fields of fire rulebook

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Fields of Fire Rulebook It has been 300 years since the turn of the 21 st millennium, 250 years since the conflagration known as the Earth’s Civil War, and 200 years since the invention of Warp Gate technology. Man-kind has spread himself across the galaxy, finding that he is alone. In this time of opportunity and expansion the rich grow richer and the poor grow poorer until the gap is so vast that the human race is almost divided into two groups, almost as different as two species. The rich control all the rules, the technologies and the resources, while the poor struggle to make a living and forge a life for themselves on newly discovered worlds. Over 99% of all mankind is in poverty when compared with the other 1%. Fields of Fire takes you into the middle of this struggle, placing you in the commanders chair, controlling the military arm of your own government. It is a brutal existence, and a challenging one, where only the strong will survive. Contents Basic Idea Making your country Training your Soldiers Equipping your Soldiers Organising your Soldiers Fighting Battles Further Fighting Basic Idea Fields of Fire (or FoF) is a game of war, not battles on a massive scale. It encompasses all that warfare implies; including training, equipping, fighting and politics. It is designed to be as realistic as warfare while still keeping the fun elements of a wargame. This is not a game for beginners, it has many complexities that those who have not been exposed to wargames may have a lot of trouble

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Fields of Fire Rulebook

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Page 1: Fields of Fire Rulebook

Fields of Fire Rulebook

It has been 300 years since the turn of the 21st millennium, 250 years since the conflagration known as the Earth’s Civil War, and 200 years since the invention of Warp Gate technology. Man-kind has spread himself across the galaxy, finding that he is alone. In this time of opportunity and expansion the rich grow richer and the poor grow poorer until the gap is so vast that the human race is almost divided into two groups, almost as different as two species. The rich control all the rules, the technologies and the resources, while the poor struggle to make a living and forge a life for themselves on newly discovered worlds. Over 99% of all mankind is in poverty when compared with the other 1%. Fields of Fire takes you into the middle of this struggle, placing you in the commanders chair, controlling the military arm of your own government. It is a brutal existence, and a challenging one, where only the strong will survive.

Contents

Basic Idea

Making your country

Training your Soldiers

Equipping your Soldiers

Organising your Soldiers

Fighting Battles

Further Fighting

Basic Idea

Fields of Fire (or FoF) is a game of war, not battles on a massive scale. It encompasses all that warfare implies; including training, equipping, fighting and politics. It is designed to be as realistic as warfare while still keeping the fun elements of a wargame. This is not a game for beginners, it has many complexities that those who have not been exposed to wargames may have a lot of trouble understanding. If this is the first time you have picked up a rulebook for a wargame, then we suggest you also start playing another, similar wargame, like Flames of War or even Warhammer 40k (both fun games). It would also help (but is not required) if you have some knowledge of military procedures, especially for the beginning of the game, as this will make learning it a lot easier and aid in general organisation and tactics.

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Fields of Fire is a challenging game, with many aspects not present in most other wargames. For a start, it is played at 1:100,000 scale, meaning that one kilometre is represented by one centimetre on the game board. This means that the gaming board represents a large area and even some countries may fit on a Warzone table. The wider combat can be broken down into a smaller 1:1000 scale game that provides different tactical challenges, though it is suggested you don’t do this until you have a larger number of people playing.

Fields of Fire can be played by many people on one side and in fact is designed to promote this style of gameplay. While there is usually one person or a small group in charge of overall forces, the burden of leadership may be delegated down to trusted members of your friends or members of the gaming group. Fields of Fire does require a degree of commitment, so the people leading a country should be the keenest players, while those under them can often step in if someone is away or just play for the day.

To begin playing a game of Fields of Fire, you will need a copy of the rulebook, a range of dice from D4’s to D100’s, a tape measure, a sufficient number of bases to represent your forces and some sort of device for recording what happens during your games. While we suggest the use of a computer, a notebook would also be sufficient.

Each turn in Fields of Fire is representative of a day. This means that during each turn you generate income, can conquer new territories and conduct further advances using your military. One of the challenges involved in FoF is keeping track of all your resources and soldiers. You may want to get someone to help you in some way, or if you think you can handle it, you can do all the paperwork yourself.

Game Concepts

As anyone who has been in a staff position in the armed forces will tell you that there is more paper flying around then bullets. Part of the challenge of playing Fields of Fire is trying to keep your records in order. You may want another person’s assistance with this, or even limit the growth of your empire so you can keep on top of it. Making a streamlined system with which to record the events of FoF can be just as rewarding as the battles and other issues involved in the game.

Each soldier and higher organisation has a stat line. This is a chart or list of the effects and abilities that a certain team, company or regiment has. Most of the stats are covered in later sections of the book, but one of the main concepts is the “Unit Type”. This very much effects the tactics and dynamics of the game, from movement speeds to survivability to what sorts of weapons can be taken. Each soldier or group of soldiers has a unit type.

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One of the most unique concepts of Fields of Fire is a lack of restriction. Players can choose from a wide range of weapons, equipment and tactics when fielding and using their soldiers. Every player, unless they can’t afford it, can get any and all supplies, so everyone is at a similar level of competitiveness. This also means that if you find that your soldiers just simply aren’t matching up to your opponents you can buy the weapons he has and see if that makes a difference.

There are many opportunities for fluff in Fields of Fire. For those of you who are unfamiliar with the concept, “Fluff” is any background information that adds flavour and character to something, without effecting the way it runs. So for example, you buy certain types of uniforms for your troops, but you could design the pattern for them if you wanted to. You can also add stories to the battles or characters in the game. If one of your regiments is particularly successful I battle, you may want to award the members a medal. This has no effect on the game, but can make the experience more fun. This goes for any table top game, and is especially true of wargames.

Chapter 1: Making your Country

FoF is ultimately about the long campaign game; that is playing over an extended period of time, each action having an effect along the way. Because of the way the game is played, there will rarely be a truly fair battle or campaign. FoF has no points system like other games and instead relies on a countries income and resources to purchase soldiers and equipment. While the forces will most likely become stronger or weaker than others, all countries start at the same level, so any shortfalls in a country are purely the fault of the leaders.

Fields of Fire is effectively played at three different scales; Planet Map, Regiment Battles and Team Battles. Planet Map is used mainly in the governmental running of a country, where the big decisions of your empire take shape. The Planet Map is divided into dozens, even hundreds of squares, each representing an area 100km x 100km. It is ultimately control of these squares that players fight over. Regiment Battles scale is played on a board(usually 1m x 1m) at 1:100,000 scale, meaning that each centimetre on the board represents 1km in real life. Regiment Battle maps are the most important aspect of FoF, where all the tactics boil down to and the issues of supply and unit allocation are of most importance. When two armies come together on the Regiment Battle board, you may choose to fight the ensuing combat in the more detailed Team Battle board, fought at 1:1000 scale. This is the domain of players who are not into all the organisation behind an army. At this level, you can practically walk off the street and start having a battle. While Team Battles often have little effect on the overall outcome of a campaign, it does allow for more tactical flexibility, other game styles and some interesting stories.

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When you first start a FoF campaign, you must choose a square on the Planet Map to start from. Depending on who you are playing with there may be certain parameters to where you can start, but that should be decided among the individual players. The starting position is very important and could very well decide how the rest of your campaign will fare. You should also have a bit of a think about where you want to go after you start your campaign; just because you start in a good place doesn’t mean you are going to stay there.

Each square with any land on it and even a few squares on the open water provide four different types of resource. Depending on a huge range of different factors, like weather, terrain and temperature, each resource has a different value. The four resources are Population, Industry, Fuel and Food. If you own a square you gain all of the resources on that square plus any additional resources you gain from buildings or special rules. In general, each square will not have enough resources to fully support itself, so you must grow and manage your empire to suit your needs. One way to do this is by the use of “Focus Buildings”. These represent a particular area focusing on the production of certain goods or services. Most squares have one or two “Build Points”. The more Build Points a square has, the more it can produce.

Resources

Population

While the human population is not a resource as such it is still counted to be such in FoF. The Population resource of a square represents the maximum number of soldiers you may have under your control at any one time. This is added up from every square you have under your control to get the maximum number of soldiers over your entire country. If you at war with someone (i.e. one or both of you have made a declaration of war) this figure is increased by x3. If you have activated Conscription, this becomes x12.

Industry

The Industry resource is simply the amount of money the military gets from their share of industry revenue your country generates per day. This can be spent in whatever fashion you would like. There are a lot of things to spend your money on and costs always keep coming, so make sure you have a healthy supply of cash. It is totalled as often as the player wishes, but cannot be less than one week.

Fuel

There are many different types of fuel for the powering of various engines, but for simplicities sake they all come under one heading. This resource denotes how much fuel, in litres, is generated per day. Don’t worry if you don’t have any squares that generate fuel because you can buy it using the income you earn from industry. So in this sense any fuel you generate just saves you money which

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can be spent elsewhere. Fuel, like your money is totalled up as often as the player wants, so long as this period is not shorter than a week.

Food

Regardless of how much activity your soldiers are partaking in, they require food. The food resource denotes the generation of food stuffs. While this may vary from area to area, all food types are brought under the same heading for simplicity. Despite the fact that food normally goes off after a certain length of time in the real world, in FoF we assume that any excess food is sold off to other buyers and, if needed later, is bought back at the same price. This means that any food you have in surplus will remain usable forever.

The most effective way of stopping an opponent from generating any income is to occupy their territories. Any territory that has at least 100 enemy troops in it does not generate income of any kind until you can place at least 100 of your own troops in the square without any more than 100 enemy in the square. You then have to hold that for a week. In effect you are recapturing an unoccupied square, the difference is though that you gain the income from it straight away when you do so and don’t have to wait to build Focus Buildings again.

Build Points and Capturing Squares

Build Points are an important part of Fields of Fire for generating income. While each square generates all of the resources it has listed in it, if you put a Focus Building on a Build Point you generate even more. Each time you build a Focus Building you must designate which type it is; any one of the four resource types or a fifth type, Military. If the Focus Building is one of the four resource types you simply get that resource again. So for example if you build an Industry Focus Building on a square that generates $12 000 per day you generate $24 000 per day for that square. You may build two of the same type of Focus Building if you want to, thus generating even more than normal.

The fifth type of Focus Building is Military. This does not generate any income but allows you to train your soldiers for battle and house them in barracks during peace time. You must have a Military Focus Building to build training grounds and other military buildings to train your troops. This is explained in further detail in the Training Chapter.

To build a Focus Building you must have at least one Build Point on a square you own. You then declare that you are building said Focus Building and ‘construction’ takes one week before it is completed, after which time you may use it fully and every turn. Remember that each turn in Fields of Fire is the space of one day, so it will take you seven turns to build a Focus Building. When you

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start the campaign, the square you select becomes your capital and a capital counts as having all five Focus Building types, regardless of how many build points it originally has.

Squares are not always your own and expanding into other squares is what drives the interests of the military in many regards. If you wish to conquer a square you must have at least 100 military personnel in that square without any enemy units occupying it as well. You must keep them there for one week. This represents your forces moving in and enforcing military rule on the local populace or represents the guards of some delegation. The details can be left up to you, but ultimately it all remains the same. This system can only be used to take control over areas that are not already owned by another player.

If you wish to take over squares that are already owned by another player you cannot do this with any amount of force, the player must hand control of the square over to another player. The best way to do this is to beat down an opponent’s military and force them to relinquish control of certain territories in return for peace. Because squares do not generate any income if they have been occupied, the opponent will at least eventually run out of money, so they must sign a peace treaty to regain control of their finances.

Moving around the Planet Map is, at least in the earlier, less politically complex part of the game, an important part of FoF. Vehicles of whatever type all have a “Range” stat. This indicates how far they can move during one day. Under no circumstances can this figure be exceeded, though occasionally it can be increased. Infantry are the only units that don’t have a “Range”. Unless otherwise stated, their range is always 20km. While this may seem slow, in the thick of battle it is often much more than you will need and is much less costly then taking big, fuel guzzling vehicles around the countryside. Infantry, like any other unit, moves around the Planet Map by designating which square they want to go to next. Infantry, when unaided by vehicles, can move one square a turn. This represents a certain amount of help by the government of your country, and so does not have to be organised by you. Even the most foolhardy civilian will not dare to go near a battlefield though, so this does not apply when the Infantry unit is moving into a square that is either not adjacent to a friend controlled square, or has an enemy controlled square adjacent to it. Vehicles, regardless of the enemies position, always move their allotted range, which is often hundred if not thousands of kilometres, allowing them to cross vast distances in a matter of a few days.

Supplies can also be moved in a similar fashion. When resources are generated or supplies bought, they are automatically placed in a square with a Military focus building in it, in a “Military Base”. There is no limit to how much you can put into one military base, but from a tactical point of view it is a really bad idea to put all your supplies in the one spot; all your eggs in one basket as it were. Especially in times of war, supplies need to be moved around a lot. If you are moving supplies into a square that is adjacent to one of your own, you do not need to use your own vehicles to do so, you get all the transportation done for free. If you do not have a square adjacent though, or an

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opponent has control of an adjacent square, you will need to allocate often a large amount of vehicles to move the supplies.

One other thing to note in this section is the effects of season on the campaign. Each planet has a certain number of days in the year, a number which should be outlined before any combat starts. Also the timing of season should be noted. Many areas of the campaign map have a “Cold”, “Freezing”, “Hot” or “Boiling” after their description. This means that during the temperate seasons (Spring and Autumn) the temperature is that on the grid reference. Your soldiers must be wearing the appropriate clothing for the season and temperature. In other words, in Cold climes, your soldiers have to wear Cold Uniforms, in Hot climes, they have to wear Hot uniforms. Soldiers in Freezing Climes must wear Freezing Uniforms, and soldiers in Boiling climes must wear Boiling Uniforms. If the soldiers fail to wear the items of clothing typical of their situation, they suffer an extra 10% casualties every time you roll for any sort of casualties and suffer -10% for all battle ratings. This makes it a lot harder to win battles, and seeing that uniforms are cheap, the only reason you might not be able to supply your troops with uniforms should be that your supply lines have been cut off.

The seasons change of course, and the times at which this happens should be noted. The table below shows the temperatures in different types of terrain and at different times

Winter Spring or Autumn Summer

Freezing Clime Soldiers Cannot Cross Freezing Cold

Cold Clime Freezing Cold Temperate

Temperate Clime Cold Temperate Hot

Hot Clime Temperate Hot Boiling

Boiling Clime Hot Boiling Soldiers Cannot Cross

When you start a campaign of FoF you choose your starting square based on whatever you think will work best for you. The square you start from is your capital and as such counts as having all five Focus Buildings, regardless of how many Build Points there actually are. Your capital is also useful for other things, but we will get to that later.

At the start of your campaign you get “8 Free Weeks”. Firstly, total up how much money your capital generates over an eight week period, 54 days. This is your starting revenue. You then play out the first eight weeks of your campaign, gaining resources, including money, building training

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grounds and training soldiers. Over these eight weeks you never have to pay any upkeep of any type, including food. You may not, however, try to take over another square or move soldiers outside your square. These free eight weeks do not actually take up any time, representing instead the point where a country forms, as no country forms from nothing.

Apart from those rules there is only the fluff to make for your empire if you so choose to do that. It can be a fun aspect of the game and can make for some good stories and situations.

Chapter 2: Training Your Soldiers

Fields of Fire puts you in command of the military forces of your country and as part of that you must train your soldiers. Training is very important and will decide how effective your soldiers are in battle. Training also dictates what things certain units can do, like how much they can carry or what weapons they can use.

Before training soldiers you must recruit them. To do this you must have a Military Focus Building and Training Grounds in an area to train on. You must also buy Housing and pay for the upkeep of your soldiers, though that is covered in greater detail in the Training Records Page. The first part of training is to get the recruit there by advertising a job in the armed forces, doing interviews of potential recruits and filling out the boring paperwork. This is represented by you ‘buying’ recruits at $1000 each. Remember you cannot have more than your population cap of soldiers at any one time at any stage of training.

First of all is Basic Training. This is a course designed to teach people how to be soldiers and obey orders. Regardless of what a person is; a cook or a Commander, they all must first do basic training. Basic Training takes four weeks and is a prerequisite to all other forms of training. Over the four weeks, your recruits must remain in the Training Grounds. After completion of Basic Training you can train your soldiers in as many or as few skills as you want. Remember though that all soldiers in a company have to be trained in the same things, so don’t have too much variation or your forces won’t be able to work together as well.

One of the main considerations, especially with Infantry, is what type of weapons the soldiers can use. The types of weapons that can be used are;

Basic Weapons

Rifles, Pistols, Sub-Machine Guns, Light Mortars, Machine Guns, Assault Rifles, Launchers, Grenades, Shotguns

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Other Weapons

Guns, Artillery, Mortars

Basic Weapons can be learned by taking the Weapon Training course or one of the Infantry Courses, while the more advanced weapons require a specific training course to learn.

When you train your recruits they must remain in training grounds and must have all the pre-requisites in the training rounds. Training grounds can only be built in a Military base, which may or may not have other military facilities on it as well. After selecting the training program your soldiers will partake in, note how long each course takes. During the time that the recruit is in training, you must pay all upkeep costs associated with training a soldier. If, for whatever reason, the training of a soldier is interrupted, you will have to move the recruits away from the cause and continue elsewhere. If they are yet to finish Basic Training, you will have to re-recruit them, a costly process. Regardless of their skill or any other factors, a soldier cannot undergo two training regimes at once. Remember that all soldiers in a company have to have the same training. The only exception to this is when taking training that only grants additional Veteran Points. You can put green troops in with Veterans if you want, so long as they have the same qualifications.

Chapter 3: Equipping your Soldiers

Ultimately, soldiers are just there to fire the weapons and it is the weapons that win the war. Though without all the other equipment associated with war, there would be no way a soldier would be able to operate in the field.

There are three types of Equipment; Weapons, Vehicles and Support. Weapons and Vehicles are obvious but support is the most important. This includes things like ammunition, food, fuel, uniforms and specialist tools. Check the Basic Equipment list for more details on these items.

Most items weigh something, and if they do not it is because you use them to carry something. Weight is an important factor in FoF, as it lets you know how much of something can be carried. On completion of Basic Training, a soldier can carry a maximum of 10kg without any other aids. It isn’t very practical to note what each and every soldier is carrying, so when you organise your soldiers into groups later, just total up the weights that can be carried by the whole unit and so long as all the goods being carried do not exceed this total then you can move about as normal. Under no circumstances can you exceed the weight that your soldiers can carry. If you find that you have

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more equipment than you can carry, you will have to drop some. Unless this is done at a Military Base, the equipment is lost and unrecoverable.

Most Vehicles have some sort of carrying capacity, which is listed in their Capacity Stats. You will notice that there are three types of these; Supplies, Troops and Towing. Supplies shows the total weight of goods that can be carried in a vehicle. This does not include the weight of ammunition that the vehicle uses, crew or gun mounts, you can carry them for ‘free’. Troops is the number of troops you can carry in the transport with all of whatever they are carrying. One thing to note though is to make sure that the weight of all that the troops are carrying does not exceed the supply capacity of the vehicle. Third Capacity is towing. Any vehicle with this stat and a trailer of whatever description can tow anything up to that weight behind them. You may carry a mix of supplies, troops and towed items if you like, but if you carry more than one type of item, all capacities are halved. Regardless of whether it is a light vehicle, an aeroplane or a foot-soldier, nothing can move while carrying more weight than it has capacity, so upon suffering casualties you will often have to abandon equipment or send some trucks in to pick it up.

In regards to a soldiers uniform, you will notice on the Basic Equipment list that there are three types of Uniform; Cold, Temperate and Hot clothing. Many areas in Fields of Fire (particularly in Summer or Winter) are effected by the “Hot” or “Cold” rule, but are otherwise counted as “Temperate”. The uniforms a soldier is wearing must match the kind of climate they are in, or they will suffer +10% casualties and -10% attack and defence. Uniforms are a must for any soldier, as they are a lot less expensive than the soldier himself, the more soldiers you sae, the more money you save.

Ammunition, or Ammo as it is usually shortened to, is one of the key factors in a battle. If you run out of ammunition you cannot use whatever weapon that required that type of ammo and it’s stats are lost. Each weapon has a different cartridge and most companies sell all the cartridges needed for their own weapons. Make sure that the cartridges you have match the weapons you are using and don’t run out of ammo, that will significantly decrease your chances of winning a battle. Remember too to keep food and fuel up to your soldiers, as they certainly require both. A unit without sufficient fuel cannot move and a unit without sufficient food automatically takes 10% casualties at the end of every day and suffers -10% attack and defence.

When you decide on what weapons and equipment, and how much food and ammo to give your troops you will usually have to buy them form one of the Companies that profit from warfare. In the background information, these weapons companies are in the top 1% of people regards wealth. To receive equipment, all you have to do is note how many items you are buying and how much they cost. They will arrive in any Military Base in a period of 7 days. You may choose to allocate supplies to different bases. This is a good idea with large orders and when the frontier of your country is

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moving. Food and Fuel are listed in the Basic Equipment Page, while weapons, ammunition and most other equipment are listed in each individual companies catalogue.

Chapter 4: Organising your Soldiers

One of the great things about Fields of Fire is that you can organise your soldiers into whatever formations you want with very few limitations. There are two main levels of organisation; the Regiment and the Company, with a third, the Team, being used only in Team sized battles.

A company, historically speaking, is made up of about 80-130 soldiers. They are usually the basis for organisation, almost like a currency. Companies in FoF can be whatever size you like, though we recommend about 80-130, depending on what you want your soldiers to achieve. In a nutshell, the bigger a Company is, the more powerful it is, but the more troops you lose should it be destroyed and the higher the upkeep on it. Regardless of the size, all soldiers in a company must be the same unit type, like all Heavy Infantry or Light Aircraft. This is mainly for the sake of simplicity, for in real life companies are often mixed up with all different unit types. All the soldiers in a company have to be trained the same as well. Each company takes care of its own carrying capacities, food and ammunition stores and casualties.

A Regiment is a much larger force of soldiers than a company. Regiments in FoF are denoted by the companies that are in them. The regiment has no effect on the battlefield per se, but the companies in the regiment do. Each regiment can be made up of as many companies as you like, and they can be of whatever unit type you wish. You must designate one Company as a Combat Company for each regiment. When fully stocked and with all the soldiers alive all Combat Companies must be exactly the same. There must be more Combat Companies than every other company in the regiment at all times. Historically speaking, there would normally be about 9-16 Combat Companies in a regiment, with another 6 or 7 in support. You do not have to abide by these limits though, but they are a pretty good size for a regiment. Just like companies, the bigger the regiment, the more powerful it is, but the higher the cost to upkeep and the bigger any losses will be. It is all up to you how large your forces are. Just as in real world armies, companies and regiment are not necessarily the names or sizes that they are in FoF, but to keep everyone on the same page, the rules refer to these as the standard measurements of troops. Feel free to call them whatever you like in any fluff you make.

The third unit size is the Team. Teams are a smaller part of a company and function in much the same way a company does to a regiment. In a team-sized battle you must further split your company up into teams, which historically is about 3-6 men. As with the other unit sizes, the bigger

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a team, the more powerful it is, but the more you lose if it is killed. Teams will be explained more later in the rulebook.

Unit Statistics

One of the things you may notice when looking at the weapons that the various companies have to offer, is that some weapons have an “Anti-Unit” percentage, like “Anti-Infantry Capabilities (7%). This means that a company will gain, in this case, the “Anti-Infantry” rule if the weapon being used makes up 7% of the arsenal. This figure is the percentage of weapons being used in the company, and does not reflect how many people are armed with weapons with an Anti-Unit rule. So for example, if a Company of 100 soldiers all armed with rifles wants to gain the “Anti-Tank” rule using a weapon that has “Anti-Tank Capabilities (10%)” and requires three crew members to use, they need to have nine of these weapons. Because it takes three men to crew this weapon there are twenty-seven soldiers tied up using them, meaning that there are another seventy-three rifles in the company. Because nine and seventy-three added together equals eighty-four, and nine makes up more than 10% of eighty-four, the company gains the “Anti-Tank” rule. You will often come to a part figure when calculating your percentages. If the weapon requires 10% to grant the bonus you need at least 10%, there is no rounding here, so 9.99% just won’t cut it. This is the same in your Team Sized battles, though it is probably a good idea in these cases to put any weapons with anti-unit capabilities in their own teams, in which case they will make up 50% or more of the team.

Each weapon has an attack and defence stat for each level of range. For example, a weapon might have a “14/18” listed next to the “Short” line. This means it gives 14 attack and 18 defence. Each soldier does not fight on his own though, and this is where the importance of the organisation of your companies comes into play. Each company has the same stat line as a soldier or a regiment, they are just used in different ways. Each company is of course made up of many soldiers and each regiment is made of several companies. To figure out what the stat line for a company is you first total up the respective scores for each weapon, remembering that each soldier can only use one weapon at a time. If you so choose you can write out the stat lines for different outfits of weapons, say you don’t want to use your Anti-Tank Rifles when versing Infantry, you just use the units normal rifles. Each Company can only use one outfit per battle. They may change at any time otherwise. The second part of figuring out a company’s stat line is to divide all the scores by 100. If there are any “Anti-Unit Capabilities” now is the time to note them, for this part does not extrapolate past a company.

To figure out the stat line of a regiment, simply add up all the different companies. Once again, you may wish to change the outfit of them depending on what circumstances you are under. When you are in battle you can mark as many companies as you like as “Non-Combatants”, so long as you still have at least one company as a combatant. The non-combatants do not contribute to any fighting

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that the regiment may be involved in. Typically, these units are transport companies with very limited fighting capabilities, or companies that have been damaged beyond a worthwhile use.

Fighting Battles

Fields of Fire battles are fought on a 1m x 1m board, at scale of 1:100 000, representing 100km x 100km, which is the same area as one grid on the Planet Map. When you and an enemy player both have military units in the same campaign square, unless there is some sort of formal declaration to the contrary, you may assume that you are at war with someone. You can only be in a state of war if at least one side declares it. For example, if an enemy invades your territory without a declaration of war and you do not declare war on him then neither of you are at war, and so do not gain the ‘x3’ population bonus, but if one of you do declare war, you both get the bonus.

Units move around the campaign map up to a distance equal to their range. In the case of Vehicles of various types, this is a stat under their unit entry. Remember too that with Vehicles, they all use an amount of fuel per kilometre. After measuring how far these units have moved, figure out how much fuel they have used up and minus it from any amount of fuel they are carrying. Vehicles of any type cannot move without fuel. When moving them across large distances, on the campaign map, measure from the centre of each square (unless you really want to go into greater detail) and then when you go down to Regiment Battle board size, you can place them anywhere on the board to begin with, under the normal restrictions of moving. Infantry on the other hand do not require fuel to move but they only move up to 20km per day. Remember though that under many circumstances, Infantry can move a whole grid square per day by use of public transport.

When you and your opponent are in battle on the 1m x 1m board, each turn takes one day, so between turns you will generate income and can build new units over several turns. Remember that each of these boards should match as closely as possible the campaign map square. For each campaign map square, the Map Stats sheet for it will tell you what type of terrain it is. This is what the most common form of terrain is, so if a square is listed as being Forest/Hills then it should be made up of mostly forests and hills or a mixture of the two. There may of course be some small patches of grassland in amongst that or a swamp or two, but it should largely be the type specified. Any rivers that appear on the campaign map are only those that would hinder movement, and so should certainly be represented on your battle board.

Moving

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At the start of each turn players go through three phases of play to use their troops. First of all is the “Moving” Phase. In this phase, regiments are moved around the board to put them in the most advantages positions. Before the movement phase begins, each player rolls a dice (it doesn’t matter what size just so long as they are the same) and they compare scores. The player with the highest score ‘has initiative’ and will be the first of the two (or more) players to make all of their moves. If the players roll the same result then the player who did not have initiative last time gains it this turn. The player with initiative chooses a regiment to move and then moves it up to its maximum distance allowed. Each regiment can only move as fast as its slowest unit type, and only moves in order of the slowest unit type. This movement can be as straight or as windy as desired, but remember to measure the actual distance moved, not just the distance from start to finish. Remember also to allow for fuel and the effects of terrain. Regiments must be moved in a particular order, starting with those with the fastest type and then moving on down the line until reaching the slowest unit type. The order for unit types is; Aeroplane, Helicopter, Vehicle, Boat, Tank, Ship, Walker, Infantry. All of these type are further broken up into Light, Standard and Heavy, Light going first, Standard second and Heavy last. For example, all the Light Vehicles go before Heavy Boats, which go before Heavy Tanks, which go before Light Walkers.

When the player with Initiative moves all of one type of unit, the opponent then moves all of that same type. If they have none then the player with Initiative moves the next type and so on until there is nothing left to move. Unless otherwise stated, each unit can only move once per turn, though you are likely to encounter quite a few exceptions to this rule. A regiment may move through a friendly regiment, but if they end their movement on top of it they may occupy the same space. A regiment may not move over an enemy regiment unless it is an Aeroplane or Helicopter Unit type, or has some special rule that allows it to do so. This also means that regiments may not touch an enemy regiments base without going into battle against it. Note that this means you can essentially make an impassable line by placing your regiments 2cm away from each other. Aeroplanes have a special and rather ‘anchoring’ rule regards their movement. If an Aeroplane type unit runs out of fuel during its movement then all of the planes in that unit are destroyed unless they end their movement on a friendly airbase.

Also during the Moving Phase, players give special commands to their regiments. Most regiments have a similar set of commands that can be followed, but there are some that are very detailed and specific.

Shooting

After all movement has been done comes the second phase, the “Shooting Phase”. This is where all the very long range guns fire and Aircraft conduct bombing missions and support roles. Each unit takes turns in the same fashion as in the Moving Phase, i.e. Light Aeroplanes first, Heavy Infantry

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last. This will generally mean that all the Aircraft will conduct their flight missions before any guns are fired.

When an Aeroplane or Helicopter type unit conducts actions in the shooting phase they indeed move, just as they had done in the Moving Phase. The only exception to this is that Helicopters doing this must start and end their movement in an Airbase. The unit conducting an air attack moves as much as they want, so long as any movement does not exceed their maximum range, including any movement done in the Moving Phase. So therefore an Aeroplane regiment with a range of 2500km could move 1600km in the movement phase and 900km in the shooting phase, but not 1000km, as this would bring them over their allowed range.

To find out the effects of an air attack, look under the units “range” stat. There should be a distance followed by a percentage. The distance in aircraft is usually 0km, but this just means that the regiment has to be right over the top of an opponent to conduct an air attack. The percentage indicates the percentage of the attacked companies that are casualties in the attack for each weapon. So if an Aeroplane regiment equipped with 70 weapons that have a 0.1% on their range stat cause 7% casualties to all companies they attack in this way. You can see how this effects the overall construction of your companies and regiments. While a large regiment has a high attack and defence, it suffers more from any losses it sustains, especially in attacks that are worked out in this way. A regiment attacking in this way must return to an airbase if it wants to resupply, but they can also launch as many attacks as their movement will allow. On a tactical note, be careful of over extending yourself. Attacks from the air may be devastating, but they are also costly, don’t run out of resources.

Ranged attacks from guns (such as field guns or naval batteries) are worked out in a similar way. They too use their “range” stat to decide on the effects of their ranged attacks, but they usually have a much larger distance than aircraft, sometimes up to 15 or even 30km. This regiment does not need to move to use their ranged attacks, but can use them on any enemy within this range. Work the effects out in the same way, the percentage causing the same percentage losses to the opponent. You may fire over friendly models, and even at enemy models with bases touching friendly models with no penalty. Each time you conduct a shooting attack like this, you expend the amount of ammunition listed under “ammo/day”. Like Aircraft, you may conduct as many shooting attacks as you like, though the more you conduct, the costlier it is to your forces as well.

Combat Phase

Regiment Battles

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During the Moving Phase, you may choose to move your regiments into contact with an opponent. This means that during the “Combat Phase”, the third phase in a turn, each regiment fights the other to gain supremacy over the area of ground. The player with Initiative for this turn decides in what order each battle is fought. After all movement is finished, you will likely find that there are many regiments touching various others bases. As much as possible, the player with Initiative must divide these combats up so that there is one regiment versus another. So for example, if there are two regiments on one side touching another two regiments on the other, then the players split them off into two, one against one battles. In the case of an uneven number of regiments in a battle, you may have to split some off into a one-on-two battle or a one-on-three. So long as all regiments that were in base contact with an enemy remain in base contact with one, then you can split them however you like. You may want to physically split them up, though you should do this only by mere millimetres so as not to cause too much disturbance to each player’s plans.

Each of these regiments are now classed as “in combat” in reference to other rules and situations. In the order that the player with initiative chooses the players both fight out each battle to decide who has won in each case. Start by setting up a six-part line or bar to represent the positions of the regiments. Each player places some form of marker at one end of the line to show where the main push of their forces is. Each battle takes several turns in itself (not days like the campaign as a whole, just separate turns to figure out who wins). At the start of each turn, each player compares their Attack or Defence ratings in relation to how far away they are from each other. If the players are 4 or 5 sections away, both players use the “Long” ratings, if 2 or 3 sections, use the “Medium” ratings. If only 1 section away, use the “Short” ratings, and if on the same section, use the “Close” ratings. A player uses their attack ratings if their regiment was the one that moved into combat and the other player uses their defence ratings. The player with the higher rating for whatever distance they are at, minuses the opponents stat and both players roll 2D100. The player with the higher score adds their rating minus the opponents to the total of the dice score, while the player with the lesser rating just goes off the result they get from the die. Whoever scores the lowest places a “casualty point” on their marker to indicate having lost this round of combat. The winner then can move forward or back one section, and the opponent does the same afterwards. Your marker may remain on the same spot if you wish. In the case of both players getting the same score, whoever is defending wins this round of combat. If a player, having won a round of combat, has their marker one square away from the opponents (i.e. is in short range), they may choose to try and occupy the section the opponent is in by moving their marker onto that section and rolling for combat as normal. If they win, move the opponents marker back one section. If they lose, move yours back to the section it was in before. If either marker is on the back section of the line and is pushed back, the regiment has retreated and the battle ends, the retreater having lost. You may, at the start of any turn, choose to retreat, in which case you suffer one more casualty point and then the battle is over, the retreater having lost.

Each player must note how many companies each has in the combat. When you reach that number of casualty points, you must retreat. Whenever a regiment loses a battle, move the regiments base one centimetre directly back away from the opponents. If this cannot be done, like there is another

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enemy behind them or there is an impassable terrain item behind them, the regiment is counted as captured. In the case of losing a battle against two or more regiments, move back one centimetre away from any one.

Units with ranged attacks (i.e. those that have a range stat) can also add their firepower to a battle. The same as during the Shooting step, an aircraft can move over the opponents regiment or a gun can fire into it. Instead of causing a percentage of casualties though, simply add the Long ratings of the gun or aircraft to the regiments score.

After a battle has been fought and a victor decided each player has to figure out how many casualties they have sustained. For each casualty point that they have against them a player has to designate a target company. The first casualty points destination is decided by the owning player, the second is decided by the opponent and the third by the owner and so on. For each casualty point sustained, roll a number of D100. This number will depend on the unit type of the company and the Anti-Unit Capabilities of the casualty point. This is the percentage of the unit that counts as casualties. Note that this stacks, so if you roll a 23 then a 58 on one company you suffer 81% casualties on that company. If you have multiple companies of one particular make, you must place all casualty points on the one company, in other words, there will be no two of the same companies that have different numbers of casualties.

In the case of Vehicles, which are crewed typically by human soldiers, apply the casualty percentage to both the vehicles and crew separately. So, for example if a company has 25 tanks and 100 crew to drive them and it suffers 69% casualties, then you will suffer 18 tank losses and 69 crew losses.

This is where one of the more important concepts of FoF comes into play, Anti-Unit Capabilities. If a company has Anti-Unit Capabilities, it will be better at destroying companies of that type. A player designating a casualty point may declare that this casualty point has the Anti-Unit Capabilities, and so must be allocated to a unit of that type if possible. You can only declare that a casualty point carries this rule up to the number of times you have that rule in your regiment, so if you have three companies with the Anti-Tank rule, you can declare up to three times that the casualty point carries with it the Anti-Tank Rule. Below is a table showing how many D100 are rolled when determining casualties. In all cases except the “Specialist Anti-Unit Capabilities”, the player who owns the company chooses which D100 to use (this will usually be the lowest).

Light Unit Standard Unit Heavy Unit

No Anti-Unit Capabilities Cannot damage Cannot DamageCannot Damage

Not Specified 2D100 3D100 4D100

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Limited Anti-Unit Capabilities D100 2D100 3D100

Anti-Unit Capabilities D100 D100 2D100

Specialist Anti-Unit Capabilities 4D100 3D100 2D100

To give an example, a player suffers a casualty point with Anti-Tank Capabilities against a unit of Heavy Tanks. The player rolls 2D100 and chooses the lowest roll as the percentage of casualties. If it was a casualty point with Specialist Anti-Tank you would still roll 2D100 but the opponent would choose, probably choosing the highest. So if the two rolls were 34 and 58, in the case of the Anti-Tank Capabilities roll, the player would choose and would best choose the 34. But if it was against the Specialist Anti-Tank casualty point, the opponent would choose, and most likely choose the 58.

So you can see from this that the heavier the unit is, the less damage it I likely to sustain, but it also has to wait for other units to move before it can react, making them a little less flexible. After rolling for casualties you remove the percentage of the company as a casualty. These casualties though may not indeed be dead. Roll a D100. This is the percentage of those casualties that may yet make it through, with any decimals counting as a whole casualty. This percentage is known as the “Walking Wounded” Note how many Walking Wounded there are. Depending on how quickly you can get to a hospital, you may be able to save a large amount of them. They count, for all movement purposes as they normally do, but they cannot contribute to fighting in any way. When they get to a hospital, depending on how many days it has been between the combat and arrival, roll a dice. These percentages of the “Walking Wounded” remain in the hospital for one week and can afterwards resume actions as per normal. The number of soldiers that can be saved is equal to the number of medically trained personnel in the hospital.

Days from Hospital Dice Roll for survivors

0 D1001 D502 D203 D104 D65 D36 0

To give an example, you have a company of 130 Infantry that suffer 17% casualties. This amounts to 23 casualties. After rolling the “Walking Wounded” roll, you get 74% as walking wounded, which is 18 soldiers. It takes three days to get back to a hospital where you roll a 5% for survivors, which

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means that one of these soldiers stays a week in the hospital and returns to duty, while the others are sent home because their wounds are to major. To sum that up, you started with 130 soldiers, 5 died in combat, seventeen are sent home wounded, and one returns after a week in hospital. As far as fluff is concerned, you could say that some of these soldiers are sent home and after some months of recuperation return to the front, and if you want you can roll for this, or you could roll to see how many died on the way to hospital, but that is all fluff.

In the case of vehicles, a vehicle doesn’t go to hospital. After determining how many vehicles of whatever type are casualties roll a D100 in the same way as the Walking wounded roll. This is how many vehicles are still salvageable. They need to be towed to a Mechanic and fixed, which is covered later on in this book. They count as being towed (i.e. they are dead weight and take up towing capacity on vehicles) though as far as fluff is concerned they may not actually need to be towed. When you do get to a mechanic, you may repair one vehicle in one week per mechanic. For example, if you have twenty mechanics, you can fix twenty vehicles in one week. You cannot reduce the amount of time taken to fix a vehicle, regardless of how many mechanics you have.

Team Battles

When your regiments do battle, rather than doing the segmented battle, you can do a longer but more tactically flexible battle called the “Team Battle”. The Team Battle takes place as a 1:1000 scale game that utilises teams rather than regiments. If you so choose you can play it as a 1: 500, 1: 300 or some other scale game if you really want, but it is designed to be played as 1:1000 and looks best when played to this scale, though if you feel you can recreate it well then by all means. All of the measurements stay the same though. A team is typically made up of between three and eight soldiers, though you can place as many in each team as you want. Similar to the Regiment Battle, the bigger a team is the more powerful it is, but the more you lose if it dies.

To figure out the stats of each team, take the attack and defence ratings of each weapon at each range, add them up and divide by 5. This is the teams attack and defence ratings. The same as in the Regiment Battles, teams have Anti-Unit Capabilities if they make up the percentage of weapons required.

The table you play on must be at least 1.5m deep and 1m wide and have terrain indicative of the terrain that the two regiments are fighting in. It must not be more than 2.5m wide or deep. So if the two regiments meet on an open grassland, the Team Battle should take place on largely grassy board, perhaps with a small lake and some trees on it. The player with the lowest number of combat companies in the regiment chooses whether to divide this number by 2, 3 or 4. The number of combat companies divides by this number for each player as evenly as possible. Each player may

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then add as many or as few teams from the rest of the regiment as they wish to each battlefield. There will in effect be 2, 3 or 4 battles going on at the same time. You may want to play these one by one or indeed play all at once, meaning you will need more players. Because all of these battles are being fought at the same time you may not use the same team twice over the course of any of these battles, so allocate your teams wisely.

For example, if the two players come into combat on the regiment battlefield they may decide to play out team battles. Player A has 9 combat companies while player B has 12. Player A decides to split the battle into three team sized battles, thus meaning that Player A uses three combat Companies in each team battle plus whatever teams from the rest of the regiment he wants, while Player B uses 4 Combat companies in each battle plus whatever teams from the rest of the regiment he wants.

Each team goes on certain sized bases to represent the area they take up or control at any one time. The bases are circular and should be flat with the number of soldiers in that team glued to them, but you don’t have to. The base size is very important and must be followed.

20mm 40mm 50mm 70mm

Infantry -5 6-10 10-13 14-18

Small Vehicles (Jeep) 1 or 2 3 or 4 5 6 or 7

Large Vehicle (MBT) 1 2 - 3

Walker -3 4-6 7 8-10

Huge Vehicle 1 - 2 -

Gun -2 3 or 4 5 6 or 7

Helicopter 1 2 3 4

Each player picks a side to deploy on, which should be decided in as fair a way as possible. For random set ups refer to the “Further Battles” section of this book. The defending player can set his soldiers up to 50cm away from their board edge, while the attacker can only set up to 20cm away from his board edge. In these battles there are four types of Terrain; Road, Open, Rough and Impassable. Each type of terrain should be discussed before the battle so everyone knows what it is. Road Terrain is open and does not hinder movement and lets vehicles move at their on-road speed, which is invariably faster. Open is just that, open. It may be an area of high grass, low grass, very scattered trees or low fences. Rough Terrain is an area of ground that is harder to traverse for whatever reason. It may be cluttered and broken like ruins or a forest, or be hard to cross, such as a swamp or shallow lake. Then there is impassable terrain which is so hard to cross that either it is impossible or it would require an awful lot of time which does not exist on a hurried battlefield. This could be a cliff face, deep ravine or fast flowing river. Terrain should be noted as to what type it is to each type of unit. While this will depend on the game at the time, below is a rough guide on how this should be done.

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Jeep Infantry Tank Boat

Forest Rough Rough Rough Impassable

Lake Impassable Impassable Impassable Open

Building Impassable Rough Rough Impassable

Swamp Impassable Rough Impassable Rough

Road Road Open Road Impassable

Garden Open Rough Open Impassable

Similarly to the regiment sized battles, the Team Battles have turns and phases. These have no effect on the rest of the game, as the whole game takes in “real time” probably no more than twenty minutes (each turn is designed to represent about 1 minute). In the same way as in Regiment battles, players move their soldiers in order of how fast they are, Light Vehicles First, Heavy Infantry last. Infantry teams have a movement of up to 20cm, while vehicles are a little harder to figure. For the vehicles, go to the rules for them and see what their top speed is off-road. Divide this measurement by 60 (to find out distance per minute) and then divide this by three. This is how far they can move each turn. Do the same for their on road speed as well for the cases when the vehicle is on a road.

At the beginning of each movement phase, before movement, each team designates whether it is in attack or defence stance. Those in attack stance use their attack stat to figure out how effective they are, while those in defence use their defence stat.

Movement is not always easy, especially when the ground is broken or labour is hard. Under all of these conditions the Movement of your soldiers is halved; Defence Stance, Rough Ground, Towing Something, Shell Shocked. Note that all of these restrictions stack, so a team in Defence Stance in Rough Ground only moves a quarter of its movement. You can move faster if you want by declaring that you are “Gunning/Legging it”. If you Gun it or Leg it, the team moves double it’s normal distance but is much easier to kill, as it throws caution to the wind and takes little regard for cover.

The shooting step is similar in team battles as it is in regiment battles. You shoot in the same order as you moved but in this case all your weapons have a measurable range. Teams roll to kill enemy teams using their Long rating from up to 1m away, Medium rating at 50 cm, Short at 20cm and Close when in base contact or 2cm away. To shoot at an opponent you must first be able to see him. If the target is shorter than an object between himself and the shooter, than the shot cannot be made,

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and the target cannot shoot back in a later turn unless they move. In some cases this may be hard, but remember that 1cm in this game is the same as 10m, so a 2cm tall building obstructs pretty much everything, while a low hedge may not obstruct much at all. Sometimes it will be hard to make scale terrain to match this size, so talk to your opponent before the battle starts to outline what covers what. Often obstacles cover only some of the target and so they count as behind cover. There are three types of cover; Soft, Hard and Fortified. Soft Cover is things like a hedge, long grass, corn field or thin wall. Hard cover is more solid, like a building, low brick wall or tree cover. Fortified Cover is purpose built or very solid and so provides very good cover. It is made up of foxholes, fortifications, ditches and large rocks. Note that these types of cover do not necessarily indicate how hard something is, just how effective it is at providing cover, so smoke for example might be counted as soft cover. You may not shoot through your own soldiers but you may shoot through your opponents.

When you have found your target, measured to see what range he is in and found out if he is behind any cover you then roll to see if you can kill him. Find the rating of the team at whatever range you are at and add that rating to a roll of 2D20. You have to match or beat the opponents “Kill Score”. As a base, the kill score of anything is 40, but this changes with things like cover and Anti-Unit Capabilities. Regardless of any other effects, a natural roll of 40 on the 2D20 kills the opponent.

Effect Opponents Kill Score

Soft Cover +5

Hard Cover +10

Fortified Cover +15

Unspecified Anti-Unit Capabilities +5

Limited Anti-Unit Capabilities -5

Anti-Unit Capabilities -10

Specialist Anti-Unit Capabilities -15

Target Light Unit Type -5

Target Heavy Unit Type +5

Shooter Gunned/Legged It +5

Target Gunned/Legged It -5

So for example, you target a Light Infantry Team behind Hard Cover with a team with 11 attack and Unspecified Anti-Infantry Capabilities. The Opponents kill score is 45 so you need to roll 34 or more to kill that team. You roll 14 so your opponent survives.

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Weapons with a range rating can also contribute to the battle from off the field. If they are in range on the regiment battle, a gun regiment may fire a bombardment. This is often not terribly accurate, but can be devastating. You can use as many or as few guns in a salvo as you wish but regardless of how many you use, they use up one “Ammo/Day” to provide shooting three times. This may be a little hard to keep track of mentally, so it should be noted on a piece of paper or some such. In the case of one gun firing choose a spot on the board , roll a scatter dice and a D6. The shot scatters that far but has a chance of hitting as the blast radius is 1cm. Any team fully under the blast is counted as being hit by the long rating of the gun in whatever stance you wish. Anyone partially under it is still hit but has a kill score of +10. Any team that is under the template even partially suffers from Shell Shock the next turn in accordance to the Artillery rule, as seen in the “Further Fighting” Section of this book. If you include more guns to this salvo you can aim at the same point but for each gun, increase the blast radius by 1cm. So if there are three guns, the blast radius is three centimetres, if there are seven guns, the blast radius is seven centimetres.

In the case of aircraft, during the shooting step you may perform a similar action, by moving the aircraft over the regiments in regiment battles and simply applying the same rules as guns when trying to kill. Each aircraft can make three passes at the enemy before it runs out of ammo. For Helicopters, move them around just like any other unit on the field, though of course they can move over all terrain and are much faster. It too can only fire three times before it needs to return to base to reload. Helicopters not only take up either defence or attack stance, but they also take up a profile; High or Low. In High Profile they can see and be seen by any unit that is not in a cover providing area terrain. In Low Profile they count as being only close to the ground. High buildings, forests and other tall structures obscure line of sight and must be moved around. You can be in attack stance and Low profile or Defence stance and High Profile if you so choose.

Aeroplanes operate a little differently. They are much faster than Helicopters and so do not move around the board, it is just too small for them. Choose any point on the table edge and any point on the table to be the target point. Draw a line from the chosen table edge to the opposite one, going through the target. Any weapons capable of shooting at Aircraft can attempt to shoot at them as measured along this path. If the Aeroplanes happen to be destroyed before they reach the target destination than they fail to roll to do damage.

With the right weapons you can take out anything, even terrain. During a team battle you can opt to target a feature of terrain, like a bridge or building. This works the same as targeting a soldier except the Kill Score if 50 before modifiers. When trying to destroy a building, if you succeed, roll to kill teams in the building with a Kill Score of 25 which does not get altered by cover or anything else.

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In the case of gun teams, you cannot move them with just the infantry manning them, they have to be towed. Any vehicle capable of towing the weight of the gun can tow a friendly gun by simply moving into base contact with it. When it does so it cannot move further that turn and the gun cannot shoot. Remember that vehicles move slower when they are towing guns. To release the gun, simply move the Vehicle away one centimetre from the gun. It cannot move for the rest of this turn and the gun cannot shoot. You will probably want to remove the Vehicle from out of the way.

Similarly, some vehicles can transport soldiers or even other vehicles across the field. To load a team into a transport simply bring it into base contact with it. Either team may have moved during that turn so long as they end with bases touching. When you want to unload troops, you can do so during the Moving Phase, but you cannot move otherwise. Simply place the teams disembarking from the transport in base contact with the vehicle and the following turn they can both act as normal. Transports can carry as many soldiers as they have Capacity (Troops). These must be full teams, so from a tactical point of view it is bad to take transports that can carry 8 troops when you have teams of 9, they cannot be carried.

If things are looking grim for you may opt to retreat. In this case, at the start of any turn, declare that you are retreating. Your opponent immediately can shoot with any soldiers currently on the field or with guns and aircraft. After any casualties have been resolved remove all of your soldiers from the field. Sometimes though you will just want to remove a team because it is no longer useful. You can do this by moving it off your table edge. It does not count as a casualty and cannot come back onto the field later on.

When the battle is over you roll for casualties and walking wounded just as you would in regiment sized battles, though of course there are no casualty points but just straight casualties.

Further Fighting

While this chapter is entitled ‘further’ fighting, it is indeed part of the rules and these rules must be followed. It simply includes all of the special rules and things that do not quite fit into any one section.

AA Weapon

A Weapon with this rule can shoot at aircraft whenever they come into range, making them a defensive but valuable weapon. In the case of regiment battles, this can only be used using the range rating distance. In team battles the longest available range is used.

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In regiment battles, when an aircraft comes into range of the AA Weapon, do a one round combat with the Aircraft having the stats 0/0 and the weapon using its long defence rating, inflicting casualties as normal but otherwise not effecting either side, though ammunition is depleted as normal.

In team sized battles you get a free shot with the AA Weapon to attempt to shoot down an aeroplane when it moves into your longest range. For Helicopters, it simply acts as normal.

Artillery

If a unit has the Artillery rule it will have a percentage after the rule. This percentage is the percentage that you decrease your opponents rating by in the next turn of combat, to represent their attack being slowed, units pinned down and general chaos ensuing. So for example, if you fire an Artillery with the rule “Artillery (5%)” and the unit fights against another regiment on the first turn with an attack of 120, on the second turn it will only count as 114. If you cannot use your artillery company because, say, your opponent has left a suitable range, your opponent is freed from the effects on the next turn. Units that fire using range also operate like this. You cannot just pin down a huge army with one mortar though and to reflect this you need to have a ratio of guns to your opponents numbers to be effective, depending on your opponents unit type and the size of your artillery. Light Artillery can only effect Vehicles and Infantry in this way and can only effect regiments if they have a ratio of at least 1 gun per 20 enemy (1:20). So therefor e a company of forty Light Artillery pieces can effect a regiment of 800 soldiers, but it will only effect the infantry and the vehicles, not the tanks. Artillery effect Tanks and Walkers at a ratio of 1:20, and Infantry and Vehicles at a ratio of 1:40. Heavy Artillery effect Super Heavies, Fortifications and Helicopters at a ratio of 1:20, Tanks and Walkers at 1:40 and infantry and vehicles at 1:60.

These ratios carry over to the Team sized battles, but not the reducing of the ratings. It does however reduce their movement, as anything under an artillery template suffers the Shell Shocked rule.

Flaming

When a unit utilising fortifications is hit by a “Flaming” attack, it reverts back to its original Unit Type for the purposes of casualties.

Light Carriage

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Some weapons, despite being towed by a vehicle on long journeys, are light enough to be moved about by infantry on the battlefield. Gun teams with this rule may move about the field at half the normal speed without the need for a vehicle to tow them.

Long Set Up

Units with the Long Set Up rule cannot shoot in the same turn they move on the regiment sized battles.

Mounting Guns

If a gun with the “Artillery” rule is mounted in either a hull mount or turret mount it is also effected by the “Obvious Angle of Attack “ rule. If a hull mounted gun has the “AA Weapon “rule then it loses the “AA Weapon” rule.

Obvious Angle of Attack

In regiment battles, this means that the company suffers +10% casualties.

In team battles, reduce the kill score of the team by 5.

Specialised Artillery

Unless otherwise stated, any artillery can fire special ammunition when they shoot in a team battle.

Smoke

Instead of rolling to damage opponents, you may place a suitable marker the size of the blast template to indicate that the area is concealed by smoke. Units seen though smoke count as behind soft cover.

Earth Breaker

If you so choose you may fire Earth Breaker rounds instead of the normal, damaging rounds. If you do so, halve the attack or defence rating of the artillery piece but, after calculating damage, the area under the blast template becomes a cratered mess, counting as rough terrain and Hard Cover.

Napalm

When firing this type of round against buildings, count the weapon as “Flaming” and reduce a piece of terrains kill score by 10.

Page 27: Fields of Fire Rulebook

Sniper

If a rifle has the “Sniper” rule, when in a team battle, it counts as having the Light Artillery rule.

Superstructure

Removes the “Obvious Angle of Attack” rule.