Fields of Fire Volume 3: The Parachute Regiment, Episode 2 – Falklands

Note: All game images are of Vassal playtest art and not final

Volume 3 of Fields of Fire brings three campaigns featuring The British Army – the Battle of Arnhem in 1944, the Falklands War in 1982, and Helmand Province, Afghanistan in 2008.

Previous Article: Episode 1 – Arnhem

Episode 2 – Falklands

I was 12 years old when the Falklands War was being fought. I remember watching the nightly news bulletins; my uncle was a Chief Petty Officer on one of the destroyers, HMS Glamorgan. She was hit by an Argentinian Exocet anti-ship missile, fired from the shore in the last couple of days of the conflict but, despite the loss of 14 of her crew she survived, and limped to the maintenance area before being patched up and sailed home to the UK – I was on the dock in Portsmouth when she came home, fascinated with her battle scars.

Also, one of the paratroopers killed at Goose Green was the son of one of my dad’s colleagues – I remember hearing his name read out in the newsreel of the mass burial of British troops after the battle, and the photo of him his father had on the wall, proudly sporting his maroon beret.

I joined the British Army six years after the conflict and the stories were still fresh in the collective minds. The tactics taught were drawn from the experiences of the war, and often passed down by people who had fought there when you went on courses.

So I’ve always had an interest in the Falklands War, and I felt it fitted into the Fields of Fire system very well.

The Campaign

The Volume 3 Falklands campaign comes in two parts; the Battle of Goose Green, and the Battle of Wireless Ridge.

Goose Green was the first land battle of the war. For weeks the British Royal Navy had been enduring relentless attacks pressed home with extreme bravery and skill by the pilots of the Argentinian Air Force – the Fuerza Aérea Argentina, or FAA. A number of warships had been sunk and the British Prime Minister, Margaret Thatcher, and the public wanted a victory to outweigh the losses, so 2 PARA were ordered to attack the settlements of Darwin and Goose Green, to oust the Argentinian forces.

Six missions make up the Goose Green part of the campaign, and you will command all of the four companies of 2 PARA during this battle. You will start in the hours of darkness, to dislodge the forward enemy positions at Burntside House, before conducting the tortuous advances across the open ground to seize Darwin Hill. Then, more flat terrain as you approach Goose Green settlement and the airfield, into the face of heavy anti-aircraft guns firing over open sights. Lastly, as dusk begins to fall and the will of the Argentinian defenders is nearly broken, you will have to repel the attempted heliborne reinforcement of the airfield by the Argentinian reserve company.

Following the brutal battle of Goose Green, 2 PARA became the Brigade reserve for 3 Commando Brigade, but were called into action again a few weeks later at Wireless Ridge, having walked across the boggy frozen islands with the rest of the land forces, to just short of the capital Stanley. This part of the campaign is three missions; a night assault up the slopes of the feature, and then another as you work your way along the long craggy main ridge, followed by a dawn defensive mission as Argentinian forces counterattack.

So what’s new in Volume 3’s Falklands Campaign?

Unlike Arnhem and Afghanistan, the Falklands campaign doesn’t introduce that many new rules to the Series, though there are a few. Advanced Handheld Radios make their first appearance in Fields of Fire, for example – they have always been in the rules, but in the eras covered in Volumes 1 & 2 they have not featured. You will find that these will give you more tactical command and control than in previous campaigns, as you can give orders to units as they advance, but they are not infallible.

The campaign does, however, also highlight some differences in the way British Companies were organised differently to the US Army or Marines; the paratroopers (rightly) put great faith in the venerable L7A2 General Purpose Machine Gun and carried two per section. The GPMG, better known as the ‘Gimpy’, or just ‘The General’, is still in service today. The US Army and Marines also later adopted it in the 1990s; in US service it is known as the M240.

Another difference players will note, at Goose Green in particular, is the dearth of fire support compared to most previous US-based campaigns. The British were fighting at the end of an 8,000 mile long logistics chain. Everything had to be sailed to the islands, unloaded at the beachhead at San Carlos and forwarded to the troops. All but one of the British heavy lift helicopters (Chinooks) had been lost when the FAA sank the merchant ship Atlantic Conveyor with two Exocets, probably having mistaken it for one of the British Aircraft Carriers on radar, making resupply and troop movements harder.

With 2 Section on the left pinned down by a concealed machine gun, 3 Section of 1 Platoon fire a 66mm Anti-Tank rocket into the Argentinian trenches on Darwin Ridge, as the Platoon Commander tries to work out the safest way across the brutally flat terrain.

The terrain at Goose Green is also frightening flat and open and some areas were liberally sown with anti-personnel mines. Advancing in the open, in daylight, and with no real fire support will be a challenge. Post-action analyses of Goose Green show that the fire support allocated to a battalion attack, against an entrenched and numerically superior enemy, was pitiful. Only the courage, training and sheer determination of the paratroopers carried the day.

B Company attempt to stop an Argentinian heliborne company reinforcing Goose Green.

By the time 2 PARA attacked Wireless Ridge, on what would turn out to be the last day of the war, lessons had been learned. Whereas only three 105mm artillery pieces had been present at Goose Green, there were 12 at Wireless Ridge. Two 81mm mortars had provided support at Goose Green; at Wireless Ridge the Mortar Platoons of 2 PARA and 3 PARA came together, totalling 12 mortars. A Royal Navy Frigate (HMS Ambuscade) would provide additional firepower with her 4.5” gun (HMS Arrow had supported Goose Green, but suffered a turret malfunction early on and had to withdraw). And on the ground, multiple MILAN Anti-Tank Guided Missile posts, Sustained Fire Machine Gun teams, and even Light tanks (Scorpion and Scimitar) from the Blues and Royals added to the support. Also, following Goose Green the decision had been made to conduct all future attacks at night, where the British Army’s superior training in this type of warfare would give them an advantage.

With an Argentinian .50 calibre Heavy Machine Gun chopping a path down the left flank, 1 Section of 1 Platoon work their way through the rocky crags of Wireless Ridge in the dark to outflank the bunker.

Look out for the next InsideGMT article, which will cover the Afghanistan campaign.


Colin Parsons
Author: Colin Parsons

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5 thoughts on “Fields of Fire Volume 3: The Parachute Regiment, Episode 2 – Falklands

  1. Having playtested the forthcoming TCS Goose Green game I am looking forward to tackling the Goose Green action at the company level!

  2. A bit disappointed in the kitchen sink approach. Why is the price significantly higher than the others in the series? The subject matter is questionable, as well. The Falkland’s combat intensity was not high enough to fit this series, IMO.

    • Hi DRS 🙂

      It’s not really a kitchen sink approach? There will be 5 terrain decks in the box, not because I wanted to Kitchen Sink it or anything, but because the two parts of the Arnhem campaign have massively different terrain (rural, and heavily urbanised) as does the Falklands campaign (the very flat ground at Goose Green and the mountainous crags of Wireless Ridge). Afghanistan obviously needs its own too, so that’s the five.

      With regard price, those additional decks will add some, but I can only say that components are a lot more expensive these days than they were previously. Would I like it to be cheaper? Sure! But I’ve found (this is my first game, remember) that GMT ask the designers what needs to go into the box and then price it from there… It would seriously compromise my design, and your enjoyment, if I cut whole chunks out just to bring the price down a bit.

      And re the Falklands not fitting the series? Well, I respectfully disagree! True, it’s not as intense as Peleliu for example, but it brings its own challenges and is very evocative of the two actions it covers. If you want a bloodbath simulator, then yeah; this might not be for you, but that’s the nature of modern warfare. And spoiler alert: Afghanistan is designed to produce even fewer casualties, but I’m sure you will find that campaign to be an interesting challenge too, and laden with tension.