DRAFT: Fields of Fire 2: Platoon Run 2

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Fields of Fire is on my list of games to play in 2025. Specifically, “play” as in the first scenario from the Vietnam campaign. Due to the intricacy of the system, I’ve decided to work through the tutorial scenarios first, as started with Platoon Run 1 on June 1. I will probably play though Platoon Run 2 (this training scenario twice). The first time exactly as written in the manual, and the second with a random event card draw.

Event cards for Platoon Run 2

To make the exercise a bit more convenient, I pulled out all of the event cards and stacked them in order. Here is the list to help expedite future plays:

  • 35
  • 18
  • 21
  • 29
  • 32
  • 20
  • 49
  • 14
  • 45
  • 17
  • 4
  • 41
  • 25
  • 31
  • 36
  • 29
  • 48

Let’s get on with it!

Turn 1

3.1 Friendly Higher HQ Event Phase

(Starting on Turn 2) - Draw an Action card; if the HQ icon is present, determine an event on the Friendly Higher HQ Events Table.

3.2 Defensive Missions: Enemy Activity Phase

3.2.1 Enemy Higher HQ Event Segment

(Starting on Turn 2) - Draw an Action card; if the HQ icon is present, determine an event on the Enemy Higher HQ Events Table.

3.2.2 Enemy Activity Check Segment

  • Place PC markers as indicated by the mission instructions.
  • Check every enemy unit on the map for activity.
    • Determine card order randomly.
    • On each card, check units based on their status on the Activity Check Hierarchy tables.

3.3 Friendly Command Phase

During the segments of this Phase: - For a unit or HQ to receive an order, it must be in the Chain of Command of the HQ or leader issuing the order and in communication with it.

3.3.1 Activation Segment

3.3.1a BN HQ Impulse

  • If the BN HQ is not on map, Activate the CO HQ.
  • If the BN HQ is on map, give it the maximum number of Commands (6 in daylight, 4 in Limited Visibility) and expend them on orders to itself or other units (4.2). BN HQ does not save Commands.
  • If BN HQ is not available and no Runners are on the map, move on to the CO HQ Initiative Impulse.

3.3.1b CO HQ Impulse

  • If activated by the BN HQ, draw an Action card and give it the modified number of Activated Commands (4.1.2).
  • Save those Commands or expend them (and any saved Commands) on orders to itself or other units up to the maximum per turn according to Visibility and Experience Level, as indicated on the Command Display.

3.3.1c PLT HQ/CO Staff Impulse

  • Select a PLT HQ or CO Staff that was activated by the CO HQ, draw an Action card and give it the modified number of Activated Commands (4.1.2).
  • Save those Commands or expend them (and any saved Commands) on orders to itself or other units up to the maximum per turn according to Visibility and Experience Level.
  • Repeat for the next PLT HQ/CO Staff.

3.3.2 Initiative Segment

3.3.2a CO HQ Initiative Impulse

  • If not activated in 3.3.1, draw an Action card and give it the modified number of Initiative Commands (4.1.2).
  • Save those Commands or expend them (and any saved Commands) on orders to itself or other units up to the maximum per turn according to Visibility and Experience Level.

3.3.2b PLT HQ Initiative Impulse

  • Select a PLT HQ that was not activated in 3.3.1, draw an Action card and give it the modified number of Initiative Commands (4.1.2).
  • Save those Commands or expend them (and any saved Commands) on orders to itself or other units up to the maximum per turn according to Visibility and Experience Level.
  • Repeat for the next PLT HQ.

3.3.2c CO Staff Initiative Impulse

  • Select a CO Staff not activated in 3.3.1, give it one Command.
  • Save that Command or expend it (and any saved Commands) on orders to itself or other units up to the max per turn according to Visibility and Experience Level.
  • Repeat for the next CO Staff.

3.3.2d General Initiative Impulse

  • Draw an Action card and expend on any units a number of Commands equal to the unmodified Initiative Commands. If this is a single-platoon mission, halve the number first (rounding down).
  • General Initiative Commands cannot be saved.

3.4 Offensive Missions/Combat Patrols: Enemy Activity Phase

3.4.1 Enemy Higher HQ Event Segment

(Starting on Turn 2) - Draw an Action card; if the HQ icon is present, determine an event on the Enemy Higher HQ Events Table.

3.4.2 Enemy Activity Check Segment
  • Enemies firing at cards without valid targets Shift/Cease fire.
  • Check every enemy unit on the map for activity.
    • Determine card order randomly.
    • On each card, check units based on their status on the Activity Check Hierarchy tables.

3.5 Mutual Capture & Retreat Phase

3.5.1 Capture Segment

  • Capture any Paralyzed or Litter Team alone on a card with Unpinned infantry units with a VOF rating from the opposing side (8.15).
  • If side does not take prisoners, Convert captured steps to casualties; otherwise, designate a guard step and remove guard and prisoner steps from play. Place on the Command Display.
  • Enemy casualties on unoccupied and friendly-occupied cards are captured as per 8.15.1 (Enemies do not capture casualties).

3.5.2 Retreat Segment

  • Check for effects of CS Gas (4.4.3).
  • Retreat any Unpinned Paralyzed Team under a VOF marker one card. Priority is no VOF, then best Cover & Concealment (random if equal), and mark Exposed.
  • Retreat any Unpinned Litter Team plus a Casualty under a VOF marker one card. Priority is no VOF, then best Cover & Concealment (random if equal), and mark Exposed.

3.6 AT Combat & Vehicle Movement Phase

  • Fire Activated AT-capable units and Move, Spot or Concentrate Fire with Activated Vehicles; if both sides have activated units, alternate sides, starting with the attacker. Carry out Reaction Fire. Flip each unit’s Activated marker as it finishes its action.

3.7 Mutual Combat Phase

3.7.1 Fire Mission Update Segment

  • Remove existing Incoming!, Air Strike! and WP Fire Mission VOF markers.
  • Flip Pending markers to their active sides.

3.7.2 Potential Contact Evaluation Segment

  • For each card with a PC marker and a friendly unit, draw the number of Action cards indicated on the Potential Contact Draw chart based on the PC marker and the Current Activity Level.
  • If a card states “Contact”, contact with the enemy has been made; determine the enemy package to use and placement per 8.3.
  • Place any applicable VOF and PDF markers and update the Current Activity marker before moving on to the next PC marker.

3.7.3 Pinned Recovery Segment

  • Remove Pinned markers from any vehicle or infantry units that are not under a VOF marker.

3.7.4 Combat Effects Segment (Do not adjust VOF/PDF until 3.8)

For each infantry unit on a card with a VOF marker: - Resolve any Flamethrower Attacks. - Determine the NCM. - Draw an Action card to determine if the fire is effective. - If the unit is hit, draw another Action card to determine the hit’s effect based on the unit’s Experience Level. (Update Ammo levels of units exerting Basic VOF as per 7.18.4)

3.8 Clean Up Phase

  • Remove Pyrotechnic, Smoke, Illumination, Exposed, Moved/Fired, Concentrated Fire, Booby Trap, Grenade, and Grenade Miss markers.
  • Evacuate casualties from cards designated for casualty evacuation.
  • Enemies firing at cards without valid targets Shift/Cease fire.
  • If a Defensive Mission, remove any unresolved PC markers.
  • Reset Mine markers and adjust VOF, PDF and Activity Levels as result of 3.7.4 and 3.8.

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