How it plays

Fast battles. Constant decisions.

Alternating activations keep both commanders involved, while orders, terrain and dice turn a simple ruleset into a tense armoured duel.

Fields of Iron game prototype

No long turns

You move. They answer.

Players activate one vehicle at a time, passing the action back and forth across the table. A carefully prepared attack can be answered immediately, so every movement creates a new decision for both commanders.

YOUR ACTIVATIONIssue an order
MOVE & FIRECommit your tank
ENEMY ACTIVATIONThe battle answers

One activation at a time

Order. Move. Fire.

01

Choose an order

Aim carefully, make smoke, race ahead or prepare to fire in the enemy turn.

02

Use the ground

Measure from the hull, turn through roads and gaps, and use cover to survive.

03

Take the shot

Range, armour and modifiers matter, but the dice always leave room for the unexpected.

04

Pass the action

Your opponent activates a vehicle and the fight swings straight back across the table.

Simple rules, real choices

Easy to learn.
Hard to predict.

Vehicle cards keep the information in front of you. Orders reward planning, positioning protects weaker tanks, and a lucky shot can still tear up the best plan on the table.

ORDERS

Give a vehicle a clear battlefield role before it activates.

MOVEMENT

Speed, turning and terrain determine where you can bring your armour to bear.

FIRING

Range, cover, armour facing and weapon power decide each shot.

DAMAGE

A hit may destroy a tank, disable a gun or track, shock the crew or glance away.

A long scenario battlefield with river, fields and buildings

Scenario-led warfare

Winning is more than destroying tanks.

Rescue a resistance fighter, hold a crossroads, break through a defended line or survive a last stand. The objective changes how you build your force and how you use the battlefield.

“Luck creates the crisis. Strategy decides what you do next.”
ROADS

Trade protection for speed and control the routes across the table.

COVER

Buildings, woods and walls make positioning as important as firepower.

ROUGH GROUND

Rubble and obstacles slow armour and create dangerous bottlenecks.

LINE OF SIGHT

Use a busy battlefield to stalk stronger vehicles and avoid their guns.

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