Showing posts with label Force on Force. Show all posts
Showing posts with label Force on Force. Show all posts

Tuesday, 16 July 2024

Cod War Gone Hot: 15mm British and 'Icelanders' for Force on Force

Many years ago I bought some second-hand Team Yankee 15mm British and Dutch infantry and painted up a few, intending to use them in Force on Force games set in an alternative history 1970s campaign I called 'Cod War Gone Hot.' This would have represented a war between the United Kingdom and it's neighbour Iceland over territorial waters and fisheries, envisioning an escalation of the 'Cod Wars.'

While I also bought a few 1/300 aircraft and 1/3000 ships from Heroics & Ros and Navwar respectively, I never got far with the project due to competing priorities and lack of interested gaming partners. Maybe one day I'll get back into it, but for now, this is all I've got to show for it.

My recent encounter with hex games, specifically Tactical Combat Series - Goose Green, prompted me to finally upload pictures of the similar-era British infantry, in a sort of segue-related post kind-of thing...

The British Paras

British LMG team taking cover.


Around two sections of Brits, plus a pair of 84mm Carl Gustavs at the back (Battlefront miniatures).

SLRs with two different sets of furniture.

Although it does not show up very distinctly in photos and low-light conditions, painting the British camouflage was a lot of fun.

If the project ever continues, these guys will be accompanied by more Battlefront miniatures, probably including Scimitars, Warrior IFVs and Fox armoured cars.

84mm Carl Gustav team.



The Icelandic Army

Of course real world Iceland does not have a military (the closest they've got is a coastguard of a couple of boats and some rescue aircraft and helicopters). In the Cod War Gone Hot campaign setting, Iceland has a tiny but well-trained and motivated military including infantry and armour with equipment from Belgium, the Netherlands, Germany, Austria and Nordic countries, a navy based on Norwegian missile boats and German submarines, and an air force of Swedish SAAB aircraft (Mainly SAAB 35 Drakens because they look the coolest). While they would stand no chance in a total war against the UK, their aim would be to hold off long enough for international intervention and mediation from Britain's potential rivals (including Norway, the USSR, and even the USA if the latter thought it's Keflavik airbase was threatened).

These are the Icelandic Army troops who would have faced the Brits in the campaign. I gave them grey trousers and plain green jackets. I made Argentine-style goggles for two of them out of tiny pieces of paper (this was tedious). If the project continues they would have Marder IFVs, and ambush armour such as SK-105s and Stridsvagn S-Tanks.

Tuesday, 13 February 2024

Pride of the Slovetzian Peoples Air Force - 1/144 MiG-29

One of the the squares on my Hobby Bingo card for 2023 was to complete a plastic scale model kit. Fortunately I had an unbuilt Academy 1/144 scale MiG-29. While I have no compatible scaled gaming miniatures, it will probably do as a piece of terrain for 15mm (1/100 scale) Force on Force (or similar) gaming in the People's Republic of Slovetzia (they will absolutely need state-of-the-art fighter aircraft to deter any interference from America or NATO.

The pride of the Slovetzian Peoples' Air Force, a 1/144 scale MiG-29, with Battlefront Miniatures 1/100 scale infantry. (The scale difference probably won't be as jarring in tabletop battles with distance between figures and everyone focusing on the action).

NATO intelligence reports that they doubt the air-to-air missiles are fully functional.

National markings were hand-painted and turned out ok, if a bit rough. Unfortunately I had to re-do the area around the canopy due to a mistake with blu-tack while trying to protect it from Dullcote frosting (don't put blu-tack on painted minis, and seal plastic model kits before adding the clear parts).

Wednesday, 8 November 2023

Operation Sun Tears - Force on Force 6mm

An elite military rescue team and an airmobile US Marine Corps platoon attempted to find and evacuate aid workers (and a CIA operative) trapped in a village in a war-torn province in southern Syrda.

Despite reservations, we decided to try Force on Force again in 6mm scale using my under-base erasable unit cards (as we have yet to find a better system to mark casualties in this scale). We were not disappointed with how it turned out. We had put together matched forces based on a few draft points systems available on the internet for Force on Force and then thought up a plausible scenario on the day. I took the Syrdan militia and regular forces, and my opponent took his airmobile US Marines.


The Mission

McCreedy ground his teeth and sweated as stared at his top-secret encoded communications device, waiting for the signal. It was only a few minutes but it seemed like an eternity cliche. Eventually the lights blinked in sequence, telling him what he needed to know and immediately boosting his spirits: the Marines were on the way - he was getting out of this dusty s***-hole. Oh, and the French, British and Italian aid workers among whom he was under cover - yeah, they'd be rescued too. He'd better go tell them to get their things and get ready to go.

We set up the table with the rural village laid out in the centre between some hills and sparse bush at the T-intersection of paved roads entering west, south and east. Two groups of Syrdan local militia, one in technicals and the other in a Syrdan army truck, would start the game entering randomly on two of the three roads.

In the village buildings and aid worker camp we set up six blinds - markers that would be revealed when a unit of either side moved onto them. Four blinds were dummies and two had a number of aid workers with them - including undercover CIA operative McCreedy.

USMC forces would enter on turn one in their choppers. Syrdan reinforcements in the form of a mechanised infantry platoon of the "Iberrani" - the 147th Auxiliary Infantry Brigade, Syrdan 'Foreign Legion' - in BTR-70s and two T-74 Asad tanks, would arrive randomly from the three road entry points using Flames of War reinforcement rules.

We were ready to rock.

My new African Sahel-style terrain, made by me, hastily and cheaply of course.

The shiny circular discs distributed throughout the village, aid worker camp and palm tree grove. I made the buildings from Weet-Bix boxes, vinyl tile, Selleys, house paint and pen.

Choppers Coming

Captain Ahmad got word over the radio: an American aerial incursion was heading this way, directly for the village! Higher command was right: the Americans must have a spy among the foreign aid workers that his unit had been sent to round up for interrogation and to keep them out of trouble. Ahmad cursed the westerners and their meddling, their infiltrators and their prying satellites that had no doubt all combined to tip off the American spy to the Syrdan unit's orders and the approach of their columns. It would take time for the mechanised units to assemble at the village, so the Captain radioed ahead to the local Patriotic Forces unit to mobilise - they had to get there before the Americans.

Three technicals each carrying four Patriotic Forces militiamen raced along the road toward the village. The whump sounds of approaching choppers rapidly intensifying as three of the American aircraft swept past low parallel to the road. With not a moment to spare, the militiamen turned their guns to their left and opened fire at the helicopters.

USMC helicopters race past the militia technicals to reach the village first. (GHQ miniatures).

The militiamen's fire was innacurate, but the return fire from the helicopters' door gunners was not. One technical swerved into a roadside ditch and overturned, bursting into flames with two casualties. Another had it's tyres punctured and slowed to a crawl. The militiamen turned off the road and dismounted into the better cover of the crop fields as the USMC helicopters continued on toward the village.

More Patriotic Force miltiamen, three teams, in a Syrdan army truck also approached from the east while the USMC CH-53 set down in a field north of the village and deployed a MUTT jeep - the Americans were very much aware of the likelihood of Syrdan Army tanks showing up before the extraction had been completed.

Syrdan army GAZ-66 truck on loan to the local Patriotic Forces militia. (CinC miniatures).

The two CH-46 Sea Knights risked accident by landing on the main street of the village so the Marine squads could fan out to search the buildings for the aid workers and provide overwatch at the intersection. The two CH-46s immediately took off to get out of range of Syrdan ground fire. The CH-53 stayed on the ground for now.

USMC helicopters land in the village and the squad disembarks and fans out.


Aid workers (and Agent McCreedy) located

"It's about time you ladies showed up! Sorry to interrupt your workouts." said McCreedy as he walked up to greet the special forces rescue team soldier. The SF soldier retorted and the two men engaged in a back-and-forth of tough guy razzing and wisecracks, with McCreedy making sure to establish his ex-special forces credentials with his 'rescuers' - hell he didn't need no rescuing!

The special forces rescue team had also jumped out of the CH-53 and immediately headed for the air worker camp to search for McCreedy and the other westerners. What do you know - they were right there outside their tents packing!

The officer leading the team was receiving reports through his earpiece from the Marines guarding the perimeter: enemy softskins and light armour was headed their way. Where were the other aid workers? McCreedy, eventually disengaged himself from his verbal battle with the SF team member and said they went off in 'that direction' but he wasn't sure. None of the aid workers seemed to have any idea where their fellows were and didn't seem to perceive the urgency of the situation as they packed their gear. "Hurry please," said the special forces officer.

McCreedy and the first lot of aid workers is located by the special forces rescue team. (GHQ miniatures, Dave Graffam paper model tents).

The gun battle

While all this was going on the militia in the technicals engaged in a long-range firefight with the marines covering the western entrance to the village, taking several further casualties and having to merge two of their teams. A Syrdan Iberrani 'Dushka' team in another technical and a motor rifle squad in a BTR-70 showed up to lend a hand in the firefight. The militia caused some near misses to the special forces rescue team as they shepherded the air workers into the CH-53. "I'm sayin'" said McCreedy, and stay he did. The Marines damaged the Syrdan Dushka and blew up the BTR-70 with an M72 LAW rocket (the squad escaping relatively unharmed). 

Militia and Iberrani motor rifle troops taking accurate fire from the Marines. (GHQ figures, CinC BTR and Heroics & Ros technicals).

The militia approaching from the east in the army truck went off-road to get closer to the Marines through some woods, while a couple of Syrdan army BTR-70s appeared on the road. These armoured vehicles were quickly dealt with by the Marines with M72 LAW rockets, but not before one was able to fire at and damage the CH-53 which had just taken off. The helicopter escaped with the air workers, taking them to the carrier, but would not be able to return to the battlefield. The motor rifle squads got out of their destroyed BTR-70s with minimal casualties and began to advance up a hill toward the village.

The other aid workers are caught by the Syrdans

The Syrdan motor rifle squad on the western side found the other aid workers upon entering a house nearby to the firefight. This presented the US Marines with a dilemma: they would now be hard-pressed to rescue all the aid worker personnel.

The Iberrani motor rifle squad find the rest of the western aid workers hiding in a house. The blue mark on the card behind the Syrdans indicates a casualty with a serious wound (GHQ miniatures).

To add to the American's troubles, two T-74 Asad tanks had now showed up, one on the western approach and another advancing alone up the road to the south. To even further compound the situation, the MUTT jeep's missile launcher was found to be faulty! (A Fog of War card drawn earlier in the game indicated this weapon was out of action due to incorrect maintenance, but my opponent suggested the crew should continue to act normally, as they are unaware of the fault until they attempt to fire).

As the MUTT weapon operator prepared to fire at the T-74 approaching from the south, his blood ran cold as he realised the weapon would not work! Just then a the Syrdan tank fired it's main gun, blowing the jeep and its crew to smithereens. The Marine fireteam overwatching the southern road fired their two LAW rockets at the tank in response and managed to put the tank's main gun out of action. The Marines were now out of LAWs. Things were now dire.

A Syrdan T-74 Asad tank (a mislabelled T-72M) advances alone into the village to wreak havoc on the lightly-armed Marines. (GHQ miniatures).

Luckily the Marines had a FAC with a flight of AV-8 Harriers on station to lend a hand. Unluckily, the Marine pilots suddenly and unexpectedly reported they were now unavailable to support the Marines and dropped off the coms net (another Fog of War card). What had happened? We don't know, but I suspect it might require a later game of AirWar C21 involving my opponent's Harriers and my Syrdan MiG-21s and SAM batteries to game it out.

Mohamed shows up

The Syrdan Iberrani motor rifle troops were pulling back out of the village with their captive aid workers and with the tanks showing up and the Marines taking casualties, the chances of affecting a rescue were getting slim. Just then McCreedy's contact, Mohamed, showed up with his truck, his cousins and their own Dushka.

Mohamed's technical drives up. (Heroics & Ros).

"Over there" McCreedy pointed out the enemy troops running across the crop fields several hundred metres away. Mohamed understood. He yelled to his cousin, who aimed and fired the 12.7mm at the Iberrani troops, knocking down several of the running men. Just then McCreedy saw the light-coloured uniforms of the medical personnel running with the group of enemy soldiers. "Cease fire! Cease fire!" he yelled to Mohamed and his cousins, frantically making the appropriate field signal. It was too late, though none of the Americans knew it yet: one of the aid workers was killed and another slightly wounded.

Iberrani motor riflemen and BTR-70 crew with the aid workers as they come under fire.

As this was going on the Marine GPMG team was taken out by a shot from the T-74 Asad and the other fireteams had started taking losses from the closing Iberrani motor rifle troops, the militia and the other T-74 with the disabled main gun. They had to get out ASAP. The Marines started to pull back toward the eastern side of the village and the platoon commander called in the CH-46s on the radio.

One of the T-74s and a militia gun truck pursue the retreating Marines (GHQ tank and Heroics & Ros truck).

The Rescue Team, McCreedy and Mohamad take the initiative

The special forces rescue team leader and McCreedy looked at one another - they had only one chance to rescue the aid workers and complete the mission. They knew what they had to do and they seized the initiative. McCreedy jumped in the passenger seat of the truck next to Mohamad and quickly explained the plan to him as the special forces soldiers mounted up. Within seconds they were moving, racing down the road toward the Syrdan militia and motor rifle squad, Mohamed's cousin holding his fire this time as ordered to avoid hitting the civilians. At the same time, the CH-46s struck down from above, door guns firing to distract the overwatching T-74, managing to slightly wound the tank commander.

The special forces rescue team, McCreedy, Mohamed and the CH-46 sweep in heroically to wipe out the enemy and save the remaining aid workers!

Mohamed steered his truck straight in between the militia and the Iberrani in the crop fields. His cousin opened fire at point-blank range with his Dushka at the militia to the right, away from the aid workers. Shocked, the Iberrani and militia were unable to bring their weapons to bear in time, as the special forces, together with McCreedy jumped clear of their slowing vehicle straight into a close quarters fight with the Iberrani motor riflemen. A moment of fire and fury later, and the mercenary motor riflemen and most of the militia lay dead, the skill of the special forces showing.

Under the direction of the special forces, the shocked and terrified aid workers got up to a crouch and were guided toward one of the CH-46s as it settled down into the crop field, the back ramp opening up.

Mohamed snapped McCreedy a casual salute and then, without further words, drove off in his bullet-damaged technical. McCreedy hoped his loyal contact would be able to evade the Syrdan authorities.

Sea Knight Down

As the Marines, special forces and aid workers were being extracted by one of the CH-46 Sea Knights, the other was engaging in a duel with the enemy T-74. At this moment the Sea Knight lost the duel and fire from the tank severely damaged the helicopter. Trailing smoke, the CH-46 shuddered away to crash behind a nearby hill. Miraculously, none of the three Marine crew aboard were seriously injured in the crash, and they were able to escape, putting plenty of distance between themselves and the crash site before the Syrdans showed up. The Americans will have to launch another rescue mission to get them back (though as my opponent pointed out, this is likely to need a skirmish-level ruleset to depict accurately, rather than a platoon-level one such as Force on Force).

Aftermath

The US Marines had achieved their mission and emerged victorious from the engagement, destroying three enemy BTR-70s and a couple of technicals, damaging a tank and inflicting heavy casualties on local militia and regular forces. However, the Marines had several men KIA and WIA, a MUTT jeep and helicopter destroyed, and one of the aid workers was killed. 

Furthermore, the Marine FAC was seriously wounded and was unable to be CASEVAC'd by his comrades before the enemy militia in the army truck threatened to overtake them and cut off their retreat. The Syrdans captured this man and he is now receiving treatment in the regional government hospital, under very heavy guard. Unless the Americans can also launch a rescue mission for this Marine, and assuming he survives his wounds, he will risk becoming the honoured guest of President El-Bad of Syrda!

The wounded US Marine FAC, left behind by his retreating comrades, is captured by the Syrdan Patriotic Forces militia.

Conclusion

Myself and my opponent really enjoyed this game, which had plenty of remarkable and tense moments - I was sure I would be able to retain the aid workers, but an inspired and daring action by the elite American rescue team, CIA assets and helicopters turned the tide at the last minute. The very cool narrative nature of Force on Force, including appropriate Fog of War cards, has produced plenty of ideas for follow-on games to sort out action that happened on the periphery or after the battle (air combats and rescue missions specifically).

Although there were sometimes issues with the small scale and group-basing of the miniatures (when the action got very close), overall Force on Force in 6mm is very fun and do-able.

I give it:

Many stars out of ten.

Tuesday, 18 July 2023

6mm Skirmish wargaming (wait, what?!): Force on Force, Cold War

This is a blog about miniatures, and I almost always want my wargames to be as miniature as possible, (but there is a limit to how miniature you should make it). Today we played Force on Force by Ambush Alley Games. We learned that, yes, we can play platoon-level 'skirmish' wargames with 6mm miniatures, although it comes with some challenges and may not, in fact, be as good as in larger scales. Although some lessons were learned, I am not yet entirely convinced this is total folly.

Motorschutzen platoon with armoured support and AGS-17s (GHQ Miniatures infantry and T-72s, and CinC Miniatures BMP-1s).

Preparing 6mm miniatures for platoon-level skirmish wargames

The thing about platoon-level games is that they usually focus on an infantry platoon with individual men doing things, like gettin' removed as casualties.

An' the thing about 6mm individuals, see, is that they're tiny. So how're you s'posed to base 'em?

To handle this problem, and of course to use my 6mm modern figures already based for Team Yankee, I made and printed simple paper labels covered with sticky tape, with unit numbers and checkboxes for marking casualties in whiteboard marker. I stuck the labels under each infantry base, again with the tape.

Examples of labels for a 6mm Force on Force BMP Motorschutzen Squad, with Rifle and AT grenade team. The two elements operate together, but are separate per Team Yankee standards.


Since Force on Force tracks the health of its participants individually, the idea with the labels is to mark casualties on the checkboxes: lightly wounded with green marker, severely wounded with red, and dead (or otherwise just gone) with black.

Any other things to track such as Pinned, Rapid Movement, Overwatch, damage to vehicles or number of times a unit has reacted was handled with small dice and heaps of relevant markers for other games.

The Game

I commanded the East German Motorschutzen platoon, with two T-72Ms and a pair of AGS-17s in a fourth BMP-1 [TQ: D8, Morale: D8] while my opponent and fellow play-tester of 6mm skirmishes took his gung-ho but lightly-supported US Marines [TQ variable between D8s and D10s, Morale: D10s to D12s].

We laid out terrain on a 6'x4' (actually 2m x 4') table, decided on keeping weapons ranges and related measurements as inches and changing movement to centimetres (for added realism), determined the game objectives (occupy the village and secure a highway crossroads and two bridges), picked our forces and entry points and got straight into it.

Scene 1 - Sudden Encounter

The Marine platoon I was up against patrolled onto the battlefield along a river line while My Motorschutzen, led by a pair of T-72Ms, drove up the highway toward the village.

As the lead tank approached the bridge the Marines spotted it and opened fire with their small arms at the tank commander, who had his head out the hatch. A bullet caught him and he fell back inside, dead. The tank stopped and reversed back down the highway to take cover behind some bushes on the curb. The rest of the Motorschutzen platoon raced to spread out, 1 Section in their BMP-1 and second T-72M taking positions to cover the cleft, 3 Section's BMP pulling up behind the lead tank, and 2 Section and the AGS-17 support team going through the village to look for an overwatch position on a nearby hill.

The lead T-72M commander is killed by small arms fire.

(Paper roads by Wargame Print via Wargames Vault.)

Scene 2 - Pot Shots

As the Marines continued their advance, the second T-72M spotted a MUTT jeep with a TOW missile launcher leading the Marines and hosed it with the co-ax, completely destroying the vehicle (the crew were all left severely wounded). A failed reaction test on a natural '1' led to a roll on a Fog of War table and led to a pot-shot from an East German mortar landing among a Marine fireteam, inflicting casualties. The East German BMPs with 2 Section and their supports continued toward their hill, a shot from a Marine LAW hit the second T-72M and caused the crew to duck (a 'Suppressed' result). A further failed reaction test and Fog of War roll led to Motorschutzen's 1 Section discovering that they had a handle on this situation and got a quality upgrade [from D8 to D10: extreme bonus.]

1 Section had by this time dismounted next to their BMP-1 and began firing at the Marine's second jeep (with an M2 .50 cal). They showered the vehicle with fire, riddling the panels, shredding the tires and destroying the venerable M2 Browning while also killing or seriously wounding it's operator.

The Marines advance and their TOW-MUTT is destroyed by the second, faster-reacting East German tank.

Scene 3 - Flanking Attempt

Section 3 proceeded on foot, led by their BMP, in attempting a flanking manoeuvre off the highway and up onto the nearby ridge. However, upon meeting the Marines they were beaten to the punch and the BMP was knocked out with a SMAW. The crew got out without a scratch though, and return fire from 3 Section took down a few Marines.

While under fire, one Marine reassured his comrades: "don't worry if you get hit guys, I'm basically a Corpsman!" (He wasn't a Corpsman, but he had been training for it before he was booted from the medic school for some reason). Unfortunately while he was yelling he was not firing his weapon at the enemy, and neither were the other Marines he was distracting! [the fireteam rolled a '1' again for their reaction test and Fog of War indicated one of their member was a 'skilled medic.']

Another Marine fireteam moved along the ridgeline and shot at the BMP crew, wounding one, before they were stopped by covering fire from 3 Section.

The 3 Section BMP is destroyed and the crew attacked, while the section return fire to hold the Marines at bay. Here you can see the 3 Section RPG team's unit label with one severely wounded loader marked.


Scene 4 - Various Exchanges of Fire

By now, the AGS-17 team had taken up an overwatch position with its BMP-1 on the chosen hill and rained down grenade fire at Marine infantry that showed themselves from the treeline on the opposite ridge. 2 Section's BMP-1 was on it's way around to take the narrow road bridge objective. Effective fire from both 1 Section and the second T-72M was continuing to take a toll on any Marines in sight. Additional random mortarings of Marine fireteams had little effect but kept their heads down.

1 Section took several casualties (two dead and one lightly wounded) but kept it's head and pulled back into the village. Two AGS-17 loaders were also lightly wounded.

AGS-17s in overwatch prepare to crump the Marines.


Conclusion

The Marines had taken a real battering. One of their fireteams had been wiped out and several others were down to a few walking wounded. They'd lost one jeep and had another made basically combat-ineffective, a tripod M60 team was down to a single man and many of the killed and seriously wounded had been Squad or Team Leaders. Overall they'd probably lost about 15 men.

The Motorschutzen were in a pretty solid position with comparatively few casualties (three dead, one severely wounded, four lightly wounded and one BMP-1 destroyed), and were poised to take most of the objectives.

With a 40K tournament brewing, and friendly people starting to look at all the weird tiny miniatures no larger than a Space Marine's toe, we called it a victory for the National Volksarmee.

The battlefield at conclusion, with the tools of the trade visible top right.

Lessons about platoon skirmishes at this scale

As mentioned, we had a bit of fun and there were plenty of memorable moments. However, at the end both myself and my opponent agreed that we wouldn't play Force on Force in 6mm again.* Force on Force and games of a similar format would definitely(?) be better played in larger scales where the individual figures can be moved (including into and around buildings), where different weapon systems and equipment are more easily distinguished, and casualties more easily marked and removed.

*I have just now reconsidered my decision. There are other ideas for basing and casualty management and other platoon-level skirmishes I haven't tried in 6mm yet (like Chain of Command). Probably nobody else will want to share in this folly, so I might have to just experiment on myself.

The label system worked, but was probably too small to get at with whiteboard markers and may interfere with the table aesthetic if it were any broader. My opponent also prefers games where the individual can readily be distinguished as an individual, mainly for narrative purposes. Certainly removing a figure from a squad is more meaningful than putting a dot in a checkbox.

The choice of sticking with longer ranges for weapons (kept in inches) and shortening movement distances (changed to centimetres) - this we did not regret. It gave a realistic feel to the game, taking this ruleset designed for house-to-house urban combat and translating it to large, more open space where the table was about the maximum effective range of an AK wide and that of a SAW across.

And about the scenario

While it is fun to win, I think the scenario we cobbled together was overbalanced in my favour. Remembering games I'd played long ago (where I played as the ISIS fighters) Troop Quality, Morale and sheer numbers seemed paramount, so I underestimated my Motorschutzen and gave them too many vehicles in support. 

And about Force on Force, the ruleset

Force on Force what do I think? To quote my opponent on this day: "There's a really great game in here somewhere."

I played Force on Force years ago and found it too confusing to get into. The rulebook is hard to read because key mechanics and rules seem to be scattered or buried in long paragraphs of context and explanation and are often not arranged in an order that makes sense (to me).It also seems easy to get wrapped around axles on actions-and-reactions, although that should resolve with practice.

This time round, although I re-read the rules in a cramming/speed-reading session, I think I understood the game much better and could appreciate it's qualities. Force on Force rewards fairly realistic (AFAIK) tactics, has elegant and engaging skill-based reaction and combat mechanics, opportunities for developing a theme (e.g. Fog of War cards/tables**), and potential for interesting scenario creation and immersive campaigns.

I will certainly play Force on Force again (in slightly larger scales) to find that great game that is in there.

**Having mentioned Fog of War, you'll be surprised how many '1's you can roll to fail reaction tests, so they should not be too powerful an influence and should not be one-sided (I got almost all the benefits from Fog of War in this game, and getting a TQ upgrade to D10 meant my 1 Section was OP (OverPowered).