Overview
Fields of Fire is a solitaire wargame simulating command of a US rifle company across three campaigns: World War II (Normandy 1944), Korea (1950), and Vietnam (1965-67). The player manages a company of infantry, issuing orders to platoons and squads through a card-driven system. Terrain is procedurally generated using terrain cards, and combat resolution uses action cards. The game emphasizes command, control, communication, and the fog of war.
Components
- Terrain cards (for building maps)
- Action cards (for combat resolution and events)
- Unit counters (squads, teams, weapons, leaders, vehicles)
- Campaign booklets (3 campaigns with multiple missions)
- Player aids and reference charts
- Dice
Setup
Each mission specifies:
- Build the terrain map using terrain cards according to the mission instructions.
- Assign units from the company roster to the map.
- Place enemy forces per mission setup rules (often hidden or revealed through contact).
- Set up supply, communications, and support assets.
Turn Structure
Each turn represents a variable time period and follows these phases:
1. Initiative Phase
- Determine initiative based on mission conditions.
- Place orders on units (Advance, Attack, Defend, etc.).
2. Activity Phase
- Resolve activities in order: friendly fires, enemy fires, movement, close combat.
- Draw action cards to resolve combat and other actions.
- Units must maintain communication with HQ to receive orders.
3. End Phase
- Check morale and casualties.
- Update command and control status.
- Check mission objectives.
Actions
Orders (assigned to platoons/squads)
- Advance: Move toward objectives
- Attack: Engage enemy positions
- Defend: Hold current position
- Withdraw: Fall back
- Fire Mission: Call in artillery/mortar support
Combat Resolution
- Draw action cards; compare values against unit capabilities and terrain modifiers.
- Hits cause step losses to units.
- Terrain provides cover and concealment modifiers.
Command and Control
- Units must be in communication to receive new orders.
- Communication can be disrupted by terrain, casualties, or enemy action.
- Leaders provide bonuses to nearby units.
Scoring / Victory Conditions
Each mission has specific victory conditions based on:
- Objectives captured or held
- Casualties inflicted vs. sustained
- Time to complete objectives
- Company morale and cohesion
Missions are rated from Major Victory to Major Defeat. Campaign performance carries forward between missions.
Special Rules & Edge Cases
- Fog of War: Enemy positions are often unknown until contact is made.
- Procedural terrain: Maps are built from terrain cards, creating different layouts each play.
- Supply: Units require ammunition and can run low during extended engagements.
- Pyrotechnics: Colored smoke can mark positions for air/artillery support.
- Vehicle rules: Tanks and APCs have special movement and combat capabilities.
- Night operations: Reduced visibility and modified combat rules.
- Three campaigns span WWII, Korea, and Vietnam with evolving weapons and tactics.
Player Reference
| Item |
Details |
| Players |
1 (solitaire) |
| Campaigns |
3 (WWII, Korea, Vietnam) |
| Unit scale |
Squads, teams, weapons teams |
| Command level |
Company commander |
| Key mechanic |
Card-driven combat and terrain |
| Communication |
Required for order changes |