on the map, including other Illuminated cards, without the LOS
restrictions of 9.1. Note that the effects of Limited Visibility caused by poor Weather
Conditions cannot be mitigated by use of Illumination.
Note: Always take the Night Observation Devices into account when deciding which
VOF to place on a card. The best (lowest) VOF after Limited Visibility modifiers are
applied will be used. For example at Night +2, a rifle squad (Small Arms VOF)
equipped with a Starlight Scope has a Basic VOF of +0, while an LMG (A VOF)
without a scope has a Modified VOF of +1. Basic S VOF on the target would apply
(+0).
Fields of Fire v3.0 (draft) - Chapter 10 (Vehicles)
While the focus of this game is on infantry, from the 20th Century onwards a wide variety of
vehicles have been used to support infantry on the battlefield. There are two basic classes of
vehicles in Fields of Fire: ground vehicles and aircraft. You move a ground vehicle from card to
card. You place a helicopter directly on a card, indicating that it is landing or flying low.
Note: For the sake of simplicity, all combat against a vehicle, whether it is armored or unarmored,
and on the ground or in the air, is referred to as Anti-Tank (AT) Combat.
You move all vehicles and perform combat against them in the AT Combat and Vehicle
Movement Phase. Movement and AT Combat occur over the course of the phase, so a vehicle’s
movement may be interrupted by AT fire but continue afterwards. Any unit listed on the Vehicle
and Anti-Tank Weapons Chart, may perform AT combat in this phase. This chart lists all the
relevant data for all vehicles and AT-capable infantry.
Chapter 10 deals with vehicles in general and ground vehicle movement. Chapter 11 looks at the
additional complications of air transportation and assault planning.
10.1 Commands
10.1.1 General
Vehicles, like infantry units, are organized into Platoons and Companies with a
functioning chain of command. A Vehicle Platoon has a Platoon Headquarters (PLT HQ).
Vehicle PLT HQs can only activate vehicles in their own Platoon. Unlike an infantry PLT
HQ, these units may command their Platoon and still function as a combat or transport
unit because a vehicle has enough crew members to perform more than one task.
All vehicle Platoons have their own radio net. The vehicle PLT HQ is always in
communication with all members of its Platoon. They also communicate on the CO TAC
Net in Vietnam or later missions OR on the BN TAC Net in WWII or Korean War
missions. During the Command Phase, you may have the CO HQ Activate a vehicle PLT
HQ, just as it would activate any other PLT HQ or Staff. If not Activated by the CO HQ,
draw for the HQ in the Platoon HQ Initiative Impulse. You may have it save Commands
just like any other HQ or Staff unit.
10.1.2 Orders
During the Command Phase, the only orders available for vehicles are:
● Load/Unload/Embark (4.2.2h)
● Attempt to Remove Pinned marker (4.2.3a)
● Cease Fire/Shift Fire (4.2.4k, 4.2.4l); and
● Activate for Movement & AT Combat (4.2.1i).
The Activate order is used to indicate that vehicles and AT capable infantry units are
ready to carry out actions in the AT Combat & Vehicle Movement Phase.
A Vehicle that belongs to a Vehicle Platoon can only be given orders by its Vehicle
Platoon HQ and the CO HQ. Individual ground vehicles that are not part of a vehicle
platoon may be Activated by the CO HQ or any CO Staff in communication and may also
be attached to a specific PLT HQ before the mission begins. You may also Activate any
vehicle by General Initiative.
10.2 Transport
The parenthesized value on the vehicle counter indicates the number of Steps it may carry. It
may also transport items equal to the maximum allowable for that number of Steps (5.1.6).
10.2.1 Embarking
To embark an infantry unit or casualties onto a vehicle, have the vehicle perform an
Embark Action (4.2.2h) during the Command Phase. Any number of units (up to the
Transport Capacity of the vehicle) may embark as part of the same action. Place an
Exposed marker on the embarked units if they do not already have one. Place embarked
infantry units beneath the vehicle counter. You may move the vehicle normally in the
Vehicle Phase (10.5.2). Units may start a mission embarked on vehicles by placing them
beneath vehicle units at the beginning of the mission. Passengers may embark vehicles
directly from under Cover markers. Unless otherwise specified in the mission book or in
10.8, there is no LOS to/from passengers on a vehicle and they are not affected by VOF.
10.2.2 Disembarking/Unloading
Passengers
You can have a vehicle disembark its passengers during the Vehicle Phase as
part of a Move Action, either before the vehicle moves or after the vehicle has
completed all intended movement (and after any Reaction Fire in response to
that movement has taken place). Place an Exposed marker on any passenger
that disembarks. Passengers may disembark from vehicles directly to Cover
markers.
Even if a vehicle does not move, Disembarking units is a Move Action and will
therefore require a vehicle to be Activated, and will draw Reaction Fire, require
VOF resolution and mark the vehicle Moved/Fired, as usual. Complete all AT fire
against the vehicle before disembarking the units.
Equipment
To disembark equipment or ammo from a vehicle, have the vehicle perform an
Unload Action (4.2.2h) during the Command Phase. You may then have the
vehicle use actions normally in the Vehicle Phase if Activated.
Note however that unlike infantry units, Vehicles and AT Guns will not Open Fire with their Basic
VOF on a card with only vehicle targets, unless there are passengers/drivers that may be
affected by the VOF (9.8).
Activating a Vehicle/AT capable infantry unit allows it to carry out AT combat in the AT Combat
Phase in addition to resolving its VOF against infantry targets in the Combat Effects Segment. AT
combat does not have to be carried out along a PDF, and carrying out AT combat does not
prevent VOF resolution in the Combat Effects Segment later.
Note: Vehicles exerting a VOF will use ammunition for this fire every turn in addition to any used
in AT combat.
Though vehicles are activated during the Command Phase, the majority of their actions are not
performed until the AT Combat and Vehicle Movement Phase (see 10.1.2 for exceptions).
Vehicle Actions may only be carried out by Activated units. However both Activated and
Non-activated units may carry out Reaction Fire - AT combat in response to Actions taken by
vehicles (10.5.4).
Flip a unit’s Activation marker to its Moved/Fired side when you have finished its Action or after
Reaction Fire, and remove all the markers in the Clean Up Phase.
Infantry units and AT Guns are not subject to Reaction fire, and Basic VOF against them
is resolved in the Combat Effects Segment. The only vehicle Actions available to them
are AT Fire and Reaction AT Fire. Resolve the Fire (10.6), then mark the unit as
Moved/Fired.
After you’ve completed the movement and combat of all Activated vehicles, resolve any
VOF against non-Activated vehicles and all Activated vehicles that did not take an Action
where applicable (10.5.3).
10.5.2 Vehicle Action Menu
Only Vehicles can Move, Spot and attempt Concentrated Fire in this phase. Activated AT
Capable infantry units and AT Guns can only AT Fire (A).
A. AT Fire
“AT Fire” refers to Combat against vehicles. A unit allowed to execute such fire is called
an AT-capable unit (see Glossary, 1.2.6).
Check the Gunnery value of the firer and defensive value of the target on the Vehicle and
Anti-Tank Weapons Chart and follow the sequence in 10.6.
B. Concentrate Fire
An Activated vehicle that is not under a Pinned marker may Attempt to Concentrate Fire
on infantry targets according to the following rules:
● Select a target from the card under the vehicle’s VOF; either a stack of units
under a cover marker or in a building area or a random infantry unit out of cover.
● Draw 2 cards adjusted for experience in the same way as for an Infantry attempt
to Concentrate Fire (4.2.4b).
● Critical Hits apply as normal. A Jam result has no effect.
● A G! rated Vehicle with no Basic VOF can use a Concentrate Fire Action to place
a Grenade VOF on infantry targets. Use the Grenade icon as an indicator of
success when making the draw.
The effect of all fire against infantry targets is resolved in the Combat Effects Segment.
C. Move
You may move a ground vehicle from one card to another for an unlimited number of
cards. However, it must stop moving when it enters a “SLOW” trafficability card and you
may not have it enter a “NO” trafficability card (5.2.5). Vehicles ignore any PC markers
they move through. In the Combat Phase, only the PC marker in the card where the
Vehicle ends up will be revealed.
Remember to resolve Basic VOF and Reaction fire in every card moved into (10.5.3).
Moving vehicles get a +1 defense bonus when resolving AT Fire in the card they move to
(as noted on the Anti-Tank Combat Resolution and Modifiers table). This applies when
resolving the Basic VOF on the destination card as well as any Reaction Fire in response
to their Movement.
Don’t forget to Disembark any passengers at the end of the Move if you want them to
take part in the following turn’s action (10.2.2).
E. Spot
You may have an activated vehicle that is not under a Pinned marker attempt to spot an
unspotted enemy unit in its LOS. Perform the spotting attempt using the same procedure
as for other spotting attempts.
● Follow the AT Combat sequence (10.6) assuming an initial gunnery value of zero.
● The AT modifier of the VOF (in the white circle on the counter) is applied, as
indicated on the Anti-Tank Resolution And Modifiers chart.
Note: Although VOF from AT capable units is ignored, both Activated and Non-activated
units will have an opportunity to use Reaction Fire (10.5.4) against vehicles taking
actions in their LOS, so long as they are not marked Moved/Fired.
Look up the final sum on the Anti-Tank Combat Resolution and Modifiers Chart to determine the
AT Combat result. Note: There are separate Combat Results tables for Type V Targets (ground
vehicles) and Type H (helicopters or aircraft) (10.7).
Example.
During an Offensive Mission, a US M5 Light Tank finds itself fighting a Panzer IV. The M5
automatically exerts an A VOF onto the German card, this will hit the German Squad 2/1
in the Combat Effects Segment. The Panzer IV automatically exerts an H VOF onto the
US card. This will hit the US Squad 2/1 in the Combat Effects Segment. In the AT
Combat Phase, the M5 shoots first (as the Player is the offensive side). Due to only
having a small gun (37mm) it must first make a Grenade Attack Attempt; it draws two
cards, and fails to draw a Grenade icon. The crew have failed to get a shot away and the
M5 does not get to draw at all for AT Combat. It is, however, marked Moved/Fired. Now
the Panzer IV will get to Reaction Fire. As an H rated tank, it has no need to make a
Grenade Attempt so goes straight to AT Fire. Things aren’t looking good.
10.7 AT Combat Results
While you resolve combat against vehicles and helicopters identically, there are different combat
results for each. The following general concepts apply to all AT Combat Results:
● A Wreck marker provides cover like any other Cover marker. It does not count against
the maximum number of Cover markers allowed for a Terrain card (1.2.1f) or against the
Terrain card capacity limits for ground vehicles (5.1.5), but it will count towards LZ
stacking limits (11.1.4).
● A Burning Wreck marker does not provide cover and does not count against the ground
vehicle capacity limits. However it will count towards LZ stacking limits (11.1.4). The
smoke from a burning wreck provides a cover bonus to all units on the card. In the same
way as other kinds of smoke as described in chapter 5, smoke from burning wrecks
blocks LOS and is not cumulative with other smoke markers (5.3).
The Vehicle and Anti-Tank Weapons Chart lists the size of each vehicle’s crew in Steps.
2) Knocked Out
The vehicle has been functionally destroyed. Replace the vehicle with a Wreck marker.
Convert each crew and passenger Step to a generic Fire Team and then immediately
inflict a HIT result on each. Place the teams under the Wreck marker, but mark them
Exposed.
3) Retreating
The vehicle crew decides discretion is the better part of valor. Remove the vehicle and
any passengers it is carrying from play (take the counter/s off the map) for the remainder
of the mission. (Vehicles that are part of planned assaults (11.3) may reenter the map
later - mission instructions will give full details).
4) Pinned
The crew are rattled and have closed their hatches, becoming ‘buttoned up’. Place a
Pinned marker on the vehicle. Pinned vehicles have a –1 modifier if targeted in AT
Combat. They incur a +1 modifier if firing in AT Combat and they may not Spot or
Concentrate Fire. The Basic VOF of Pinned H or A VOF Vehicles is reduced to Pinned
Fire. Pinned markers are removed from vehicles at the end of the Vehicle Movement and
AT Combat phase if they were not attacked in any form during that phase.
5) Missed
No effect.
3) Aborted – Damaged
The aircraft is damaged but will be able to limp home. It is however unavailable to
support the rest of the mission and is removed from the map. If it is a transport helicopter,
then immediately place it in the Outbound Box of the Helicopter Control Card. Return it to
the Pickup Zone in the following turn, where it lands and is unable to leave. Any
passengers dropped in the PZ may fly back in on another undamaged helicopter.
4) Aborted – Undamaged
The crew have received enough fire to decide that they should leave the area. The
aircraft aborts its current Action, but is still available to support the mission during
subsequent turns. If it is a transport helicopter, immediately move it to the Loiter Box of
the Helicopter Control Card, where you may have it re-enter the map in a subsequent
turn. Retain any passengers on board.
5) Missed
No Effect
AT Combat Examples
Example 1: A US M4 Sherman Moves into an Open Field. A German 88mm AT Gun Reaction
Fires from Long Range:
● 88mm Gunnery Value at L Range: -3
● Sherman Defensive Value: +0
● Cover & Concealment (Open): +0
● Target is Moving: +1
● TOTAL = -2
An Action Card (#43) is drawn and the AT number is: 1
1 -2 = -1. The Sherman is hit and Brews up. The 2 crew steps become Casualties and the unit is
replaced with a Burning Wreck marker.
Example 2: A US M26 Pershing advances into a Rice Paddy and fires at a North Korean SU 76M
stopped in some Rocky Terrain at Very Long Range and marked Moved/Fired. There is no
reaction fire from the SU 76M so the M26 Fires at it:
● M26 Gunnery Value at V Range: -2
● SU 76M Defensive Value: +0
● Cover & Concealment (Rocky): +1
● M26 Move & Fire penalty: +3
● TOTAL = +2
An Action Card (#38) is drawn and the AT number is: 2
2 +2 = 4. The SU 76M is hit, but only Pinned.
The M26 however has the Quick Shot capability and as the result was a 4, it may fire again.
This time, Action Card #4 is drawn with AT value 9.
9 +1* = 10 and the second shot flies well wide of the target.
*Same modifiers as the first shot, but with an additional -1 due to the SU 76M now being Pinned.
Example 3: An NVA 12.7mm HMG Reaction Fires at a UH-1 Slick that is coming in to land troops
in a Rice Paddy at Long Range:
● 12.7mm Gunnery Value at L Range: +1
● UH-1 Defensive Value: +0
● Cover & Concealment: +0
● TOTAL = +1
An Action Card (#31) is drawn and the AT number is: 3
3 +1 = 4. The UH-1 is hit and aborts the landing. It is moved to the Loiter Zone on the Helicopter
Control card. It is undamaged, so can re-enter the map in the next turn and attempt to land its
troops again.
10.8 Special Vehicle Rules
Special rules apply to some vehicles and AT capable infantry units. These take priority over any
standard vehicle rules above.
The two Attack Helicopters can be placed directly on a single terrain card at any time
during the AT Combat & Vehicle Movement Phase. Only one Flight of Attack Helicopters
can be in play at once. In the same way as a moving vehicle, resolve Basic VOF and
Reaction Fire on the card where they are placed, but do not apply the +1 moving target
modifier.
If both survive undamaged, you may attack the target card and any one Adjacent card (if
desired) with the Helicopter’s VOF. If only one aircraft remains undamaged, you may
attack the target card only.
Like Incoming fire, a “Short” result (7.16.4) also applies to Attack Helicopter missions,
and one randomly determined adjacent card receives the attack. In this case, no second
attack is made.
Attack Helicopters may stay on the map for an additional turn (for a total of two turns). If
you want the helicopters to attack a different target in the second turn, you must go
through the call procedure again (including marking the new target). If failed, or if you
want the original target attacked anyway, the Attack Helicopters automatically perform a
second attack on the original targets. Resolve Basic VOF and carry out any Reaction Fire
as before.
Attack Helicopters hit with an Abort - Undamaged result (10.7) are removed from the
map. If this was their first turn on the map, they may reenter next turn. Otherwise remove
them from play.
An FAC aircraft may remain on the map for up to 5 turns (including the turn it is placed).
Each turn it can be ordered by the CO HQ to Attempt to Call for Fire for either an Air
Strike or Attack Helicopters, as available in the mission instructions.
The FAC can also be ordered to mark the target with a WP marker. The range of its WP
Rockets is Close Range (adjacent card).
An FAC aircraft hit with an Abort - Undamaged result (10.7) is removed from the map.
Unless this was their fifth turn in play (on or off the map), they may reenter in the Vehicle
Movement & AT Combat Phase in the next turn. Otherwise remove them from play.
Gunships are very heavily armed; once placed, each turn it places up to 3 Heavy
Weapons VOF and 3 air-dropped illumination markers in any combination of 3 cards that
it occupies or is adjacent to. It does not require ongoing Call for Fire Actions.
Pre-planned assaults come and go according to a set schedule, without the need to
spend commands on them. Transport in direct support of the company must be
controlled through Activation, Commands and manual designation of Landing Zones
by the units on the map as described below.
Fuel limitations mean the transports must move each turn; helicopters in the
on-map LZ, Inbound, Outbound, or Loiter areas must move to the next area
(even if not activated). Helicopters in the PZ are on the ground and may
remain there as long as you desire.
Note: Though highly unlikely, it is possible that you may not have enough
commands to move all in-flight helicopters when under direct support. In this
case, they must still move. However, commands must FIRST be spent on
moving the helicopters. In other words, you cannot purposefully use those
commands elsewhere knowing that the helicopters will be moving anyway.
11.1.2 Loitering
A landing can be delayed by utilizing the Loiter Area.
● Helicopters in the Inbound Box can be moved to the Loiter Box
instead of the Landing Zone whenever the players deems it necessary
(this does not require additional commands beyond the regular CO
HQ Activation).
● Helicopters in the Loiter Box at the beginning of the Vehicles Phase
must move either to the LZ or to the Outbound box (where they will
subsequently move to the Pickup Zone and begin the whole process
anew after refueling).
LZs have a stacking limit of four vehicles (ground or air) per card, including
Wrecks and Burning Wrecks. Each turn, up to four helicopters may takeoff
and four may land on each LZ card.
Example: CO HQ, 1st SGT and 1/1 collaborate to land a UH-1 helicopter
carrying vital supplies:
1. CO HQ Impulse:
CO HQ uses the CO TAC network to Activate the UH-1 in the Inbound
box (4.2.1i) and to Activate the 1st SGT (4.2.1a).
2. Activated PLT HQ/ CO Staff Impulse:
1st SGT spends 2 command points to order 1/1 Squad to move to the
LZ in the Open Field and then (over the CO TAC network) to deploy
Yellow Smoke.
3. Vehicles Movement Phase:
UH-1 moves to the LZ and drops off the supplies.
11.1.4 Additional Rules for Helicopter Staging Areas
The Helicopter Control Card is made up of 4 Staging Areas: Pickup Zone
(PZ), Inbound, Outbound and Loiter. The following rules apply:
● Units in any of the 4 Staging Areas cannot fire or be fired upon.
● Units without helicopter transport cannot move from the map to any of
the helicopter Staging Areas (or vice versa), or between any Staging
Area (i.e. they cannot walk out of the PZ).
● Units cannot disembark/embark in the Inbound, Outbound or Loiter
Areas.
● There are no capacity limits in any PZ, Inbound, Outbound, or Loiter
Staging Area.
● There is no LOS between different Staging Areas, or between the map
and any of the Staging Areas
● Passengers on helicopters are always considered out of
communication
To launch a Helicopter Assault you will need to plan for how to deal with the limited
capacity of Landing Zones and the aircraft themselves.
Scenarios with mid-game air assaults allow for a planning phase in the turn
before the transport helicopters leave the PZ, to perhaps vary your load plan
according to the situation on the map.
As well as who can fit on which helicopter, there are two other maximum
capacities to consider when planning your assault; the LZ’s maximum
capacity of 4 vehicles per card (including any wrecks) and also the maximum
of 16 infantry steps per card (5.1.5). If more helicopters try to land in the same
turn than the LZ can accommodate, the excess aircraft immediately abort
their landing and move to the Loiter box instead (11.1.2).
Any arriving troops who would take the card limit over 16 must remain on the
aircraft. They can either disembark in the next Vehicle Phase, or be taken
back to the PZ for the helicopter to refuel before attempting to enter the map
again.
Note: The presence of Wrecks and Burning Wrecks in a Landing Zone can
make landing difficult. When checking the capacity for helicopter landings,
both of these markers count towards the stacking limit. This is an exception to
5.1.5 .
You don’t need to land assault waves one after another, and you can add
delays to the Landing Plan during play by only moving the follow-on waves
from the PZ to the Inbound area as they are needed. You can also move
waves into the Loiter Zone for a turn if you feel the LZ is too “hot” to bring in
the helicopters safely.
Helicopters on LZ cards at the beginning of the Vehicle Phase take off and
move to the Outbound Staging Area so that other helicopters may land.
Example of a Landing Plan:
1st Wave:
Three UH-1s (3-Step capacity each) Total of 9 Steps.
We want as much of 1st Platoon as possible in the 1st wave, but they have 12
steps in total so each Squad will leave behind one Step:
2nd Wave:
Three UH-1s (3-step capacity each)
Stick 4 – CO HQ, ARTY FO, Fire Team
from 1 PLT = 3 Steps
Stick 5 – 2nd PLT HQ, 1/2nd PLT
(2-step side) = 3 Steps
Stick 6 – 2/2nd PLT = 3 Steps
And so on…
Design Note: Troops assigned to an aircraft are called “sticks” or “chalks.”
In the ensuing AT Combat & Vehicle Movement Phase, the aircraft in the first
wave will depart while the second wave lands and disembarks troops.
Remember that the limit of a Terrain Card is 16 steps, so troops on earlier
landings must try to move off the LZ as soon as possible to make room for the
later waves.
Amphibious transports will always drop off all the units they are transporting on the
beach, which may result in a card becoming overstacked by Infantry units. If this is
the case, you must move someone out at the first opportunity to get back into limits.
As with other vehicles, there is no LOS to/from passengers on an LVT and they are not
affected by VOF.
Fields of Fire v3.0 (draft) - Chapter 12 - Playing a Full Campaign
When playing a campaign, you must successfully complete a mission before moving on to
the next mission. The Mission Instructions will indicate what constitutes the successful
completion of a mission and the number of times the mission may be attempted (see
Reattempts, 3.9).
In between missions you will rebuild your company with remaining LATs and Replacement
Steps. You may spend Experience Points on promotions for surviving steps and skills by
spending Experience Points.
If a mission takes place over several Attempts, all experience gained during one
attempt can be assigned during the setup for the reattempt (3.9).
Often you are tasked to clear or secure cards. “Cleared” means all enemy units and
PC markers have been removed from a card which started the mission with either.
“Secured” means a friendly unit occupies a “Cleared” card.
Determine whether a card is Cleared at the end of a mission or attempt. You do not
get points for a card that is cleared during a mission but then reoccupied by the
enemy before the mission is over, and you cannot get double points for clearing a
card twice.
At the end of a mission tally your experience points. You will use these to patch up
your company and award promotions and skills before the next mission.
Note: See 3.9 for instructions on setting up between attempts of the same mission.
Any remaining Experience points can be used to purchase Skills for the next
mission/attempt (12.7). The company loses unused Experience Points.
You cannot use Experience Points to promote attached or supporting Steps assigned
to the company by the Mission Instructions (engineers, units from heavy weapon
companies, etc.).
12.4 Replacements
At the end of a successfully completed mission the company may receive
replacement Steps. You only receive replacement Steps after the successful
completion of a mission, not for reattempting a mission. These Replacements arrive
as Green experience steps.
In addition, some veteran replacements may become available as lightly wounded
men return to the company. Add one Veteran Replacement for every four casualty
Steps suffered in a mission, rounding any fractions down (i.e. 7 casualty steps
returns 1 Veteran step; 8 casualty steps returns 2 Veteran steps).
These Veteran Steps are in addition to the Green Replacements listed in the mission
instructions.
You can use the replacement steps to supplement any unit in the company which lost
steps as casualties or prisoners.
Note: When counting casualties for the sake of determining how many veteran Steps
you receive, count all casualties - evacuated or not. But only count those from the
mission just completed - there is no carryover from mission to mission. For missions
that have been reattempted, count the total number of Casualties suffered during the
entire mission, including any reattempts.
Allocate the replacement Steps to the company and then determine the final
Experience Level of individual units. Once the combined experience of a multi-Step
unit is determined (12.6), all Steps of that unit are considered to be at that
Experience Level for the next mission. Individual Step experience does not have to
be tracked.
You can also use a replacement Step to reconstitute an HQ or Staff unit, but the
reconstituted HQ will have an Experience Level of Green.
Weapons Teams and FOs attached to your company for a mission are automatically
replaced for subsequent missions and do not require replacements - their parent
organization takes care of that for you.
Examples
Line Experience 4-step squad 2/3 suffered 2 step losses during the Mission. Two
LATs can be used to bring the unit back to 4-steps.
If left as it is, the new experience level will be Green (L+L+G+G). One experience
point can promote one of the LAT steps to Line experience level, which will bring the
whole unit up to Line Experience (L+L+L+G = Line).
Veteran Experience 3-step squad 1/2 suffered one step loss during the mission. One
LAT can be used to bring the unit to 3 steps at Line Experience (V+V+G=Line).
Promoting this step to Line experience brings the unit back to Veteran Experience
(V+V+L=Veteran).
Line Experience 3-step unit 3/3 suffered one step loss during the mission. Any LAT,
or even a Green Replacement can be used to bring the squad back to its original
3-step Line Experience (L+L+G=Line). No experience points are required.
12.7 Skills
Skills may be purchased with experience points between missions, or may be
provided via a Higher HQ Event, or at the beginning of a mission in the mission
instructions. They are tracked with Skill Markers.
If a Skill is held by a PLT HQ it can be used for the benefit of any unit in or attached
to that platoon. If a Skill is held by a CO Staff unit, it can only be used for the benefit
of that unit. Skills are limited by what is available in the counter mix. Skills not used
by the end of a mission are lost.
Trained Eye Auto Spot Platoon receives one free SPOT success (no 1
draws are necessary)
Use the Ground Auto Cover Platoon receives one free Search for Cover 1
success (no draws are necessary)
Extra Mags Extra Mags Platoon receives one free Concentrated Fire 1
success (draw to check for critical hits and
Jams)
Deer Slayer Auto Infiltrate Platoon receives one free Infiltrate success 1
(no draws are necessary)
Star Pitcher Auto Grenade Platoon receives one free Grenade Attack! 1
success (draw to check for critical hits and
Jams)
3) Hardcore: The final path to victory is “hardcore” mode, in which you must
successfully complete each non-Combat Patrol mission and not have the CO
HQ become a casualty.
Reconstitution Example
You can use the Log sheet to note the experience levels of each step during Reconstitution
in between missions and work out how you are going to distribute your experience points.
In the example below each unit is marked with an Experience label (G, L or V) to help
visualize what’s happening.
1. This is the company at the end of the mission. First thing to do is check that the
number of LAT and Casualty Steps you have match the number missing from the
company (bear in mind attachments and additional units such as vehicle crews which
may have been placed on the map during the mission). If the numbers don’t add up,
you’ve made a mistake somewhere during play).
We lost 1st SGT (1 step), 1/1/MG (1 step), 1 step from 2/1 and 2 steps each from the
squads 1/1 and 3/1 for a total of 7 (each of these squads originally had 4 steps). And
we have 7 LATs scattered about the map or on the Command Display. So, we’re set
to go. It doesn’t matter where the LATs came from originally. Every LAT (even the
Line rated Assault Teams) counts as 1 Green Step during Reconstitution between
missions/attempts.
Each subsection functions like a Cover marker. Unlike standard Cover markers however,
units from both sides may occupy a given section. Unlike regular terrain cards, the LOS
depends on the placement of the units on the card.
For the purposes of Enemy Action checks and Command Draws, In the Street Areas and
Courtyards are considered “not under cover”.
When looking at the map as a whole, each card is a basic city block with the spaces
between each card representing the streets and alleys. Each street is divided between two
Adjacent cards with each having the physical side of the road closest to its Building.
Building types:
Large Interior Building: Building like a church, library, or post office with a large
interior space. These terrain cards have one single Building area and 4 In the Street
areas.
Complex Building: Building with many interior rooms like residential and small office
spaces. The image on the terrain card is not a literal geographic representation of the
location of buildings on the card. The complexity of the structure is abstracted into
two Building areas surrounded by 4 In the Street areas.
Compounds: Building with a wall and an interior courtyard or garden. This style of
Building was very common and found in many areas of the world. The wall restricts
first floor access and visibility. Some compounds have extensive gardens with
bushes and trees that provide additional cover and concealment within the wall.
Compound terrain cards are made of one building Area, one courtyard or garden
area and 4 In the Street areas.
Large Compound: This is a large walled-in space that is attached to an Adjacent
Building to form a multi-card Compound. It consists of 1 single courtyard area and up
to three In the Street areas (depending on how it is attached).
Detached light Buildings: Small wood and corrugated tin sheds or shacks, etc.
These consist of one or more central areas with Buildings and 4 In the Street Areas.
Urban Terrain cards can be used alongside regular Terrain cards that function
normally.
Note: Many Urban Terrain cards, such as Complex Buildings and Compounds depict
the central section as two distinct areas in front of each other. This is simply an
abstraction for convenience, the two sides do not block each others’ LOS and either
area can be entered regardless of which direction you approach the card.
Example:
Regardless of which building area the units are in, they have LOS and can fire upon units in
the adjacent card. (See LOS rules in your Mission Book for specific restrictions caused by
Urban Combat buildings)
13.2 Movement in Urban Terrain Cards
The following rules apply for moving into and within Urban Terrain cards:
When exiting a building to the In the Street area, a unit can be placed on either side
of the street (the street area on its own card, or the street area of the adjacent card).
To move from area to area on a single Urban Terrain card, including the four street
areas, units must use a Move within a Card Action (4.2.2.f). To reach the opposite
street area requires either transiting the Building or staying in the street and going
around the Building.
Note: Units may not use Infiltrate within a Card (4.2.2.g) commands to move about
unexposed within an Urban Combat card.
Example.
● With 1 command, 1/3 can
move from the Tree Line to the Complex
Building card by entering the left side In the
Street Area.
● 1/1MG can move to the
Complex Building with one command and
choose the left or the bottom side In the
Street Area to enter. If they move to the
Large Interior Building on the right, they can
only enter the left-side In the Street.
● 1/Aslt can spend 1
command to exit into the street. They can
choose to enter either the Large Interior
Building street, or they can move directly to
the Complex Building In the Street area.
● 1/3MG can spend 1
command to cross the street to the
Complex Building.
● Finally, to move from the
Complex Building to the Tree line, 2/2MG
can choose to move around the building or
through it (both cost 2 commands). But
being Exposed, they would not be able to
Move to the tree line until the next turn.
Note: All standard movement rules (5.1) apply. Moving units are Exposed. Exposed
units may not Infiltrate or move to adjacent cards.
From the In the Street area, a unit can enter a non-barricaded Building Area with a
Move into Cover Command (this represents the traffic problem of getting in and out of
Buildings through a limited number of doors or windows).
Note: Compounds are more complex and have their own rules. See 13.4 for details
of how to enter a Compound.
For Complex Buildings a unit may move from one Building area on the card directly
to the other Building area on the card without having to go into the In The Street
area. This move is subject to the above restrictions.
Urban terrain cards may also depict detached building areas. In this case, each area
is a separate building and so entering and exiting require transiting one of the four
street areas.
Vehicles may only move into or through the street area. They may not move into the
Buildings.
The Cover & Concealment value of Upper Story areas is the same as the ground floor area,
however Upper Stories are vulnerable to Mortar, RCL, and Tank fire. Any H VOF or
Incoming! VOF has an additional –1 to the NCM for units in upper stories.
Rooftops provide an additional LOS benefit, as they are considered one level higher than the
Upper Story marker. Rooftops must be accessed from the upper story via an additional Move
within a Card Action.
Rooftops provide less protection than Buildings and the cover modifier is not cumulative with
the cover modifier of the Building.
Design Note: Many architectural styles have flat roofs, and when a “lip” surrounds the roof it
is militarily useful. In Hue, however, the architectural style made the rooftops unusable.
13.4 Compounds
Walled Compounds present a challenge to both attackers and defenders. The following rules
apply in addition to those laid out in 13.2.
External Fire
Protection from external fire, and the ability to engage units within the walls of
a compound depend on its design and the construction of the outer walls.
Some compounds have thick, high, bullet-proof concrete walls that provide
the units inside protection from almost all forms of direct fire. Others are less
sturdy and have walls that can be penetrated. Firing loopholes or windows
may or may not be present. The Campaign instructions will contain details on
LOS, the effects of VOF and the weapons which can be used to breach the
walls.
LOS for upper storeys is as described for multi-story buildings in the LOS
rules for the Campaign (in the appendix right now).
Internal Fire
All areas within a Compound, including Attached buildings and upper stories
have LOS to one another and combat may occur between any units
occupying these areas (13.2). Units firing into the courtyard from the upper
story of a Building area in the Compound or an Attached Building may
automatically play a Concentrate Fire on the courtyard in the Combat Phase
(enemies will always do so if they have enough ammo).
Note: A Compound containing Spotted enemy units meets the prerequisites for an
attempt to Call for Fire from off-map even if there is no LOS to the actual units inside
(7.16.1).
13.5 Barricades
Buildings may be barricaded to prevent entry from the street. Barricades may be placed as
part of an enemy force package or by mission instructions. A Barricade can be removed by
Breaching (13.6). A barricaded building can only be entered if it is breached.
13.6 Breaching
Breaches are used to:
● Facilitate entry into a compound
● To allow entry into a barricaded Building
● And to allow entry into a Building (but not a Compound) without going through the In
The Street area (creating a large entrance for troops to enter the Building quickly).
A Breach provides access to any area of a regular building and to the Courtyard of a
Compound.
When firing at a T-Intersection, you can choose which card is hit. A Shift Fire order later can
move the VOF to the other building.
Multi-card compound cards can only be entered through the courtyard, as per 13.4.
Example:
2/3 Squad is firing up the street. Normally there would be no LOS to or from the NVA
occupied building areas from this position, however the Attached marker indicates that the 2
cards at the end of the street are in fact a single large building, which is directly in front of
2/3. The Squad opens fire and chooses which card to place the Small Arms VOF on.
Likewise, as LOS is reciprocal, NVA units in both building cards return fire down the street
and an A VOF is placed on 2/3's card.
13.8 Urban Combat
Units from both sides may occupy a single Building area. If units from both sides occupy the
same Building area, they exert their VOF into that Building area only. If units from one side
occupy a Building area, and units from the other side are anywhere else on the same card,
the units exert their VOF onto all areas of their card (Point Blank) in LOS.
Note that the building area may block LOS within the card in some cases. (13.8.2)
Example
In situation A below, 1/NVA and 2/1 are in the same building area, they exert Automatic
Weapons VOF on each other and no other areas of the card. Likewise 2/3MG and 7/NVA
exert their respective VOFs on each other (Automatic Weapons and Small Arms) and no
other areas of the card. The Litter Team in the Street area outside is unaffected.
In situation B, no US units share the building area with 1/NVA, so its VOF is exerted to all
areas of the card in its LOS. 2/3MG, 7/NVA and the Litter Team outside are placed under
1/NVA’s Automatic Weapons VOF. 2/3MG and 7/NVA continue to fire only within their own
area, so 1/NVA is not affected.
Crossfire and Grenade Miss Modifiers still apply to all occupants of a card.
Example. A US squad and two 3-step enemy squads occupy a building area of an
Urban Combat card with Cover & Concealment rating of +6. The US unit makes a
successful Grenade Attack (-4). Each of the enemy squads are attacked with an
NCM of -1 (+6 Cover & Concealment, -4 Grenade Attack, -3 Stacking Penalty).
In Urban Combat it is very risky to put too many troops into one area.
Due to the more restricted LOS in urban Combat, there may be times when it is
necessary to place two PDFs originating from a card. This is an exception to general
PDF rules.
Example
In the Hue Campaign, the center Building area blocks LOS to the opposite In the
Street Area.
US units in a building are trading fire with an NVA squad in a Cane Field to the left,
while also taking fire from an MG Team in the Light Detached Buildings to the right.
1/2 Squad enters the right-side In the Street area. With no LOS to the Cane Field, 1/2
can open fire on the LMG to the right so a second PDF is placed.
● The Cane Field is under fire from 2/2, 1/2MG and 1/Aslt: An Automatic
Weapons VOF is placed.
● The Light Detached Buildings are under fire from 1/2: An Small Arms VOF is
placed.
● 2/2 and 1/2MG are under fire from an NVA squad to the left and an MG team
to the right: An Automatic Weapons VOF is placed, in addition they will suffer
a Crossfire penalty.
● There is no LOS from the NVA MG team to 1/Aslt: Small Arms VOF is placed,
and no Crossfire penalty will apply.
● There is no LOS from the NVA squad to 1/2: The Automatic Weapons VOF
will apply, but no Crossfire.
Refer to the diagrams below for infantry or vehicle placements triggered by units in
Street areas.
Infantry Package Placement for In the Street units
Vehicle Package Placement for In the Street Units
13.9.1 Making Hand Grenade Attacks and Deploying Pyrotechnics In the Street
Units In the Street may deploy pyrotechnics to or attempt Grenade Attacks against
adjacent In the Street areas, courtyards, building areas on the ground level or the
rooftops of single-story buildings as detailed in the Table of Allowable Grenade or
Pyrotechnic Targets below.
For example, a unit wanting to cross the street may deploy a smoke grenade to the
other side of the street, and then move.
In buildings with Upper Stories or Rooftop areas, units may also make Grenade
Attacks or deploy pyrotechnics up or down one level in the same area. Units on
rooftops can make grenade attempts or deploy pyrotechnics to adjacent In the Street
Areas.
Table of Allowable Grenade or Pyrotechnic Targets
Target’s Location
Note that Hand Grenade Attacks still require LOS to a Spotted enemy unit to carry out.
Rulebook Index of Examples (rough start)
Chapter 1
1a. Converting a unit
Chapter 3
3a Reconstitution (temporary probably)
Chapter 4
4a Command Track - Co HQ Impulse
4b Command example - seeing off a sniper
Chapter 5
5a Restriction on moving through diagonal PDF
5b LOS through white/dark borders 1
5c LOS through white/dark borders 2
5d Reciprocal LOS
5e Effect of elevation on LOS
5f Cover & Concealment
5g Effects of overstacking areas of cover
5h Bunker complexities
Chapter 6
6a Immediate updating of PDF/VOFs principle - Visibility
6b VOF hitting the closest target principle
6c VOF marker placement 1 - fire from two sides
6d VOF marker placement 2 - artillery
6e VOF marker placement 3 - Point Blank combat
6f VOF marker placement 4 - Point Blank combat 2
6g Immediate updating of PDF/VOF principle 2 - Out of ammo
6h Moving along a PDF
6g NCM calculation 1 - Ranged combat
6h NCM calculation 2 - Point Blank combat
6i Hit effects
6j Reconstitution - no increase of firepower principle
6k Rallying & Reconstituting
Chapter 7
7a Grazing Fire
7b Overhead Fire 1
7c Overhead Fire 2
7d Elevation considerations for Grazing Fire, Overhead Fire and FPL
7e Mortar Section Indirect Lay
7f Grenade Attack - Point Blank
7g Grenade Attack - Ranged
7h Mortar Section ammo distribution on breakdown
Chapter 8
8a Enemy package placement 1
8b Enemy package placement 2
Chapter 10
10a G! Rated vehicles in AT combat
10b AT combat example 1
10c AT combat 2
10d AT combat 3
Chapter 11
11a Manual landing of a helicopter
11b Air assault landing plan
Chapter 12
12a Replacement steps
12b Squad Reconstitution 1
12c Squad Reconstitution 2
12d Squad Reconstitution 3
12e Platoon reconstitution
Chapter 13
13a Abstraction of building areas
13b Moving within Urban Combat Terrain cards
13c Multi-story buildings
13d LOS from attached buildings forming T-Junctions
13e Point blank combat in Urban Terrain
13f Effects of overstacking Urban Terrain card areas
13g LOS involving Urban terrain and regular terrain
Fields of Fire 3rd Edition - Turn Sequence Summary
(Adjust PDF & VOF markers and Activity Level any time the map updates except during 3.7.4)
3.1 Friendly Higher HQ Event Phase 3.4 Offensive Missions/Combat Patrols: Enemy Activity
(Starting on Turn 2) Phase
• Draw an Action card; if the HQ icon is present, determine an 3.4.1 Enemy Higher HQ Event Segment (Starting on Turn 2)
event on the Friendly Higher HQ Events Table. • Draw an Action card; if the HQ icon is present, determine an
event on the Enemy Higher HQ Events Table.
3.2 Defensive Missions: Enemy Activity Phase 3.4.2 Enemy Activity Check Segment
3.2.1 Enemy Higher HQ Event Segment (Starting on Turn 2) • Enemies firing at cards without valid targets shift/cease fire.
• Draw an Action card; if the HQ icon is present, determine an • Check every enemy unit on the map for activity.
event on the Enemy Higher HQ Events Table. ⇒ Determine card order randomly.
⇒ On each card, check units based on their status on the Activity
3.2.2 Enemy Activity Check Segment Check Hierarchy tables.
• Place PC markers as indicated by the Mission Instructions.
• Check every enemy unit on the map for activity. 3.5 Mutual Capture & Retreat Phase
⇒ Determine card order randomly. 3.51 Capture Segment
⇒ On each card, check units based on their status on the Activity • Capture any Paralyzed or Litter Team alone on a card with Infantry
Check Hierarchy tables. units with a VOF Rating from the opposing side.
• If side does not take prisoners, Convert captured Steps to
casualties; otherwise, designate a guard step and remove guard
3.3 Friendly Command Phase and prisoner steps from play. Place on the Command Display.
During the segments of this phase: • Enemy casualties on a Cleared card are automatically captured and do not
• For a unit or HQ to receive a command, it must be in the Chain require guards (Enemies do not capture casualties)
of Command of the HQ or leader issuing the command and in
communication with it.. 3.5.2 Retreat Segment
• Retreat any non-Pinned Paralyzed Team under a VOF marker one card.
3.3.1 Activation Segment Priority is no VOF, then best net NCM (random if equal), and mark Exposed.
3.3.1a BN HQ Impulse • Retreat any non-Pinned Litter Team plus a Casualty under a VOF marker one
• If the BN HQ is not on map, activate the CO HQ. card. Priority is no VOF, then best net NCM (random if equal), and mark
• If the BN HQ is on map, give it the maximum number of Exposed.
Commands (6 in daylight, 4 in Limited Visibility) and expend
them on units (4.2). BN HQ does not save Commands. 3.6 AT Combat & Vehicle Movement Phase
3.3.1b CO HQ Impulse • Fire Activated AT capable units and Move, Spot or Concentrate
• If activated by the BN HQ, draw an Action card and give it the Fire with Activated Vehicles; if both sides have activated units,
modified number of Activated Commands. alternate sides, starting with the attacker. Carry out Reaction
• Save those Commands or expend them (and any saved Fire. Flip each unit’s Activated marker as it finishes its Action..
Commands) on units up to the maximum per day and per
Experience Level. 3.7 Mutual Combat Phase
3.3.1c PLT HQ/CO Staff Impulse
3.7.1 Fire Mission Update Segment
• Select a PLT HQ or CO Staff that was activated by the CO HQ, draw
• Remove existing Incoming! and Air Strike! VOF markers.
an Action card and give it the modified number of Activated
• Flip Pending markers to their active sides.
Commands.
• Save those Commands or expend them (and any saved
Commands) on units up to the max per turn according to 3.7.2 Potential Contact Evaluation Segment
Visibility and Experience Level. (indicated on Command • For each card with a PC marker and a friendly unit, draw a number
Display). of Action cards based on the PC marker and the Current Activity
• Repeat for the next PLT HQ/Co Staff Level on the PC Draws Chart.
• If a card contains Contact!, Contact is made; immediately
change the Current Activity marker.
3.3.2 Initiative Segment
• If enemy Contact is made, determine enemy package to use
3.3.2a CO HQ Impulse
and placement per 8.3.
• If not activated in 3.3.1, draw an Action card and give it the
• Place any applicable VOF and PDF markers.
modified number of Initiative Commands.
• Save those Commands or expend them (and any saved
COMMANDs) on units up to the maximum per turn according to 3.7.3 Pinned Recovery Segment
Visibility and Experience Level. • Remove Pinned markers from any Vehicle or Infantry units that are not under
3.3.2b PLT HQ Impulse a VOF.
• Select a PLT HQ that was not activated in 3.3.1, draw an Action card
and give it the modified number of Initiative Commands. 3.7.4 Combat Effects Segment (Do not adjust VOF/PDF until 3.8)
• Save those Commands or expend them (and any saved • For each Infantry unit on a card with a VOF marker:
Commands) on units up to the maximum per turn according to • Resolve any Flamethrower Attacks.
Visibility and Experience Level. • Determine the NCM.
• Repeat for the next PLT HQ • Draw an Action card to determine if the fire is effective.
3.3.2c CO Staff Impulse • If the unit is hit, draw another Action card to determine the hit’s
• Select a CO Staff not activated in 3.3.1, give it one Command. effect based on the unit’s experience.
• Save that Command or expend it (and any saved
Commands) on units up to the max per turn according to 3.8 Clean Up Phase
Visibility and Experience Level. • Remove Pyrotechnic, Smoke, Illumination, Exposed, Moved/Fired,
• Repeat for the next Co Staff Concentrated Fire, Grenade, and Grenade Miss markers.
3.3.2d General Initiative Impulse • Evacuate casualties from Casualty Collection Points.
• Draw an Action card and expend on any units a number of • Shift/cease fire of enemies firing at cards without valid targets.
Commands equal to the unmodified Initiative Commands. If it’s • If a Defensive Mission, remove any unresolved PC markers.
a Combat Patrol, halve the number first (rounding down). General • Adjust VOF, PDF and Activity Levels as result of 3.7.4 and 3.8
Initiative Commands cannot be saved.