I have already done a review of Force on Force based off of the demonstration game I played at Origins Game Fair. This will be a little more in depth than that review. You can read that here.
Most of you probably already know that Force on Force is a modern warfare skirmish game published by Osprey Publishing for Ambush Alley Games. It is an independent miniatures game without a miniatures line. The book has several recommendations where you can purchase models . I originally thought that not having a minis line would be detrimental, but the rules are set up so you can freely play any modern forces from 1960 to present. The other unique part about not having a line of minis is there is no set scale. You get to determine the size of your battlefield based off of what you own.
Since Origins I have played 3 more games of Force on Force. I learned that the rules tend to focus on the man or in the case of the vehicles the unit and not the equipment. For example there are two type of troops in the game regular and irregular. Each type of troop then has a quality; green, experienced, veteran, and elite. Each troop quality uses a different die type ranging from a d6 to a d12 for their skill rolls.
Without getting into too much detail here is a combat lesson. A squad of 4 green troops uses 4 d6 for combat against a squad of 4 veterans who make an opposed roll using d 10’s. You need four’s to hit, but you compare your highest die roll to your opponents die rolls. The game can be unforgiving if you make a bad roll. I will take that chance to eliminate messy formulas and modifiers and charts. With that said there are some modifiers for things like body armor and terrain but they usually award an extra die. It appeals to me that combat is so deadly.
Vehicles, like troops, have types and classes as well. The type of vehicle is dependent upon it movement mode while the classification is dependent on the thickness of its skin. Vehicles add a whole new level to the game because they are quick and well mobile. They work basically the same way that troops do. That is they follow the same basic game play rules. They do roll on a chart to see what happens when they are damaged.
In the games I have played since Origins I have come to appreciate a pointless game system. If you play more than a Kill em all scenario it forces you to seek out your objectives tactically. Which in the end makes for a more challenging game.
The books, at first, seems to be laid out in a weird fashion that doesn’t seem to have a good order to it. After playing a few games it dawned on me that the book is laid out in the fashion I suggest you learn to play. That is with the game basics first, then turn structure and then infantry. After you have played a few games you can then add vehicles. The game even has rules for air support.
I have enjoyed playing Force on Force. The rules are simple enough you can teach a child to play the game if you wanted. I look forward to Playing Tomorrow’s War. It uses the same system basically. I really can’t wait to make my own scenarios.