Fields of Fire:
Version 4.0

WW2 Quick Play Skirmish Rules

by David J. Black

1 INTRODUCTION

1.1 Fields of Fire (FoF) is a set of simple "Beer and Pretzels" style rules designed for WW2 skirmish gaming with 25/28mm (or 54mm) figures, but smaller scale figures could easily be used if centimeters are substituted for inches. The focus is primarily on infantry combat firefights, but rules for vehicles are included.

1.2 In general, a player will be able to effectively handle a platoon sized force (3-4 squads) or more with attached assets. However, the rules can easily accommodate company sized actions. Artillery (other than on-board mortars) and air support are not included because it is assumed that these actions are occurring at such close ranges that such support cannot be safely used. In addition, offensive/defensive bombardments are considered to have already taken place (and the effectiveness of such bombardments should be reflected in the scenario set-up).

2 GAME SCALES & EQUIPMENT

2.1 No exact ground scale is specified for FoF as all games are considered to take place within the effective ranges of small arms.

    TIME SCALE: 1 game turn = approximately 1-5 minutes.
    FIGURE SCALES: 1 model figure, vehicle, or gun = 1 real soldier, vehicle, or gun.
    DICE: The game requires the use of ordinary six-sided dice (referred to as d6 in the rules), a maximum of 7d6 per player are needed.
    ACTION PHASE CARDS: Each opposing side will need a set of Action Phase Cards comprising one each of the following: FIRE, MOVE/MELEE, RALLY, and PASS. These can be made from appropriately marked index cards, or regular playing cards can be used (King = Fire; Queen = Move/Melee; Jack = Rally; Ace = Pass).

3 ORGANIZATION

3.1 Infantry is organized into squads of 8-12 figures, one of which is the squad leader, and heavy weapon (HW) teams of a MMG, HMG, mortar, or anti-tank gun and two crew (you may want to give mortars and ATGs three crew). Infantry AT weapons such as anti-tank rifles, bazookas, PIATs, and panzerschrecks may be included in squads or represented as HW teams. Snipers are always independent figures. Further, squads are usually organized into platoons of 2-4 squads with an independent platoon leader figure (an officer or senior NCO). You can differentiate particularly efficient troops by giving them additional platoon leader figures if desired. Vehicles always act independently in FoF.

4 GAME TURN SEQUENCE

4.1 Each game turn is divided into discrete portions called "phases." These phases regulate the flow of the game and dictate the actions that players can perform during each game turn. The turn structure is divided into the following phases: An Initiative Phase and Action Phases 1 through 4.

Initiative Phase: Every game turn each player rolls 2d6 and subtracts one for each of his units (squad, HW team, or vehicle, but not snipers or platoon leaders) that is currently routed or eliminated, the modified high scorer is Player A for this game turn. If necessary, re-roll all ties.

Action Phase 1: Each player secretly selects one action phase card (Fire, Move/Melee, Rally, or Pass) and places it face down on the playing surface. Players then reveal their card selection simultaneously. Player A then decides which player will perform his action card first. The player currently performing his action phase card is termed the "phasing player".

Action Phases 2-4: As action phase 1.

    Example: It is the beginning of a new turn in a game between two players. Bob, playing the Germans, rolls 2d6 for initiative and scores a 9. However, he has two squads that are currently routed and an MMG team that was eliminated. He must subtract 3 from his score, giving him a modified initiative score of 6. His opponent, Frank, playing the Russians rolls 2d6 and scores an 8. He has one squad that is currently routed so must subtract 1, giving him a modified score of 7. Frank has won the initiative and is "Player A" for this game turn.

    For Action Phase 1, each player then selects one of the Action Phase Cards and places it face down on the table. The cards are revealed and Bob has played a Rally Card (to try and rally the two routed squads), while Frank has played a Move/Melee Card. Frank, as "Player A" decides to act on his card first, moving his units (although he could have elected to move after Bob acted on his Rally Card). After all of Frank's movement is done, Bob may now attempt to rally his routed and pinned units. Play continues through Action Phases 2 to 4 and then the players roll for initiative again to start a new turn.

5 USING THE ACTION PHASE CARDS

5.1 The action phase cards determine what actions a player's units can perform during a given game turn. At the beginning of every action phase, each player secretly selects an action phase card that has not been used during this game turn, and places it face down on the game table. Players then simultaneously reveal their respective selections. Player A then decides which player will perform his action phase card first. An action phase card may only be used once per game turn.

5.2 On any action phase in which both players play a PASS card, that game turn immediately ends. No other action phases are played out for that game turn, proceed to the next initiative phase. The cards and the actions permitted to be performed when played are listed below.

    PASS: The player's units perform no actions during this action phase.

    MOVE/MELEE: The player's eligible units may move, and, if they start or end the action phase in contact with opposing units, conduct melee attacks. Remove Opportunity Fire markers from any figures that move. Routed units must make a compulsory rout move.

    FIRE: Remove any remaining Opportunity Fire markers from figures marked last turn. The player's eligible units may fire at enemy targets. Units locked in melee with enemy units may not fire. Any eligible figure or vehicle that does not fire this phase may have an Opportunity Fire marker placed on it.

    RALLY: The player may attempt to rally figures/units using available officers and leaders. If a player has no units to rally, then his units perform no actions this action phase. A unit may only make one rally attempt per game turn.

6 COMMAND AND CONTROL

6.1 General Rule: Heavy weapons teams, snipers, and vehicles are always commanded. Figures in a squad are either commanded or out of command. A commanded figure is one within the leadership radius of his squad leader (see the table below) or within 10" of his platoon leader (if there is one). An out of command figure is one who is outside the leadership radius of his squad leader or his platoon leader.

6.2 Command status is determined each time the player becomes the active phasing player during the game turn. Commanded figures may move, melee, fire, and be rallied from pins. A figure that is out of command must make a Nerve Roll (see below) to move or fire. Out of command figures may not be rallied from being pinned. Command and control does not apply for rally attempts for routed squads, as this only applies to whole squads, not individual figures.

    Leadership Table
    Radius : Nation
    6" Italy, USSR, France 1940, Partisans 10" Germany

7 NERVE ROLL

7.1 General Rule: A figure that is out of command must make a successful Nerve Roll to fire, move, or move into melee contact. Note that a Nerve Roll is required for each different activity to be performed. Roll 1 d6 and consult the column on the chart that corresponds to the attempted action and note the result.

7.2 If failed, the soldier has "bottled out" and suffers a pin result (see Sections 10 and 12, below). If OK, the soldier may perform the desired activity normally. If desired, the Nerve Roll can also be used for other activities that would be dependent upon a figure's own nerve or initiative: jumping into water, being first through an entryway, crossing an open street, etc.

Nerve Roll Table
Die RollFireMoveMove to MeleeOther
1FailFailFailFail
2FailFailFailFail
3FailOKFailFail
4OKOKFailOK
5OKOKOKOK
6OKOKOKOK

8 MOVEMENT

8.1 General Rule: Figures and vehicles which are not pinned, routed, or out of command may be moved as desired. Routed units make a compulsory move towards their table edge when the owning player uses a Move/Melee action card. They are removed from play if they rout off the table and are considered to have been eliminated. Basic movement rates in inches are shown below.

Basic movement rates are further modified by terrain, as shown in the terrain chart. For example, a cost of "x2" means the unit uses 2" of its movement rate to move 1" in that terrain type. HW teams always move together at the reduced rate of 8 inches. If one crew figure is pinned the HW may not move. If one figure is eliminated the HW moves at half speed (4") thereafter.

Movement Chart
BASIC MOVE RATE12"(8")16"20"24"
TERRAIN EFFECTSFOOT (HW)REGULAR
TRACKED
FAST
TRACKED
WHEELED
Clear/RoadX1X1X1X1
Roughx2X2x2x3
Difficultx3X3x3No*
Cross Obstaclex4 (No*)X3x3 No*
Ford Stream/Riverx3X3x3 x4
* Unless on a road or track.

Rough Terrain: Scrub, light woods, mud, snow, fields, rubble, stairs, etc. Difficult Terrain: Marsh, swamp, jungle, woods, steep hills or embankments, etc. Obstacles: Ditches, shell holes, trenches, barbed wire, hedges, fences, walls, etc.

Example: An infantry figure on foot (basic move of 12') moves 6" through clear terrain (expending 6" of his basic move). He then moves across some rubble (x2 move penalty) and may move an additional 3". The figure has moved a total of 9" from his starting position.

8.2 Transporting Infantry: Jeep type vehicles, trucks, half-tracks, and some tanks may transport infantry and HW teams. The following chart shows the transport capacity of various vehicles.

    Vehicle Capacity
    Jeep: Half squad or 1 HW team.
    Truck: 1 squad and/or 2 HW teams (but only one anti-tank gun HW team).
    Half-track: 1 squad and/or 1 HW team (but only one anti-tank gun HW team).
    Tank: 8 figures (may not transport HW teams).

8.3 It takes a half vehicle move to embark or disembark transported figures, which may also then make a half move of their own. A truck or half-track prime mover that is used to transport an ATG may not also carry infantry. In general, only the Russians may use tank riding infantry (usually 8 man Desant squads), although other nations did this occasionally as well. Figures riding on tanks can be shot at normally, although they may be considered in soft cover. Troops in other vehicles may not be targeted. If the vehicle is pinned by AT fire the troops suffer no adverse effects, and can disembark if desired. If the vehicle is destroyed by AT fire all troops are automatically disembarked pinned. If an unarmored vehicle is pinned by small arms fire the transported troops are unaffected and may disembark if desired. If the vehicle is destroyed they are immediately disembarked, but not pinned.

9 MELEE COMBAT

9.1 General Rule: Melee combat occurs when opposing infantry figures are in physical contact or when infantry move into contact with vehicles. Vehicles, HW teams, and pinned and routed figures may not initiate melee. Figures contacted from behind are assumed to turn and face their attacker.

9.2 Infantry vs. Infantry: Each player rolls 2d6, adding or subtracting all applicable modifiers. The higher roll eliminates its opponent. Figures armed with fixed bayonets add 2 to their die roll. Gurkhas, British Commandos, and Japanese officers with swords add 3 to their die roll. HW team figures subtract 2 from their die roll. All pinned or routed figures subtract 4 from their die roll. Each figure in melee fights separately, thus a figure confronted by two or more attackers resolves each melee separately (and can defeat numerous attackers -- this is the Audie Murphy rule). All tied results are re-rolled until a winner is established.

9.3 Infantry vs. Vehicles: The infantry rolls 1d6 and adds 1 to the die roll for each figure attacking after the first. The vehicle rolls 2d6. Open topped vehicles and vehicles lacking machine guns subtract 2 from their die roll. Pinned vehicles subtract an additional 3 from their die roll. The higher roll eliminates its opponent(s). Softskins are automatically destroyed by assaulting infantry. However, if the vehicle is transporting any infantry then these must first be attacked in an infantry vs. infantry melee. All tied results are re-rolled until a winner is established.

10 SMALL ARMS FIRE

10.1 General Rule: Infantry figures and HW teams may fire at any target in range and which there is a clear line of sight (LOS) to in their frontal 180° arc. Turreted vehicle weapons may fire at targets in a 360° arc and which there is a clear LOS to. Non-turreted vehicle weapons (such as hull-mounted weapons or limited traverse weapons) may fire at any target in range and which there is a clear LOS to in their frontal 90° arc (45° either side of the gun barrel).

10.2 A figure may only use one weapon type per action phase and may fire as many times as allowed by that weapon's Rate of Fire (ROF). Each ROF of 1 usually represents several actual shots or bursts from a weapon. A weapon with an ROF of 2 or greater may fire at a different target for each shot.

10.3 A vehicle may fire its main gun plus any hull mounted machine guns. Co-axial and turret-mounted AA machine guns may only be fired if the main gun does not fire. Hull and co-axial machine guns are considered to be belt-fed LMGs. AA MGs should be rated by their type as LMG, MMG, or HMG and have a 180° arc of fire. The available arc of fire for hull mounted MGs should be determined by the weapon's actual location on the vehicle, but are usually a frontal 90° arc.

10.4 Players must determine what types of terrain and/or visibility conditions being used in the scenario affect LOS. In general, the following block LOS: All buildings; tracing LOS through more than 8 inches of woods/jungle; dense smoke; tall hedges or walls; vehicles; and hills/knolls. Fog, falling snow, twilight, or dawn, limit visibility to 36". Night visibility is limited to 18". Figures in buildings/bunkers can be seen at 24" in daytime, 6" at night, unless they fire whereupon they are visible normally. However, these are suggestions only and should be altered as desired for a particular scenario.

10.5 In general, all figures are assumed to be partially or fully visible, even when behind cover, and can fire and be fired at. However, a figure in cover that could block LOS, such as being in a trench, foxhole, being behind a stone wall, vehicle, etc. may elect to go into full cover and hide (although the figure remains on table). A figure may do this on a Move/Melee Card. A figure that is hiding may not be fired at if LOS crosses the cover to the figure. A figure that is hiding may not fire, he is too busy trying to be inconspicuous. A figure may come out of hiding on a Move/Melee Card, but may not fire until the second Fire Card played after he has come out of hiding.

    Example: On turn 2 a figure goes into hiding on his Move/Melee Card. He stays hidden until turn 4 when the owning player uses his Move/Melee Card. He then plays his Fire Card, but the previously hidden figure may not fire yet, he will have to wait until the Fire Card is played in Turn 5 to fire. Note that if the Fire Card had been played in turn 4 before the Move/Melee Card the hidden figure would have to wait until turn 6 to be eligible to fire. 10.6 Firing Procedure: The firing player rolls a number of d6 equal to the damage factor of the weapon used, plus or minus any applicable d6 modifiers. The target rolls 2d6 for his protection factor, plus any applicable d6 modifiers. The damage factor cannot be lowered below 1d6. If the target's roll equals or exceeds the attacker's dice roll, there is no effect. If the attacker's roll exceeds, but does not double, the target's roll, the target is pinned. If the attacker's roll scores double or more than the target's dice roll, the target is eliminated and removed from play.

    Examples: (1) The firing player rolls a 7, the target player rolls a 9. The firing player has missed and there is no effect. (2) The firing player rolls an 8, the target player rolls a 6. The firing player has scored more, but not double, than the target. The target figure is pinned. If the target receives another pin result it will be eliminated. (3) The firing player rolls an 11, the target player rolls a 3. The firing player has scored more than double the target. The target is eliminated immediately.

10.7 Pinned figures may not fire, move, or initiate melee until successfully rallied. A pinned figure receiving an additional pin result is eliminated. If only one figure of a HW team is pinned the HW may still fire, but may not move until rallied.

10.8 Unarmored vehicles, such as trucks and jeeps may be attacked with small arms fire as a normal target (and be pinned or destroyed). Motorcyclists are treated as individual targets.

10.9 The weapon table below lists generic weapons and their capabilities. Any weapon with two ranges listed in the "Long" column has a maximum range of the second number. For example, a pistol has a maximum range of 24 inches. A weapon with a "+" has an unlimited long range. Note that mortars have no short range, the first range number given for medium range is the minimum range requirement for the weapon to be used. For example, a medium mortar may only engage targets at least 18" away.

    Firer's Damage Factor Modifiers
    +1d6 Short Range (SMG adds +2d6 at Short Range) -1d6 Long Range
    +1d6 Sniper Rifle

    Target's Protection Factor Modifiers
    +1d6 Soft Cover (Woods/scrub, sandbags, rubble, wood buildings, foxholes, etc)
    +2d6 Hard Cover (Bunkers, brick/stone walls or buildings, trenches, etc.)

10.10 Area Effect Weapons: Area effect weapons are assumed to land/impact roughly where the attacker wants them to. Hand grenades and rifle grenades may be thrown/fired directly into bunkers at a range of 2" or less, and windows at a range of 6" or less. Mortars and guns may never target directly into bunkers or buildings, but may still attack (the target gets the normal cover modifier).

10.11 All area effect weapons have a damage radius of 3 inches (4 inches if using 54mm figures) from the central impact point, except for hand/rifle grenades which have a damage radius of only 2 inches (3 inches if using 54mm figures). Any figure within the burst radius may be affected by the attack. The attacker rolls separate damage factor dice against each target in the damage radius. Area effect weapons damage factor dice are not modified for range. Each target rolls the appropriate number of protection factor dice. Targets get any applicable cover modifiers, but figures in a room or bunker count as being in the open if a grenade detonates inside the room. It is up to the scenario designer to determine which infantry figures have grenades and how many. Flamethrowers usually have enough fuel to fire 6 times.

10.12 Area Fire Weapons: All area fire weapons have a damage radius of 3 inches (4 inches if using 54mm figures) from the central target point. Any figure within the radius may be affected by the attack. The attacker rolls separate damage factor dice (modified for range) against each target in the damage radius that LOS can be traced to. Each target rolls the appropriate number of protection factor dice.

    Example: A US. 50 cal HMG opens up on a group of charging Japanese. The firing player designates a central point and finds that 4 enemy figures are within the 3 inch radius. The firing player rolls separate 3d6 (plus or minus any modifiers) against each enemy figure.

10.13 LMG Assistant Gunners: A squad LMG (belt or magazine fed) with a designated assistant gunner will allow the LMG to optionally fire with an ROF of 1 with area fire. When doing so, the assistant gunner may not fire his own personal weapons, must be unpinned, in command, and adjacent (within 1") to the LMG gunner. If the assistant gunner is eliminated another squad member may be designated to take his place.

10.14 Opportunity Fire: Opportunity Fire (OppFire) allows a figure/vehicle to withhold fire until a target presents itself. Any infantry figure, HW team, or vehicle that does not fire on its own Fire action phase card, and is in command, may have an OppFire marker placed on it (any unobtrusive indicator will do, such as a small puff of cotton wool). Pinned figures and pinned vehicles may not use OppFire. If a figure or vehicle with an OppFire marker on it moves or becomes pinned, it loses the OppFire marker. A figure using OppFire may fire at enemy targets that come into its LOS during the enemy's Move/Melee Phase. Normal firing rules (such as ROF limitations) apply for the resolution of OppFire. Vehicles, infantry AT weapons, and AT guns may only use OppFire against enemy vehicles. Grenades, rifle grenades, and flamethrowers may not use OppFire.

    Example: Ivan Snezonkov, armed with a PPsh4l SMG, is hiding behind a couch in a room in a demolished building. There are no targets to fire at when the owning player uses his Fire action phase card, so the player places an OppFire marker next to Ivan and waits. During the phase when the German player is acting on his Move/Melee card a German soldier enters the room in which Ivan is waiting. Ivan declares an OppFire, interrupting the German soldier's movement, and triggers a short burst at the German, luckily killing him. Since his SMG has an ROF of 2, Ivan may OppFire again if a target presents itself. Ivan mentally chalks up one more Nazi who won't be going home from Stalingrad.

11 ANTI-TANK FIRE

11.1 General Rule: Turreted vehicle weapons may fire at targets in a 360° arc and which there is a clear LOS to. Non-turreted vehicle weapons (such as hull-mounted weapons or limited traverse weapons) may fire at any target in range and which there is a clear LOS to in their frontal 90° arc (45° either side of the gun barrel). Infantry and HW teams may fire at any target in range and which there is a clear LOS to in their frontal 180° arc.

11.2 The firing player rolls a number of d6 equal to the AT damage factor of the weapon used, plus or minus any applicable d6 modifiers. The target rolls his vehicle's protection factor. The AT damage factor cannot be lowered below 1 d6.

11.3 If the target's roll equals or exceeds the attacker's, there is no effect. If the attacker's roll exceeds, but does not double, the target's, the target vehicle is pinned. If the attacker's roll scores double or more than that of the target, the target vehicle is destroyed.

11.4 Pinned vehicles may not fire or move until successfully rallied. A pinned vehicle receiving an additional pin result is destroyed.

    Firer's AT Damage Factor Modifiers
    +1d6 Short Range
    -1d6 Long Range
    - 1d6 Target is Hull Down

    Vehicle Armor Protection Factor
    Softskin 2d6
    Light 3d6
    Medium 4d6
    Heavy 5d6
    Very Hvy 6d6

11.5 Any vehicle targeted in the flank or rear reduces its protection factor by 1 d6, but this may not be lowered to less than 2d6.

11.6 Rating Vehicles and Guns: Players will have to rate vehicles and guns as they prefer and based upon their own research. Note that some light guns, such as the British 2 pounder, did not have an HE round and should be limited to AT fire only. Here are some broad suggestions.

NameGunArmorSpeed
M4 ShermanMedMedReg Tracked
M4 FireflyHvyMedReg Tracked
Matilda IILgtHvyReg Tracked
M3 HalftrackHMGLgtFast Tracked
SdKfz 251MMGLgtFast Tracked
PantherHvyHvyFast Tracked
Pz IIINLgtMedReg Tracked
Pz IVHMedMedReg Tracked
Tiger IHvyVHvyReg Tracked
T-34/76MedMedFast Tracked
T-34/85HvyMedFast Tracked
SU-76MedLgtRegTracked
KV-1MedHvyReg Tracked
JS IIIVHvyVHvyReg Tracked

12 MORALE

12.1 General Rule: Vehicles, platoon leaders, snipers, and HW teams do not test for morale and thus cannot be routed, although they may become pinned as a result of combat and require rallying. Squads test morale at the end of the current phasing player's portion of the action phase if a squad member was eliminated (but not for pins).

12.2 Morale Tests: The player rolls 2d6 and if less than the current number of unpinned figures in the squad, the test is passed. If the roll is higher than the current number of unpinned figures, the squad routs. Any squad that must take a morale check has the option of voluntarily routing.

    Example: A German squad of 10 figures has had 2 figures eliminated and 2 are currently pinned. The controlling player must roll a 6 (10-2-2=6) or less on 2d6 to pass the morale check. Remember: Squads only take morale checks at the end of an action phase if a squad member is actually eliminated.

12.3 Routed Squads: A squad which routs may not fire or initiate melee. A routed squad makes an immediate rout move back towards its own table edge or starting area. After this first rout move they then make a compulsory rout move towards their table edge when the owning player uses a Move/Melee card. Any figures outside of the leadership radius of their squad leader are moved to bring them to the limit of the radius. If a squad routs off the table it is permanently removed from play and is considered to have been eliminated. Any pinned figures in a squad which routs are no longer considered pinned, but rout with their squad. If subsequently rallied, they will not be pinned.

12.4 Rallying: Routed squads and pinned figures (if within the command and control radius of their squad leader) may be rallied by their squad leader, or a platoon leader that is within 10". Pinned HW teams may only be rallied by a platoon leader that is within 10". Pinned vehicles, snipers, squad leaders, and platoon leaders are self-rallying. A squad leader may attempt to rally any pinned figure in his squad within his leadership radius, but only himself if he is pinned. A platoon leader may only aid one rally attempt per action phase. To rally from being pinned or routed, a player rolls 2d6 and if he scores 7 or more the rally attempt is successful. Platoon leaders add +1 to this die roll (but not when selfrallying).

12.5 Elimination of Squad Leaders/Platoon Leaders: If a squad leader is eliminated he may be replaced by another member of the squad the next time the player uses a Rally card (even if the squad is currently routed). The new squad leader may not rally any figures until the next game turn. Eliminated platoon leaders may not be replaced. Figures in a squad without a squad leader are considered out of command until the eliminated squad leader is replaced.

13 OPTIONAL RULES

13.1 As written, FoF provides a simple, quick playing game ideally suited to large numbers of figures. However, FoF is robust enough that additional details (like a wound system for very small games) could be added on without adversely affecting the underlying system. All of the following items are optional, and all players must agree prior to their use in a game. Expanded Leadership Table

13.2 The following table expands on the basic leadership table. Other units can also be rated on a case by case basis for a particular scenario.

    Expanded Leadership Table
    Radius Nation
    6" France 1940, Italy, Russia 1941-43, German Volksturm, Partisans, Home Guard
    8" Russia 1944-45, Germany 1944-45, UK, USA, Free French, Japan, Poland
    10" Germany 1939-43, German Fallschirmjdger/SS, Russian Scouts, UK Airborne/Commandos, USMC, US Airborne/Rangers

Nerve Roll Table Modifiers

13.3 The following optional modifiers may be used when making nerve rolls:

    -1 France 40, Italy, Russia 41-43.
    +1 German Fallschirmjager/SS, UK Airborne/Commandos, US Airborne/Rangers/Marines.

Timed Movement

13.4 General Rule: To better simulate the snap decisions that must be made in real combat, players may elect to limit the time allowed to move units. This is especially recommended in large scenarios or for players who habitually dither. The chart below shows how much time a player is allowed to move a particular unit.

    Unit Type Time
    Squad 2 minutes
    HW Team 1 minute
    Single Figure 30 seconds
    Vehicle 1 minute

Ski Troops

13.5 General Rule: Ski troops are assumed to be equipped with cross country skis enabling them to move faster over snow than troops not similarly equipped. Ski troops move on snow as if it were clear terrain when on level ground or ascending gentle slopes. When descending slopes, ski troops may move an additional 6 inches if desired. Skis must be removed for figures to enter buildings, trenches, or shellholes, etc. A figure may not move if removing or putting on skis.

Cavalry

13.6 General Rule: Horses move at three speeds: walk, trot, and gallop. Walking horses move at 12 inches, trotting at 16 inches, and galloping at 24 inches. Horses pay for terrain as infantry. A horse may only gallop for 4 turns, whereupon it must walk or halt for at least 5 turns. A figure may mount or dismount a horse on a Move/Melee Card, but do nothing else. Riders may fire while mounted, but suffer an additional -1d6 to the weapon's damage factor. Riders may be targeted normally. For game purposes, if a rider within the burst radius of an area effect weapon survives the attack, the mount does as well. Mounts may not be targeted for any kind of attack.

Assault Boats And Landing Craft

13.7 General Rule: All boats are assumed to be crewed by the necessary specialists to pilot them.

13.8 Assault Boats: Assault boats are either small or large. Small assault boats carry one squad or squad equivalent and can be either oar or motor propelled. Large assault boats carry two squads or squad equivalents and are always motor propelled. Two HW teams are equivalent to one squad. Motor propelled boats move 18 inches. Oar propelled boats move 12 inches. Infantry in open boats can be targeted normally. Boats in the burst radius of area effect weapons, sink on a roll of 1 on 1d6. All occupants must then swim, support weapons are lost. Obviously, occupants in the burst radius of such weapons may also be affected normally.

13.9 Landing Craft: Full rules for amphibious assaults are beyond the scope of this game, but I suggest the following as a playable alternative. Assign squads, support weapons, and vehicles to individual landing craft. Place the landing craft 24 inches from the beach and roll 4d6, the result is the number of inches from the beach that the landing craft stops and disembarks the transported units. Troops disembark on a Move/Melee Card like any other transported unit. Wading ashore counts as swimming/fording. Players will have to determine if a vehicle can be driven to shore or not. Driving through surf should be counted as fording, except for Duplex Drive (DD) or amphibious vehicles which may move normally. Flares

13.10 General Rule: Only platoon leaders, squad leaders, and sentries (designated as such in a scenario) may use flares, and then obviously only during night scenarios. Such figures are assumed to have a flare gun and 3 flares. A figure may fire one flare on a Fire Card. A flare lasts for 3 turns and has an illumination radius of 18 inches, based upon the location the figure was at when the flare was fired (and the point should be marked on the tabletop as a reference). The illuminated area is considered to be the equivalent of daytime.

Wounds

13.11 The normal combat resolution system is designed for quick play using 30-50 figures per side. A figure may be either pinned down by enemy fire or he is eliminated, which usually represents an incapacitating wound or, in a few cases, outright death. When playing very small games with only a squad or two per side the following rules may be used to simulate the individual wounds a soldier might receive in combat. It does require bookkeeping and can slow down the game. Pins remain unchanged from the basic game. However, any figure which receives an elimination result rolls on the wound chart below.

    WOUND CHART
    2d6 Roll Result
    2-3 Flesh Wound
    4-6 Light Wound
    7-9 Medium Wound
    10-11 Serious Wound
    12 KIA

Result Effect
Flesh Wound It's only a flesh wound, no effect.
Light Wound Movement is permanently reduced by 25% and the figure is pinned.
Medium Wound Movement is permanently reduced by 50% and the figure is pinned.
Serious Wound The figure is incapacitated and may not move, fire, or initiate melee, and is pinned. The figure needs medical attention within 6 turns or will die. KIA The figure is killed and eliminated from play.

13.12 The effects of wounds accumulate. A figure with a light wound who receives another light wound is considered to have a medium wound. A figure with a medium wound who receives an additional light wound or medium wound is considered to have a serious wound.

A figure with a serious wound does not need to worry about additional wounds as he is out of the game. Any figure may provide the basic first aid necessary to stabilize a seriously wounded figure to keep him from dying by spending one game turn next to the figure.

13.13 Medics: Medics are single figures that are independent, always commanded, and unarmed (although historically some did carry weapons). They do not test for morale, but may need rallying if they become pinned. Like real medics, the ones in our game are heroes and will always move towards a wounded man, even if it exposes them to enemy fire. US, British/Commonwealth, Italian, and French troops will never fire on an enemy medic. Russian, Japanese, and German troops may fire at enemy medics even though it is dishonorable to do so! (If you fire on your opponent's medics you must provide the postgame beer.)

13.14 A medic must spend one turn next to a wounded figure to treat it. The medic lessens the severity of the wound by one category for medium and light wounds (i.e: a medium wound becomes a light wound; a light wound becomes a flesh wound). A figure may only have his current wounds lessened by one category, but subsequent wounds can also be treated. Serious wounds may not be lessened, but a treated figure will not die.

Damaging Buildings and Structures

13.15 General Rule: All buildings and man-made structures are rated according to their strength, based upon the predominant construction material used. Buildings have a construction class from 1 to 4, with 4 being the most solidly constructed buildings. Definitions for the various classes are given below. Class 1 and 2 buildings count as soft cover, while Class 3 and 4 buildings count as hard cover. Very large buildings should be divided up into roughly equal sections (8"x8" or so), each of which is considered a separate "building."

    Class 1: Wooden buildings or structures.
    Class 2: Wood and plaster buildings or structures.
    Class 3: Brick buildings or structures.
    Class 4: Concrete or stone buildings or structures.

13.16 Certain weapons may be used against structures in an attempt to destroy them. Demo charges use their own special rules, see below.

    Weapon DRM
    Medium Mortar -2
    Bazooka, PIAT, PzFaust, PzSchreck -3
    Auto-Cannon: 20-25mm -4
    Light Gun: 20-55mm -3 Medium Gun: 56-76mm -2 Heavy Gun: 77-99mm +0 Very Heavy Gun: 100mm+ +1

13.17 To attack a building the player simply announces his intent to do so and rolls on the chart below. When used to attack the building itself, these weapons do not roll to affect any figures in the building. The chart below is used to determine the results of attacks against buildings. Roll 2d6 and add or subtract the weapon's die roll modifier for attacks against structures. Building Class No Damage Damaged Destroyed 1 2-3 4-8 9-12 2 2-4 5-9 10-12 3 2-5 6-10 11-12 4 2-6 7-11 12

13.18 A no damage result indicates that the weapon did not significantly damage the structure. A damaged result indicates that approximately 1/4 of the building has been reduced to rubble. A destroyed result indicates that roughly 2/3 to 3/4 of the building has been reduced to rubble. A building already damaged that receives another damage result, or a destroy result, is considered destroyed. Note that a building may never be reduced to more than 3/4 rubble (some walls will always remain). Any figure in a building that is destroyed will be eliminated on a roll of 1, and pinned on a 2-3, on 1d6.

Combat Demolitions

13.19 General Rule: Demolition charges include all packaged explosives, German bundle grenades, Teller mines, satchel charges, bangalore torpedoes, etc. In general, only combat engineer and assault pioneer squads will have demo charges available for use. Players will have to determine the number of charges available for use in a given scenario. All demo charges are rated for their explosive power on a scale of 1 to 4, with 4 being the most powerful. Like other weapons, demo charges have a damage factor and AT damage factor rating. All demo charges have an RoF of 1 and are area effect weapons. In addition, they have a die roll modifier (DRM) that is applied to the building damage chart (see above), when determining if a building is damaged or destroyed. The following chart shows the ratings for each class of demo charge.

Demo ClassDamage FactorAT FactorDRM
12d62d6-1
23d63d6+0
34d64d6+1
46d65d6+2

13.20 Placement: Demo charges must be placed before they can be detonated. Class 1 and 2 demo charges may be thrown up to 8 inches on a Fire Card (they are assumed to land in the general area desired). Class 3 and 4 demo charges must be placed by hand during a Move/Melee Card (i.e: a figure could move to the target, place the charge, and then move away). Once placed, by hand or by being thrown, the charge will detonate the next time the owning player uses a Fire Card. Alternatively, thrown demo charges may detonate immediately if desired. For ease of play, demo charges may not be interfered with once placed.

13.21 Effects. A demo charge will affect a vehicle or building only if placed in direct contact with it. Note that demo charges used against buildings attack the building and any figure within the area of effect as well. A demo charge placed/thrown on a vehicle only affects the target vehicle, there is no area effect in this case. The area effect radius is measured through all intervening obstacles, such as walls, to determine the area of effect. Targets still receive the benefit of the cover for their protection factor. If the building or structure is destroyed as a result of the demo charge attack any figure in the building will be eliminated on a roll of 1, and pinned on a 2-3, on 1 d6. Even if the building is not damaged, the demo charge will create a 3" wide breach in the wall it,was placed against. A demo charge will clear a path through barbed wire, walls/fences, or hedges equal to its full blast diameter (a 6 inch circle).

13.22 Goliath Demolition Vehicle: The Goliath demolition vehicle is a remote, wirecontrolled demolition charge available to German Engineer and Assault Pioneer units. The Goliath consists of the vehicle and one crewman and is considered a heavy weapon (i.e. it is always commanded). The Goliath moves at 12" speed and pays for terrain as an infantry figure. The crewman can also control the Goliath and also move himself (he may walk with it). The crewman must maintain LOS on the Goliath at all times to move it. The Goliath can move up to 36" from its controller. If the crewman is killed the Goliath may no longer be used. The Goliath may be detonated on a Fire card and is considered a class 4 demo charge. The Goliath is considered to have 2d6 worth of all-around armor and may only be targeted by anti-tank weapons.

Minefields

13.23 Minefields are represented by three types in FoF: Anti-Personnel (affecting foot figures only), Anti-Vehicle (affecting vehicles only), and Mixed (affecting both foot figures and vehicles). A minefield may be either densely or loosely sown, except for Mixed minefields which are always loosely sown. Minefields may be either marked, in which case their location is clearly marked on the tabletop, or hidden, in which case their location is noted in secret on a map of the playing field and only revealed when units enter them. Minefields affect all figures/vehicles that enter them. A figure/vehicle in a densely sown minefield must roll for mine effects for every 2" travelled in the minefield. A figure/vehicle in a loosely sown minefield must roll for mine effects for 4" travelled in the minefield. Roll on the mine effects chart below.

Mine Effects Chart
2d6 RollPersonnelVehicles
2EliminatedEliminated
3PinnedImmobilized
4-5PinnedPinned
6+No EffectNo Effect

13.24 Eliminated figures/vehicles are removed from play and count as a combat casualty for morale. A pin result is the same as a pin from combat. Immobilized vehicles may no longer move, but may fire normally.

Rally Die Roll Modifiers

13.25 The following optional modifiers may be used when making rally attempts.

    -1 France 40, Italy, Russia 41.
    +1 all German, UK Airborne/Commandos, all US.

Soviet Commissars

13.26 A Russian player may replace one platoon leader with a political commissar before a game begins. Commissars act like any other officer except that they add +2 to the rally roll of squads or HW teams attempting to rally within their leadership radius. However, if the squad or team fails to rally, one figure from the squad or team is randomly eliminated (the commissar shot him). In multi-player games it is permissible for a Russian player to "accidentally" shoot at the commissar (just don't miss).

Solitaire Play

13.27 FoF can be played solitaire quite easily. Simply remove the PASS cards and then play the game normally. Play each side in turn, making the best decisions for that side at that moment in time. If you have a scenario with a game turn limit that could affect victory or defeat and need to simulate turns that could result in a PASS, roll 2d6 at the start of the game turn and on a result of 11 or 12 there is a PASS for that game turn.

14 MULTI-PLAYER GAME RULES

14.1 General Rule: FoF can be played with as many players as desired. You may either play that all players of each side use the same action card as it is played, or each player may have his own set of cards for his units and plays them independently of his team mates. However, there should always be an equal amount of card sets between the two sides. If each player has his own set of cards a few modifications to the turn sequence is all that is required. In all other respects the game plays normally.

14.2 Initiative: Essentially unchanged, one player from each side rolls 2d6 and subtracts one for each unit that is currently routed. The high scorer is Player A and decides the order in which each action phase card is played. The only limitation is that action cards must alternate between the sides. In other words, Player A may not have his team perform actions right after each other.

14.3 Using the Action Phase Cards: If there are three or four players the game turn ends when two players use a PASS card in the same action phase. In games with five or more players the game turn ends when three players use a PASS card in the same action phase.

15 DESIGNER'S NOTES

15.1 FoF is deliberately intended to be a simple, fast-playing diversion to be used for games with a large number of figures, introducing newcomers (or children) to the hobby, or when time is short. It is most certainly not a simulation of skirmish combat. FoF unashamedly takes the Hollywood, cinematic, approach to WW2. The Action Phase Cards add an element of strategy, planning, and uncertainty to the commander's task (just which card is your opponent about to play?). It also resolves the problem of fixed game turn sequences where players always know when a particular activity will occur. The ending of the turn on two Pass cards represents those moments in battle where both sides "blink", expecting the other to do something, and a momentary lull occurs.

15.2 No set of rules can cover every situation, and FoF is deliberately written in an informal style. In any situation not covered by the rules first try to come to a logical, reasonable, solution with your opponent. If you cannot agree (and yes, this does mean you are being unreasonable about something as trivial as a game), roll a d6, high roll makes the ruling. Feel free to change, expand, or alter the rules to better suit your own style of play.

15.3 Card strategy will become more important as the forces become engaged at close range. A player will often have the unenviable task of having to choose between firing, moving, or rallying at a particularly critical moment. Playing the wrong card at the wrong time can be devastating. Such are the fortunes of war. The poor foot soldier has always had to pay the price for his commander's folly.

15.4 Regarding tactics, use your toy soldiers like they were real soldiers. Give your squads some breathing room, but in a position to be able to support each other. Keep a reserve to act as a fire brigade if at all possible. If available, use your platoon leaders and their command radii to deploy your troops in a flexible manner. Use OppFire to catch your opponent's forces moving in the open. If on the defence, create over-lapping and supporting fire lanes along the attacker's flank on his likely avenue of approach. If on the attack, avoid frontal assaults and try to approach the objective from an oblique angle. Finally, here are some words of wisdom shouted by every squad leader in every army at some point -- "Don't bunch up!" Good luck and good gaming.


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