There, I said it. I know that's only my opinion but in this case, I am pretty sure I'm correct. If you're still here and haven't rushed out to order it already then maybe you want to know why I claim such an accolade; read on ... (prepare yourself for a completely biased view of this great game)
I first discovered this game in the long dark days between the first edition and the newly printed second edition. There aren't many in my regular game group who entertain my wargame habit. In researching my drug of choice, I quickly discovered Ambush as a solo wargame. I promptly paid a benevolent stranger on eBay a princely sum and on completing the first scenario I was hooked. I went on to play the game out and wanting more. I had never played a game that told such a great story and in which you were so emotionally invested in the characters. However in Ambush, each mission is exactly the same, obviously, the outcome will be different, but all the events are preprogrammed to happen again. Ambush has little replayability value but it's a blast the first time around.
For my next fix, I found Fields of Fire; it came with a recommendation, 'if you like Ambush, you'll like this', and a warning 'you could go insane trying to understand the rules'. Unfortunately for me, the game was out of print and out of stock everywhere I looked. So I fired up Vassal and printed off the rules and got ready for an education.
As soon as I started scratching at the system I realised that there was something special here, and the myriad of player aids and unofficial rules available at the game page on board game geek made me think that I wasn't the only one who saw something great. I learnt the game over a week or so using some terrific examples of play and introductions that others had written, which for me, were invaluable for learning the game.
Fields of Fire puts you in the shoes of a 2nd Lieutenant in command of a rifle company of the US Armies 9th Infantry Regiment. This regiment, the 'Manchus' are one of the oldest and most decorated infantry regiments in the US Army. The game portrays their experience through WWII, Korea and Vietnam. There are not many war games that provide 3 different conflicts as part of the base game.
Instead of the traditional wargame hex map, you get a deck of terrain cards which are constructed, per the scenario setup, in front of you in order for you to analyse the terrain before you plan your strategy. There are different terrain decks for each theatre: WWII, Korea and Vietnam and each terrain area has specific attributes, like cover, combat modifier, trafficability, and burst effect. You need to plan to use the strengths and weaknesses of each card as your troops move up the 'map' to take their objectives.
The Normandy Terrain Deck, example cards |
"No battle plan survives contact with the enemy" - Field Marshall Graf von MoltkeAfter you've decided on your plan of attack you then form up your troops in the staging area just off-map and start worrying about what's out there on the map and whether you're going to survive. The way in which each scenario plays out is largely driven by an Action Deck of cards, which contain a plethora of numbers which determine the results of your orders, your attacks, your skirmish results indeed any type of randomisation in the game is resolved by drawing an Action Card. I read one online commenter who claimed their Action Deck cheats. I empathise with them.
The action deck. Showing resolutions for events, orders, initiative, combat success and combat effects and random numbers(12) |
There are some gamers that decry any randomisation and abhor dice, not something the typical wargamer shuns. However, there are no dice here. You do have the equivalent of a d12 on each Action card. With nearly every order, you're drawing another Action card. This means you're going to reshuffle that Action Deck a lot. They're typical inflexible GMT card stock, i.e. they don't lend themselves to easy shuffling but I've sleeved mine and it is a breeze to shuffle. I am not a 'sleever' per se; my Terrain Decks will not be protected, but the Action Deck will receive such heavy use I would recommend sleeving for protection and to aid shuffling.
Normandy Mission #1 set-up. Note the hills/stacked cards these will prove very useful in maintaining LOS and therefore comms with your subordinates. |
In order for your units to make an action, they need to be given orders from a higher HQ, as determined by the Action Deck which is then modified by game conditions. Your CO HQ can then 'spend' them on any subordinate unit. This command hierarchy exists above and below your CO HQ and is a crucial part of this game e.g. your 1st Plt HQ cannot order a 2nd Plt unit, similarly, your 1st Plt HQ cannot order CO Staff. Where you attach machine guns, mortars and vehicle assets and how they may be commanded and from which terrain, should all be considered in the planning phase to increase your chance of success.
On some turns, you may find your CO HQ with very few commands and they are unable to order any of their subordinates because they are out of communication i.e. the subordinate cannot see or hear their commander giving them an order. If not in visual/verbal communication then they are left to their own initiative. However, if they see an enemy your units will never have to be ordered to open fire, that is automatic. Strangely for a tactical war game, you'll find yourself ordering 'ceasefire' more often than not in an effort to conserve ammunition.
The game system also allows for pyrotechnics to be used to signal your on-map units. Upon seeing a flare they will attempt to carry out the action that was assigned to that flare during the planning phase. Although a new player may be overwhelmed by the multitude of different options, I found my gameplay took an exponential leap forward when I learnt to use pyros proficiently.
When talking about a tactical squad level infantry combat game, I can't think of anything that is missing from this game. You have forward observers that can call in fire support, jeeps, tanks, helicopters, communications, ammo depletion. If I had to criticise the game, and I really don't want to, then maybe the vehicle segments are a little abstracted. However, that is probably a design choice because this isn't Panzer Leader or Check Your 6! whose focus is on armour and airborne battles respectively. This game's focus is firmly on the infantry battle, deep down at the tactical and company level and in that it excels.
The 'Manchus' in Vietnam |
I find this game contains the most realistic version of the known unknowns and inherent fallibility of an infantry-man in hostile territory than any other game I know. Whilst playing this game I am nervous and yet hopeful. I have never commanded an infantry company and I hope my next comment does nothing to diminish the sacrifice or demean the jobs of those that have served in such positions, but this game is the closest a wargamer could get to the reality of 20th-century combat, albeit with the obvious exclusion of physical harm.
This game really does feel like a fight; against the enemy, of survival and against the system which is doing its utmost to win. The second edition has got some excellent player aids. For some strange reason, whether through design or just the rose-tinted glasses through which I view this game, I always seemed to pick up the right chart.
There is also another game in the works using the same system. Fields of Fire Vol 2. With the Old Breed which introduces the 5th Marines in WWII via Peleliu, Korea and Vietnam. It's currently on GMT's P500, which will be the cheapest price you could ever buy it for. 'Vol 2', As I understand it, is a complete game in its own right and you do not need to own Vol 1.
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5th Marines moving inland on Peleliu |
I didn't ever
Overall, the second edition is a glorious production with top quality components and worth every bit of its $75 price tag. Every wargamer who is inclined to play solo, either occasionally or predominantly and who can invest a bit of time would do well to pick this up. If you're willing to put a little bit of effort in, you won't be disappointed. The stories that are created on your table-top are more visceral and as close to what I imagine real infantry combat to be like than any other game I know.
If I had to choose one game to play for the rest of my life i.e. my 'desert-island game', it would be this one. I've been playing it for approximately 3 years and I still find it fresh and challenging and even now, I am looking forward to my next patrol.
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