Vertrucio wrote:Yeah, a bit foolish of them to release this on art alone.
So far no one has bothered posting a decent review of mechanics and gameplay.
Well it was only released on Monday, so I doubt many have had time to review it yet... I will have a look for you of a good independant review of the Force-on-Force game engine if you would like as the mechanisms are essentially the same.
It is a mod of the Force-on-Force system, which uses different opposed dice rolls to reflect reaction times, shooting and morale among other things. So any overview of that system will cover the basics game mechanics.
But it basically uses different dice types (from
d6 up to
d12) to reflect troop quality and success rolls. The players roll 'attack' dice equal to their ratings of troops, and the opposing player has a number of 'defence' dice with which to oppose the attacks. Thats it in a very simplfied form!
If you wish to get a good feel for the rules I would suggest visiting the Ambush Alley forum, loads of info there and you dont have to register to view it all.
Here is the Osprey review of Force-on-Force (released before they decided to help publish it next year)...
http://www.ospreypublishing.com/blog/force_on_force_the_modern_kriegsspiel/
It has a 'Fog of War' card system to introduce an element of uncertainty into proceedings. One thing
TW has over the old Force-on-Force is a new armour system for vehicles, which was felt to be a bit lacking in the original game.
If you're curious about what else is in the book, here's a peek of some of the brand new items introduced – other
SF specific modifications of some of
FoF's existing rules are in
TW as well:
Jump Movement
Unit Types – Regular, Irregular, Robotic, Alien
Tech Level
The Sliding Scale of Technology
Tech Level Related Unit Attributes
Weapons
Armor
Stealth
Sensors
Contests Between Varied Tech Levels
Advanced First Aid – Nanotech, Biotech, Power Armor Expert Programs
Powered Armor (
PA Suits)
Early Power Armor (
TL 1)
Standard Power Armor (
TL 2)
Recon Power Armor (
TL 2)
Advanced Power Armor (
TL 3)
Combat Drugs
Awareness Enhancement Drugs
Performance Enhancement Drugs
Frenzy Drugs
Smoke
Smoke From Grenades and Light Mortars
Smoke From Heavy Mortars and Artillery
Special Weapons
Advanced Small Arms
Traditional slug-throwers
Advanced combat rifles (ACRs)
Laser rifles
Gauss rifles
Energy Rifles
Tech Level and Detecting Stealthy or Hidden Units
The Grid and Hidden Units
Chameleon Suits
Exotic (Alien) structures
Unearthly Environments
Vacuum or Hazardous Atmospheres
Gravity Effects
Mechanized Combat
Activating Vehicles
Vehicle Types
Wheeled
Tracked
Ground Effects Vehicles (GEVs)
Anti-Gravity Vehicles (AGVs) and Direct Thrust Vehicles (DTVs)
Walkers
Vehicle Movement
Nap of the Earth (NOE)
Flight
Special Vehicle Weapons
Laser Cannons
Rail Guns (Gauss Cannons)
Energy Cannons 30
Restrictions on Vehicle Fire
Infantry Fire from Vehicles
Sample Vehicles
Gigantic Vehicles
Gigantic Vehicle Weaponry
Firing at a Gigantic Vehicle
Damaging a Gigantic Vehicle
Gigantic Vehicle Movement
Vehicle Attributes
Close Air Support and Interface Operations
Types of Airstrikes
Interface Strikes
Precision Guided Missile (PGM) or Bombing Strikes
Dropships
VTOLs and VTOL Operations
VTOL Troop Insertions
Fast Rope or Grav Belt Insertions
Generic Examples of Aircraft/Interface Fighters 52
Hot Drops & Parasail Assaults
C-RAM
Resolving C-RAM Fire
Resolving Counter Battery Fire
Special Unit types
Robots & Drones
Dumb Bots
Independent Dumb Bots
Sentry Duty
Escort Duty
Patrol
Controlled Dumb Bots
Smart Bots
Bots in Combat
Bots and Reaction Tests
Bots and Fire Combat
Bots and Overwatch
Recalling a Separated Bot
Bots and Morale
Robotic Force Enhancers
Robotic Medics (Care Bears)
Sensor Drones
Small Drones
Tiny Drones
Distributed Drones
Mounted Units
Types of Mounted Units
Movement for Mounted Units
Fire Combat and Mounted Units
Firing from a Mount
Firing at Mounted Units
Close Combat and Mounted Units
Casualties, Dependents and Mounted Units
Aliens
Defining An Alien Force
The Net-Centric Battlefield and the Grid
Grid Quality Checks
Advantages of the Grid
Increased Battlespace Awareness
Enemy Force Location
Improved Command & Control
Force Location and Competing Grids
Precise Fire Missions and Air Strikes
Reduced Danger Close Effects
Beyond Line of Sight (BLOS) Fire
Synchronized Fire
Synchronized Fire Air Defense (SFAD)
Synchronized Fire, Anti-Tank (SFAT)
Disadvantages of the Grid
Anti-Grid ECM
ECM Units
Jamming the Local Grid
Loss of Grid
Irregular Units and the Grid
Appendix 1: Common Unit and Vehicle Attributes
Common Unit Attributes
Advanced Life Saving Capabilities
Despised
Elusive
Indigenous Scout
Interpreter
Mounted Unit
Mounted Cavalry
Medic
Pointman
Poor Initiative
Special Teams
Weapon Teams
Sniper Teams
Dog/Animal Teams
Hard to Kill
Big Guns and Hard to Kill Units
Stealth
Spotting Stealthy Units
Common Vehicle Attributes
Artificial Intelligence (AI)
Active Point Defense (APD)
Amphibious
Anti-Personnel Grenades
Countermeasures
Deathtrap
Detonation Field (DF)
Enhanced Fire Control
ERA Equipped
Fire-or-Move
Gigantic
Hardened
Heavy Hitter
Improved
MGs
Lifesaver
Mine Resistant
Obsolete or Poor Armor
Restricted Arc of Fire
Safe Haven
Slow Firing Weapon
Slow Turret
Smoke Dischargers
Special Armor Types
Advanced Conventional Armor
Energy Resistant Armor
Laser Resistant Armor
Technical
Up-Armored AFV
Up-Armored Soft Skin
Appendix 2: Organization Examples
Typical
TL 3 Human Force
Typical
TL 2 Human Force
Typical
TL 1 Human Force
Typical Mixed Tech Human Force
Appendix 3: Scenarios
Scenario 1: The First Battle of Vallin Farm
Scenario 2: Last Stand at Red Ridge
Scenario 3: The Big Suck
Scenario 4: Bug's in the Reactor
Generic Fog of War Cards