Then download the VASSAL modules off the same page and play through the game. The VASSAL modules do NOT enforce the rules but at least you can just walk through the example of play step by step in the VASSAL module and see if it's something you want to experience.
It's about time to do my semiannual look-at-my-Fields-of-Fire-box-and-see-if-anyone's-written-a-rulebook-for-it-which-doesn't-suck thing. So, did that promised rules rewrite ever get done? Or shall I ignore the game for another few months?
Had my eye on this for a long time and just got around to a) buying a copy and b) trying it out. There is a very good Vassal file on BGG that goes through the first seven turns of the first scenario. I found that looking at the Sequence of Play, reading the very basic sections of the rulebook (pretty much just the first paragraph of each section) and then following along with the Vassal logfile made it pretty easy to learn. The mechanics really aren't terribly hard, and as someone who has read up on WW2 tactical doctrine a fair amount, I had no problem with the idea of Volume of Fire or Primary Direction of Fire (and it must be said, this is positively a breakthrough in realistically modeling tactical engagements). I'm working my way through my first game, and while I'm definitely stopping to check up on the rules for this or that thing along the way, there is nothing show-stoppingly difficult about the experience.
I agree, for the amount of detail you get, the game is remarkably approachable. As I have noted elsewhere in this thread and others. This is the only game I recommend to people but refuse to play. I owned it and found I could not stomach sending my boys into some of those situations. No other game has so invested me in the feeling of actually being a CO, and I just couldn't do it. Great game.
I love PDF and VOF concepts too. In my opinion it's only the armchair "military expert" weapon fetish types on CSW who can't accept these concepts and not getting to fire each different type of gun individually in the game, since as far as I can tell it's the way the military thinks about it.
Interesting, though I'm not sure the rules need to be re-written so much as they need to be layered with many more examples of play. As I said, the game doesn't actually seem to be all that difficult, for the most part.
As an aside, for people who like the way Fields of Fire handles tactical engagements, I would recommend having a look at the rules for the forthcoming Band of Brothers. It looks like the mechanics are similarly focused on capturing the nature of engagements--fire to suppress and to close, rather than to inflict damage--and it does so within a low-complexity framework. Could be good.
GMT was nice enough to put an upgrade kit for first edition on preorder! Go check it out. I've been thinking more and more about this game, haven't played it in a year or two... I hope all this time they spent developing the new rules helps, largely without the designer I think.
Anyway, new edition scheduled for July, printing now.
edit: they also put up the new 2nd edition rulebook. I haven't looked at it, but I pray it's better. GMT can be hit or miss, though, even with fixes... I just feel like since that's the biggest thing wrong with the game it's key.
Super psyched about 2nd edition coming out in a couple weeks... I've heard the rules are better but still not amazing. That's what you get for relying on pretty volunteer developers I guess.
Still, even with just a rules improvement the game is very playable. Gotten it out a couple of times and still impressed by the game. I'll give a review of the rules when 2nd edition comes in and I read through them, in case anyone is still curious about the game but hasn't gotten on board hoping for better rules.