Showing posts with label FFoT3. Show all posts
Showing posts with label FFoT3. Show all posts

Sunday, 3 December 2017

First 6mm games! (FistFul Of TOWS (FFOT) 3 gameplay)




So today my mate Ben and I had our first game of Fistful of TOWS 3; we only used the basic rules for this game as it was our first foray into the field, so our ruleset was relatively simple.  Nonetheless, the game was very enjoyable and we managed to get two games in with increasing complexity.

Although I did win both battles, I would say that it was simply the luck of the dice in the end!  I believe that the first battle was a little lopsided though; the NATO tanks were surprisingly resilient against the Warsaw Pact gunfire, and up to the end still provided a considerable threat.  I feel that maybe another two or three stands would have equalled out the first battle easily.

The second battle I feel may have done with an extra stand or two; however I think that a slightly more aggressive approach would have won out, Ben was a bit cautious of the Abrams tanks on overwatch; perhaps a little moreso than needed.  Conversely I probably would have lost more units in a faster turn of events by rushing forward if I were at the helm!

All in all, we both came away from it feeling that the battles were VERY close calls either way; and we are already planning for our next battles to come!

So without further ado; here is the stories of the battles today!

GAME 1: Armoured skirmish.
Forces: 
Ben - Musorian tank section (using Warsaw Pact tank rules in FFOT III basic rules)
Nathan - Australian tank sectio (using NATO tank rules in FFOT III basic rules)

Turn 1:
"Command had mentioned that there were potentially up to six enemy armoured vehicles that had breached the DMZ.  The crisis along the borderline had escalated rapidly in the last few weeks, with the Musorian coup a few months back, the Musorian military had become more blase' in their aggression, so much so that it was almost as if they were actually looking for a war.
 Moving forward, the first Abrams suddenly halted, spun in position and let loose with its main gun against a threat outside of the view of the command team.  Moments later the Musorians responded in kind; and a shell struck the vehicle square in the turret ring, delivering a killing blow to the Abrams as the crew abandoned the vehicle and leapt into the relative safety of the nearby canefield.



 

Musorian armoured forces roll into the AO.





First blood to the Musorians!


Fighting from there on was fierce, the Musorians, led by the Brave Comrade Ben, pushed forward rapidly against the NATO tanks.  Unfortunately for them, the terrain suited the defender in this case and they funnelled directly through a small causeway into open terrain.

Firing against a foe with better skill and concealed, the outcome should have been a whitewash...

The enemy armour had chosen their position wisely, despite the fact that two of the Capitalists were now burning, there were even more of his own tanks from his unit with their own funeral pyres ablaze...

"Do not stop!  Keep moving!  Keep firing!  If we stop we will die like the others!" he yelled to his driver, the gunner, one of the better ones from the unit, quietly praised the fact that the stabiliser on this tank worked as the vehicle careened off the road and across a recently plowed field.  Lining up the capitalist tank in his sights he depressed the trigger; a loud BOOM filled his ears and acrid smoke from the shell filled his lungs, but he still managed a yelp of excitement when the round struck and seemed to disappear into the tank before them!  He'd done it!  He had destroyed another Capitalist ta-

He never felt the response from the final tank in the formation as the shot was returned in kind and detonated the ammunition store in the bottom of the tank...


Instead, it turned into a absolute last second knifefight!  Enough tanks survived the run across the field to give me a scare, but through sheer good luck, my last tank pulled through and took out both remaining enemy vehicles!

 The final tank wound down its engines and the commander of the vehicle opened his hatch.  The last two enemy vehicles had essentially been engaged within a few metres.  Their shells had missed in the flurry of the moment, and it was as much luck as it was skill that the rounds from their cannon had connected and struck true.

The scene before him was a hellscape, the ambush point; a small break in the fields with a service road, was littered with wrecked enemy tanks, as was the field before him.  Besides him he saw the remaining crew tending to the injured from their vehicles.  Medivac was on the way already; but this was a victory that was hollow in every sense.



Saturday, 2 July 2016

Thoughts when on holiday. Getting a Fistful of TOWs in a Bush War full of Nordic Weasels!

Well at the moment I am spending a bit of the Australian winter visiting friends and family in sunny Townsville... going from 2.1 degrees celsius to 21 degrees... yeah, I think I can handle that!

Unfortunately though, it has put a halt on my ongoing city production for the last two weeks, so instead I have used this time to develop the kind of rulesets I want to consider for my games in the future.


Now I really enjoy 'Not Just a Bush War' by Nordic Weasel Games, but I found the one little hiccup is that the book is focused on the before and after of wargaming - this is great for campaigns and developments, but for actual gaming... well, we need a different ruleset!

I have tested a couple of different options now, and I believe I will have come to an answer, but first, to show off what I have tested.
1. Flames Of War - both WW2 and 'Team Yankee' rulesets


   2. Force on Force.  
The original rulebook and various expansions, including the TOMORROW'S WAR expansion for sci-fi actions.


3. AK-47 Republic



4. A Fistful Of TOWs 3

Eventually, I have come to the conclusion that the best ruleset will be a mixture of different elements of rulesets, with FISTFUL OF TOWS 3 as the primary ruleset.

FFoT3 won out eventually for the following reasons:
Unique rules: The ruleset is designed for LARGE battles, and allows for combat throughout the ages.

Importantly, they allow for activities such as combat engineering, chemical warfare and even atomics.. yes, atomic warfare is definitely too high for what I want - but if I scale down the blast radius templates, I have a brilliant representation of IEDs.

Datasheets: The datasheets provided in the book (over FOUR HUNDRED pages long!) fill a majority of those pages - short of the most modern equipment, there is a ruleset for almost anything and everything.


However - like anything, I may enjoy it, but I think it is missing a few things - and a lot of those extra "things" can be found in other rulebooks I have read... and so, naturally, I am going to unashamedly "acquire" some rules from the other books for use.

AK-47 Republic - will work with my NOT JUST A BUSH WAR book to help build force composition.  AK-47 Republic has a great army dynamic capability, and while I don't like the "generic" composition (a tank is "a tank" etc), the army dynamics are extremely interesting and will be included in the composition of the future militaries within my Imagi-nation region.

Force on Force/ Tomorrow's War - this ruleset only lost out because of the fact that the game is much better suited to small unit actions.  I have seen this ruleset used quite nicely in 'larger' actions by the BIG FORCE ON FORCE lads in Brisbane when they were doing their Malakistan campaign, but it was just a little too small for what I wanted.

However, FoF/ Tomorrow's War has the following mechanics I am using:
  •  Different dice to represent success on a 4+  (D6, D8, D10, D12), this will replace the simple D6 mechanic in FFoT3 and be integrated into quality checks, replacing most positive and negative dice modification mechanics involving troop skill and morale checks.
  • Electronic Warfare - Network Centric Warfare.  FFoT3 doesn't accomodate the use of Electronic Warfare or Network Centric Warfare, in turn not showing what happens when "The Grid" goes down.  Tomorrow's War covers this nicely, and I will be including this into some specialised scenarios and special unit options for high command teams.
  •  Event cards  - I LOVE the use of event cards in Force on Force and Tomorrow's War.  They could either have good or bad ramifications, and could lead to some really interesting outcomes!  I unashamedly will incorporate these, making a natural '6' on a die provide a positive result (choosing 6 to allow even lowest militia to have a run of good luck), and a natural 1 to result in a negative drawcard.  In Tomorrow's War and FoF it all occurs on a roll of a natural 1, but I believe fate should affect only in the best or worst cases :)  
An example of a Fog Of War cardset from Force On Force.  Other options can include anything from friendly fire, through to a new Main Battle Tank rolling onto the field!


However, sometimes those cards do make me feel like I'm back at work again ;-)

Finally, there is Team Yankee - at the moment, I must admit I haven't taken anything from TY yet... as it just seems like it doesn't have enough scope for my liking. Maybe in the future, but until then, well, we just wait and see!


On the model front, I have to say I am really impressed by the designs coming online at the moment!  With Heroic and Ros returning to service sometime around July 4 (so July 5 for us Aussies), they will be coming back in style with a fantastic model of the Mil Mi-26 HALO heavy helicopter and a number of other models coming online.

There is also this year's GHQ production line - this year's lines are VERY interesting as well.  I cannot wait to get some T-72B3Ms, the BM-27's are a godsend, and the T-55 ENIGMA model coming down the pipes couldn't have arrived sooner!

What is even better, there will finally be western style civilians available... and Zombies...

6mm just got a little spookier ;)