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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 Earths 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.

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
dont 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 D4s to D100s, 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
persons 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.

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 cant 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 arent 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.
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 doesnt 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. Dont worry if you dont 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 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 dont 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
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
opponents 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 dont 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 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
Freezing Clime

Spring or Autumn Summer

Soldiers Cannot Cross

Freezing

Cold Clime

Freezing

Cold

Temperate

Temperate Clime

Cold

Temperate

Hot

Hot Clime

Temperate

Hot

Boiling

Boiling Clime
Cannot Cross

Hot

Boiling

Cold

Soldiers

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 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
dont have too much variation or your forces wont 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
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 isnt 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 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 its 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 dont 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 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 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 twentyseven 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 wont 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 dont 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 companys stat line is to divide all the scores by 100. If there are any AntiUnit 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 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

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 doesnt 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 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, dont 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

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 players 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 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, AntiUnit 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

No Anti-Unit Capabilities Cannot damage

Cannot Damage

Not Specified

2D100

Limited Anti-Unit Capabilities

D100

2D100

Anti-Unit Capabilities

D100

D100

Specialist Anti-Unit Capabilities 4D100

Heavy Unit
Cannot Damage

3D100

4D100
3D100

2D100
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 AntiTank 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 AntiTank 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


1
2
3
4
5
6
7

Dice Roll for survivors


D100
D50
D20
D10
D6
D3
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 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 doesnt 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 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 dont 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

6 or 7

Large Vehicle (MBT)

Walker

-3

4-6

8-10

Huge Vehicle

Gun

-2

3 or 4

6 or 7

Helicopter

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.

Forest

Jeep

Infantry

Rough

Rough

Tank
Rough

Boat
Impassable

Lake

Impassable Impassable Impassable Open

Building

Impassable Rough

Swamp
Road
Garden

Rough

Impassable Rough
Road

Open
Open

Impassable
Impassable Rough

Road
Rough

Impassable
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 its 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, 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.

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.

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.

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
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.

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.

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