Solitaire Survey I, no.5: "Fields of Fire"
A Look at GMT's "Fields of Fire" 1st Edition
I am going to have to circle
back to this game.
I am going to have to look
around for some reformatted rules with the errata included or something and
play more.
The are several things here
worthy of a more thorough, careful, investigation and examination. And I just want
to play it more. The “survey of solitaire games” isn’t meant for in-depth
analysis. It’s more about impressions, accessibility, ease, clarity, etc.
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Unpunched, but soon-to-be punched, FoF 1st Ed.
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I’ve also assiduously avoided
forums and general discussion about “Fields of Fire” for fear of contamination.
I wanted go into this as free from any bias as possible. Thankfully, I know next
to nothing about FoF’s genesis or design history.
To be honest, I hadn’t heard of it before the 2nd edition was released. I assume that’s when I
picked up this unpunched 1st edition, around 2014, I’m guessing. It’s
been sitting here collecting dust for years. I think I opened it once, looked
it over, and said, “I’ll get to this later.” Well, later is now now.
Anyway, so there is an
improved 2nd edition out there, but I haven’t seen it. I imagine some
portion of any criticism I offer here was probably at least somewhat addressed in
the revised version, but I really couldn’t know for sure.
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Cards in plastic. Do I have to sleeve these now?
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For purposes of the solo
game survey, I played this as written in the 1st edition. No errata.
And let’s call the game “FoF”
from now on in this post. “FoF” means “Fields of Fire.”
First things first, with
this game you get a quality GMT box and components. Counters and cards are easy
to use. Good stuff. No complaints. Well designed. Aesthetically pleasing and utilitarian.
However, to talk about 1st edition FoF we have to consider the game itself
apart from the literature i.e. the first edition rulebook.
The first edition rulebook
is just bad. I think there are missing rules. Not incorrect rules, at least not
many, just missing. Things left unsaid. Or key pieces of information whose manner
of presentation is both so disparate and so well camouflaged that I can’t seem
to consistently pull them together in a timely way when I need to.
The rulebook is not ordered
well. Seems like it should be, the language seems clear enough, there aren’t
typos to speak of, but there seems to be an assumption that the player knows
certain things about the game that aren’t ever presented in the rulebook. There
is this lurking hint of an expected a priori knowledge throughout. Sometimes
reads like some of the rules sections were pieced together from a Q and A
session that you weren’t privy to.
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I don't like punching counters.
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There are also instances of vague language or undefined
terminology used in a regulation or rules statement. There are a bunch of little
gaps in procedural and sometimes conceptual explanations. Makes certain play
sequences a little difficult to parse.
Here’s a solid example; the
actual use of the Action deck isn’t described well. I’ve never played a game
that uses cards the way FoF does. I could have used a little more elaboration
on this core fundamental and somewhat, to me, novel idea of an Action deck.
Moreover, the explanation of
components is confusing and incomplete too, or presented strangely somehow. The
labels on cards in diagrams intended to explain the cards’ various symbols and
numbers are poorly referenced in and related to the accompanying text. Some symbols
left unexplained.
And vital information and
rules introduced in a chaotic and scattered way. The AT combat modifier on VOF
chits, for example, Page 30, Anti-Tank combat modifier on VOF counters explanation
in a little brown box – this rule and closely related information is presented
in 3 other areas in the text, these VOF modifiers chits are used constantly
during the game, but the explanation of the smaller of the two numbers on these
vitally important game pieces is buried in the rules in a little colored offset box.
These colored boxes are used for everything from design notes and historical
footnotes . . . to presenting vital core rules! What are the criteria for
shoving info into those brown boxes? No rhyme or reason to it.
And just
generally, related rules are spread out in different sections across the whole document,
poorly cross-referenced or not cross-referenced at all. And there’s also
several instances where vital info is sprinkled in alongside more general introductory
descriptive text. Mixing actual rules with procedural descriptions without any
sort of contextual signifier, or just placed or presented in an illogical or
otherwise counterintuitive order, some odd choices, etc., very piecemeal, again,
often feels very patched together as if the
text was taken or lifted from another older longer document.
But now let’s completely
forget the dumb rulebook and focus on the game.
I ended up enjoying this a
lot more than I thought I would, or maybe should, have. There’s something slightly
indulgent about FoF.
It’s the kind of game you
find yourself thinking about even when you’re not playing it.
I say “Fields of Fire” is a
beast apart. For most of us, this is not a game you sit down with one Sunday
afternoon and play. It’s one of those
you have to take some time with, get to know it pretty well. A game where not
only is the campaign king, but it’s part of actually playing the game. You
don’t just play one game of FoF and quit.
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PC markers at the ready. The A's are almost certainly bad guys trying to kill you.
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But it’s not really a
product for the casual gamer, is it? Once I got it set up, and got to what I felt
was actually playing, those first turns were still slow with lots of rules lookups
as new situations arose.
There is a ton of variety in
terms of factors applied to specific actions or firefights. There are many small
but still meaningful and interesting modifiers that stack as you figure out the
effects of different commands and troop actions. A dynamic situation. It can
get a little complex in some ways, admittedly, but it’s good stuff.
What I’m finding with the
solitaire designs is that they’re often so heavily abstracted and mechanical
that you have to just set them up and start going through the motions to
understand how they work. In the case of FoF, the complexity itself is part of the
process of convincing you that there is an opposing force, an otherness in
opposition “out there.” And it succeeds. Yet it’s very difficult to achieve
this effect. To inspire this feeling in the player requires a fastidious balance
and corralling of the randomness into novel but also sensible, useful,
information. This game has a great bot, in my opinion.
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I don't even know if I'm paying this right, but this turned into a real
slugfest up here around the objectives. That PDF in the upper right
shldn't be there, it's just there to remind me that an unspotted German
FO is calling in strikes on that card. |
Playing an infantry company
captain . . .
This is not to every gamer’s
taste, of course, no game is, but there are signs here of a conscientious deliberate
appeal to the infantry tactics officer mind, a certain realism, emphasis on
command and control as it should be, concreteness in specific ways. The platoons
break all the way down to teams. But you’re counting rounds of ammo and patching
together communications networks on the fly. You have like one .50 caliber and
you need to use it wisely. The enemy can be ruthless.
It's a game of command and
control. Cease fire orders are absolutely necessary. There’s crossfire and smoke
signals, and you can phone in artillery strikes. There's the Initiative phase, the so very
American Initiative Phase, where a couple brave units can take big heroic actions
completely disregarding the chain of command. No orders, just action. There’s a
serious attempt here to give play the rhythm of company operations with various
impulse and initiative phases, a clever use of time. Psychic energy is almost quantified as a currency.
Commands and orders can be saved representing time and energy used efficiently.
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Another nasty end stage fight. There's a pinned marker for the German fire team buried under the heavy weapons VoF. |
FoF just does some things so
well.
It may be more accurate to
regard it as more of a game system than just a game. It can produce literally many
thousands of unique scenarios to play. Tens of thousands. More maybe.
And I feel “Fields of Fire” was
carefully crafted, it has coherence, and an internal logic. That’s something I
look for. A sort of holism emerges in quality games. FoF has a bit of that, at
least.
It’s a specific vision
doing a specific thing. Distinct. Maybe distinguished.
Still, there are significant
issues with the 1st edition, so the second edition was necessary. There’s
a cool game in here that was completely hobbled by a bad rulebook.
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My end to the first mission of the Normandy Campaign. It's probably the
simplest setup you can have. I called it victory and ended the game at
this point. Rows 1 and 2 were clear of German units and I have units in
the Objective cards without any German units present on those cards.
Funny, the rules never really say how to end the scenarios. They give
you victory conditions and campaign company maintenance rules but not
really a guide to wrapping up on map activity . . . |
Ultimately, though, for most
people, there’s probably a touch too many little details to track here. The
game demands an upfront investment of sorts. A steeper price than average for
admission. But I enjoy it. Willing to
pay. The carefully selected menu of kinetic factors to emphasize and which to
handle more abstractly is a flavorful mix. The game has a very distinct feel and
charm. No included detail was arbitrary or without meaning and impact on the
larger tactical situation. There’s some elegance in this somewhat tricked-out
chromy mass.
Also note that here’s a
title that if you don’t want to use reference tables and look things up you
should avoid.
It’s probably the sort of
thing where either you really like it or you don’t.
As for me, this is a game I plan on revisiting
soon. Would recommend to a more experienced solitaire wargamer. Probably would
advise against the 1st edition.