Showing posts with label Tomorrow's War. Show all posts
Showing posts with label Tomorrow's War. Show all posts

Wednesday, January 18, 2012

Game This Week - Tomorrow's War

Tonight we go for round two vs. Tomorrow's War!
Well, our first go-round was a little rough, but we are not deterred, so this week we will be giving "Tomorrow's War", the sci-fi skirmish rules from Ambush Alley Games/Osprey, another try. I have heaped a fair amount of ranting/complaints on the rules, but conscript Mike A has doggedly suggested that the rules are actually much clearer when you read "Force On Force", the modern skirmish game from Ambush Alley, which uses the identical core system. 

I borrowed a copy of "Force On Force" from Mike A, and I think he's right.  Some things are still fuzzy, but the basics are much clearer in "Force On Force".  Armed with this (still possibly delusional) new understanding, I think we will have a much better time of it.  Or we won't, but it's still fun to push figures around!

Tonight's scenario will pit the sinister, menacing forces of Gün Schwarm against the sinister, menacing forces of FuturKom.  On the world of Dnieper VII, the FuturKom's 356th Guards Army has launched a major offensive and is sweeping all resistance ahead of it.  The 210th Schwarm Korps is trying to dent the advancing Kommulists where it can while falling back toward a new defensive line.  The spearheads of the 356th Guards have had to deal with spoiling attacks from mobile Gün units, the odd mob of "TruKom" rebels, and the occasional air strike by the LuftSchwarm.

One such Kom spearhead, stopped near an abandoned village, was the victim of a particularly hard-hitting air strike.  Their APCs and T-340s have been knocked out, and the troops scattered. The local Güns have spotted this confusion, and have moved in for a quick counterattack, hoping to finish off the column and grab some valuable intelligence from a T-640 that appears to been knocked out. Will the Güns get the job done? Will the Kom motor fuzileers rally in time to see them off? Will TruKom rebels try and join the fun? Lock and load on Dnieper VII!

Hope to see you tonight!

Friday, January 13, 2012

Contest Entry - Gün Schwarm "Strike Force"

The folks over at Ambush Alley Games are running a "Strike Force" contest to promote "Tomorrow's War".  I'm sure we'll be trying those rules again soon, and I thought the chaps from Gün Schwarm could put in an appearance for the contest.  Besides - if I'm going to get creamed in one contest, might as well get creamed in another!  With that in mind, I am happy to present a squad of gerpanzert panzer grenadiers from the 210th Gün Schwarm Korps.


Strike Force from the 210th Schwarm Korps

The Background

Tracing their roots back to the North American environmental movements of the early 21st century, Gün Schwarm now fights for order and enforced recycling through the galaxy.  The troops of the 210th have seen a great deal of action against Dallas' Kommulists and Mike F's Future Brits in diverse locales, including repeated bouts of very heavy fighting in New New Berlin.  We have previously used our own home-made skirmish rules for these games, but we look forward to these fellows battling against the deluded minions of FuturKom using the new Ambush Alley rules.

This Strike Force from the 210th features is based around a pair of 8-man squads mounted in APCs and pair of deadly Panzer Ausf. W-2050 class tanks.

Fireteams deploy with their trusty SdKfz 2040 APC - MBT in the background
 The infantry squads will each play as a pair of four-man fireteams - one fireteam will contain the RPG, and the other will contain a grenade launcher.

Gün Schwarm Platoon Commander (right) leads the infantry, while the Kaptain (left) is in charge of the overall detachment
 Infantry support includes a sniper, a hard-hitting MG-2030 team, and the "SchwarmBot", which is on hand to help with everything from recon to EOD to close-up fighting.  SchwarmBot also mounts a heavy AT laser, so it is often sent to sneak around enemy armoured vehicles while fighting in built-up areas.
 
The SchwarmBot - handy for special, otherwise-really-life-threatening tasks
The tanks mount Gün Schwarm's deadly 120mm high-velocity cannon, useful against FuturKom's hordes of T-340s.  In addition to the regular supply of AT and HE rounds, this weapon can fire the special ATGM "Schwarmpunkt" rounds (with super-dense-un-obtanium cores) which can even engage the dreaded T-640.

The Panzer Ausf. W-2050s MBTs are deadly fighting machines

Mobile detachments like this one form the core of the 210th Schwarm Korps' fighting ability, able to engage right across the full spectrum of Gün Schwarm's various "kinetic community outreach" battle concept.  From urban ruins to grassy steppes, the 210th is ready for the worst the awful Kommulists and their Brit toadies can offer.

The Models

The infantry are primarily 28mm scale "Steel Legion" models from GW's WH40k range.  The officer are 28mm "Death Korps of Krieg" figures from GW's Forge World.  The SchwarmBot is a 28mm GW RT-era robot, with an up-gunned laser cannon.  The APCs are "Claymores" from Old Crow. The tanks are modified Panthers from Solido.

The Stats
Gün Schwarm Basic Attributes
Confidence Level: High
Supply Quality Level: Normal
Overall Tech Level: 2
On Grid? Yes
Body Armour: Light Body Armour: (1D)
Troop Quality/Morale: D8/D10

Gün Schwarm Infantry Squads & Support
Squad 1
1 x APC
Grenadier Fireteam 1A
1 x FTL with Kar. 2040
2 x Grenadier with Kar. 2040
1 x Grenadier with Panzerfaust 2038 (TL2, Med. AP:2/AT:2-L)
Grenadier Fireteam 1B

1 x FTL with Kar. 2040
2 x Grenadier with Kar. 2040
1 x Grenadier with Granatewefer (TL2, Lt. AP:1)

Squad 2

1 x APC
Grenadier Fireteam 2A
1 x FTL with Kar. 2040
2 x Grenadier with Kar. 2040
1 x Grenadier with Panzerfaust 2038 (TL2, Med. AP:2/AT:2-L)
 Grenadier Fireteam 2B
1 x FTL with Kar. 2040
2 x Grenadier with Kar. 2040
1 x Grenadier with Granatewefer (TL2, Lt. AP:1)

1 x Sniper with Kar. 2012 (TL2, Lt. AP:2)

1 x MG 2030 Team (TL2, Med. AP:4/AT:1-L)

SchwarmBot - D8 Troop Quality Smart Bot, equipped with Schwere LWS (TL3, Med. AP:2/AT3-M)

Schwam Korps Panzer Section
2 x Panzer Ausf. W-2050

Gün Schwarm Vehicles
Name: Panzer Ausf. W-2050 MBT

Class: Heavy
Front Armour (TL2): 5D12
Side Armour (TL2): 4D12
Rear Armour (TL2): 3D8
Main Gun (TL3): 120mm (Heavy Gun)
- AT Value: 6D
- AP Value: 4D
Secondary Weapon: MGs
- AT Value: -
- AP Value: 4D
Crew: 4 (Commander, Gunner, Driver, Loader)
Attributes & Notes: Heavy Hitter - 120mm main gun uses advanced rounds

Name: SdKfz 2040 APC
Class: Medium
Front Armour (TL2): 2D8
Side Armour (TL2): 1D8
Rear Armour (TL2): 1D8
Main Gun (TL2): Twin-cannons in turret
- AT Value: 1D
- AP Value: 4D
Crew: 2 (driver & gunner) and 8-10 passengers

Thursday, December 1, 2011

Tomorrow's War - Today's Headache

Cover of "Tomorrow's War" - new skirmish rules that are generating a ton of buzz
A couple months ago, TMP member "Osprey Joe" kindly offered to send us a review copy of Osprey's hot new SF skirmish ruleset, "Tomorrow's War".  As a Scotsman and a Winnipegger (our motto: "if it's free, it's for me") I could not help but take him up on this generous offer.  The book drop-shipped and arrived directly from Amazon, in good condition except for a razor-cut on the cover near the spine.  Not sure how that happened but it doesn't really affect the condition of the book.

Wanting to familiarize myself with the rules and host a game in a timely fashion, I read a bit of the book each night in bed before going to sleep.  Certainly a pleasant way to pass a few minutes at the end of the day - the book is beautifully designed, laid out and executed. The paper is glossy and heavy, the binding feels like quality, and the pictures are pretty. There is tons of background included, which some readers will enjoy, but to me is of marginal relevance as we use our own models and factions in our SF games.

Unfortunately the book worked rather better as a sleep aid than I had expected. As I said, I'm not too interested in the "TW Universe" (especially as there aren't model ranges specific to the factions) and I found the rules to be rather... dense as well.  And keep in mind I spend my days reading stuff like this. There are just a lot of fundamental rules points where questions still exist. 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). Do "tipped over" models contribute to a unit's armour saving rolls when they are shot at? Can hits be allocated to wounded or tipped over models before active models? And my favourite, when reaction fire causes models in a moving unit to be tipped over, do these tipped over models "follow" the rest of the unit as they complete their movement? (Unbelievably to me, this basic question regarding a situation that will happen in virtually every game was answered on TMP by the designer with a "do it whichever way you like, in agreement with your opponent")

In any event, we were still eager to give the rules a go so we set up the "Rescue the Downed Pilot" scenario from page 96 of the rulebook.
An overhead view of the table - the USMC faction can be seen advancing through the open on the right side of the pitcure, while the DPRG squads wait in ambush
The game pitted three teams of d8-quality USMC rockstars (repped by Greg's IG Kasrkin Stormtroopers) against four teams of somewhat less rockstar-ish d6-quality DPRG (my Pig Iron Kolony militia), waiting in ambush.


The sturdy conscripts of Futurkom played the part of the DPRG in the game
The game started with USMC having the Initiative and needing to retrieve the pilot from the building near the centre of the table. I was thinking that the mission should be cake from the DPRG perspective as we were set up in ambush... however our effective "ambush range" was only 12 inches and the USMC retrieval lanes were mostly outside this zone of death.

Greg B's GW Kasrkin Models stood in for the USMC side in the scenario
The downed pilot - always a source of trouble for the REAL fighting troops...
However, as always, the best laid plans... etc. etc. As the USMC advanced towards their objective I succumbed to the temptation to get "trigger happy" and light up the attackers... which didn't go so well.
My d6 firepower rolls were no match for Greg's hot-rolling Reaction Fire with d8s.

The Futurkom grunts wait in ambush...
USMC troops wait on Overwatch in the woods
The game turned into a bit of a gong show as, turn by turn, my squads were whittled down by accurate USMC fire. Towards the end I tried to move some teams into the building with the pilot to induce some close combat with the USMC (faint hope I know) but the intrepid Kommers were lit up before they knew what had hit them.
The Futurkommers try and visit with the downed pilot...

What happens in "Tomorrow's War" when one side has a better troop quality...
It was all over by about Turn 6 as all of my troops were tipped over with no active models left to make First Aid checks.  I suppose technically we might have declared a "Thorpian Moral Victory" since the USMC couldn't have retrieved the pilot and made it back to their table edge by the end of turn 8... but it hardly seems like much of a "victory" when you have no models left to fight with.

We set up the models again and the DPRG tried a more patient tactic, which worked somewhat better at first, lighting up a USMC team advancing in the open, working some angles to try and cover the objective, and mostly JUST NOT MOVING. We didn't finish the second run through but I suspect it probably would have finished similarly to the first, albeit with more USMC casualties.

Summing up? Tomorrow's War has some great points - turn interruption and Reactions are very cool.  However it's easy to get mixed up as to who's got Initiative, who's reacted, and who can react, as well as the plethora of markers required to denote wound status and other things. The rulebook desperately needs some editing and organization. It's a beautiful book but some more attention to detail is warranted. For example, in the sample scenario we played, the terrain includes a stream and small lake. Referring to the "terrain effects" section in the book (also not easy to find), we see a statement to the effect that "the scenario will specify the game effects of the water feature on movement". Guess what?  It didn't, so we had to agree on that ourselves. Not a big deal in this case, but if the scenario was designed with a specific water effect in mind, it was a well-guarded secret. Likewise the maps for the scenarios - the text listed table sizes as anything from 3x3 to 6x4, but the maps all show 4x4 layouts!

These are minor niggles, of course, next to the Big Unanswered Questions in the rulebook (like "what happens to tipped over figures?") but it bespeaks what many have complained about of late - an emphasis on rulebook form over function.  There are a ton of beautiful looking rulebooks out nowadays and aesthetic appeal in game books is no longer the exclusive realm of Games Workshop. But I get the feeling with TW that more emphasis was placed on the physical product than on the guts of the thing - cogently laid out rules that are lucid and easy to find. The lack of a quick play sheet, for example, is inexcusable, especially when considering the number of pages devoted to background fluff. We'll certainly try TW again but we are increasingly skeptical of the "love bombs" (thanks Greg) for TW being dropped in carpet-fashion all over the web. Grade: B-.

Dallas

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Dallas has summed things up very well.  My two cents - the book looks great, but was written as though you already knew the rules.  At the end of the day, I think there is a great set of rules in there somewhere.  It was neat to play a game knowing, for instance, that you could cover the advance of your own troops, and it made you plot out different approach paths etc. 

But the rulebook itself is inexecusably baffling and incomplete - the lack of clear information on what happens to a casualty is the most galling example, but in general, the rules the read out like you should already just know them.  Do you still exchange fire when you are fired at while on the move? How many times can regular units react?  What is the difference between ambush and overwatch? The book implies the the answers are obvious. Sorry - they're not. 

I really want to play TW again - so at that basic level, I would say the rules are a success.  But to do that, we'll have to pile through all sorts of forums etc just to ascertain the basic mechanics of how the game is supposed to work.  I look forward to an edition of these rules that contains the rules.

Greg