
2025 · Wargame
Fields of Fire: Deluxe Edition
A solo tactical wargame that puts the player in command of a rifle company across mid-20th century and modern-era conflicts. Play uses two card decks: a Terrain deck to create mission maps tied to specific regions, and an Action deck to resolve combat, command-and-control, and activity attempts without dice. Players maneuver counters representing headquarters, squads, weapons teams, observers, vehicles and helicopters, and manage experience and replacements across linked missions in a campaign. A single mission typically takes one to four hours. This edition includes a rewritten ruleset, a starter guide and mission, expanded campaign books, updated counters and markers, elevation cards for specific theaters, and redesigned player aids.
- Players
- 1
- Playing time
- 180–360 min
- Age
- 13+
- Complexity
- 4.6 / 5
About the game
Expansions
See them in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 27
- Plays logged
- 4
- Players
- 4h 39m
- Average play
- 11
- In collections
- 5
- On wishlists
- 1
- Pre-ordered
9.3/10
from 3 Ludoya reviews
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
How do Volume of Fire (VOF) and PDF markers work — can I move them with units and how do they affect multiple targets?
VOF/PDF markers mark the area a unit is firing into and apply the listed effects to any enemy caught in that area; PDFs and VOFs have defined types, areas, and modifiers and can overlap to produce combined effects. Some PDFs move with the firing unit under the PDF/VOF movement rules—follow the placement and movement rules and modifiers in the VOF/PDF section (pp.41–45).
When I spend Commands and draw Action cards, can I reattempt actions or must I accept the first draw?
Actions are attempted by spending the required Command and drawing the specified Action cards, resolving the results; failed attempts consume that attempt unless the action or the Reattempt rules explicitly allow another try. See the Sequence of Play, the Actions rules and Reattempt procedures for when retries are permitted (pp.15, 17, 21).
How do Potential Contact (PC) markers and enemy package placement work — can I place enemies anywhere on the map?
PC markers indicate possible enemy placements and when resolved you place enemy packages using the placement rules (distance, direction, allowed terrain and redraw restrictions); you must follow those placement and spotting rules and may not place enemies arbitrarily. Refer to the Potential Contact and enemy-package placement rules (pp.62–65).
When a squad takes hits, how do I convert steps into Assault/Fire/Litter teams and reconstitute squads or HQs?
When hit effects convert steps, you follow the conversion procedures to create Assault, Fire, or Litter teams as specified by the Hit Effects and conversion examples. Rally and reconstitution use the rally/reconstitution procedures and XP/replacement mechanics to restore steps or rebuild HQs per the reconstitution rules (pp.47–50; pp.81–83).
What's the rule for line of sight across terrain card borders and urban LOS — does LOS cross face-down cards or buildings?
LOS is reciprocal and governed by card borders and terrain features; face-down cards generally block LOS unless a rule/terrain icon permits otherwise, and urban/multi-story building rules create special LOS and rooftop exceptions. See the LOS and terrain rules and the urban terrain section for the full details (pp.34–36; pp.84–91).
How does AT combat vs vehicles work — do I use VOF/PDF against tanks and what happens on hits?
AT combat uses vehicle activation and dedicated AT resolution procedures: spot, resolve VOF/PDF interactions as allowed, then follow the AT combat table and examples to apply results to vehicle steps and crews. The vehicle/aircraft result descriptions and AT examples explain how hits translate to vehicle damage, crew casualties, and special results (pp.70–75).
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Game facts (players, playing time, age, credits) from BoardGameGeek.
