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![[Post New]](/s/i/i.gif) 2011/10/07 17:45:55
Subject: [Tomorrow's War] AAR (Advance Copy!)
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Brigadier General
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A member of our club got an advance copy of Tomorrow's War sent to him by the publisher for review so last night he ran a senario for the club. Here's his AAR. It gives a pretty good idea of how the rules function and his impression of them:
http://rpgdiehard.blogspot.com/2011/10/after-action-report-tomorrows-war.html
Here's a slightly exanded version of what I posted elsewhere regarding my experience with the game.
Ok, Played the game last night. I'll make a more throrough post later, when my friend posts the pics Here's some initial thoughts. It was a great time.
The rules achieve realism balanced with game-flow like no other rules I've played. 5150's Reaction system plays fairly logically and and feels very realistic but it is more drawn out than Tomorrow's War, on the other hand WarEngine plays faster, but is not nearly as realisitc. We played a senario where elite mercenaries have to rescue a pilot while irregular rebels try to thwart them. The Pilot was rescued, but the Mercs lost too many troops captured or as casualties and lost by one victory point.
Some observations.
1-There are no points systems. The games are entirely senario based, and it's up to the players to determine the forces involved. This also means that those enjoying the game must be able to gain enjoyment from the game experience as much -or more- than winning, because sometimes the deck will be stacked against you.
2- It has a reaction system that is similar to 5150 but more streamlined and shortented. This means that when one unit does something, it will incur a reaction from enemy units that are in sight, but the chain of reactions has a shorter end than 5150. This is more than a simple overwatch mechanic, but plays quite well.
3- Weapons have an optimal range (a bonus is applied) but no maximum range. It's assumed that on an average gaming table, weapons can shoot as far as the limits of the table if there is no terrain in the way.
4-Special and heavy weapons integrated have special functions if placed in their own squads, but if integrated into infantry units, they simply add more dice to the number of dice you roll for firepower. This is one of the streamlined elements that actually adds to gameplay rather than takes away, as it puts the emphasis back on superior tactics and positioning rather than a certain combination of weapons and wargear.
5- The book is gorgeous. That it is published by the respected Military publisher "Osprey" is evident in the production values. Full color front to back and and 260 pages thick! Lots of nice art that is consistent in style throughout and alot of pictures of well painted miniatures from a a number of different manufacturers. We played with the basic combat rules, but the book covers orbital insertions, medivac, nanotech, weather conditions, ECM, etc. There are also optional "fog of war" cards that can be copied from the back of the book. These are given when certain rolls come up for activation. They aren't overly powerfull, but they do add a bit of random chance. I look for ward to trying these out
6-Whether casualties are lightly wounded, seriously wounded, or killed makes a big difference as you usually have to treat the wounded or bring them with you and that affects the squad's performance. However, the wounded are not merely a drain on a unit's performance, they affect victory points and the campaign system in the rules takes wound vs. killed into account.
7. There are fairly extensive vehicle rules which we did not have a chance to try.
Suffice to say, this is a game about realistic tactics and the correct application of the forces present in a given senario. List-building, close-combat, special charachters, custom load-outs and the like have little or no bearing on the game. I like the Sci-Fantasy style of games like 40k, WarEngine and others, but after playing Tomorrow's War, I'll be much more hesitent about calling them Science-Fiction or Tactical.
As a fast and simple rules kind of guy I usually like to play with the basic rules and leave out anything that's going to take my games over 2 hours. However, after 2 and a quarter hours for a game of Tomorrow's war I actually wanted to try bigger games with more senario elements (grav insertion, medivac, vehicles, ECM, etc). I still like sci-fantasy alot, but I will be picking this book up soon. Tomorrow's war has definitely won a place as my new favorite "hard" Sci-fi ruleset.
At 24 bucks from amazon, it's probably one of the great gaming deals out there. Available for pre-order here:
http://www.amazon.com/Tomorrows-Science-Fiction-Wargaming-Rules/dp/1849085315/ref=sr_1_1?s=books&ie=UTF8&qid=1317913430&sr=1-1
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This message was edited 3 times. Last update was at 2012/05/07 08:08:17
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![[Post New]](/s/i/i.gif) 2011/10/07 18:23:22
Subject: Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
Maryland
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Thanks for this AAR. I can't wait for Tomorrow's War to come out!
I'll probably be using 15mm Stargrunt models to play with.
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![[Post New]](/s/i/i.gif) 2011/10/07 19:15:37
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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Glad you enjoyed it.
Stargrunt minis are really nice and the line is always growing in unexpected ways. I'd love to see some pics of them.
We play primarily 28mm, and I'm really looking forward to this as a way to get my Denizen Sci-Fi Ventaurans and Khiff on the table more often. They have a more "hard" sci-fi vibe that fits Tomorrows War well.
http://www.dakkadakka.com/dakkaforum/posts/list/399356.page
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![[Post New]](/s/i/i.gif) 2011/10/10 17:22:59
Subject: Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
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Reading the rulebook right now, loving it. Glad i bought it. I got it off ebay about a week ago btw.
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This message was edited 1 time. Last update was at 2011/10/10 17:26:45
Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2011/10/10 17:51:30
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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Perkustin wrote:Reading the rulebook right now, loving it. Glad i bought it. I got it off ebay about a week ago btw.
Cool. Nice job on the early acquisition. Sounds like you got someone's advance copy or a show sale copy. They've been selling it at wargaming shows for a month or so.
I was planning on going through amazon, but my FLGS is going to carry it and I've got some credit there, so I may have to wait a bit longer....
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This message was edited 1 time. Last update was at 2011/10/10 17:59:45
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![[Post New]](/s/i/i.gif) 2011/10/10 19:06:40
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
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According to the ads I've seen it is due out on the 20th of this month. Looking forward to it.
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![[Post New]](/s/i/i.gif) 2011/10/11 12:45:55
Subject: Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
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Forgot to say, it is indeed a Gorgeous book.
Now I've just got to try and get a game in somehow.
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Mary Sue wrote: Perkustin is even more awesome than me!
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![[Post New]](/s/i/i.gif) 2011/10/11 23:09:07
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
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Agreed it's a great book and a very nice game. I've only been able to read it through (no games to AAR yet). Here's my review from rpg.net, focusing on the things I thought that esp. make it a good game.
http://www.rpg.net/reviews/archive/15/15416.phtml
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![[Post New]](/s/i/i.gif) 2011/10/12 01:08:38
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Dakka Veteran
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This looks interesting. Couple of things though.
How many figures per side do you think and still be able to finish before the wee hours of the morning?
How long does a typical game take to play?
Squad or man to man based units?
Maybe I can get some use out of my infinity minis for this
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![[Post New]](/s/i/i.gif) 2011/10/12 02:01:05
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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jedi76 wrote:This looks interesting. Couple of things though.
How many figures per side do you think and still be able to finish before the wee hours of the morning?
How long does a typical game take to play?
Squad or man to man based units?
Maybe I can get some use out of my infinity minis for this
The game we played took about 2 hours With 12 figs on one side and 20 on the other. The game can handle larger engagements including vehicles of all types and I think that once you got the rules down, a big game would probably be about 3 hours. It's definitely not going to accomodate a game on the size of large 40k battles on the same table. TW is trying for realism and theres nothing realistic about the number of figs on a 6x4 table in a 1250+ point 40k game.
It is squad based with one man equaling one man.
It would definitely accommodate infinity minis. Our battle had Pig Iron, Vor, Copplestone, and a few Warmachine figs. It has rules for robot support platforms, mechs, etc also.
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![[Post New]](/s/i/i.gif) 2011/10/12 03:23:44
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Longtime Dakkanaut
Maryland
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Eilif wrote:It has rules for robot support platforms, mechs, etc also. It has rules for robot support platforms, mechs mechs Welp, that's gone and done it. I think I'll mozy on over to Amazon to get my pre-order in.
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This message was edited 4 times. Last update was at 2011/10/12 03:24:53
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![[Post New]](/s/i/i.gif) 2011/10/12 03:23:50
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Dakka Veteran
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Cool beans eilif. Wish I still lived in Illinois I'd try and get my toys to beat up your toys
Thanks for the info, sounds like something I may want. I like a middle ground between realism and simple playability.
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![[Post New]](/s/i/i.gif) 2011/10/12 09:06:21
Subject: Tomorrow's War AAR (Advance Copy!)
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Anti-Armour Swiss Guard
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I picked up a copy at a con a couple of weekends back.
Gorgeous book (Well, it IS Osprey).
The rules seem to make sense, and work well (I'm working on some 40k conversions to TW to make it easier for my clubmates to get the concepts - just need to get more dice ( d8s and d12s - I threw away those useless dice years ago as I didn't play d&d, 40k stopped using them - and no games I played used them). Automatically Appended Next Post: privateer4hire wrote:Agreed it's a great book and a very nice game. I've only been able to read it through (no games to AAR yet). Here's my review from rpg.net, focusing on the things I thought that esp. make it a good game.
http://www.rpg.net/reviews/archive/15/15416.phtml
Nice review, Privateer.
They HAVE just released a TW-qrs in the Ambush Alley (company) free downloads.
http://ambushalleygames.com/resources/downloads/30-playing-aids.
Point costs will be an SOG release ('paid' membership with benefits), apparently.
Although the Fog cards WILL be released as a separate deck of cards as well.
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This message was edited 1 time. Last update was at 2011/10/12 09:12:23
I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2011/10/12 12:49:23
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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infinite_array wrote:Eilif wrote:It has rules for ....
mechs
Welp, that's gone and done it. I think I'll mozy on over to Amazon to get my pre-order in.
Good idea. I should point out though that this isn't Battletech and the mech rules are fairly abstracted. They are treated like other vehicles with some additional rules for walkeryness. Still, I'm stoked to be able to get this guy on the table soon:
http://www.dakkadakka.com/dakkaforum/posts/list/399356.page
jedi76 wrote:Cool beans eilif. Wish I still lived in Illinois I'd try and get my toys to beat up your toys
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If you're ever in Chicago look us up (link in my sig). Our yankee club is friendly to visitors, even those from the south...
chromedog wrote:The rules seem to make sense, and work well (I'm working on some 40k conversions to TW to make it easier for my clubmates to get the concepts - just need to get more dice (d8s and d12s - I threw away those useless dice years ago as I didn't play d&d, 40k stopped using them - and no games I played used them).
It's entirely possible to import most units from 40km but harder to translate some of the game concepts. Interestingly, Power Armor is appropriately mighty, so while a Space Marine force in TW is going to be very very small, it might actually be a better representation of of SM than 40k.
Funny you mention dice. I had just split a pound-o-dice with a friend of mine on a whim even though I didn't need them. Now I have a use for them!
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This message was edited 1 time. Last update was at 2011/10/12 12:49:46
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![[Post New]](/s/i/i.gif) 2011/10/13 09:29:43
Subject: Tomorrow's War AAR (Advance Copy!)
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Anti-Armour Swiss Guard
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I've pretty much got:
Guard at d8s for TQ.
Marines at d10s (d8s for scouts).
Necrons like marines are d10 with hard to kill, etc
Grots are d6 (so are conscripted guard).
Mate in the club has some Copplestone castings "not-Predators" that he wants to use - so I'm doing up some stuff for them for a hunting party.
I'm thinking d10 TQ, with 2d armour, stealth. Something to cover the Predator's first aid kit.
Trying to work out the plasma caster atm.
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I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2011/10/14 14:28:38
Subject: Tomorrow's War AAR (Advance Copy!)
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Battlefield Tourist
MN (Currently in WY)
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If it is anything like Force-on-Force (which it is a spin-off for) the game will be AWESOME with a nice glaze of GREAT sauce over the top.
I can't wait for my FLGS to get it so I can pick it up.
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Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing |
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![[Post New]](/s/i/i.gif) 2011/10/15 12:27:42
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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You'll probably be pleased then as other reviews I've read say that it's almost exactly like Force on Force with the addition of Sci-Fi elements, (armor, weapons, ECM, vehicles, etc) fluff and such.
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![[Post New]](/s/i/i.gif) 2011/10/19 16:46:02
Subject: Tomorrow's War AAR (Advance Copy!)
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Nervous Hellblaster Crewman
Sunderland
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Sounds interesting !!! So using 40k SMs would work for this game ?
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![[Post New]](/s/i/i.gif) 2011/10/19 17:48:52
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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Yes, but you're not going to have very many of them. If you're facing off against non SM's, you'd proabably have 5-10 and the only way I see it going over 15 is if you're facing other power armored troops or a fair number of tough vehicles.
Take my numbers with a grain of salt though as I've not played with power armor yet.
There's some discussion about this over about the Ambush Alley forums, but it hasn't completely shaken out yet.
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![[Post New]](/s/i/i.gif) 2011/10/21 11:56:04
Subject: Tomorrow's War AAR (Advance Copy!)
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Lord of the Fleet
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Sounds quite reasonable, somewhat realistic gritty skirmish battles with elite guys being...elite.
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![[Post New]](/s/i/i.gif) 2011/10/21 15:06:01
Subject: Tomorrow's War AAR (Advance Copy!)
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Battlefield Tourist
MN (Currently in WY)
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@Chromedog, why TQ of d10 and not d12?
I suppose it depends on if you are more a proponent of "heroic/Movie" marines or not.
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Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing |
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![[Post New]](/s/i/i.gif) 2011/10/21 15:20:10
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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Easy E wrote:@Chromedog, why TQ of d10 and not d12?
I suppose it depends on if you are more a proponent of "heroic/Movie" marines or not.
Also, since it's a points-less (not pointless!) system the choice of which dice to use is much more dependent on how it will compare vs the number and quality of the enemies they will be facing. The dice chosen may even change from senario to senario based on how well it fits the needs of a given scenario.
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![[Post New]](/s/i/i.gif) 2011/10/25 00:15:39
Subject: Tomorrow's War AAR (Advance Copy!)
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Anti-Armour Swiss Guard
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Easy E wrote:@Chromedog, why TQ of d10 and not d12?
I suppose it depends on if you are more a proponent of "heroic/Movie" marines or not.
Because the d12s should be reserved for the "ultra" heroic types.
I just don't see the rank and file marines as d12 material.
d10s should be plenty for them.
don't forget the +3dice armour, extended optimum range (for PA) and greater movement, ability to self-medical check. Probably 'intimidating' as well.
d10s should be adequate for the task.
Now for a "heroic last stand" thing like Ultramarines on Macragge, defending the polar fortress from Tyranids, I'd use d12s, and change armour to 4d, adding hard-to-kill to that as well.
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I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2011/10/26 02:32:31
Subject: Tomorrow's War AAR (Advance Copy!)
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Stalwart Veteran Guard Sergeant
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How many models does a player usually use.
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![[Post New]](/s/i/i.gif) 2011/10/26 14:13:23
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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It has been said that the rules will scale up to small company size, but most games are on a platoon scale and seem to involve 20-40 models per side in squads of 4-5 (sometimes more for low quality troops.)with the possible addition of a couple vehicles.
Figure a number of troops 1/2 to 1/4 the size of a 40k battle. IIRC, We used one of the supplied introductory scenarios in the rulebook and we had 12 elite troops (3 squads of 4) vs around 24 irregulars.
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![[Post New]](/s/i/i.gif) 2011/12/08 01:35:06
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Drone without a Controller
Utah
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Hey sorry for the thread necromancy but is this a standalone product or does it need force on force?
Edit: oh and how modifiable are the rules?
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This message was edited 1 time. Last update was at 2011/12/08 01:49:40
The Future belongs to those who believe in the beauty of their dreams. |
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![[Post New]](/s/i/i.gif) 2011/12/08 01:53:52
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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It's a standalone product.
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![[Post New]](/s/i/i.gif) 2011/12/08 02:01:15
Subject: Tomorrow's War AAR (Advance Copy!)
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Drone without a Controller
Utah
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Eilif wrote:It's a standalone product.
Ok thanks
That is what I really wanted to hear
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The Future belongs to those who believe in the beauty of their dreams. |
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![[Post New]](/s/i/i.gif) 2011/12/08 15:10:19
Subject: Re:Tomorrow's War AAR (Advance Copy!)
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Fresh-Faced New User
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Hi Community,
I've worked on the considerations for a conversion of the Space Marines to Tomorrow's War. I create the a normal Battle Company of the Space Marines and made a few "radical" changes to the GW Marines. I hope you like it.
Space Marines
Troop Quality: D8-D12
Moral: D8-D12
Confidence Level: High
Supply Quality Level: Normal to Abundant
Weapon: TL2
Body Armor: TL2 Scout Armor (2D) / TL2 Standard Power Armor (3D) / TL2 Terminator Power Armor (4D) or (3D)/Hard to Kill (D6)
Attributes:
For Units with Scout Armor
- Advanced Sensors (+1 die shift for Spotting Roll/Double Optimum Range/Night Vision)
- Skeletal Augmentation (+1D Defense)
- Augmented Senses (+1 Modifier for Spotting Roll)
- Close Assault Weapons
- Stealthy
For Units with Standard Power Armor
- Advanced Sensors (+1 die shift for Spotting Roll/Double Optimum Range/Night Vision)
- Active Trauma Treatment (Use Advanced First Aid Table/First Aid Check without any healthy Figure)
- Intimidating
- Inspiring
- Skeletal Augmentation (+1D Defense)
- Augmented Senses (+1 Modifier for Spotting Roll)
- Close Assault Weapons
For Units with Terminator Power Armor
- Advanced Sensors (+1 die shift for Spotting Roll/Double Optimum Range/Night Vision)
- Active Trauma Treatment (Use Advanced First Aid Table/First Aid Check without any healthy Figure)
- Intimidating
- Inspiring
- Skeletal Augmentation (+1D Defense)
- Augmented Senses (+1 Modifier for Spotting Roll)
- Slow (Only Tactical Movement / -1 for Reaction Test)
- Weapon Carrier (use Medium/Heavy Support Weapons without Movement Penalties)
- Close Assault Weapons
Space Marine Battle Company
1x Space Marine Command Squad
2x Space Marine Tactical Platoons
1x Space Marine Assault Platoon
1x Space Marine Devastator Platoon
Space Marine Command Squad
Battle Brother Captain w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
Battle Brother Chaplain w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
Battle Brother Apothecary (Medic) w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother Standardbearer w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Space Marine Tactical Platoon
Battle Brother Lieutanent w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
3x Space Marine Tactical Squads
Space Marine Tactical Squad
Battle Brother Sergeant w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
Fire Team Alpha
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother (Specialist) w/Heavy Weapon/Bolt Pistol
Fire Team Beta
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother (Specialist) w/Assault Weapon/Bolt Pistol
Fire Team Gamma
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Space Marine Assault Platoon
Attributes:
- Jump Troops
Battle Brother Lieutanent w/Bolt Pistol/CC-Weapon
2x Space Marine Assault Squads
Space Marine Assault Squad
Battle Brother Sergeant w/Bolt Pistol/CC-Weapon
Assault Team Alpha
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother (Specialist) w/Assault Weapon/Bolt Pistol
Assault Team Beta
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother w/Bolt Pistol/CC-Weapon
Battle Brother (Specialist) w/Assault Weapon/Bolt Pistol
Space Marine Devastator Platoon
Battle Brother Lieutanent w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
2x Space Marine Devastator Squads
Space Marine Devastator Squad
Battle Brother Sergeant w/Bolter (Lt. ABW AP:1)/Bolt Pistol/CC-Weapon
Support Team Alpha
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother (Specialist) w/Heavy Weapon/Bolt Pistol
Battle Brother (Specialist) w/Heavy Weapon/Bolt Pistol
Support Team Beta
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother (Specialist) w/Heavy Weapon/Bolt Pistol
Support Team Gamma
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother w/Bolter (Lt. ABW AP:1)/Bolt Pistol
Battle Brother (Specialist) w/Heavy Weapon/Bolt Pistol
Space Marine Weapons
Support Weapon
Stormbolter - Lt. ABW AP:1 or AP:2
Assault Weapon
Melta Gun - Med. EWS AP:2/AT:2(M) - Target in Optimum Range - Med. EWS AP:3 /AT:3(H)
Plasma Gun - Med. EWS AP:2/AT:2(L)
Heavy Weapon
Heavy Bolter - Med. ABW AP:2/AT: 2(L)
Assault Cannon - Med ABW AP:2/AT:1(L)
Multi Melta - Hvy. EWS - AP-Mode: AP:4/AT:2(M) - AT-Mode: AP:2/AT:4(H)
Plasma Cannon - Hvy. EWS AP:3/AT:3(M)
Lascannon - Hvy. LWS AP:2/AT:4(H)
Rocket Launcher - Med. AP:2/AT:2(M)
Basic reason for the change to a 3 men structure is the firepower cap. The guys how read the rules know what I mean.
@all
C&C are welcome.
Greetz
Arkon
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![[Post New]](/s/i/i.gif) 2011/12/08 17:43:36
Subject: Tomorrow's War AAR (Advance Copy!)
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Brigadier General
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Looks pretty cool, but given the scope of TW, the inclusion of force organization for platoon and company seemed a bit humorous. I have a hard time seeing more than 10 or 20 Space Marines on the table at once.
Space Marines in TW fit the GW fluff to a tee. They are neigh-unstoppable armored killing machines that can take on many times their number with ease.
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