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FIELDS OF FIRE

FREE ONLINE VERSION 1.0
SCALE: 1” equals 50 meters; One turn equals
one minute; One miniature equals one vehicle.

valid Line of Sight (LOS) to and be within the
appropriate spotting distance of an enemy
before firing at that unit. Once a target has been
spotted by one of a player’s units, then all
friendly units know of the target’s location, even
if they cannot see to shoot at it.
SPOTTING CHART
Target Description/Condition - Range
Vehicle, moving in Open terrain - 60”
Vehicle, halted in Open terrain - 40"
Vehicle, moving in Concealing terrain - 20"
Vehicle, halted in Concealing terrain - 10"
Unit is firing Tank Gun or ATGM - 80"
Nighttime (No NV or Thermal sight) - 2"

TURN SEQUENCE
1. Initiative – Highest die roll chooses to
go first or second within each Segment
of the Phases.
2. First Fire & Movement Phase
a. Stationary Fire Segment
b. Movement and Fire Segment
c. Resolve ATGM Fire Segment
3. Second Fire & Movement Phase
a. Stationary Fire Segment
b. Movement and Fire Segment
c. Resolve ATGM Fire Segment

NV: Passive IR (4”), Active IR (16”), Light
Amp. (20” full moon, 12” other moon);
Thermal Sight (normal daylight ranges)

STATIONARY FIRE SEGMENT
All units may conduct fire with no movement
allowed. Turrets may be adjusted up to 180
degrees. Anti-Tank Guided Missiles (ATGM) fired
during this Segment will not strike until the
Resolve ATGM Fire Segment.

Questions of Line of Sight are decided by
stretching a string from the center of the
sighting unit to the center of the target. If the
string crosses or touches any terrain that would
block LOS, then the target is not visible.
Concealment Terrain: Vehicles within
concealment terrain are considered hidden
unless they move, fire, or an enemy moves
within 2” of the concealed unit. Examples of
concealment terrain are woods, buildings, and
Urban Area Terrain.
ATGM Signature: This is the distinctive cloud
of dust and debris raised by the back-blast of an
Anti-Tank Guided Missile (ATGM) being
launched. This signature is visible to all units
with LOS and within range per the Spotting
Chart.

MOVEMENT AND FIRE SEGMENT
All units may conduct fire and/or move up to
their full movement allowance (See Movement
Chart). Turrets may be adjusted up to 180
degrees. Anti-Tank Guided Missiles (ATGM) fired
during this Segment will not strike until the
Resolve ATGM Fire Segment.
RESOLVE ATGM FIRE SEGMENT
During this Segment, any ATGM that was
fired during the Phase is resolved. If the ATGM’s
target is now out of the line of sight of the firing
unit or the firing unit is destroyed, the missile
automatically misses. If the flight path to the
target unit crosses another unit, resolve the
missile’s attack against that unit instead.
Otherwise resolve as normal using the Direct
Fire Chart.

MOVEMENT
Movement only takes place during the
Movement and Fire Segment. Units are never
forced to move and may move less than their
full movement rate. No unit may exceed its
allowed movement rate.

LINE SIGHT AND SPOTTING
Units may see out to the distances provided
on the Spotting Chart. A unit must have both a

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0
MOVEMENT CHART
Movement Class
Off-Road Move Road Movement*
Fast Track
12”
16”
Medium Track
10”
14”
Slow Track
8”
11”
Wheeled
8”
20”
Woods
2”
per movement class
Mud, Loose Sand
½ the chart Off-Road Move rate

to be recovered in the time constraints of the
game.
Walls and Hedges: A tracked vehicle may
breach low walls and hedges. Vehicles leave a
one-inch gap when they breach the wall or
hedge.
DIRECT FIRE COMBAT
1. All units may fire twice during each Fire
& Movement Phase, but not more than
once per Segment of each Phase.
2. A unit is always allowed to fire, but may
only attempt to hit a valid target, i.e.
one that is within the range of its
weapon system and within sighting
distance.
3. Measure the range from the center of
the firing unit to the center of the target
unit.
4. Cross reference this range on the Direct
Fire Chart with the type of target (heavy
armored, light armored, etc.) and type
of weapon.
5. If the target is at a range where the
weapon may be effective, you will see
two numbers separated by a “/”. For
example, you might see “7/5”.
6. The first number is the base Hit Roll
number. This number can be modified
by conditions listed on the Hit Roll
Modifier Chart, such as whether the
target is moving or hull down.
7. You roll a d10 and make a successful hit
when the roll is equal to or less than the
modified hit number.
8. The second number is the Penetration
number at that range. If the Penetration
number is a “K”, then any successful hit
automatically kills the target. Otherwise,
on a successful Hit Roll, roll the d10
again. A roll less than the Penetration
number will remove the vehicle from
play. A roll equal to the Penetration
number renders the vehicle immobile. A

* To get the Road Movement rate, all of the
movement for that Segment must be a long
road terrain.
Miring: If mud or swamps exist, there is the
possibility for a vehicle to become mired when it
attempts to cross the terrain. A vehicle
attempting to move in mud must make a roll
before actually moving. Roll a d10 and consult
the Miring/Un-miring Chart. A vehicle mires
when the controlling player rolls less than the
appropriate value in the chart.
Un-miring: A vehicle may attempt to Unmire once per Movement and Fire Segment. A
vehicle is un-mired when the controlling player
rolls less than the appropriate value from the
chart. If successful, the vehicle may move
normally.
MIRING CHART
Vehicle Type Miring Die Roll
Very Hvy/Hvy
7
Armor Tracked
Medium Armor
6
Tracked
Lt/Very Light
5
Armor Tracked
Wheeled
8

Un-miring Die Roll
2
3
4
2

Swamp: A vehicle entering swamp terrain is
automatically mired upon entry and is not able

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0

9.

10.

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roll over the Penetration number is an
ineffective hit.
A target may only be fired upon when it
is within 45 degrees of the direction of
the barrel facing. Turret facing may be
adjusted up to 180 degrees during a
Segment. Turning the turret more than
90 degrees incurs a -1 penalty to fire.
A vehicle hit from the side or rear is
considered to have its armor level
reduced by one for purposes of
determining penetration. So, a Heavy
Armor vehicle becomes Medium when
shot from the side or rear and a Light
vehicle becomes Very Light when shot
from the side or rear.
A hull down vehicle is one that is behind
cover that only exposes its turret to
enemy fire.
An acquired target is an enemy target
that a unit fired at in the previous turn,
and which has not been removed from
play.
A moving target is a unit that has
moved more than 1”. Rotating in place
does not trigger the moving target
penalty.
All fire within a Segment is
simultaneous. Units destroyed within the
Segment still get to fire, unless firing an
ATGM. ATGM shots from destroyed units
automatically miss.

per Movement and Fire Segment within
Woods.
3. Urban: This can be individual buildings
of a farm or small village, or it can be
Area Terrain if it represents a built up
city. Individual buildings can provide
concealment and block Line of Sight.
Urban Area Terrain (UAT) provides
concealment for vehicles. A vehicle
more than 1” inside the edge of the UAT
may not be seen by units outside of the
woods. Visibility within the UAT is 2”.
Movement limited to 2” per Movement
and Fire Segment within UAT (unless
along a Road).
4. Roads: Roads may be either Dirt, Paved,
or Bridge. A unit on a Road is
considered in Open terrain and gets
neither cover nor concealment.
a. Dirt Road: If the scenario
specifies, then the Dirt roads
may be Muddy, and effect
movement.
b. Paved roads never become
Muddy.
c. Bridges: Bridges are a special
type of Road. They allow
vehicles to cross Streams,
Rivers, and larger bodies of
water without penalty to
movement.
5. Rivers and Streams:
a. Rivers: Is flowing water more
than 1” wide. Rivers are
impassable to non-amphibious
vehicles. Fording is not possible
in a River. May only be crossed
via a bridge, or amphibious
transport.
b. Streams: Is flowing water 1”
wide or less. Streams may be
forded, but ford locations must
be agreed upon before the
game begins. Fording vehicles
move only 2” during the

TERRAIN
1. Open: Relatively flat ground free of
cover or concealment. A vehicle uses
off-road movement to cross Open
terrain.
2. Woods: This is Area Terrain and
represents wooded ground. Woods
provide concealment for vehicles. A
vehicle more than 1” inside the edge of
the woods may not be seen by units
outside of the woods. Visibility within
the woods is 2”. Movement limited to 2”

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FIELDS OF FIRE
FREE ONLINE VERSION 1.0
Movement and Fire Segment
they cross the ford.
6. Swamps: Swamps are impassable to
vehicles. A vehicle entering a swamp is
considered mired for the rest of the
game. Swamps may exist in Wood
terrain.

7. Sand: This represents loosely packed or
drifting sand. Vehicles use off-road
movement at only ½ the normal rate.
Hard packed sand is considered as Open
terrain.
8. Scrub/Fields: Scrub terrain or fields have
no effect on vehicles.

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