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Fields of Fire

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Fields of Fire

Components:

  • Action Deck + Hint Cards - 55 Cards
  • 3 Terrain Decks of 55 Cards, total of 165 Terrain Cards
  • Rule Booklet
  • Mission Briefing Booklet
  • Company Log Pad (8.5x11 – expendable)
  • 1 x 8.5 x 11 Player Aid Card Action Menu Front – Vehicle Info Back
  • 9-12 8.5x11 Mission Cards (each mission has a card – friendly info on the front, enemy info on the back)
  • 536 Unit Counters (Large Size – Two-Sided)
  • 234 Informational Markers

    Online Resources

  • Example of Play (Advanced Tutorial) Part 1 Updated March 31, 2009 [3.6 Mb pdf file]
  • Example of Play (Advanced Tutorial) Part 1 Updated March 28, 2009 [4.1 Mb .doc file]
  • VASSAL Module 2.2 Normandy - courtesy of Joel Toppen
  • VASSAL Module 1.0 Korea - courtesy of Joel Toppen
  • VASSAL Module 1.3 Vietnam - courtesy of Joel Toppen
  • Errata & Clarifications - 4/17/09
  • Action Symbols Player Aid Card - 2/16/09
  • Illustrated Example of Play [5.38 Mb pdf]
  • Final Rulebook [3.08 Mb pdf]
  • Vehicle & Anti-Tank Weapons Chart [117 kb pdf] Added 2/6/09
  • SneakPeeks

    Note: All samples below are from playtest graphics, not final game art. GMT Games claims no copyright on these images.




    Price: $75.00
    Quantity:  

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    Product Rating: (3.71)   # of Ratings: 21   (Only registered customers can rate)

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    Sort: New to Old RE-SORT COMMENTS:

    Showing comments 1-10 of 20 (Next 10) Click Here to see all comments
    1. Chris on 5/20/2009, said:

    I hate to give this game a 1-star rating - especially since I like Ben Hull's Musket & Pike games - but honestly, that's what I think it deserves. Many players have complained about the incomprehensible ruleset, and that's a fair criticism. The rules are opaque and written in the style of military jargon rather than game rules. More problematically, they are also vague and unclear in many areas. But for me, the real problem with this game is just that it's really boring. After struggling with and ultimately figuring out the rules, I tried playing several scenarios from the WWII and Korean War periods, and the overwhelming feeling was of nothing happening. Units pop up, you shoot at them until they're dead, then move forward again ... the game lacks any tactical nuance, you just move your guys forward and then flip a lot of cards. I realize the goal of the design may have been to put the player in the shoes of the company commander, and that role may not provide much tactical control. But we also want a fun game. And without much of anything in the way of tactics, there is no way the game can justify it gargantuan playing time - a mission in which you deal with maybe a platoon of enemies can take 6 hours to play. I really, really wanted to like Fields of Fire, and maybe with a slightly different design emphasis - one that kept an eye on making an actual, interesting game - this could have been a great game. But as it is, it's just dull.
      (2 people found this comment helpful, 0 did not)
    2. Steve on 5/4/2009, said:

    There is a good game there if you have time to figure out the rules. If not for the support I found on www.boardgamegeek.com I would have put it back on the shelf and sold it later. Once you learn how to play the game it will be a rewarding game to play. There are still things I am not sure about. One will find a lot of play time for your money due to its replayabilty.
      (0 people found this comment helpful, 1 did not)
    3. George on 3/21/2009, said:

    This is a game long overdue. The problem is the designer assumed we know how to play the game, so much is left out of the rules. The illustrated example of play does help. I very much like the command control system - it does give the right feel of leading a company. That said, many players will probably find this to be a very foreign concept and it takes some getting used to. Now that I "get it" this feature pulls me to the game even more - among the best of the solitaire games in my collection. My big beef with the game, and the reason I could not give it a "5" is because one has to fire only along straight lines, which really kills some of the simulation for me. Also, I would have preferred that the terrain cards be square. I look forward to seeing this become a "series" - I will definitely subscribe if it does!
      (1 people found this comment helpful, 1 did not)
    4. Denise on 3/4/2009, said:

    Poorly organized Rules, confusing clarifications, lack of Examples of Play and numerous misprinted Counters mar the potential of this new game system. While attempting to play through each session, without adding many “House Rules,” one cannot help but wonder if he paid for the privilege to playtest the game which seriously detracts from the Fun Factor. Will Not buy a product from this Designer or Developer again :-(
      (4 people found this comment helpful, 1 did not)
    5. Joseph on 2/26/2009, said:

    Change or re write the rules and I will rate it 5. Very innovative that with a little help from the publishers it can turn to be a best seller.
      (3 people found this comment helpful, 0 did not)
    6. Michael on 2/11/2009, said:

    I really want to like this game but the rules are terrible. Really bad in my opinion. With a well thought out, well written rule book I would probably rate it a 4 or 5.
      (4 people found this comment helpful, 0 did not)
    7. Steve on 2/1/2009, said:

    Fields of Fire is a unique and highly educational game. It is very different from other games and requires some work to figure out. The Example of Play is very helpful and it would be even more helpful to have another Example produced extending a few more turns into the game. The Clarifications and Corrections are necessary to play the game. The rules require some puzzling out, but I have found that the answers to my questions are almost always in the rules or the C&C. The game offers a glimpse into the problems of company command in a way no other game I have played does.
      (2 people found this comment helpful, 1 did not)
    8. Michael R. on 1/20/2009, said:

    An enjoyable, innovative, and edcational game, with a set of rules that is difficult to digest, incomplete, and somewhat contradictory in places. It reminds me a lot of Up Front when it came out. And like Up Front, it will reward the player who sticks with it and learns the system.
      (1 people found this comment helpful, 1 did not)
    9. Kevin on 1/7/2009, said:

    This is a brilliant game. I give it a provisional four stars, because it needs a lengthy example of play, and version 2.0 of the rules; but the game is an innovative and compelling look at company command. What the game reminds me of, in its own strange way, is Victory Games Carrier (1990) - another solitaire game (about naval warfare in the Solomon Islands), that also had a complex rules set - if you are going to get complex behavior from a rules-driven opponent, you need a complex set of rules. That being said, although the learning curve is very steep, it is manageable - after a play-though or two, you get a sense of how the game fundamentally functions, even if there are still questions about how to handle individual situations. Recommended.
      (2 people found this comment helpful, 1 did not)
    10. Fernando Cean on 12/30/2008, said:

    The worst rules I see in a game and a very complicated command and control system make the fun go down. But have good ideas for future more symple games.
      (3 people found this comment helpful, 2 did not)
    Showing comments 1-10 of 20 (Next 10) Click Here to see all comments

    Fields of Fire: "Keep Up the Fire!" The 9th US Infantry "Manchus"

    Your Mission:

    To close with the enemy by means of fire and maneuver in order to destroy or capture him, or repel his assaults by fire, close combat and counterattack – US Army Field Manual FM 7-10: The Infantry Rifle Company.


    9th Infantry badge

    The Game:

    Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 2 hours.

    This game is based on three actual campaigns experienced by units of the 9th US Infantry in World War II, Korea, and Vietnam. “Keep Up the Fire” is the motto of the 9th Infantry, known as the “Manchus” for their service in the Boxer Rebellion.

    Common Components:

  • Action Deck + Hint Cards – 55 Cards
  • Rule Booklet
  • Mission Briefing (historical notes and covers all organization for all three eras)
  • Company Log Pad (8.5x11 – expendable)
  • 1 x 8.5 x 11 Player Aid Card Action Menu Front – Vehicle Info Back
  • Informational Markers - 234
  • US Common - 72

    WWII Normandy Campaign Components

  • 1 Normandy Terrain Deck of 55 Terrain Cards
  • 3 or 4 8.5x11 Mission Cards (each mission has a card – friendly info on the front, enemy info on the back)
  • US WWII – 64 unit counters
  • German - 80 unit counters


    2nd Infantry Division "Indianhead" patch

    Korea – Naktong River Campaign Components

  • 1 Korea Terrain Deck of 55 Terrain Cards
  • 3 or 4 8.5x11 Mission Cards (each mission has a card – friendly info on the front, enemy info on the back)
  • US Korea – 72 unit counters
  • North Koreans - 96 unit counters


    25th Infantry Division "Tropic Lightning" patch

    Vietnam Campaign Components

  • 1 Vietnam Lowlands Terrain Deck of 55 Terrain Cards
  • 3 or 4 8.5x11 Mission Cards (each mission has a card – friendly info on the front, enemy info on the back)
  • US Vietnam – 64 unit counters
  • VC/NVA – 88 unit counters

    Designed by Ben Hull