FOF Rulebook layoutsqxd. Force on Force Core Rules (PDF Version). text. Road To Baghdad (PDF Version). Force on Force Enduring. Force on Force brings the drama and action of modern warfare to the tabletop using miniature soldiers. The rules cover all aspects of modern warfare from the. A Force on Force Player's Aid. Ambush Alley Games. Force on Force Primer. Page i. Notices: While every effort has been made to prepare an.
|Language:||English, Spanish, Indonesian|
|Genre:||Business & Career|
|Distribution:||Free* [*Registration Required]|
FORCE ON FORCE. QUICK START RULES. 1. e USMC player or players will be in command of 14 figures. e standard unit for activation, movement and. Yet despite its lack of pretensions and its standard pdf format, the game Although most people would probably describe Ambush Alley (AA) as a the scenario driven AA rarely, if ever, sees balanced forces on the tabletop. Click on the link to go to the home of Ambush Alley Games. All of the Force on Force books are still available direct from them as well as plenty of free content.
Low Troop Quality units may be using better weapons than a higher Troop Quality unit, but its doubtful that the differences in weapon performance will make up for the disparity in training and experience. On the other hand, high Troop Quality units are familiar with their weapons and know how to take advantage of their strengths and compensate for their weaknesses.
This philosophy is represented in game terms by Force on Forces use of Troop Quality as the key factor in determining the effectiveness of units fire. When both units have fired, the round of fire is complete. Note that irregular units may only participate in a round of fire that they have initiated by action or reaction. Otherwise, they must receive fire without responding to it. Since an irregular unit can only be activated or react once per turn, they can only engage in one Round of Fire per turn.
The defender matches his Defense dice to the attackers Firepower dice, attempting to equal or exceed the score on each dice. Any die which the unit being fired on cannot equal or exceed causes a casualty. Defense Defense represents a units ability to protect itself from enemy fire, either by wise selection of cover, use of body armor, or through effective counter-fire. Better trained or more experienced units are more likely to get the most out of the defensive options available to them, so Defense is tied directly to Troop Quality.
Basic Defense A units basic Defense is equal to the number of figures in the unit or the number of Firepower dice with which. Extra Defense dice for armor or cover are then added to the basic Defense to determine the units final defense value. The type of die thrown is determined by the units Troop Quality. A units Defense can never be reduced to zero. No matter what negative factors apply, a unit will always have at least one Defense die.
In instances where terrain features exist to provide obvious cover, its benefit is not determined on a per figure basis, but rather on the position of the unit as a whole. If half or more of a given unit is behind cover, the entire unit receives the benefit of that cover. Cover modifiers that overlap are cumulative.
Six Jesh Al Mahdi militiamen move into position in the cover of some low walls surrounding a fountain. Since half or more of the militia figures are in Solid Cover, the entire unit is considered to be in Solid Cover. A group of 8 militia soldiers is being fired on by a fireteam with a Firepower of 5D.
The militiamen are moving on the other side of a brick wall and can claim Solid Cover. Since the militiamen are being attacked with a Firepower of 5D, their basic defense is 5D rather than 8D. They can claim Solid Cover, though, which bumps their defense to 6D. Cover Dice Although Force on Force is played on a tabletop, the battles the games represent are not! Even the flattest expanse of land is crisscrossed with wrinkles and dotted with low rises which might provide ample cover for a unit of infantry.
It must therefore be assumed that our gaming tables contain similar features which might provide cover for our figures. To represent this invisible terrain, we assume that any unit that is not Exposed see below is taking advantage of unseen terrain features. Units may receive additional dice to their Defense based on any additional cover beyond the usual battlefield clutter: A unit that does not move may declare that it is In Cover.
Units may get In Cover anywhere, even in a position that would normally be Exposed. Being In Cover represents a unit using all available cover to its full advantage, even if that means little more than laying a little flatter on the ground.
In Cover units benefit if theyre using better cover, so the In Cover bonus is applied in addition to any. Regular units are automatically In Cover on any activation that they do not move and are not Exposed.
Irregulars that have not moved during their activation and Exposed Regular units must pass a Quality Check to get In Cover. Pinned units may take a Quality Check to get In Cover even if they have moved. This bonus die is cumulative with other applicable Defense Dice. Cover that has a good chance of deflecting or outright stopping bullets is considered to be Solid Cover. Some examples of Solid Cover might include concrete or adobe buildings, sand bags, stone walls, wrecked APCs, etc.
A unit isnt required to be In Cover to benefit from Solid Cover. Intervening Cover: If enemy fire passes over an intervening terrain feature, such as a stone wall, an AFV, etc. Cover that has been reinforced for extra protection against enemy fire such as trenches, sandbagged walls, etc. Fortifications designed specifically to provide protection from gunfire.
Such positions are generally not available unless a scenario specifically states they are present. Units sheltering within improved positions fortified expressly to protect them from enemy fire are particularly difficult to ferret out. Units in bunkers, fortified buildings, or improved trench networks receive the Fortified Position bonus. If a unit is in open ground and is not within 2 of a scenic piece representing cover of some sort, it is considered to be Exposed.
Exposed units are extremely vulnerable to fire, so units attacking them receive an extra Firepower Die. Armor Dice Units who are wearing body armor receive additional Defense dice.
Cover Dice In Cover: If enemy fire passes over an intervening terrain feature to reach a unit, it may claim the Solid Cover bonus assuming the terrain would provide Solid Cover under normal circumstances. Fortified Cover purpose built trenches, log bunkers, and other field fortifications: Firepower A units Firepower represents its capability to bring effective fire against the enemy.
Force on Force works on the assumption that the quality of the man using the weapon is more important than minor differences between individual weapons within the same class. As a result, a units Troop Quality is the most important factor in determining its Firepower. To determine a units Firepower, total the number of figures in the unit.
Subtract any dice lost from Reactions or Overwatch fire. The resulting total is the attacking units basic Firepower. Add any Support Weapon or bonus dice to the basic Firepower dice to determine the units final, adjusted Firepower. This is the number of Troop Quality dice the unit will throw in an attack. Optimum Range The ranges for most weapons exceed the size of most tables used for Force on Force games.
Units who are within Optimum Range of a target, however, have a better chance of causing casualties. Troops with better training or more experience have a greater Optimum Range than less experienced opponents. Optimum Range should not be confused with effective range, which is a term with a very specific meaning: It is the distance at which a weapon may be expected to fire accurately enough to inflict damage or casualties.
The effective range for most weapons used in the game will be many times the width of even the largest tables.
Our term, Optimum Range, refers to the distance on the tabletop at which the average soldier of a given Troop Quality is likely to cause a wounding hit. It is a measure of the firers ability to shoot well, rather than a gauge of the weapons innate accuracy. Optimum Range is directly linked to a firing units Troop Quality: The higher the units Troop Quality, the greater its Optimum Range.
There is no maximum range for most weapons. If a target is in LOS, it is generally considered to be in range. Exceptions are noted in the rules. Vehicle mounted and emplaced Support Weapons always treat their attacks as being within Optimum Range, regardless of the distance fired.
A unit only receives one Optimum Range die per round of fire. A unit can only claim an Optimum Range die if all the weapons used in the attack are within Optimum Range. A Trained fireteam of four soldiers, two armed with rifles and one each with a grenade launcher and a SAW, are firing at an enemy unit 7 away. Since the enemy unit is within Optimum Range of all the fireteams weapons 8 for the rifles, 16 for the grenade launcher and SAW , the fireteam receives a bonus Firepower die.
The same fireteam described above is firing at an enemy unit that is 14 away. If the entire unit fires at the distant enemy, the Fireteam does not receive the Optimum Range bonus 14 is beyond the rifles Optimum Range. If the fireteam decides to split their fire, firing the SAW and grenade launcher at the enemy unit 14 away, that portion of their fire would receive the Optimum Range bonus die.
They are generally used against other infantry, but some infantry support weapons also have anti-armor capabilities. In Force on Force,. Figures using Support Weapons add dice to their units Firepower in excess of the dice received for the figures themselves.
Support Weapons fall into the following general categories: Light Support Weapons are man-portable and can be operated without assistance although an assistant gunner may be on hand to spot or pass ammunition, his services are not required to operate the weapon.
Light Support Weapons generally use standard small arms ammunition, but have a greater range or rate of fire than their smaller brethren. Examples of Light Support Weapons include: Medium Support Weapons usually require a crew of at least two for transport and effective operation. They are often vehicle mounted or emplaced. Other Medium Support Weapons, such as RPGs and other shoulder launched missiles, are easily portable but cause increased damage due to their explosive power.
Medium Support Weapons tend to be a bit unwieldy due to their weight and size. As a result, any unit that moves in a turn receives one bonus Firepower die rather than two i. Examples of Medium Support Weapons include: Heavy Support Weapons are rarely man-portable and are usually vehicle mounted or emplaced. However, some of the more powerful man-portable missile systems are also classified as Heavy Support Weapons due to their devastating explosive power. Heavy Support weapons are generally large, weighty chunks of ordnance, making moving and firing them in a short period of time difficult.
As a result, any Heavy Weapon that make a Tactical Move during a turn suffers a two dice penalty to its Firepower i. Heavy support Weapons whose crew makes a Rapid Move may not fire at all. Heavy Support Weapons include: The Taliban unit has a basic firepower of 6 one die for each figure in the unit. Another one is armed with an RPG, which would normally provide two bonus dice to the Firepower of the unit. Since the unit moved this turn the RPG suffers a one die penalty, so it only provides one bonus die.
Support Weapon Annotation The stats for a support weapon are abbreviated in unit organization or vehicle write-ups. The stat-line for a support weapon indicates the weapons class, and the number of anti-personnel AP Firepower dice it adds to a unit or throws, in the case of a vehicle. If the weapon has anti-tank capabilities, its AT factor is listed along with its AT gun class. As an example, a light support weapon, such as a SAW, would have a stat-line like this: An anti-tank RPG would look like this: Diminishing Firepower The more frantic a units movement and fire becomes, the less effective it is.
To represent this, a units Firepower diminishes the more it does in a single turn. The first time a unit fires per turn, it uses its full Firepower. After that, a unit loses one die of Firepower: Each time it fires as part of an Activation, Reaction, or Overwatch.
Each time it moves as part of an Activation, Reaction or Morale test failure. When a units Firepower is reduced to zero, it may no longer fire during that turn. The Firepower Cap No infantry unit may have a total Firepower greater than 10 dice.
This rule reflects the fact that there are limits to even the most highly trained units fire discipline.
Note that all negative penalties are applied to the 10D cap, regardless of the number of figures in the unit. Vehicular weapons, bombs, and certain game effects are exempt from the 10D cap.
The Taliban have Poor Supplies, earning them -1 die penalty to their Firepower, reducing it to 9D for this attack. Splitting Fire Units normally find that it is tactically advantageous to group their fire, but there may be situations in which a unit would benefit from splitting its fire between multiple targets in the same activation. Note that a unit that fires on infantry with its small arms while using Support Weapons to engage a vehicle is not considered to be splitting its fire.
To split fire, the owning player must announce what targets a unit is going to engage and how many Firepower Dice will be devoted to each target. All negative penalties are applied to the 10D cap, regardless of the number of figures in the unit.
Weapon dice must be allocated to one target and may not be split among multiple targets. The number of targets a unit can service is limited by its Troop Quality. May engage FOUR targets. A Russian unit taking cover in a traffic circle is being engaged from two sides by Georgians.
The Russians are D8 Troop Quality, so they can split their fire between two targets. The player decides to split his fire exactly in half, with one rifleman and the SAW gunner engaging one group of Georgians and the other rifleman and RGL engaging the other. The Russians will engage each unit with a Firepower of 3.
Making the Attack Roll To determine the outcome of an attack during a firefight, the attacker rolls his adjusted Firepower versus the defending units adjusted Defense. The attacker rolls a number of dice equal to his adjusted Firepower and discards any dice with a score of less than 4.
The defender rolls a number of dice equal to his adjusted Defense and discards any dice with a score of less than 4. The defender matches his Defense dice to the attackers Firepower dice, attempting to match each of the attackers dice with an equal or higher die roll. The defender may arrange his successful dice against the attackers successful dice as he sees fit. Any of the attackers dice with a score of 4 or greater that cannot be equaled or exceeded by a Defense Die indicates a casualty.
The Taliban are within the Marines Optimum Range.
The Taliban are in Optimum Range for all the units weapons, so it receives another bonus die. The Marines final Firepower total is 8D The Talibans basic Defense is 4 dice, one for each member of the unit, which is less than the Marines 8D Firepower.
Since a units basic Defense is equal to the lesser of the number of figures in the unit or the Firepower of the attack directed against it, the Taliban have an unmodified Defense of 4D. The Marine player rolls his Firepower of 8D10, noting each individual roll: The Taliban player rolls 6D8 for Defense and notes the result of each die: The rolls of 3 and 2 are discarded.
The dice are laid out and the Taliban player matches his Defense dice against the Marines Firepower dice as best he can, trying to equal or exceed as many of the attackers scores as possible. He arranges the dice as shown underlined numbers are the Firepower dice: This allows him to put his 8, 5 and remaining 4 against the Marines 7, 5 and 4, negating them.
End result the defender takes two casualties, leaving two Taliban in need of some lucky Morale dice cowering behind the bulletpocked mud wall! Suppression Fire There are times when a unit is more interested in pinning an opponent unit down than in causing casualties.
Suppression fire is intended to do just that and involves a massive barrage of fire which hopefully will keep the enemys head down and stick him in place. A player must announce in advance that a unit is laying down Suppression Fire during its activation. The unit throws 2 less firepower dice than normal, but may Suppress its target unit even if no casualties are caused. Suppression effects are determined by the target units Confidence Level. Suppressed units suffer from the same effects as Pinned units, but multiple Suppressions will not force a unit to Pull Back.
Any casualties resulting from Suppression Fire are resolved normally. Morale Checks resulting from casualties are also resolved normally and take precedence over any Suppression results. A unit remains suppressed until the turns end. Hidden units can spring an Ambush on enemy units within twice their unmodified Troop Quality. Use the rules described in Spotting Stealthy Units, pg. If the ambushing unit is spotted, make a normal Reaction test to determine which acts first.
If the ambushing unit is not spotted, the ambush is resolved normally at a point in the enemy units movement designated by the ambushing unit in other words, if the Spot Check fails, the ambushing unit can wait to spring the ambush until the enemy unit is as close as possible.
To successfully spring an ambush, a Hidden unit must pass a Troop Quality Check. If they pass the test, no Reaction Test is required for the attack the Ambushing unit automatically fires or moves first. If the Hidden unit fails the test, a Reaction Test is made as usual.
Units on Overwatch or sacrificing their activation to React may attempt to interrupt an Ambush, but their fire will always occur after the ambush fire, even if the ambushing unit failed its ambush Troop Quality Check.
At TQ D6, they can ambush any enemy unit within They opt to spring the ambush before the Marines are close enough to detect them. The Marines have a unmodified Optimum Range. Unfortunately, this means that the Marines will be outside of the Fedayeens Optimum Range 6 for TQ D6 , but the insurgent player is willing to sacrifice a die of Firepower for a good chance at going first in a round of fire.
The Fedayeen player makes a Troop Quality Check and rolls a 5: The Marines are caught in an ambush and must weather the Fedayeens fire before taking any action themselves! The same situation as above, but this time the Fedayeen player opts to let the Marines approach within 6 before springing the ambush, thereby bringing them within his units Optimum Range and gaining a die of firepower. When the Marines are within 8 their unmodified Optimum Range , a Spot Check is made to determine if they notice the Fedayeen ambush.
The Marines pass the check and spot the Fedayeen, spoiling the ambush. A Reaction test is made and the firefight is resolved normally. Ambushing units suffer a Negative Die Shift when attempting to ambush enemy units with an attached Indigenous Scout or designated Pointman. Coalition Patrol walks into an insurgent ambush.
Night Fighting In the modern era, technologically advanced troops rule the night. Superior night vision devices give troops possessing them a decided edge over opponents who are not similarly equipped. Scenarios indicate whether units possess night vision and whether the scenario takes place at night, for that matter.
Units with Abundant Supplies are likely to have night vision devices. Units fighting at night and lacking night vision devices have their Optimum reduced by half. Treat all enemy units beyond their reduced Optimum Range as if they are Elusive see pg.
Additionally, their Firepower against units beyond reduced Optimum Range is also halved. Units with night vision devices suffer none of the penalties above. The unit has no night vision capability. Luckily, it makes the test, but the Taliban fighters are 5 away.
Suppressed Weapons Suppression reduces a weapons report and muzzle flash. Suppressed weapons are normally used by Stealthy units, including sniper teams. Only small arms may be silenced, including pistols, assault rifles, and sniper rifles. Support weapons may not be silenced. A stealthy unit using suppressed fire must be spotted before it can be engaged with fire and can only be fired at by the unit s that spotted it.
When units with suppressed weapons engage a unit that hasnt spotted them, that unit cannot interrupt it can only take the fire and hope to fire back.
It is difficult to spot the source of suppressed fire, though, so a unit being attacked with suppressed weapons must make a Spotting Check to return fire. Units firing suppressed weapons are spotted in the same manner as Hidden units see Spotting Hidden Units, pg. Outgunned Units armed with vastly superior weapons are said to outgun their opponents. Units who have their opponents Outgunned receive a bonus Firepower Die.
So, what constitutes vastly superior weapons? Scenarios will usually indicate if one side or the other. Some examples might include: A unit armed with assault rifles would Outgun an opposing unit armed with bolt action rifles. The assault rifles are roughly equivalent in range and accuracy, but have a far greater rate of fire. A unit armed with magazine fed bolt action rifles would Outgun an opposing unit armed with single-shot, bolt action rifles.
Again, accuracy and range are roughly equivalent, but rate of fire is superior for the magazine fed rifle. A unit armed with expensive, high quality assault rifles of western design would not outgun an opposing unit armed with cheap, shoddily made assault rifles. The quality of weaponry may be better in one unit, but both units have weapons that provide them with similar capabilities.
SMGs, Shotguns, and Handguns Some weapons have been designed specifically for use in close quarters battle, including firearms like shotguns and submachine guns. Close Combat firearms have been designed to be very effective at in your face ranges, but the factors that make them so useful in a virtual knife fight dont serve them so well when engaging targets at long range.
Like SMGs and Shotguns, handguns are very handy in close quarters. They dont throw down the volume of. Troop Quality cannot be reduced below D6. Handguns cannot fire effectively enough at targets beyond Optimum Range to engage them at all. Handguns are very effective in Close Combat, however, and figures using handguns in Close Combat receive a bonus Firepower die and do not suffer the normal Negative Die Shift.
Intimidating Weapons While nobody wants to get shot by anything, some weapons are particularly fearsome or intimidating. Infantry units that come under fire from an Intimidating Weapon must make a Morale Check to avoid becoming Suppressed. As a rule of thumb, any weapon that has an unmodified Firepower of 3D or higher is an Intimidating Weapon. Some weapons may be identified by theater specific rules or a scenario as Intimidating even if they have a Firepower of less than 3D.
If a scenario permits, Medium Mortars may be direct layed at enemy units. Medium Mortars have a No Fire Zone of Heavy Mortars on the table are always present as objectives only and may never be fired at on table units. On-Board Mortars Forces often have the support of off-board mortar teams some distance away that are responding to the forces calls for fire.
Mortar teams can occasionally be fielded on the table as well. Small mortars that are homogenous to an infantry squad or fireteam, such as the 50mm mortar used by Britain, are treated as normal Medium Support Weapons. Light mortar teams may be deployed on the table. On table light mortar teams are treated as Weapon Teams. When firing at a target that is out of their LOS, on board mortar teams use the same fire request rules as off-board mortars and artillery.
On board mortars may engage enemy units in their LOS without going through the call for fire sequence. Light mortars have a No Fire Zone of They may not be fired at enemy units that are18 away or closer. On board mortar teams may also direct lay their mortars at enemy units within line of sight and beyond the mortars No Fire zone of Direct Lay fire suffers a -1 die Firepower penalty. If fired upon directly by enemy units, the mortar team may react in the same way as any other unit.
If attacked by an enemy unit that is within their No Fire Zone, the mortar team may reply with small arms fire. Medium or Heavy Mortar teams may be placed on the table as part of a scenario. They are normally placed as scenario objectives, because neither type of mortar may normally fire at targets on the table.
Smoke Smoke and other obscurants delivered in the form of grenades, shells, or vehicular dispensers have long been used to mask movement and blunt the force of enemy fire.
Each type of smoke delivery system has its own characteristics, which are described in the following sections. If the unit passes the Check, it can claim the smokes defensive benefits. If the unit fails the check, they were unable to deploy the smoke successfully and receive no defensive bonus. A unit may only attempt to lay smoke once per turn and, in the case of grenades, it can only be placed within the units Optimum Range.
MMortars deploying smoke must be contacted to request fire in the same manner as normal fire mission requests. Firing smoke counts as the mortar assets fire mission for the turn.
On board mortars may lay smoke when activated instead of conducting normal fire. Smoke from grenades, grenade launchers, or light mortars only provide protection for the unit for whom the smoke was deployed one unit may pop smoke for another designated unit.
This type of smoke only persists for the duration of the turn in which it is deployed. Units protected by smoke gain an extra Defense die whether they move or not. Smoke reduces visibility for friend and foe alike, however, so units protected by smoke also lose one die of Firepower.
Smoke Grenades, Rifle Grenades: Must be requested. Persists two turns Heavy Mortars, Light Artillery: Persists two turns Medium Artillery: Persists three turns Heavy Artillery: Persists three turns. Firing smoke counts as the mortar or artillery assets fire mission for the turn. Smoke shells create a smoke cloud of the same size as a normal salvo for the artillery type used.
This cloud completely blocks Line of Sight. Heavy Mortar and Light Artillery smoke will last two turns. Medium and Heavy artillery smoke will last three turns. Units outside a smoke cloud can see 2 into it.
Units inside a smoke cloud have a maximum visibility of 4 and may only see out of the cloud if within 2 of its edge. Sometimes the only way to dislodge the enemy from a position is at the end of a sharpened length of cold steel. If one or more figures in a unit are within Rapid movement distance of an opposing unit, the entire unit may launch a charge and attempt to engage the enemy in a Close Assault.
If the unit fails its Quality Check, it must remain in place and forfeits its activation. The unit may spend its activation taking cover or tending to its wounded, however. It may also still react to enemy units. Units with Dependents may not flee. Regardless of how it responds to the assault, the defending unit forfeits any other actions for the turn. Resolve defensive fire in the same manner as regular fire combat, but subtract 1 die from the defending units Firepower to reflect the unnerving effect of being charged and subtract 1 die of Defense from the Assaulting unit to represent how heedless they are of danger during their break-neck charge into the enemy.
Assaulting units are subject to this modifier even when being fired upon as part of Reaction or Overwatch fire from units not directly involved in the Close Assault itself. If the Assaulting player takes casualties, he must make a Morale Check as usual. A Pinned or Shaken result aborts the assault. If the defending unit fails its Quality Check it can either stand in place and fight without the benefit of defensive fire or it can flee up to one full Rapid move and become Pinned.
Remember, units with Dependents may not flee. If the defending unit doesnt flee, the assaulting figures are moved into contact with the defenders and the Close Assault is resolved. Resolving an Infantry vs. Close Assault combat continues until one side is either wiped out or captured.
Neither side may claim Cover dice other than Body Armor. Neither side may claim Support Weapon dice.
Neither side may claim the Optimum Range bonus. The short answer is you can! You just dont get the bonus Firepower dice for it! Support weapons are designed to perform a specific tactical function in combat and that purpose invariably involves some sort of stand-off capability which increases a units ability to cause casualties or suppression through fire combat at a distance.
The very attributes that make support weapons so successful in their designated roles generally reduces their effectiveness in a Close Assault. Additionally, theyre not very handy. A SAWs great rate of fire, for instance, is counterbalanced by its extra weight. The assaulting unit makes the first attack roll, casualties are determined, and Morale Checks are resolved. If the defending unit isnt wiped out or captured, it may make an attack using its surviving figures. This process continues until one side is wiped out or surrenders.
Morale Checks are resolved normally, but their results are used to determine if a unit has lost the will to continue fighting. If an Irregular unit becomes Shaken enough to break its morale is reduced below D6 , they are considered to be captured by their opponents. Regular units are also subject to Morale Checks during close combat.
If they become Pinned, their Morale suffers a minus one Die Shift. If a unit is wiped out in Close Assault, roll 1D6 to determine the fate of each of its figures. Each figure that rolls a 1 is captured and becomes a POW if the Irregulars deign to take prisoners. On any other roll, the figure is considered slain and is removed from play. It is assumed that such figures have been stripped of all their weapons and armor and are quite likely in a debilitating state of shock.
The Casualty Penalty If a unit has casualties that have not been escorted to the rear usually the owning forces home table edge by one of the units healthy members or handed over to CASEVAC area, the unit must make a Quality Check each time it attempts to move faster than Tactical. This reflects that the unit is forced to move more cautiously with their wounded comrade in tow and perhaps a little less than eager to take risks in general.
Who Got Hit? When a unit takes casualties, it may be important to determine who the casualty is. For the most part, it doesnt matter what figure in a unit of regular soldiers was hit. If the Fireteam Leader was hit, one of the other Fireteam members will take over.
If a Special Weapon gunner was hit, everyone in the fireteam is cross-trained on the weapon, so someone else will pick it up. If a unit contains specialist troops such as a Medic or TAC , however, who was hit becomes more important. If a unit containing such figures sustains casualties, roll a die for each casualty to determine who got hit. A unit containing a fireteam leader, a grenadier, a medic and two riflemen is fired on and takes two casualties.
There are five figures in the unit, so players could either assign each figure in the unit a number from. POWs If figures from one side surrender to the other, they are kept with the victorious unit until they are either escorted off the table or the game ends.
This allows their owning player a chance to rescue them. Rescued POWs become Dependents to the unit that rescues them until that unit moves to a friendly board edge where it is considered to have handed off the POWs to another friendly unit or disposes of the POWs in some other way dictated by a scenarios special rules. Once a figure has been made a POW, it may not be used in combat for the duration of the game, even if it. Lets assume the players decide to go the D10 route. They agree to number the figures in the unit thusly: Leader, 2: They roll 2D10, one for each casualty.
The first D10 roll is a 4, which divided by 2 results in a 2, indicating the grenadier was hit. The second D10 is 7, which divided by 2 rounding up , is a 4: Irregulars arent as flexible in their command structure as regular soldiers, nor are they as well trained.
So, its important to see who went down when an Irregular unit takes casualties. Always dice to see if an irregular units casualties include its Leader or Special Weapon gunners. If an irregular Leader or Special Weapon Gunner is hit, the following effects apply: Irregular Leader is a Casualty: If an irregular unit loses a leader, it remains leaderless until joined by a new leader.
Irregular Special Weapon Gunner is a Casualty: If an irregular units Special Weapon Gunner is hit, the unit must make a Quality Check to see if anyone else is able to use the weapon.
If the check succeeds, another irregular can use it. If the check fails, either nobody else in the unit knows how to use the weapon or the weapon has been damaged and is no longer usable. More Casualties than Figures A unit may receive more casualties than it has figures. If so, any excess hits are ignored. A unit 4 of French Foreign Legionnaires is caught in an artillery barrage that causes six hits against them.
With this being a sci-fi game, it is assumed that you will be dealing with different technology levels of weaponry, armour, stealth and sensors — each of these levels of technology can have an effect on the game, but that effect is kept very intuitive simply by using the difference in tech levels as a modifier dependent upon the situation — so it is perfectly possible to have a unit armed with 21st century firearms tech level 1 taking on a unit equipped with power armour tech level 3 and model the results simply and effectively.
In short, TW assumes that whilst the theatre and technology may change, combat remains essentially the same, and the same considerations that you have in modern warfare would be needed in the future — and to this end the rules are pretty comprehensive. Anyone who has previously seen or played Ambush Alley or Force on Force will be familiar with much of how TW works, from a game mechanics point-of-view.
The book is not lavishly illustrated, but does have a good number of pictures. Here I think is another problem area. The photos of wargaming models — be they in 15mm or 28mm — are generally really good. However, the quality of the other artwork many being full page drawings is decidedly mixed.
However, the rules themselves are easy to learn, fun to play and give a good, tactically challenging game. I certainly hope that given the extra publishing clout of Osprey, these rules will bring a lot more players into sci-fi gaming, without having to worry about Orks in Power Armour.
House Rules There are a few particulars in which the WW2 scenarios I want to play were quite different from the sorts of modern fights that FoF typically represents: Larger Actions: WW2 was mainly a war between organized, uniformed armies.
I can easily imagine a lot of situations where the insurgency rules from FoF would be useable partisan actions, Stalingrad, Berlin '45 , but not in the battles I'll be fighting. Command and Control: The impression I get from reading books on the subject is that soldiers were much less independent in WW2 than they are in modern armies. I'll use the command rules for Irregulars in my games for everyone, where a unit that does not have line of sight to a command figure must make a TQ check to activate.
Teams will be exempt. Weapons: The difference in weapons technology is actually the easiest change to deal with. In WW2, a man with a rifle is the basic 1FP unit, and other weapons and organizations will be extrapolated from there.