Friday, 30 December 2011
You can probably tell what all the figures are without my telling. But just in case you cant they are copplestone cops, a crooked dice uplift security (not at all Captain Scarlet like) and three Hasslefree miniatures all painted to look like cartoon characters. (I'll have to get better at photography). I do have a Fred done previously so not included in this shot. I don't have the Scooby mini, there was something about it I was not sure of at the time, but am now regretting not getting it. Oh well.
The building in the background is hand made by me, but pretty old. It's just to give the figures a sense of scale and some form of background. Anyway it's made out of foam core (also called Lightweight or foam board depending on who makes or sells it). Anyway I'm not talking about that today.
I did have a flick through the "Tomorrows War" rules last night. It ways only a brief look at the rules, but here are my initial thoughts. If you have played "Force on Force" by Ambush Alley there are no surprises. Much of the rules, and 95% of the mechanics can be found there. The basic concept of the mechanics is that you need 4+ to succeed. The number of dice you roll will be dependant on how many figures are for example shooting, the weapons they are using, if they are at short range and other factors. The type of dice used vary with the troop quality. Militia and poorly trained troops will use d6. Regulars d8, Elite will use d10. And the superhuman film stars will use d12 (don't expect many published scenarios for Force on Force to use d12s). Obviously it's easier to roll 4+ on a d10 than a d6 for example. When being shot at the defender also gets to roll dice for their troop quality and it is by comparing these results of both the attacker and the defender that a result is determined.
The main turn mechanic revolves around acting and reacting to each other. For example Player a moves player B tries to react and interrupt player A. Player A may then try to interrupt player Bs attempt at shooting with a different squad. It sounds complicated but works really well on the table. Again your troop quality determines the dice you use rolling against each other to see who gets the drop for that action and then resolves either the action or reaction dependant on the dice.
There is a pregenerated background with some forces and equipment detailed as well as some planets and some political background. You don't have to stick to that of course, but from what I have read it's not too bad. Obviously being an American rules system the Americans have the highest technology and thus the best weapons a bit predictable really.
Overall I do like these rules but as they stand I think I'll stick to Stargrunt. I can see that changing if/when they bring out a couple of supplements with set scenarios and more background. Which I personally think Stargrunt should have done.
All the best Clint