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Post a Comment On: Fawcett Avenue Conscripts

"Tomorrow's War - Today's Headache"

15 Comments -

1 – 15 of 15
Blogger Greg B said...

Let's get something about "General Insurance Agreements" into the next scenario we play...

December 2, 2011 at 12:26 PM

Blogger Curt said...

I don't think you guys are alone in your assessment of TW as I've been hearing a few grumblings around the blogoshere. Here is one that sounds very similar in tone to yours:

http://johnstoysoldiers.blogspot.com/2011/11/tomorrows-war-first-impressions.html

December 2, 2011 at 12:43 PM

Blogger Wes said...

I am glad I read this. I have my self been wondering, after all the buz. I got suckered into the pre order farce, and luckily they gave me my money back (I donated it to the red cross). Going through the pre order mess was just that a mess. I was reading how it all came together in to one great book, my self I doubted it would condense well. I will stick to Gruntz, and USE ME.
Noel

December 2, 2011 at 12:57 PM

Blogger GJD said...

More or less the same feelings here. My review is at http://glueinthecarpet.blogspot.com/2011/10/tomorrows-war-aar-and-review-part-2.html

G.

December 2, 2011 at 12:57 PM

Blogger Mike A said...

I had fun playing, even if we spent more time rummaging through the rule book than moving minis around. I think the system has potential, but as Greg and Dallas have pointed out, the rulebook is in dire need of a second edition, with everything clearly laid out. Hopefully next time we play, it will go a bit smoother.

December 2, 2011 at 2:32 PM

Blogger Unknown said...

"For example: what happens when there are no active models in a unit (i.e. they are all "tipped over" potential casualties) and no First Aid check can be made at the start of the next turn? Does the unit disappear, or just stay tipped over? (we think they remain on the table)."

I don't have TW, but I do have FoF. If it's like FoF they stay on the table until another unit or medic can get near them and do a First Aid check.

I don't know what happens if all the models in all the units are "tipped over" but if that's the case does it really matter?

December 2, 2011 at 2:40 PM

Blogger Unknown said...

"For example: what happens when there are no active models in a unit (i.e. they are all "tipped over" potential casualties) and no First Aid check can be made at the start of the next turn? Does the unit disappear, or just stay tipped over? (we think they remain on the table)."

I don't have TW. But if it's like FoF, then I believe the models are left on the table until another unit or medic can get near them and do the First Aid check.

If that's the worst "omission" you found I don't think it's too bad.

December 2, 2011 at 2:43 PM

Blogger Dallas said...

Thanks for the comments - I can see this is a popular topic for discussion.

Ken - good comments as well. But no, it's not the worst omission we found. The morale check rule (where wounded and tipped over figures continued to contribute dice to morale checks) was a howler too. I don't have my rulebook nearby right now but there were a bunch like this.

I think your familiarity with FoF is definitely a plus for you. As Greg said, TW seems to assume that you're a gaming buddy and just naturally understand the way the game plays through years of experience. Never having played FoF before put us at a bit of a disadvantage.

December 2, 2011 at 2:48 PM

Blogger Yeti said...

Hi Dallas, this is Bruce from Osprey. I've run about 120 TW demos and can tell you that the core system is very, very simple. A free 4-page rules summary is available on Ambush Alley's website. Having said that, here are answers to your rules questions:

As Ken said, if an entire unit is hit then it remains on the table until either friendly troops make contact for a first aid check, or enemy troops make contact to kill or capture.

For demos I've been playing it as: hits are always allocated to uninjured models first, though for regular games common sense dictates that it is more realistic to include lightly wounded characters as well, since they're still fighting. Seriously wounded soldiers aren't fighting anymore, so I don't include them, though you could argue that they might be hit, I doubt any enemy troopers are intentionally shooting at them.

Units have to maintain cohesion distance (1" or 2" depending on terain), so 'hit' figures go with the unit...this fits the spirit of the rules in that they could have been hit at any time during movement, unit cohesion is required, and we want to keep a fastpaced fire-team game here, so avoid breaking up a fire team before you know if there are casualties.

Your game sounds as though it was unbalanced because the D6 fire teams were rolling the same # of dice as the d8 fire teams. I've found that for play-balance in a small intro scenario like the one described, it is best to have D6 irregulars have an extra 1 or 2 guys per fire team. So three 4-man D8 teams are a good match for two 5-man, and two 6-man D6 teams IMHE. Of course, if you're making realistic battles there's no need for them to be balanced...plenty of real combat is pretty one-sided.

Anyway, I hope you print out the rules summary and give the game another chance.

December 2, 2011 at 4:50 PM

Blogger Mike A said...

@Ken- I have both TW and FOF, and I can say that Ambush Alley dropped the ball with this book. Sure, it's very nice to look at, but the rules are not clearly laid out. FOF, seems to have all the relevant rules in the appropriate sections of the book. Don't get me wrong, I really like TW. It just needs to be tidied up. Cheers.

December 2, 2011 at 5:03 PM

Blogger Dallas said...

Hi Bruce, thanks for taking the time to comment, much appreciated. We actually used the exact forces and deployment from the scenario on page 96 of the book, so any balance issues are pre-existing ones- the d6 teams mostly had 5 men while the USMC had four.

I guess a great deal of my frustration with the rules is captured in your third paragraph where you talk about "how you play it". With a set of rules like this (relatively complex and simulational in nature) I'd like to be able to discern clearly what the designers intended and not have to rely on interpretations or house rules for common situations. We will sure check out the rules summary you mention and you can be sure we will play the game again with that assistance. Thanks again and I do appreciate receiving the review copy.

December 2, 2011 at 6:51 PM

Blogger Barks said...

Good review- I'm a fan of the core concepts, but agree that the rulebook layout leaves much to be desired. I actually plan on running this scenario today with a mate, we'll see how it goes.

December 3, 2011 at 6:15 PM

Blogger Yeti said...

You're quite welcome Dallas. I taught myself the rules, and though I did discover across many demos that at first I didn't run the game exactly the way the designers intended, the play-quality was constantly high from the first time I played the game. I think that's because the game's most basic element of using fire-teams instead of individual figures speeds play, and the ability to react to your opponent's moves reflects reality better than IGO-UGO systems...it gives the game a more organic appeal.

Also, I re-read the casualities section again last night and found that it does answer the 'whether casualties can be hit' question: keep in mind that lightly wounded figures are still actively fighting, so they add Defense dice, whereas seriously wounded do not, and are considered Dependents who might be hit if more than half of Defense dice are failures,...here's the long version of that on page 68:

FIRE AT UNITS WITH
DEPENDENTS & CASUALTIES
If a unit with Dependents or Casualties is fired upon, it
makes its Defense roll as normal. Note that only combat
effective figures contribute a defense die – in other words,
Casualties and Dependents do not add dice to the unit’s
Defense. However, if the unit rolls more failures (scores of
3 or less on their Defense dice) than successes and it is
determined that they have suffered casualties, then one (1)
of the casualties must be counted against a Dependent or
pre-existing Casualty.
Casualties are only subject to the most serious injury
result they’ve received thus far. A casualty that was
determined to have Serious Wounds in earlier play would
not suffer any additional effects if they received an
additional Light or Serious Wound later in the game. If the
unit received a KIA result, however, it would be KIA.
Example: A Marine fireteam is escorting two wounded
contractors to safety when it is fired upon by Martian
rebels. The Marine player rolls 4D8 for Defense and scores
a 1, 2, 3, and 4. The rebel player rolls 4D6 for Firepower
and scores a 2, 3, 5, and 6.
The Marine player allocates his Defense dice and determines that the unit will suffer 2 casualties. Since more than half of the Marine players Defense dice were failure
rolls (with scores less than 4), one (and only one) of those two casualties must be a Dependent. One of the contractors is hit and a First Aid Check must be made to determine his fate.

December 4, 2011 at 8:02 AM

Blogger Dr Vesuvius said...

Good review - it almost perfectly matches my experience of trying to learn Force On Force, especially the feeling that the rulebook was written with the assumption you already know the rules. I love a lot of what FOF/TW does, and think there is a great game in there somewhere. Unfortunately that somewhere isn't on the printed page.
Greg@Osprey - agree with you that the core of the game is very simple, however it's the specific cases that aren't explained clearly on the page. Is it possible your familiarity with the game makes it difficult to judge how well the book explains the rules to someone coming in cold?

December 6, 2011 at 3:16 AM

Blogger sureshaker said...

Very good review, very fair and honest.It mirrored our club's experience. Our club playtested TW and it was difficult. We have played Ambush Alley, Ambush Z, and Ambush Valley, but we had never played FoF so our learning curve was steep. I bought the TW rulebook because it was better than my last edition of playtest rules. TW is still my first choice for 15mm SciFi gaming, I wish I understood the rules better.

December 9, 2011 at 7:12 AM

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