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Fields of Fire
Yeah, I think largely confining the types of fire to small arms, automatic, heavy and grenade attack (generic explosives) is kind of a brilliant simplification of the thousand slightly different industrial weapons of war. I wouldn't have thought of it.
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Absolutely. Other games at this level turn into spreadsheet wonkishness and you can abstract away the human costs of figuring out EXACTLY how much better this gun is from that gun. But FIELDS OF FIRE keeps you on the hook for your decisions, and you know some of them are going to be shitty decisions and those boys will die because you dun goofed. Then it asks you to make another decision, compounded by your ineptitude the previous turn, and you head back in. The toll was too much for me. Great game I don't want to play. Awesome report.repoman wrote: That was a great report, Steve. Really fantastic.
I've been watching the Burns documentary on Vietnam and the soldiers in that doc say very much what you said about that mission. Utter frustration and anger at fighting and dying for pointless objectives that were abandoned soon after capture only to be fought over again in the near future.
Also I liked your point about "gun fondles". FoF is very unique in its approach and much more emotional than just about any other game.
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That is a chilling thing to think about *in this game*, because you know exactly who you represent (CO HQ). That persona has an exact analogy to a tangible real life person. Moreover, FoF has this aspect where it does not pretend there is any brilliant, game-saving way out of most situations. It's not gamey at all in that fashion, and I think it helps the feeling of tension it imbues in you.
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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.
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The next volume is out shortly. Probably still bad rules but at this point the rules are pretty playable and I get tired of doing this rules are bad thing.
Extremely interested to see how these new situations play out---WWII beach invasion and urban combat, including iraq missions, could be pretty eye opening.
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As an overall though, I realized that this is probably the game I have thought about the most outside of the playing. It's definitely not the best game I've played, it's a challenge to play at times, but it's probably the one that has the most to say to me imho. Fascinating.
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Early reports of volume II do not look good, card and counter errata seem prevalent. GMT usually makes good but at least the 1st volume, even 1st edition, had reasonably well proofed counters and cards. Brutal.
The incompetence with which this title has been managed and developed by GMT is astounding. I get that the designer is mostly AWOL but fuck pay someone who has some attention to detail. They could have solved a bunch of problems by just *going through a compiled bgg thread of errata in the rules*
Anyway, the rules are still mostly playable by now, I may just continue my 1st volume vietnam campaign and see if there are going to be any action from GMT on volume 2.
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Will see the full fury of US air and other technology of display. They even give you a gunship.
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Got my copy of Fields of Fire volume II. It drives me crazy that some kind soul on BGG compiled all of the rulings and rules issues in the 2nd edition into a single post... then the designer and whomever they were working with didn't even look at it and they only solved like 1/3 of the problems in the volume II box.
Also, volume II has some fuck ups in the setups in the rulebook, some significant rules things just completely AWOL (how do canals work? how do we land LVTs in the first mission of the Japanese WWII campaign?) and some counter errata with jumbled backs (fire team, not *that* important) which is just like almost a joke with how carelessly this thing is designed and developed.
Dunno what to say about it. Great game, hopelessly fucked up forever by incompetence by the designer, developer, and publisher. It's playable but you have to know you're that type of person. I so wish I could recommend this to heavy wargamers unconditionally. I *still* recommend it for being such an amazingly unique and cool experience.
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It wouldn't be FoF without some sort of rule annoyance, in this case a virtually impossible (untested? Who knows?) mission objective w/normal PC pulls in turns 6-9. I literally ran out of VC squads because of the intensity of the human wave and assault contacts, who always push forward, and yet to win I'm supposed to somehow have no US units on spaces with enemies, even though I've held and cleared the requisite number of US cards for the win. Bleh. So technically I lost, but it's completely horseshit so I'm calling a win.
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Safe to say do not buy this until I tell you but if they do it right (I've got the update kits preordered) then this it the best solo game of all time by a reasonable distance (sorry Comancheria).
Literally cannot believe my first review of this game was 14 years ago. As Joe Pera says, "I’m not too worried about my photographic legacy. In fact, I hope I’m not remembered at all, and that one day I can just disappear."
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Sp yeah, it they can make it playable without having to go to Ranger School first, it will be awesome
They do have incredible faith in it, there have been so many attempts to distill it down.
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