Fields of Fire 1: Platoon Run 1, twice

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I’ve had Fields of Fire volumes 1 and 2 for years, and never managed to get either played. With the new Deluxe Edition, the hype around the improvements for this edition induced me to purchase it. I decided to help fulfill a 2025 aspiration and actually play the thing. This is the first play, and follows the example scenario exactly, card for card.

Turn 1

3.1 Friendly Higher HQ Event Phase

Skip on Turn 1.

3.2 Defensive Missions: Enemy Activity Phase

Skip, this is not a defensive missions.

3.3 Friendly Command Phase

3.3.1 Activation Segment

3.3.1a BN HQ Impulse

Skip for this course.

3.3.1b CO HQ Impulse

Offmap CO HQ issues a single activation command to our PLT.

3.3.1c PLT HQ/CO Staff Impulse

PLT 1 activated, draw #30 for 3 commands.

  1. Order 1/1 front left to card 41.
  2. 2/1 to front center, card 44.
  3. 3/1 to right front, card 43.

3.3.2 Initiative Segment

3.3.2a CO HQ Initiative Impulse

N/A

3.3.2b PLT HQ Initiative Impulse

N/A

3.3.2c CO Staff Initiative Impulse

N/A

3.3.2d General Initiative Impulse

Draw #25, two initiative, round down to 1. Move bazooka to front left, card 41.

3.4 Offensive Missions/Combat Patrols: Enemy Activity Phase

N/A

3.5 Mutual Capture & Retreat Phase

N/A

3.6 AT Combat & Vehicle Movement Phase

N/A

3.7 Mutual Combat Phase

N/A

3.8 Clean Up Phase

Remove Exposed markers.

Turn 2

3.1 Friendly Higher HQ Event Phase

Skip for this game.

3.3 Friendly Command Phase

3.3.1 Activation Segment

3.3.1b CO HQ Impulse

Offmap CO HQ issues a single activation command to our PLT. PLT 1 marker flips to “Commands Available” side.

3.3.1c PLT HQ/CO Staff Impulse

PLT 1 activated, draw #24 for 4 commands.

  1. LMG to right front card 43.
  2. FO to front center, card 44.
  3. PLT 1 move to front center card 44.
  4. 2/1 move center row 2, card 42.

3.3.2 Initiative Segment

3.3.2a CO HQ Initiative Impulse

N/A

3.3.2b PLT HQ Initiative Impulse

N/A

3.3.2c CO Staff Initiative Impulse

N/A

3.3.2d General Initiative Impulse

Draw #27, two initiative, round down to 1.

Move 1/1 to left row 2, card 15.

3.4 Offensive Missions/Combat Patrols: Enemy Activity Phase

N/A

3.5 Mutual Capture & Retreat Phase

N/A

3.6 AT Combat & Vehicle Movement Phase

N/A

3.7 Mutual Combat Phase

N/A

3.8 Clean Up Phase

Remove Exposed markers.

Turn 3

3.1 Friendly Higher HQ Event Phase

Skip for this game.

3.3 Friendly Command Phase

3.3.1 Activation Segment

3.3.1b CO HQ Impulse

Offmap CO HQ issues a single activation command to our PLT. PLT 1 marker flips to “Commands Available” side.

3.3.1c PLT HQ/CO Staff Impulse

PLT 1 activated, draw #11 for 4 commands.

  1. FO straight ahead to card 42.
  2. PLT 1 to right card 43.
  3. Order 3/1 forward to card 9.
  4. LMG forward to card 9.

3.3.2 Initiative Segment

3.3.2a CO HQ Initiative Impulse

N/A

3.3.2b PLT HQ Initiative Impulse

N/A

3.3.2c CO Staff Initiative Impulse

N/A

3.3.2d General Initiative Impulse

Draw #16, three initiative, round down to 1.

Move bazooka to card 15.

3.4 Offensive Missions/Combat Patrols: Enemy Activity Phase

N/A

3.5 Mutual Capture & Retreat Phase

N/A

3.6 AT Combat & Vehicle Movement Phase

N/A

3.7 Mutual Combat Phase

N/A

3.8 Clean Up Phase

Remove Exposed markers.

Turn 4

3.1 Friendly Higher HQ Event Phase

Skip for this game.

3.3 Friendly Command Phase

3.3.1 Activation Segment

3.3.1b CO HQ Impulse

Offmap CO HQ issues a single activation command to our PLT. PLT 1 marker flips to “Commands Available” side.

3.3.1c PLT HQ/CO Staff Impulse

PLT 1 activated, draw 23 for 4 commands.

  1. PLT 1 move itself up left to center card 42.
  2. Order FO straight forward to card 19.
  3. Order 2/1 dtraight forward to card 19.
  4. Save the last command.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #13 for 3 / 2 = 1 initiative, 1/1 moves forward to card 20.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 5

3.3 Friendly Command Phase

3.3.1 Activation Segment

3.3.1b CO HQ Impulse

Offmap CO HQ issues a single activation command to our PLT. PLT 1 marker flips to “Commands Available” side.

3.3.1c PLT HQ/CO Staff Impulse

PLT 1 activated, draw #3 for 5 commands.

  1. Move right to card 9.
  2. Order 3/1 forward to card 18.
  3. Order LMG forward to card 18.
  4. Save two commands for a total of 3 saved.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #18 for 3 / 2 = 1 initiative, bazooka moves forward to card 20.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 6

Upshot is PLT 1 moves up, saving whatever commands are next, and it’s mission accomplished.

AAR

This was pretty cool, just using orders and initiative to move units across the map. Very much common sense. I need to try this again and see how it plays out with a different set of card draws.

Run 1 Redux

The previous was fun enough to do it again with random card draw. Let’s see how fast I can get across the map without 1. leaving a unit behind, or 2. losing saved commands.

The turn sequence will be highly compressed.

Turn 1

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #49 for 1 commands.

  1. Move 2/1 front center.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #14 with 3/2 = 1 initiative.

Move 1/1 up left.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 2

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #2 for 6 commands.

  1. Order 1/1 move up right.
  2. Order LMG up right.
  3. Order FO up center.
  4. Order bazooka up left.
  5. Move up center.
  6. Save 1 command.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #18 with 2/2 = 1 initiative.

Move 1/1 forward.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 3

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #12 for 4 commands.

  1. Order 2/1 forward to center of row 2.
  2. Order FO forward to center of row 2.
  3. PLT 1 moves right to card 43.
  4. Order 3/1 to advance to card 9.
  5. Order LMG to advance to card 9.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #15 with 3/2 = 1 initiative.

Bazooka moves itself forward to card 15.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 4

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #10 for 5 commands.

  1. PLT 1 moves itself up left to center card 42.
  2. Order 2/1 advance center card 19 woods.
  3. Order FO advance center card 19 woods.
  4. Save.
  5. Save.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #46 with 1/2 = 0 initiative.

Nothing moves, which is bad.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 5

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #8 for ? commands.

  1. PLT 1 moves left to card 15.
  2. Order 1/1 forward to card 20.
  3. Order bazooka forward to card 20.
  4. Save.
  5. Save.
  6. Save.
  7. Save.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #20 with 2/2 = 1 initiative.

3/1 moves forward to card 18.

3.8 Clean Up Phase

Remove Exposed markers.

Turn 6

3.3 Friendly Command Phase

Assume assume CO HQ always activates PLT 1.

3.3.1c PLT HQ/CO Staff Impulse

Draw #4 for 5 commands.

  1. PLT 1 moves forward to card 20.

Saved 6 commands.

3.3.2 Initiative Segment

3.3.2d General Initiative Impulse

Draw #19 with 2/2 = 1 initiative.

LMG moves itself to card 18.

3.8 Clean Up Phase

Remove Exposed markers.

AAR

This went 6 turns as well, despite a pretty good middle section of play, after a dismal start. Almost left one of the units behind. I can see where it’s going to be frustrating to not be able to spend commands. I’m ready to deal with an enemy position now, which is Run 2.


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