
A turn-based wargame set on randomly generated hex battlefields. Read the terrain and long sightlines, scout the enemy, and coordinate tanks, infantry, and artillery to capture multiple objectives.
Modeled estimate, not a reported figure. How we estimate →
About
Fire and Movement is a turn-based wargame in which you command modern armored forces across randomly generated hex battlefields.
Hills, woods, urban areas, and other terrain shape the battlefield, with long sightlines extending across open ground. A commanding position can become a powerful firing point, but it may also leave your forces exposed. Study the terrain, choose where to scout, control key lines of fire, and plan your route of advance.
The map is randomly generated for every game.
Enemy objectives, terrain, sightlines, and viable routes of advance change from one battle to the next. There is no fixed solution to memorize: every operation begins by reading the battlefield and deciding where to deploy your forces.
Tanks and anti-tank weapons can engage targets across long distances in open terrain. But you cannot attack an enemy you have not detected.
Send reconnaissance units ahead to locate enemy forces, or secure high ground for a wider field of view. Choose your firing positions carefully—the enemy may spot you first.
Tanks, infantry, reconnaissance units, and artillery each serve a different role.
Locate the enemy with reconnaissance, restrict their movement with artillery and frontal fire, then maneuver another unit onto their flank. Victory comes from coordinating multiple units, not simply trading shots head-on.
Damage can reduce a unit’s firepower, mobility, or reconnaissance capability. Make use of the forces you have left and continue the advance until every enemy objective has been secured.
Experimental two-player online PvP is available, with both random matchmaking and private matches using room codes.
Rejoining a match after disconnecting, skill-based matchmaking, and advanced anti-cheat protection are not currently supported.
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Reviews
broken arrow に影響を受けたと思わしきデッキ構築システムと大戦略の頃から変わらないヘクスマップのターン制シミュレータを組み合わせたゲーム 今のところは歩兵とIFVを組み合わせて前進してポイントが溜まったらMBTで無双するゲーム 音声がきちんとその国の発音で発せられるとか、一つ一つ異なるストライカーの造形など、凝っている所は評価できる ただBMPがマリュートカ等を発砲したのにもかかわらず機関砲を発射するアニメーションなのは頂けない あと、タイミングゲーのATダメージ判定がきちんと意図したタイミングで計算されていないような気がする。大分前倒しにボタンを押さないといけない ユニットグラフィックは値段を考えるとかわいらしく仕上がっていて良いのだが、背景が味気ない 地面とスカイボックスはもう少し凝って欲しい(草木を生やすとか、高さのある建物を追加するとか) あるいはワイヤーフレームでローポリ80年代風にするとか? いずれにしろ、ゲームシステム自体は完成されたものをインスパイヤしているので、値段を考えれば十分に遊べるゲームで気に入っている
まだユニットの種類が少なかったり、とっつきにくい部分はあれど今後のアップデートに期待できる。
Fire & Movement is a game of turn-based modern warfare. It can be played in English, Japanese or simplified Chinese. Visually it bears a more than a passing resemblance to DaiSenryaku VII, both in terrain and the vehicle models. Yet F&M's on-map units are more than just a colored shell, simplified but with a level of detail that looks right with the terrain. The maps themselves are of a minimalist style although the work of refining them has already started. Like DS7, maps can be zoomed, tilted and rotated at will. The scale of battle is tactical, more akin to Steel Panthers MBT or Second Front than tactical/strategic hybrids like Panzer Corps or the DaiSenryaku series. As of now F&M offers a basic tutorial to let players hit the ground running, and 10 Levels (Ascension scenarios) of gradually increasing difficulty. These Levels 1-10 are essentially an extension of the tutorials. Also, mentioned in the manual are five more Scenario Campaign (Campaign Scenario?) maps with specific objectives and victory conditions. As of this writing they aren't yet available but given the pace of development, I expect we'll see them sooner than later. And there will be Multiplayer. One's force is assembled with a deck system, 8 slots ( loaded transport vehicle =1 slot) with a 1000 point maximum. At this time, the available factions are the USA and Russia. Japan and China will come next. In the current single player mode, you start with an FOB (HQ) on randomly generated maps. The objective is to capture all enemy held FOBs within 30 turns. And on the higher levels, an enemy supply base must also be destroyed to gain the victory. After the initial levels, the location of FOBs must be discovered through reconnaissance. And woe unto he who neglects careful scouting. Most units have reaction fire capability, leading to ambush for the unwary. Enemy resistance is generally light to begin with but taking that final FOB can be hellish. Capturing and holding the FOBs is how you generate enough requisition points to deploy all your forces and heal your damaged units. Units can be shocked or panicked, and suffer other types of damage such as reduced mobility, firepower, etc. Sometimes they can also be captured and subsequently deployed from one's own deck. In addition to the expected sorts of MBTs, IFV/APCs, recon and transport vehicles, SP or towed tube and rocket artillery, infantry types are varied and resilient. Engaging vehicles on their flanks or rear is the key to accelerating their destruction. F&M's interface is clean and straightforward, as is commanding the battlefield. With good battle sound effects and animations, I find the action compelling. Drawbacks? The CPU forces seem rather randomly deployed and I've never seen the AI launch a deep counterattack against my base or rear area FOBs. Good thing since you don't have enough troops to leave garrisons. That and while the 40x40 maps are randomized, without starting options to select flat, rolling or mountainous terrain and what sort of predominate features, it can result in urban hexes far from roads, small isolated stands of forest areas, and so on. But I find the Level 1-10 maps are quite adequate for learning the ropes, and preliminary shots of the Scenario Campaign maps on Discord indicate realistically laid out roads and settlements within coherent terrain. And of course it's a Early Access title, still lacking the planned air elements, movement sound effects, etc. The developer is responsive and very active. Significant progress has already been made in two weeks, writing the manual, fixing bugs, finishing the English localization plus a Stryker brigade combat team and a Russian motor rifle regiment (BTR-equipped) already added to the default deck options. To sum up, for anyone who likes tactical turn-based modern wargames, you'd hard pressed to find a better way to spend $7.
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Languages: English, Japanese, Simplified Chinese
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