Press "Enter" to skip to content

Field of Fire – Omaha

After appetisers in North Africa and Sicily, we move to the main course of Field of Fire with the landing at Omaha Beach. The first division – including the Easy Company – has been earmarked to land at Bloody Omaha, so I expect a difficult mission. I must breach through and go as deep as possible inland, while blocking any enemy armoured counter-attack.

The landing is in two waves. We start in the centre and must cross a long beach without any cover. The first wave is mostly grunts, including no-name teams.

Monitors from the early 80s did not have “sandy yellow” as a colour, so it looks like we’re landing at Roland-Garros

I expected an enemy in every single green building, but all the Germans have is a machine-gun squad. It is quickly suppressed by my own machine-guns and I advance without resistance, so it starts more Utah than Omaha. While I advance, the second wave lands. In total, I command:

  • 18 rifle squads,
  • 3 machine-gun squads,
  • 3 bazooka squads,
  • 2 engineer squads (Rastignak’s and KarbonKitty’s; they had to leave their tanks),
  • 1 mortar squad,
  • 2 tanks,
  • My personal HQ squad.

All the commenters who gave me a name are there – this is the first battle for Gubisson (rifle), Operative Lynx (bazooka) and Vauban (mortar).

The machine gun managed to unleash maybe two or three bursts before being totally suppressed.

The first layer of defence is easily overrun by the anonymous squads I don’t care about while the squads I do care about provide suppressing fire. Behind the first layer of buildings, I find two German rifle squads and, more dangerous, an anti-tank gun – immediately targeted by Vauban’s mortars and my artillery spotters.

Dayyalu, Rutsky and the soldiers behind them have already eliminated an infantry squad left of the rivulet

The enemy machine gun is assaulted and destroyed, and the enemy infantry squads are mowed down. A third squad, hidden in one of the remaining buildings, shares that fate. As for the AT gun, my artillery fails to do its job, but then Redslayer’s Sherman arrives in range and one-shots it.

Alas, the next step of my progression is going to be considerably harder, as the Germans have another AT gun supported by two machine-guns shooting me from the limits of their range, which means my infantry squads can’t shoot them back!

I collated two screens to offer a broader view – the enemy units can shoot at, at least, all my units “above” the road. Enemy units usually prioritize targets that are close to them, so my tanks are not the ones the anti-tank gun prefers.

I spend some time regrouping my force while Vauban’s mortars engage the enemy gun (the artillery spotter can’t target it, while the mortar team can shoot at anything on the map even without seeing it). Once I feel I have enough people, I advance on the enemy, expecting that the enemy machine-guns will not be able to suppress more than 1-2 squads each and so my other squads will be able to silence them. Unfortunately, there are two more hidden machine-guns so my assault peters out. Rutsky’s squad on my left is suppressed whereas another anonymous squad in the middle is torn to pieces, the rest of my force in the middle is pinned down.

Rutsky is in a precarious position, as he is suppressed and suppressed units can’t fire or move. The infantry above Scribe is going to be destroyed a few minutes after this screen, the rest of the soldiers in the center are “pinned”, they can’t move but can return fire, and now they are in range.

As these events unfolded, the enemy received two tanks that are now advancing on my right. They go straight ahead, so for now I ignore them. My prime focus remains the enemy AT gun, which I can reach with mortar and machine-gun fire – eventually it falls back deeper into the group of trees, a location from which it can’t shoot at my units. With the AT tank out of view and out of mind, except for my mortar still targeting it, I can safely bring Redslayer’s tank forward to engage the machine gun on the right. Meanwhile, a group including Dayyalu, Baud and Karbonkitty – the only squads on the line of engagement not pinned down – flank the machine-gun on the left from its blind side.

Trees block attacks, so the AT gun and the centre-right machine gun can’t attack my soldiers in the centre anymore.

By the time they reach it, it has been disabled by my infantry in the centre. There is still some work to do however, as it turns out that the patch of trees was also occupied by two German rifle squads. Further left, Rutsky managed to crawl to safety thanks to Karbonkitty, Porkbelly, Alphabetical and another anonymous machine gun squad unleashing fire on the enemy machine gun. On the right, my attempt to assault the enemy panzershreck team ended up with the destruction of an anonymous rifle team, and I realise that the German AT gun and one of the machine guns are now laying heavy fire on Operative Lynx’s team.

Operative Lynx is out of position because I wanted a good location to shoot at the enemy tanks if they tried to flank me, because I did not expect that panzershreck to be there and because I expected the anonymous rifle squad to serve as meatshield, if needed.

Alas, Operative Lynx’s squad is totally suppressed and so unable to flee. It does not survive combat. He is almost immediately avenged: Vauban’s mortars finally destroy the AT gun, and my combined force of riflemen and tanks destroy the machine-gun. Meanwhile, Dayyalu wipes one of the German squads in close assault.

RIP Operative Lynx. A few more minutes and you would have survived.

The Germans are broken. The remaining panzershreck on my right is destroyed, while Baud consecutively assaults two enemy positions (an anonymous infantry squad tried as well, but died trying). As for the leftmost machine gun, Porkbelly, Alphabetical and Karbonkitty’s combined fire finally silences it.

Baud has accelerated the mop-up and possibly saved Hawk’s squad (1 man remaining) with his two successive assaults.

This leaves the two tanks that are close to the beach. I shoot at them with artillery (Sunfall and Dan climbed on the “little crosses” that magically expand their range), mortar and my tanks getting close and personal.

I was a bit stressed with exposing Redslayer, but the enemy tank never shot back.

The battle ends at 2:00, but the game does not stop until you end an operation phase, which I don’t until the two tanks are destroyed. Nonetheless, the game converts what was described as a Major victory into a Minor victory. Frustrating.

Most of the craters on the battlefield come from German off-map artillery falling randomly on the battlefield. They don’t seem to do damage, but pin units hit by them.

The map is revealed at the end of the battle and unveils that the Germans had only 3 squads left in total, including the machine-gun one I knew about. This means I effectively cleared a passage in two hours, more or less the time it took the Americans at Utah.

Losses were significant, with about as many casualties as in the first two scenarios. I lost 4 squads in total, including Operative Lynx which had just joined us – and we have not covered half of the campaign yet.

I did not love this scenario. While it was challenging, I did not find it very Omaha-esque, with marginal beach defenses and all the Americans bottlenecked on a narrow front – though yes I could have spread out immediately. Worse, Field of Fire‘s UX, solid when you are handling 10 or 15 units, really reaches its limits when you need to control 25. The game does not have a way to quickly convey what’s the situation of each unit, so you need to query them individually, and each time you do, it cancels their existing orders. Additionally, lines of sight were weird in this battle, and there were cases where I could not understand why I could not shoot at a specific target. Finally, the tank counter-attacking on an empty column felt like a bug.

Our next step will be the battle of Saint-Anne and will involve a lot fewer units, so I have some hope there.

Be First to Comment

Leave a Reply

Your email address will not be published. Required fields are marked *

The maximum upload file size: 128 MB. You can upload: image, video, document, spreadsheet. Links to YouTube, Facebook, Twitter and other services inserted in the comment text will be automatically embedded. Drop files here