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Force on Force

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Modern Warfare rules
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FORCE FORCE
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  • FORCE

    ONFORCE

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    I SBN 978-1-84908-516-8

    9 7 8 1 8 4 9 0 8 5 1 6 8

    5 3 4 9 5OSPREYPUB L I SH ING

    US $34.95 / $39.95 CAN / UK 25.00

    OSPR

    EYPUBLISHING

    FORCE ON FORCEMODERN WARGAMING RULES

    Bring the drama and action of modern warfare to the tabletop withForce on Force. These rules cover all aspects of modern warfare,

    from the confidence and supply level of troops to air-strikesand off-board artillery, accommodating scenarios setanywhere from the end of World War II to the conflicts on

    todays news without sacrificing either character orplayability. Quick to learn and play, Force on Force

    rewards players who use well-considered moderntactics in the pusuit of victory. From infantry andarmor to artillery and air support, Force on Force

    presents everything that players need to recreatepost-World War II conflicts involving both conventional,

    combined-arms forces and the irregular guerrilla units thathave become the hallmark of 21st-century warfare.

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  • OSPREYPUB L I SH ING

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  • Introduction 8

    Design Notes 8A Word of Thanks 10Getting More Involved 10The Special Operators Group 11

    What Do I Need to Play? 11Getting Started 12Using This Rulebook 15

    Kinetic Operations 16

    Commonly Used Terms and Concepts 16The Turn Sequence 17

    Choose a Scenario 18Set up the Table 18Draw Fog of War Cards 18Set up Units 19Set up Hot Spots 19Begin Play 19

    Declare and test for Unbuttoned AFVs 19Declare Overwatch Units 19Active First Initiative Units 19Resolve Reactions 20Continue Activating Initiative Units 20End Phase: Move and/or Fire Remaining

    Non-Initiative Units 20Start New Turn 20Declare Overwatch Units 22Play Continues to Games End 22

    Infantry Combat 23

    Units 23The Rule of Equivalences 23Basic Units Characteristics 24Unit Cohesion 26Leaders 27Unit Attributes 28

    The Nearly Universal Mechanic 28

    Tests and Checks 29Unopposed Tests/Checks 29Opposed Tests/Checks 29Die shifts 29

    Line of Sight (LOS) 29Line of Fire (LOF) 30Fog of War 31Movement 31

    Tactical Movement 31Rapid Movement 31Moving Units on the Table 32Out of Contact Movement 32

    Fire Combat 32Rounds of Fire 32Resolving Fire Combat 33

    Special Rules for Fire Combat 41Ambushes 41Night Fighting 43Supressed Weapons 43Outgunned 43SMGs, Shotguns and Handguns 44Intimidating Weapons 44On-Board Mortars 45Smoke 45

    Close Assault Combat 46Close Assault Quality Test 47Resolving an Infantry vs Infantry

    Close Assault 47POWs 48

    Casualties and Dependents 48The Casualty Penalty 48Dependents 53Fire at Units with Casualties and/or

    Dependents 53Close Assaults against Units with Casualties

    and/or Dependents 54

    TABLE OF CONTENTS

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  • Morale 54Morale Checks 54

    Terrain Effects 56Buildings and Structures 57Firing at Units in a Building 58Water Obstacles 61Vertical Obstacles 62Forests and Woods 62Extremely Rough Ground 63Hidden Units 64

    Actions and Reactions 65Initiative and Non-Initiative Units 65Actions 65Reactions 65Overwatch 70

    Putting It All Together: A Few Blocks of Hell 71Scenario Information 72US Army Mission 73Insurgent Mission 73Special Rules 74Optional Rules 74

    Mechanized Comba 75

    Activating Vehicles 75Vehicle Types 75

    Wheeled 75Tracked 76

    Vehicle Movement 76Loading and Unloading Passengers 76

    Vehicle Commanders Buttoned Up andUnbuttoned 76Unbuttoned Commanders 77Buttoned Up Commanders 77

    Vehicle Firepower 78Restrictions on Vehicle Fire 78Weapon Classifications for Vehicle Combat 79

    Vehicle Defense 80Sample Vehicle: M1A1 MBT 80

    Firing at Vehicles 81Determine Hits 81Vehicle Crew/Passenger Casualties 84

    Vehicle Crew & Passenger Morale 85Morale Results for Vehicle Crews 85Bail Outs 86AFVs and Infantry 86

    Non-AT Infantry Weapons vs. Vehicles 86Infantry AT Weapons vs. Vehicles 87Vehicle Weapons vs. Infantry 89Infantry Close Assault vs. AFVs 90Vehicle Attributes 92

    Guns 92Types of Guns 92Using Guns 92

    Putting It All Together: Knife-Fight at Mahmudiya 93Scenario Information 94US (2nd Platoon, Charlie Company) Mission 94Iraqi Mission 94Special Rules 94

    Air Mobile Operations 95

    Air Mobile Troop Insertions 95Fast Rope Insertions 96Ground Fire 97

    Optional: Ambient Fire 97Helicopter Damage Effects 98

    Close Air Support 100

    Conducting an Air Strike 100Requesting an Air Strike 100Reaching the Target 101Determining the Effectiveness of the

    Air Strike 102Damage Assessment 102Strafing Runs 103Pylon Gun Runs 103Bombing Runs/Missile Strikes 104

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  • 5Attacks Specific to Helicopter Gunships 105Danger Close 105Show of Force 106Examples of Generic Aircraft 106

    Artillery 107

    Spotters and Forward Observers 107Calling in a Fire Mission 107

    Resolving a Fire Mission 107C-RAM 108Determine Fire Mission Effectiveness 108Resolving Counter Battery Fire 108

    Putting It All Together: On the Outskirts of SomeGerman Town 108Scenario Information 108NATO Mission 110WARPAC Mission 110Special Rules 111Optional Rules 111

    Asymmetric Engagements 112

    Irregular Units 112Irregular Unit Command Issues 112Irregular Actions/Reactions 113Irregular Morale 113Hopped Up Units 114

    Playing an Asymmetric Engagement 115Initiative 115Insurgency Level 115Irregular Reinforcements 115Building Clearing 115

    Putting It all Together: Contracting Trouble! 116Scenario Information 116USMC Mission 116Insurgent Mission 118Special Rules 118Optional Rules 118

    Advanced Rules for InfantryCombat 119

    Advanced Weapon Rules 119CS Gas 119Claymores 119Flamethrowers 119On-Board Mortars 120

    Special Battlefield Hazards 121NBC Warfare & MOPP Suits 121Mines and IEDs 122

    Mounted Units 123Types of Mounted Units 123Movement for Mounted Units 124Fire Combat and Mounted Units 124Close Combat and Mounted Units 125Casualties, Dependents and

    Mounted Units 125Combat Stress 125

    Background Stress Level 125Positive Leadership & Stress 126Negative Leadership & Stress 126Mixed Leadership 126Stress Test 126

    Civilians on the Battlefield 127Regulars and Civilian Mobs 127Popular Leaders and Civilian Mobs 128Mixed Mobs: Civlilian & Combatant

    Units 128Hostile Mobs 129

    Tactics Techniques and Procedures (TTPs) for theSmall Unit Leader 130

    Offensive Operations 130Defensive Operations 132Use of Armor/Vehicle Assets 133Considerations for Insurgent Players 133

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  • 6Appendix 1: Example Weapon systems 134

    Appendix 2: Unit and Vehicle attributes 135Unit Attributes 135

    Advanced First Aid Training (ALS) 135Cavemen CASEVAC 135Despised 135Designated Marksman (DMR) 135Elusive 135Forward Observer (FO) 136Indigenous Scout 136Interpreter 136Mounted Unit 136Mounted Cavalry 136Medic 136Pointman 136Poor Initiative 137Special Teams 137Stealthy 139Terminal Air Controller (TAC) 140

    Vehicle Attributes 140Active Protection System (APS) 1 140Active Protection System (APS) 2 140Advanced Armor 141Advanced Optics/Sensors 141Amphibious 141Anti-Personnel Grenades 141Bar Armor 141Countermeasures 141Deathtrap 141Enhanced Fire Control 141Explosive Reactive Armor (ERA) 141Fire-or-Move 142Hardened 142Heavy Hitter 142IED Countermeasures 142

    Improved MGs 142Lifesaver 142Light for Class 142Mine Resistant 142Obsolete or Poor Armor 142Restricted Arc of Fire 143Safe Haven 143Slow Turret 143Smoke Dischargers 143Technical 143Up-Armored AFV 143Up-Armored Soft Skin 143

    Appendix 3: The Campaign Game 144

    Get to Know Your AO 144What Type of Campaign Are We Playing? 144Whats the campaign setting? 144Whats the campaign duration? 145What force am I playing? 145What level of force am I playing? 145Is this a co-op campaign? 145

    Defining Your Force 145Your Platoon 145

    The Campaign Turn Sequence 146Pre-Action Sequence 146Execute Operation 149After Action Sequence 149

    Building the Insurgency 156Insurgency Hierarchy 156Insurgency Development Rolls 156

    Regular Platoon Log 159Insurgency Log 160

    Appendix 4: Sample Organizations and Vehicles 161

    Organizations 161

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  • 7Australia 161Royal Australian Regiment 161

    France 162Section de Combat (Infantry Platoon) 162

    Germany 163Gebirgsjger or Fallschirmjger Zug

    (Mountaineer or Paratroop Platoon) 163Panzergrenadier Zug (Platoon) 164

    Russia 165Motorized Rifle Regiment (BTR & BMP)

    Platoon 165United Kingdom 166

    British Army 166British Royal Marines 166

    United States of America 167United States Marine Corps (USMC) 167US Army 167

    Vehicles 170US Vehicles 170British Vehicles 174French Vehicles 176German Vehicles 177Russian Vehicles 178

    Scenarios 182

    Suggested Victory Point Values 182

    Scenario 1: Top Malo 182Scenario Information 183Royal Marine Mission 183Argentine Commando 602 Mission 184Special Rules 185Optional Rules 185

    Scenario 2: Of Birds and Bees 185Scenario Information 186US Mission 186NVA Mission 188Special Rules 188

    Scenario 3: Welcome to Hell 189Scenario Information 189Russian Mission 189Chechen Mission 192Special Rules 193Optional Rules 193

    Scenario 4: Encounter on the Yehudia Road 194Scenario Information 194IDF Mission 194Syrian Mission 195Special Rules 196

    Glossary of Military Terms 197

    Fog of War Cards 198

    Index

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  • The rules that follow have been designed around alimited number of shared game mechanics onceyouve learned the basic concepts, youll have no troubleapplying them to more advanced concepts. This willallow you to spend less time learning rules and moretime actually playing games.

    Force on Force is very flexible with regard to thenumber of figures or space required to play. A thrillingand satisfying game can be played using a dozen figuresper side on a two foot square board or using dozens offigures supported by vehicles on a huge gaming table.Ineither instance, the game-play will be quick, satisfying,and will reward players who use sound battlefield tactics.

    While a tremendous amount of effort has gone intomaking Force on Force a truly modern rule-set capable ofrecreating both traditional, kinetic engagements betweensimilar forces and asymmetric counterinsurgencies, themechanics presented here are easily modifiable for use invirtually any period within the age of gunpowder. Forceon Force puts the emphasis on the man behind the gun,not the gun itself, and this design philosophy allows therules to embrace a level of universality that mightotherwise prove impossible.

    Extensive examples and Design Notes have beenincluded with the rules to make them as accessibleas possible. Weve also included a detailed table ofcontents and exhaustive index to make this rulebook aneasy-to-use reference.

    DESIGN NOTESWhen we designed the core mechanics for Force on Force,we set our sights on creating a game that captured the feelof modern conflicts but which would be fast and simpleto play. We also wanted a rule-set that could support

    games played on a smallish table with a reasonableamount of figures or scaled up for larger games if desired.

    We also wanted our game to be results orientedrather than focused on process we assume that theinfantrymen and vehicle crews our models representactually know how to do their jobs to the extent of theirlevel of training and we dont have any interest inmicromanaging them. The players job in Force on Forceisnt to direct an individual riflemans fire, its to directfireteams and vehicles to fulfill their missions. Thisdesign philosophy mitigates the need for players tomake extraneous decisions and maintains the focus onthe kinds of decisions made by leaders of the types ofunits represented in a typical Force on Force scenario.

    By far the most important thing we wanted torepresent in Force on Force was the quality of the menbehind the guns. The differences in weapon capabilitieson the battlefield, especially at the level of theinfantryman, pale to insignificance in comparison to thecapabilities of the units of men using those weapons.History has shown repeatedly that superior firepower isnot a reliable countermeasure to superior training,discipline, and experience.

    The game has come a long way since we brain-stormedits original mechanics while drinking soda on the frontporch on a succession of hot Oklahoma evenings. Forceon Force has been influenced and shaped by new ideasbrought in by players from, literally, the four corners ofthe world and refined through lively discussion on ourcommunity forum. What you hold in your hands now isnot the culmination of a half-decades evolution, however.It is simply its latest phase Force on Force is a living gamethat will continue to grow and adapt to its players needsand desires.

    INTRODUCTION

    8

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  • INTRODUCTION

    9

    US Navy SEALs, Persian Gulf, 2002

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  • Force on Force will be supported by a lineof companion books focusing on specific theaters ofoperation or campaigns. Free, downloadable scenarios,playing aids, and game data is available on our website.Our web-forum gives you a chance to ask us questionsdirectly or offer suggestions for improvements orexpansions to the game.

    Thanks for giving Force on Force a try. We believeyouve just invested in a game that will provide you withhours of enjoyment for years to come!

    Shawn & Robby Carpenter

    A Word of ThanksWed like to take a moment to recognize the folks wholabored behind the scenes to help bring you this game.Force on Force wouldnt be what it is without theendlessly enthusiastic support of the following people:

    Play-Testers and Consultants

    Andy Rix Chris MihlanChristopher Maes Cyril VallinDonogh McCarthy Doug RobinsonJake Rose Jason MastrosJim Roots Jim Wonacott

    Jose Ventura Ken GordhamerLeigh Neville Les & Alex ShoreyMichael Moore Mid-America WargamersPiers Brand Rene RaapRich Chambers Rutger van MarissingStephen Crawford Steve MorrisTom Konczal Will Roots

    Special Thanks to:

    Piers Brand & Cyril Vallin for their fundamentalcontributions to the new armored combat rules.

    Tom Konczal, Rutger van Marissing, & Chris Mihlanfor their keen proof-reading eyes.

    All the Jims because you cant have too many Jims!Jake Rose & Chris Maes for answering some very

    specific, detailed questions its good to have the inputof guys whove actually done what were writing about.Thanks for your help, guys!

    Piers, Cyril, Jose, Jake, Christopher, Jim W. & Leigh forbeing the OGs (Old Guards) for the project.

    The SOG and all our loyal players without whom thisgame would not exist!

    The veterans who have supported this game soenthusiastically thanks for your friendship and,infinitely more importantly, thanks for your service toyour nations.

    Getting More InvolvedIf youre interested in contributing to the futuredevelopment of this game through suggestions,constructive criticism, and the occasional sarcastic post,please visit the Ambush Alley forum.

    You can find the forum at: ambushalleygames.com/forumYou can also contact the authors directly at:[email protected]

    FORCE ON FORCE

    10

    A stroll down Ambus

    h Alley

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  • The Special OperatorsGroupAmbush Alley Games also supports a membershipgroup the Special Operators Group (or SOG). SOGoffers participants exclusive news, opportunities to playtest new products, annual exclusive content (usually inthe form of a free PDF scenario book), discounts frommany supporting miniatures and terrain manufacturers,and a 15% discount on all Ambush Alley Games andOsprey Publishing products!

    Learn more at http://ambushalleygames.com/sog.html

    WHAT DO I NEED TO PLAY?Youll need a few essentials to play Force on Force,namely:

    An Opponent: Ideally, youll want to someone tomatch your tactical skills against, although if youdont have any other miniature gamers in yourarea, Force on Force certainly lends itself tosolo play. Head-to-head, two player games arentyour only multi-player choice, either its notuncommon to see multiple players per side, witheach player controlling one or more units in theoverall force.

    Figures: Since Force on Force is a miniatures game,its best played with miniatures (although chits orcounters will work just as well until youre ableto amass a collection of figures). You can usewhatever scale figures works best for you and youropponents Force on Force isnt designed for aspecific figure scale. The most commonly usedfigure scales among Ambush Alley Games playersare 10mm, 15mm, 20mm, and 28mm.

    Bases: Figure basing is very important in manyminiatures games, but in Force on Force, werenot that concerned with base size and shape.

    We suggest that figures should be based singly onround or square bases of a size that is stable andpleasing to the eye.

    Leaders, support weapons, or other specialfigures can be indicated by placing a color codeddot on the back of a figures base if you are using ascale whose figures are small enough to makeidentifying the type of figure difficult.

    You may also choose to mount multiple figureson a single base some players base their fireteamson a single base for ease of movement. This isperfectly acceptable. Youll just want to come upwith some method for keeping track of how manycasualties a multi-figure stand has taken perhapsby placing a die next to it or through the use ofcasualty caps.

    Table & Terrain: Your miniature figures will needsome ground to fight over, so youll need a table-top to play on. As with figures above, you have a lotof latitude in respect to table size. Force on Forcegames can be played on tables of any size. Youllalso want to build or buy some scenery suitable tothe theater in which your games will take place.With a little research and very few special materials,you can build your own roads, trees, buildings,

    INTRODUCTION

    11

    A British force using Britannia 20mmminiatures

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  • hills, rivers, etc., but if youre not that handy, youcan also buy ready-made terrain from any numberof excellent scale terrain manufacturers.

    Dice: A wide selection of polyhedral dice are usedin Force on Force, including traditional six-sideddice (D6), eight-sided dice (D8), ten-sided dice(D10), and twelve-sided dice (D12). We suggestthat players each have at least ten of each type ofdie. Its also handy if all the dice of a certain typeare all the same color (All D10s are red, while allD8s are blue, etc.). This makes grabbing up thecorrect dice easier for players who arent familiarwith polyhedral dice. You can purchase polyhedraldice on-line or at your local game store.

    GETTING STARTEDWargaming Where to start?Whether playing Force on Force or any other wargame,there are a number of items that no hobbyist can dowithout. The first thing new players will need are thefigures to represent their forces on the battlefield.Thanks to the internet there is a massive selection offigures and vehicles suitable for the period covered bythese rules and the choice continues to grow daily.

    FORCE ON FORCE

    12

    Designers Note: Table Sizes and Ranges/Measurements

    While Force on Force scenarios indicate a suggestedtable size, players are encouraged to use whatevertable size seems to work best for the miniaturestheyre using and the space they have availablefor play.

    We find that the suggested measurements workgreat for games using 15mm or 20mm figures. If youare using larger or smaller figures, you may wish toincrease or reduce the table size. Some playersincrease or decrease the table size because they likethe feel of the modified table size better or simplybecause it will fit in the space they have available.

    Remember, though, that whatever size table thegame is played on, ranges and measurements mustremain proportional or scenarios with a turn limitwill be compromised. If you decide to double thesize of the table, you must also double movementand fire ranges if you halve the size of the table,you must halve movement and fire ranges. As longas you follow this simple guideline, you can playForce on Force on any size table with any size figuresyou choose!

    Dice Notations

    Throughout these rules you will see dicenotations such as 3D or 4D8. But what dothey mean?

    A quantity of dice to be thrown is indicatedby a number followed by the letter D, for dice.So, if a rule calls for you to throw 3D, it meansyou are to throw 3 dice.

    A quantity of a specific die type to be thrownis indicated by number followed by the letter Dwhich in turn is followed by another number.The first number is the quantity of dice to bethrown, while the last number is the numberof sides the dice thrown should have. So, if arule calls for you to throw 4D8, it means youare to throw four eight-sided dice.

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  • When looking at figures, the first choice a player hasto make is the scale they wish to play in. Force on Forceis scale indifferent in other words, any scale of figurecan be used to play the game. The choice is up to theindividual player as to what they prefer. While there aremany different scales available, the three main scalesused by players are 15mm, 20mm and 28mm. Whilethese are nominal sizes, it is worth noting that figuresizes within the same scale do vary between makers.Most tend to match together fairly well, though.

    15mm has a wide variety of items available coveringpost-war conflicts up to the present day. Manufacturerssuch as QRF (www. quickreactionforce.co.uk) and PeterPig (www.peterpig.co.uk) are just two who provide wideranges covering the period of these rules. They offer bothfigures and vehicles for a variety of conflicts, providing agreat place to pick up a complete army. Rebel Miniatures(www.rebelminis.com) are another 15mm maker whooffer present day forces and provide an excellent range forthose looking to game the recent conflicts in Iraq andAfghanistan. Whatever choice a player makes they will beassured of an ever increasing selection of models to choosefrom as 15mm is enjoying an increase in popularity.

    The next scale is 20mm. This size will be familiar toanyone who has played with little plastic soldiers in thepast! However a number of companies now make metalfigures in this scale suitable for modern armies.Elhiem Figures (www.elhiemfigures.com) offers alarge selection of modern figures covering presentconflicts and post-war periods in an ever increasing lineof highly detailed models. Britannia Miniatures(www.britanniainkerman.com) produce ranges coveringboth the Cold War and the conflict in Afghanistan. Theyalso offer a number of modern vehicles in resin. WartimeMiniatures (www.wartimeminiatures.com) currentlyhave a range covering Afghanistan and are nowexpanding into a Vietnam figure range. Kellys Heroes

    (www.grubbytanks.com) produces a small but excellentrange covering the Soviet involvement in Afghanistanand Platoon 20 (www.eastridingminiatures.co.uk) hasa huge range of modern figures available. 20mmmanufacturers seem to be releasing new figures everymonth for the period. Along with the metal figuresplayers can also use the widely available plastic kitsin 1/72nd scale that match with the figures. Many ofthese can now be bought pre-painted offering a greatopportunity for the lazy gamer! Several companies offerresin or metal models for use with 20mm figures.S&S Models (www.sandsmodels.com) have a huge rangeof suitable items, including great scenery, that covervirtually every nation.

    28mm gamers also have a great variety from which tochoose. Mongrel Miniatures (www.newlinedesigns.co.uk)have several different ranges covering modern periodsand The Assault Group (www.theassaultgroup.com) alsooffer a number of different ranges. Eureka Miniatures(www.eurekamin.com) have just started releasing modernfigures and have a great Afghan range perfect for Force onForce. Another recent entrant into the 28mm market isEmpress Miniatures (winners of the Osprey HistoricalFigure of 2010 Award), who offer a growing selection of

    INTRODUCTION

    13

    Getting Started

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  • US, UK, and opposition forces figures of exceptional detail(www.empressminiatures.com). Players will also needvehicles and these can be bought from companies such asS&S Models (mentioned above) and Imprint Models(www.imprintmodels.co.uk).

    Whatever scale a player chooses they will also needsome ground to fight over. Many companies produceresin buildings that match figure scales. A quick searchof the internet will turn up suitable items. Fine buildingmodels of various scales are produced by GameCraftMiniatures (www.gamecraftminiatures.com) andMiniature Building Authority (www.miniaturebuildingauthority.com). Most players will also use some sort ofcloth for their playing surface and these again can befound online. Everything from simple gaming mats tosculptured terrain tiles are available.

    All the models a player buys will require painting.Most wargamers use acrylic paints, which are water

    soluble. Several lines of acrylic paints have beenproduced specifically for use by model makers andwargamers. A wide variety of brands are available, mostof which offer hues produced to match historicaluniform and vehicle colors. For many wargamers thepainting and building of their army is as much part ofthe hobby as playing games with them.

    Finally, many wargamers store their completed armiesin cases to keep them safe and ready for use. Companiessuch as KR Cases (www.kaiserrushforth.com) producecustom made cases for wargamers that will allow armies tobe stored and transported in safety.

    While we cant offer a complete guide to starting thehobby, we hope that this short introduction to whatis available may provide you with a stepping stone.Youll also find wargame forums a useful resource. Theseprovide new and experienced players alike with tips,news, support and ideas to help them get the most out ofthe hobby. Most forums are populated by wargamerswho are more than happy to help out new players.

    FORCE ON FORCE

    14

    Firefight, Vietnam, 1969

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  • Obviously the first stop for any new Force on Force playershould be the Ambush Alley Games forum(http://www.ambushalleygames.com/forum/index.php)where new players can talk with experienced gamers andthe game designers themselves.

    Several other forums are well worth visiting. The Guild(www.guildwargamers.com) is a forum almost solelydedicated to 20mm wargaming and has a massive selectionof both online figure catalogs and huge galleries of paintedminiatures if you want to know where to get somethingin 20mm, these are the guys to ask! For a good overviewof whats on offer in the wargaming world, visit TheMiniatures Page (http://theminiaturespage.com). TheMiniature Page is a great source for constant news of whatshappening in the hobby, as is Tabletop Gaming News(www.tabletopgamingnews.com).

    Our advice to new players is this: Get online, join oneof the forums and see what other players are up to. Askfor advice and you will be overwhelmed by the responseof tips and suggestions. Spend some time looking atwhat models suit you from the view of cost, space andstorage. Take time to decide what it is you want and needfor you hobby and, most importantly, have fun doing it!

    USING THIS RULEBOOK Modern combined arms combat is a complex affair. Inorder to do the subject justice, Force on Force has tocover subjects as diverse as infantry and mechanizedactions, air mobile operations, combat between AFVs,air and artillery support, and the use of irregular troops.This makes for a big pill to swallow, no matter how mucheffort has been put intostreamlining and unifyingmechanics. With this in mind,weve divided this rule bookinto major sections, eachof which represents athematic chunk ofrelated rules.Each sectionbuilds upon thelast, allowingplayers to masterthe mechanicsincrementally.Players may try outthe new mechanicsusing the samplescenarios found atthe end ofeach section.By following thisapproach, youshould be able to playthe game quicklywithout the necessity ofmastering the rules intheir entirety.

    INTRODUCTION

    15

    Miniatures case by KR Cases

    Iraqi RepublicanGuardsman, Kuwait, 1990

    FOF Rulebook layouts16.qxd 14/12/10 14:38 Page 15

  • Force on Force uses the term kinetic to describetraditional war-fighting activities finding, fixing, andfinishing the enemy through aggressive maneuver andviolence of action. A kinetic engagement is an activeengagement in which opposing forces rely on theirability to damage or destroy their opponents in order toaccomplish their missions. Kinetic warfare is traditionalwarfare, roughly symmetrical in nature and muscular inits prosecution: Easily identifiable combatants meet onthe field of battle and take each others measure in blood,grit, and determination. Victory is measured in groundcontrolled, hills taken, and advances thwarted.

    Non-kinetic operations, on the other hand, aregenerally asymmetric and their success hinges more onpolitical gain rather than actual control of ground.Counterinsurgency, or COIN, operations are a primeexample of non-kinetic warfare.

    For now, well focus our attention on kineticengagements. This allows us to master the basicmechanics of Force on Force: Infantry combat,mechanized combat, and air mobile operations.

    Well also learn how to utilize air and artillery assets.Once we have these skills mastered, well wade in to themurkier waters of asymmetric operations.

    COMMONLY USED TERMS ANDCONCEPTSActions: When a unit is activated (see below), it can takea number of actions such as move, fire, get in cover,request air support, etc. Enemy units may react to anactivated units actions.Activation: The player with initiative activates his unitsone at a time. An activated unit can perform actions. Confidence: A units confidence determines how it willreact in the face of overwhelming fire or other tacticallychallenging situations. There are three Confidence Levels:Low, Confident, and High.Die Shifts: Some actions may be modified by a dieshift. A positive die shift allows a player to throw ahigher die type than normal from a D8 to a D10, forinstance. A negative die shift forces a player to throw alower die type.First Aid Check: When a unit takes a casualty, a FirstAid Check is made to determine how serious thecasualtys injuries are. At least one healthy figure mustbe within cohesion of the figure or its unit to performthe check.In Cover: A unit that is In Cover is actively takingadvantage of that covers properties to get the bestprotection possible. This is different than simply beingbehind cover, which provides more passive protection.Bonuses for covering terrain and being In Cover arecumulative. Initiative Unit: A unit that has been activated by theplayer with initiative is an Initiative Unit.

    KINETIC OPERATIONS

    16

    A NATO tank-killer lies in wait somewhere inGermany, 1980s.

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  • KINETIC OPERATIONS

    Irregulars: Irregulars are poorly or un-trained fighterswith a hazy chain of command, little discipline and littletactical ability or coordination.Morale: Units Morale state is represented by a die type.The higher the die type, the more steadfast the unit.Morale Checks: When a unit takes casualties or issubjected to some other traumatic experience, it mustmake a Morale Check to determine if it becomes pinnedor shaken.Non-Initiative Unit: Units belonging to the playerwithout initiative are Non-Initiative Units.Pinned: Enemy fire that unnerves a unit can pin it. Thisis usually the result of a failed Morale Check. Pinnedunits must scurry to cover and their ability to engage theenemy and actively defend themselves is degraded.Pinned units who suffer further Morale failures becomeShaken or be forced to Pull Back.Pull Back: Regular units that suffer a second Pinnedresult in a single turn are forced to Pull Back. They mustmove away from the enemy and into a covered positionto regain their nerve.Reaction: When one unit responds to something anotherunit has done, it is termed a Reaction. A unit that is firedupon may React by trying to move out of the line of fire,for instance. Units may also choose not to React at all.Reaction Tests: Reaction Tests are called for when oneunit attempts to React to another. Both units roll a troopquality die and the unit that rolls a 4+ and higher thanits opponent wins the test. The winner of the ReactionTest acts first (i.e., fires first in a Round of Fire, movesbefore its opponent fires, etc.).Regulars: Regulars are professional soldiers with a well-defined chain of command and a shared understandingof tactics and battlefield operations.Round of Fire: Regular units can return or evenpre-empt fire when attacked by another unit. When aRegular unit is fired upon, a Reaction Test is made to see

    who fires first. Fire is then resolved between each unit.This is referred to as a round of fire.Shaken: Irregular units who fail a Morale Check becomeShaken. They must move away from the enemy and theirMorale suffers a permanent negative die shift. If theirMorale is reduced below D6, they are no longer fit forcombat and are removed from play.Supply Level: Better supplied units have moreammunition to burn than less well supplied units. Thereare three Supply Levels: Poor, Normal, and Abundant.Suppression: A unit may decide to lay down a largevolume of fire in an effort to keep the enemys headdown. This fire is slightly less likely to cause a casualty,but it may suppress the enemy and hinder his movementand fire.Troop Quality (TQ): A units overall training andcombat capability is represented by its Troop Quality;this is a gauge of a units discipline, training, andexperience. The better a units Troop Quality, the largerits Troop Quality die. A mob of angry civilians or apoorly led group of conscripts would probably havea Troop Quality of D6. A typically trained, well-disciplined military unit will generally have a TroopQuality of D8. Highly experienced combat veterans orspecially trained troops might have a Troop Quality ofD10. Only rare individuals combining an abundance ofnatural talent and years of training and discipline wouldever attain a Troop Quality of D12.Troop Quality Checks: Some actions or events call forunits to make a Troop Quality Check. To pass a TroopQuality Check, a unit must roll a 4+ on its TroopQuality die.

    THE TURN SEQUENCEThe sequence of play for a typical Force on Force gameis presented overleaf. Each step of the sequence isexplained in more detail in the following sections.

    17

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  • Choose a ScenarioForce on Force is a scenario-driven game. The victor isntdetermined by totaling up points of troops lost or byplaying till one side is obliterated. Instead, the victoryconditions of the scenario being played determine whogets bragging rights and who is left cursing their dice.

    Players can either pick one of the provided scenariosto play or they can create their own. Force on Force willbe supported by future campaign and scenario packsand player created scenarios are frequently posted on theAmbush Alley Games website (www.ambushalleygames.com).

    Ambush Alley Games will be providing a wealth ofready-made scenarios in the form of official companionbooks focusing on specific periods, campaigns, oroperations. Companion books will contain historical

    background, any special rules peculiar to the subject,unit organizations, vehicle descriptions and a largeselection of scenarios.

    Set Up the TableEach scenario contains a description of how the tableshould be set up, including the location of key roads,buildings, and other terrain features.

    Table sizes in Force on Force are generally 2x2 or 2x3for 15mm games, but may be much larger dependingupon the scenario in play. Table size will be designatedby the scenario.

    Draw Fog of War CardsSome scenarios dictate that one or both sides draw a Fogof War card before the first turn. Scenarios may indicate

    FORCE ON FORCE

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    Sequence of Play

    1. Choose a Scenario2. Set Up the Table3. Draw Fog of War if Scenario Dictates4. Set Up Units5. Set Up Hot Spots6. Declare (and test for) unbuttoned AFVs7. Declare Hidden & Overwatch units8. Initiative Force activates first unit9. Resolve Reactions10. Repeat 9 & 10 until all Initiative Units have

    been activated11. End Phase: Once all Initiative units have been

    activated, any Non-Initiative unit that has notmade a Reaction during the turn may be movedand/or fired. Regular Initiative units who arefired at may react as part of a Round of Fire,as may units on Overwatch

    12. Start New Turn. If Initiative is not dictatedby the scenario, perform an Initiative Test.The force that wins the test has initiative inthe new turn.

    a. First Aidb. Arrival of Reinforcements (starting on

    turn 2 or as dictated by the scenario)

    c. Declare (and test for) unbuttoned AFVsd. Declare Overwatch Unitse. Merge Units

    13. Repeat steps 6 through 12 until the turn limitfor the scenario is met or a force achievesvictory through attrition or fulfillment of anautomatic victory condition.

    14. If victory is not clear-cut, determine the winnerby totaling Victory Points for both forces.

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  • that additional Fog of War cards are drawn during thecourse of a game, as dictated by Reaction tests. SeeReaction Tests and Fog of War, pg. 69, for details.

    Set Up UnitsThe scenario will indicate how many units each side willreceive, what their composition will be, and where theyllbe placed on the table. It will also indicate which side setsup their units first.

    Normally, all units will be set up on the table at thebeginning of play, but some scenarios will call for units to

    be held off the table for later deployment.Note that it is not unusual for

    opposing units to begin play in line ofsight and range of each other. Starting

    games with units in contact is oneof the defining features of anyAmbush Alley Games title.

    Players may declare that units(including vehicles and guns)placed in buildings, woods,behind walls, etc. are Hidden

    at the beginning of thegame unless the scenario

    dictates otherwise.

    Set UpHotSpotsIf applicable,

    place Hot Spots asdescribed by the

    scenario. See Hot Spots,pg. 22, for further details.

    Begin PlayDeclare and Test for Unbuttoned

    AFVs

    Both players declare which if any of their AFVs areunbuttoned and make button tests as necessary.SeeVehicle Commanders Buttoned and Unbuttoned,pg. 76, for further details.

    Declare Overwatch Units

    At this time, the player with initiative must declarewhich of his units will be on Overwatch for the durationof the turn. See Overwatch, pg. 70.

    Activate First Initiative Unit

    Scenarios indicate which side has initiative in the first turn.Units belonging to the player currently holding initiativeare referred to as initiative units, while those belonging tothe other player are called non-initiative units.

    The player with initiative may pick which unit hewishes to activate first and what action(s) it will perform.The activated unit may respond to the Reactionsof non-initiative units as long as it has remainingFirepower dice or Movement, as appropriate.

    If the activated unit will move, its controlling playermust clearly state where he intends to move it(including announcing that hes charging into closecombat) and indicate the route it will take. If the unit isnot moving, the player should announce whether it isgetting In Cover.

    Example: The initiative player is about to activate hisfirst unit. He decides to activate one of his fireteams andmove them to a position behind a wall where they canengage an enemy fireteam from a position of cover.He points at the unit and tells his opponent, Im goingto move this fireteam at Tactical speed around thecorner of this building to take up a position behindthis wall.

    KINETIC OPERATIONS

    19

    Sniper, ODA,US Special Forces,Afghanistan, 2002

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  • Resolve Reactions

    Units on the side without initiative (referred to as non-initiative units) may React to the Actions of initiativeunits within their line of sight. Reactions may take theform of fire or movement well go into more detail laterin the rules.

    Continue Activating Initiative

    Units

    Continue activating initiative units and resolvingReactions until all initiative units have been activated.

    End Phase: Move and/or Fire

    Remaining Non-Initiative Units

    Once all initiative units have been activated, anynon-initiative units that have not Reacted may moveand/or fire. Such units may also be moved into CloseAssault with opposing units within Rapid movementrange.

    Only Overwatch units may react to a non-initiativeunit that moves in the End Phase, although units beingcharged by a non-initiative unit initiating Close Combatmay still perform defensive fire according to the rulesfor Close Combat.

    If a non-initiative unit chooses to fire at an initiativeunit, that unit may respond with fire or movement,assuming it has not moved or has Firepower diceremaining.

    Overwatch units may interrupt the movement or fireof non-initiative units in the End Phase as normal again, assuming they have the Firepower dice to do soand have not fallen off Overwatch.

    Start New Turn

    Roll for reinforcements if the scenario indicates they areavailable.

    Initiative ChecksWhen units with equivalent training and discipline meetin combat, initiative can be very fluid. To reflect this, anInitiative Check is made at the beginning of each turn.

    To make an Initiative Check, both players roll oneInitiative die for every two units in their force, roundingdown (rounding cannot reduce a force to less than oneInitiative die, however). The type of Initiative die rolledis determined by the Initiative Value for the force asdictated by the scenario.

    Add one die for each armored vehicle (not includingsoft-skins, whether they are up-armored or not treatsoft-skin vehicles as infantry units for purpose ofInitiative). The resulting total number of dice forinfantry units and vehicles indicates how many basicinitiative dice the Force has.

    The maximum number of basic initiative dice a forcemay have is ten (10D).

    A forces basic initiative dice may be modified bycertain factors. These factors are described in the BonusInitiative table and may raise a Forces Initiative diceabove 10D. A force can never have its initiative reducedbelow 1D.

    FORCE ON FORCE

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    Bonus Initiative Dice

    Per three Victory Points earned in the precedingturn (round down applies only to thefollowing turn): +1 die

    Had initiative last turn: +1 die More units than opponent: +1 die For each positive leader in the force: +1 die For each negative leader in the force: -1 die Scenario Initiative bonus/penalty (if any):

    +/- X diceModifiers can never reduce a force to less than

    1 Initiative die.

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  • Both players roll their initiative dice and discard alldice with a score less than 4.

    The player with the most dice with a score of 4+ hasinitiative for the turn. In case of a tie (or if neither playerrolls any dice with a score of 4+), initiative is retained bythe player who had it last turn.

    Scenario briefings indicate which player hasinitiative on the games first turn. Some scenarios willdictate that one side has initiative throughout the gameand no Initiative Checks are required. Other scenariosmay dictate that initiative changes hands if/whencertain events occur during the game. In gamesfeaturing Regulars vs. an entirely Irregular force, theRegulars always have Initiative. Certain Fog of Warcards may also dictate which force has initiative in thefollowing turn.

    Example: The first turn of a scenario with no specialinitiative instructions is over and its time to decide whichforce has initiative in Turn 2.

    The Red Player, who had initiative in the first turn, has6 fireteams and 3 APCs. He gets 1 die for each twoinfantry units (6 2 = 3 dice) and 1 die for each vehicle(3 dice) for a basic initiative of 6 dice. He receives 1 bonus

    initiative die because he had initiative in the previous turn(1 die) and his Platoon Leader is a +1 Positive Leader sohe receives a bonus die for his positive Leader (1 die).Totaling up the dice, he determines he has 8 initiative dice.The scenario indicates that his forces Initiative Level is D8,so hell throw 8D8 in the Initiative Test.

    The Blue Player has ten fireteams (10 2 = 5 dice) andsix vehicles (6 dice). His basic initiative is thus 11 dice.A units basic initiative cannot exceed 10 dice, so it isreduced to 10. The Blue player outnumbers the Red player,however, which garners him a bonus initiative die thatraises his total to 11 dice. The scenario indicates that hisforces Initiative Level is D6, so hell throw 11D6 in theInitiative Test.

    Red rolls 8D8 and discards any dice with a score of 3 orless. Hes left with 7 dice. Blue rolls 11D6, discards all dicewith a score of 3 or less, and is left with 8 dice. Blue hasinitiative for this turn and becomes the initiative force.Red becomes the non-initiative force.

    First Aid ChecksPerform First Aid Checks for all casualty figures. SeeFirst Aid Checks, pg. 49.

    KINETIC OPERATIONS

    21

    Designers Note: What Does the Initiative Roll Represent?

    When reading first-hand accounts of moderncombat one will find that the moment in which oneside achieves operational dominance over the otheris often described in terms of sound: the force whoseroar of gunfire is drowning out its opponentshas almost certainly one the upper hand. In moretraditional terms, the force with the highest volumeof fire is more likely to dominate.

    Volume of fire is a tricky thing to establish ingame terms. It cannot be represented by casualtiesinflicted or the number of gunmen firing. The

    advantage in a firefight can be lost without a singlecasualty and vastly outnumbered units are known toseize the reins in an engagement.

    We felt that initiative came down to which sidehad the most units that were able to aggressively laydown fire, whether that fire was effective or not.This is represented by the mechanic describedabove in which an Initiative Die is rolled for eachunit the side with the most successes has moreunits enthusiastically (or desperately) pouring iton the enemy.

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  • Arrival of ReinforcementsSome scenarios will indicate that one or both sideswill be reinforced during the course of the game.The scenario will describe what sort of reinforcementswill arrive, as well as when and where they will appear.

    Reinforcement units always arrive at the beginningof the turn, unless they arrive as the result of a Fog ofWar card, in which case they arrive when and where thecard indicates.

    Some reinforcements may arrive at Hot Spots, asdesignated by the scenario.

    Hot SpotsHot Spots are used to randomize entry points forreinforcements. Unless the scenario dictates a different

    method, Hot Spots are placedas follows:

    At the beginning of the game,place five (5) Hot Spot counters on

    the table. No Hot Spot may beplaced within 6 of another.Each Hot Spot should belabeled with a number from1 to 5.

    To determine which HotSpot a reinforcementunit arrives from, roll

    1D6. A roll of 1 through 5

    indicates which numberedHot Spot the unit arrives at.

    A roll of 6 allows the player topick the Hot Spots at which thereinforcements will arrive.

    Units may be placedanywhere within4 of the hotspot

    they arrive at. They may be placed as Hidden unitsupon arrival.

    Reinforcements that arrive at Hot Spot that is alreadyoccupied by a friendly unit may automatically mergewith that unit if desired.

    Some scenarios will specify Hot Spot locations whileothers will leave their placement entirely to the playersdiscretion. Some scenarios may use board edges andforego the use of Hot Spots all together.

    Neutralizing Hot SpotsHot Spots may be neutralized by Regular units.To neutralize a Hot Spot, the Regular unit must spendone turn stationary and in contact with its counter.Neutralized Hot Spots are removed from the table.

    If the reinforcing player rolls a neutralized Hot Spotnumber when checking for placement of reinforcements,those reinforcements are lost. The player may not re-rollfor an active Hot Spot.

    If a Reinforcement Roll results in reinforcementsarriving at a hot spot which a unit is attempting toneutralize, the reinforcement unit can be placed anywherewithin 4 of the Hot Spot as usual. The Reinforcementunit can opt to immediately initiate Close Combatfollowing the normal procedure.

    Declare Overwatch Units

    At this time, the player with initiative must again declarewhich of his units will be on Overwatch for the durationof the turn. See Overwatch, pg. 70.

    Play Continues to Games End

    Play continues until one side has met its VictoryConditions or the number of turns indicated in thescenario has been completed.

    FORCE ON FORCE

    22

    Sayeret MatKal Commando,Beirut, 1973

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  • 23

    INFANTRY COMBAT

    The most basic building block of modern combat isthe infantryman. No matter how advanced a forcestechnological arsenal may be, territory is taken from ordenied to the enemy by boots on the ground. Force onForce is an unapologetically infantry-centric set of rules.These rules focus on the human aspect of battle theman behind the rifle is more important than the rifleitself so it is with the infantry that we begin.

    UNITS Force on Force is a fire-team based game. When the rulesrefer to units, they refer to fireteam or smallerorganizations in play. So, a scenario may state that asquad of infantry is available to a force, but it will breakthat squad down into its requisite fireteams. It is thosefireteams, not the squad itself, that are consideredunits. Other small teams, such as weapon or sniperteams, are also considered units, as are individualvehicles or guns.

    Force on Force divides all troops into two troop types:Regular or Irregular.

    Regulars are professional soldiers who havereceived formal military training, are undermilitary discipline, and function as a cohesivegroup on the battlefield. Regulars might includemembers of a national army, Special Operationsforces, paramilitary law enforcement groups

    (such as SWAT or Hostage Extraction Teams),Professional Military Contractors (PMCs), orprofessional mercenaries. Most units in a Forceon Force game will be Regulars.

    Irregulars, on the other hand, are armedamateurs with minimal military training anddiscipline. They tend to fight in mobs or looselyaffiliated packs rather than organized unitsand only recognize the command of those withsufficient firepower or force of will to intimidateand/or inspire them. Irregulars are generallyuntrained and poorly disciplined troops who areoften highly motivated by religious, political, ortribal/nationalistic zeal. Examples might includeterrorist organizations, militias, organized crime,rebels, or insurgents.

    The Rule of EquivalenciesIrregulars may occasionally be led by Regulars, butIrregular troops cannot be integrated into a Regular unit.Irregular units may also fight alongside Regular units onthe same side in a scenario.

    Engagements that involve forces who are all of the sametype, i.e. Regulars vs. Regulars or Irregulars vs. Irregulars,the forces are said to be equivalent. Equivalent forces usethe standard rules for initiative, leadership, morale, etc.This is referred to as the Rule of Equivalency.

    While the conduct of war continues to change, its nature and character will not. The field of human conflictremains ineluctably human, not technical; inherently complex, not orderly

    Colonels Richard D. Hooker, Jr., H.R McMaster, and Dave Grey, Getting Transformation Right, Joint Force Quarterly

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  • Engagements that involve disparate troop types,i.e., regulars vs. Irregulars or even Regulars vs. Regulars& Irregulars, the Irregular troops are subject to thespecial rules governing Irregular initiative, actions,leadership, and morale. Games of this sort fall into thecategory of Asymmetric Operations.

    Basic Unit CharacteristicsAll units in Force on Force share certain characteristics.These characteristics differentiate units from oneanother and give a fighting force its character.Unit characteristics include Troop Quality, Morale,Confidence, and Supplies.

    Unit Attributes are special unit capabilities orbehaviors that represent a units special training, naturaltendencies, or internal assets.

    Troop Quality

    Troop Quality measures a units level of training,expertise, and discipline. Regulars generally have ahigher Troop Quality than Irregulars, but it is possiblefor a group of talented and motivated amateurs to havea high Troop Quality.

    A units Troop Quality is represented by its TroopQuality (TQ) die type. The larger the TQ die type, thehigher the units Troop Quality.

    Troop Quality may range from D6 to D12. Irregularunits may never have a Troop Quality higher than D10,and D10 troops should be very rare.

    Most units in a professional military force will have aTroop Quality of D8 or higher. Professional armies mayhave their share of green troops too, especially ifconditions have forced training to be shortened in orderto rush warm bodies to the front. D10 and D12 TroopQuality units are less common, with D12 operatorsrepresenting figures of legend worthy of their ownHollywood action movie.

    While designing scenarios of your own, keep inmind that a one step difference in Troop Qualityis significant. Veteran D10 units pitted againstrun-of-the-mill D8 units, for instance, can count onwinning most Reaction Tests, benefiting more fromcover and concealment, and creating more casualtieswith their fire.

    A two step difference, such as Green/Untrained D6units against Veteran D10 troops or Trained D8 unitsagainst D12 Elites, will result in an extremely one-sidedengagement unless the superior Troop Quality units aregrossly outnumbered.

    Examples of Troop Qualities: TQ D6 Units: Armed civilians, police, jihadists, rebels,

    poor quality military units, most third-world military units. TQ D8 Units: Regular military forma tions, including

    Marines and Rangers, police SWAT teams, remnants ofthe Iraqi army or secret police, experienced freedomfighters or terrorists.

    FORCE ON FORCE

    24

    The Rule of Equivalency

    When two forces of equivalent nature are pittedagainst each other (i.e., regulars vs. regulars orinsurgents vs. insurgents), use the standard rulesto resolve the engagement.

    Troop Quality Dice

    Green/Untrained: D6Experienced/Trained: D8Veteran: D10Elite: D12

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  • TQ D10 Units: As Trained units above, but withextensive and intense combat experience.

    TQ D12 Units: Delta, SAS, OGA Operators (Note thatmost members of elite organizations will be Veterans only a few particularly talented individuals will actuallyhave Elite troop quality).

    Morale

    A units Morale rating reflects how motivated and eager (orresigned and fatalistic) it is to fight and continue fightingwhen things get dicey. Units with higher Morale ratings areless bothered by set-backs and casualties and are morelikely to keep fighting in the face of hardship. Low Moraleunits may show their heels at the first sign of trouble.

    Theres no real relationship between Morale andTroop Quality a unit with Elite Troop Quality mayhave low Morale because theyve been in the field toolong or have lost their favorite squad-mate. A mob ofrabble might be so inspired by a charismatic leader thattheyre willing to face certain death to follow hiscommands. Regular units are unlikely to have Moralebelow D8, however, due to the morale stiffening effectof good discipline and unit cohesion.

    There are four Morale ratings: Low, Average, Good,and High. Each Morale rating has a Morale Dieassociated with it.

    Confidence

    A units confidence level reflects how much faith theyput in their gear and/or the plan for their currentoperation. The more confident a unit is, the more likelythey are to trust their equipment and leadership. Theless confident they are, the less likely they are to putthemselves at risk by relying on a plan or piece ofequipment to actually work as intended.

    Confidence isnt the same as Morale. High Moraleunits might have a very low confidence and vice versa.

    Confidence is used to determine whether a vehiclecrew decides to bail when the going gets hot or how wellan infantry unit reacts to certain battlefield conditions,such as concentrated machinegun fire.

    There are three levels of confidence: Low: Low Confidence troops or crews are certain

    that their armor, weapon, or tactics will fail at theworst possible moment. Theyre unlikely to stay ina vehicle under fire or try risky maneuvers in theface of heavy weapon fire. Their motto is Bettersafe than sorry.

    Confident: Confident troops are fairly sure thatthings are going to work out for them and that gearand plans will function as advertised. Theyre notlikely to bail out of their vehicles at the sound ofthe first angry shot or to give up on a maneuverjust because the going gets a little tough. This is thedefault confidence for all units unless a scenariodictates otherwise.

    INFANTRY COMBAT

    25

    Personal bravery of a single individual alone isnot decisive on the day of battle, but ratherbravery of the corps, and the latter rests upon thegood opinion and confidence that each individualplaces in the corps to which he belongs.

    Colmar von der Goltz, 1843-1915Rossbach und Jena

    Morale Dice

    Low Morale: D6Average Morale: D8Good Morale: D10High Morale: D12

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  • High: High Confidence troops are sure that theirgear and plans are first rate and more than a matchfor anything the enemy throws at them. Theyrelikely to stay at their tanks guns no matter what theenemy throws at them and they certainly wont leta little thing like machinegun fire or mines keepthem from advancing as needed!

    As noted above, Confident is the default confidencelevel for all units in a game unless a scenario dictatesotherwise. Force Lists may also indicate normalconfidence levels for units from certain forces atdifferent times in their history.

    Supplies

    The quality and quantity of a units supplies has a largeimpact on its performance on the battlefield. Units withlimited ammunition will be miserly with their fire,possibly to their detriment, while those that have beensubsisting on sub-standard or spoiled rations arecertainly not at their most combat effective.

    There are three levels of supply: Poor, Normal, andAbundant. The effects of each are described below:

    Poor: Units with Poor Supplies have limited ammu -nition, bad rations, a shortage of water, or anynumber of other logistical shortcomings that mightreduce their combat effectiveness. In game terms,Poorly Supplied units lose a die of Firepower.

    Normal: Units with Normal Supplies suffer nodisad vantages and gain no advantages over otherunits.

    Abundant: Units with Abundant Supplies unitshave pouches full of ammunition and bellies fullof decent rations. They have all the beans, bullets,and bandages they need to take it to the enemy instyle. In game terms, units with Abundant Suppliesunits gain a die of Firepower.

    Some scenarios will indicate the Supply Level of one orboth sides if Supply Level isnt defined by a scenario,then all units default to Normal Supplies.

    Example 1: A fireteam with Normal Suppliesconsisting of four riflemen has a basic Firepower of 4.

    Example 2: A fireteam with Poor Supplies consistingof four riflemen has a basic Firepower of 3.

    Example 3: A fireteam with Abundant Suppliesconsisting of four riflemen has a basic Firepower of 5.

    Suggested Troop Quality,

    Morale and Confidence Ratings

    Untrained/Green Troops: TQ D6, variableMorale. Low Confidence

    Trained, Low Experience Troops: TQ D6,variable Morale, Confident

    Trained/Moderately Experienced Troops: TQ D8, Morale D8, Confident

    Veterans or Troops w/Advanced Training, Lotsof Experience: TQ D8, Morale D10, HighConfidence

    Elite Troops w/Special Training, ExtensiveExperience: TQ D10, Morale D12, HighConfidence, Default to Abundant Supplies

    Hand-Picked Elite Operators w/SpecialTraining, Extensive Experience, and NaturalAptitude: TQ D12, Morale D12, HighConfidence, Default to Abundant Supplies Elite Operators would normally only beencountered singly, in pairs, or as a fireteamat most.

    Unit CohesionUnder normal circumstances, all figures in a unit mustremain within 1 of one another.

    A unit may be spread more thinly and still effectivelyoccupy and hold defensive positions. While wholly

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  • occupying a defensive position a Regular units cohesiondistance is expanded to 2.

    Units that break cohesion due to movement or terrainmust regroup to restore it in their next activation.

    Split Units

    Units may divide into smaller elements at the start oftheir activation. Only one element of a unit may moveand fire on the activation that the unit is split. From thatpoint on, each element is treated as a separate unit forthe purposes of movement and fire.

    Split elements may merge to reform their unit at thebeginning of any subsequent turn.

    Merging Units

    Units may merge to form a larger unit if one of themerging units has been reduced to half strength or less.Single figures may also merge with a friendly unit.

    To merge, figures in both units must be within unitcohesion distance at the beginning of a turn.

    Merging units are not required to have the sameTroop Quality or Morale. Units with different TroopQuality and Morale ratings use the values associated

    with the majority of the figures in the new unit. If thereis an even split, use the lowest of the two values.

    Irregular units may not merge with Regulars,although Regular Leaders may attach themselves to anIrregular unit and act as its leader.

    LeadersLeaders may move freely about the table. They are notsubject to Unit Cohesion rules. However, leaders whoare not within cohesion with a unit may not act as itsleader unless it is established in the scenario (or in theunits notes) that he has the capability to contact unitsby radio, cell-phone, HUD, etc.

    Leader figures are more critical to Irregular forcesthan to Regulars.

    Regulars have an established chain of command andwhen a leader is lost, a subordinate is there to take overhis role. Some leaders have a positive or negative effecton a units Combat Stress Level.

    INFANTRY COMBAT

    27

    A Taliban unit with proper 1 cohesion

    A fireteam leader assigns one of hissoldiers a field of fire.`

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  • Leadership in Irregular forces tends to be based onforce of personality or charisma without a leader,Irregular units become hesitant and indecisive. This isreflected in the fact that Irregulars must make a TroopQuality Check to perform any action if they do nothave a designated Leader figure attached.

    There is no limit to the number of Irregulars that asingle Irregular Leader may have in his Unit.

    Effects of Leaders

    If a leaders morale rating differs from the base morale ofthe unit he is attached to, the unit uses his morale forchecks rather than their own.

    Any unit within LOS of a higher command leadermust use his morale rating rather than their own whentaking morale based tests.

    Example: A fireteam of Marines has a Morale of D8.They are in LOS of their Squad Leader, who has a Moraleof D10. The fireteam will use his Morale for Morale testsas long as he is within LOS. Note that if the squad leaderhad a Morale of D6, the fireteam would have been forcedto use a lower Morale for Morale tests.

    Positive and negative Leaders, identified in scenariobriefs, can raise or lower a units Combat Stress.

    These rules apply to equally to infantry and vehicleleaders.

    Leaders Joining a Unit

    A separated leader may join any unit it pleases bymoving into cohesion with that unit.

    If the unit the leader joins has already been activatedin the turn he joins it, the unit and leader may performno further actions. Both the unit and the leader arefinished for the turn.

    If the unit has not been activated before the leaderjoins it, it may be activated later in the turn but may

    only fire, not move. The leader joining the unit countsas the units movement.

    Unit AttributesSome units have inherent capabilities or characteristicsthat stand them apart from others. We refer to these asUnit Attributes.

    Unit Attributes may take the form of an attached asset(such as a medic or scout), special training (engineers,for instance), or a psychological effect (like improvedMorale against a hated enemy). The chapter on UnitAttributes contains a selection of common attributes, butit is not an exhaustive list. More attributes will likely bedescribed in future companion books and players arefree to devise their own, as well.

    Sample Unit Attributes can be found in Appendix 1:Unit & Vehicle Attributes.

    THE NEARLY UNIVERSALMECHANICForce on Force has one (nearly) universal mechanic thatapplies to the resolution of a wide range of unit actions,ranging from determining hits against the enemy todigging in under fire: Roll a 4 or better.

    If the action calls for an opposed roll, such as firingon the enemy, Roll a 4 or better and roll higher thanyour opponent.

    FORCE ON FORCE

    28

    The (Nearly) UniversalMechanic

    Roll a 4+ If opposed, roll a 4+ and higher than youropponents roll

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  • TESTS AND CHECKSAt different points in these rules, you will be asked tomake checks or tests, such as Morale Tests or QualityChecks. Some tests/checks are unopposed, whileothers, such as Combat Tests are opposed rolls.Regardless of the source of the test, it will be resolvedas described below.

    Unopposed Tests/ChecksAn unopposed test or check is simplicity itself to resolve.The rule in question will indicate what die to use in thetest in most cases this will probably be the units TroopQuality die. Roll the appropriate die type. Add anymodifiers associated with the rule to the die roll. On amodified roll of 4+, your unit has passed the test or check.On a modified roll of less than 4, your unit has failed!

    Opposed Tests/ChecksOpposed checks and tests are called for when units areengaged in an active contest against one another. In suchcases, both players will roll the die type specified by therule in question at attempt to roll a 4+ as describedabove. The winner is the player who rolls a 4+ andhigher than his opponent!

    Die ShiftsTests and checks will indicate what die type will be used,normally based on the involved units Troop Quality orMorale. Under certain circumstances, the rules will callfor the die type used to shift up or down. This indicatesthat a die with more or less sides than the units normaldie type is to be used for the test.

    LINE OF SIGHT (LOS)All infantry units have a 360 degree line of sight. Figurefacing is irrelevant.

    There is no maximum visual range unless a scenarioor Fog of War card states otherwise. The boards on whichthe game is played are small enough that figures can see(and, indeed, fire) from one side to the other.

    LOS can be blocked by terrain features, such asbuildings, high walls, deep trenches, etc.

    LOS is not determined on a per figure basis. LOS istraced from the rough center of the firing unit to therough center of the target unit.

    If half or more of the firing unit can see the targetunit, it may fire. If less than half the target unit is visibleto the firing unit, it cannot be fired upon.

    Example: Six Iraqi soldiers are moving around abuilding. Two come into LOS of a unit of US soldiers. Sincethe Americans cannot see half or more of the Iraqi unit, theycannot react to it. On the other hand, since less than half theIraqis can see the Americans, they cannot fire at them, either.

    INFANTRY COMBAT

    29

    BAOR, somewhere in Germany, 1980s

    Die Shifts

    Base Die Shifted UP Shifted DOWND6 D8 D8 D10 D6D10 D12 D8D12 D10

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  • When we look at the example above, it may at firstseem odd to say that the Regulars can see two out of sixfigures in an Irregular unit but cannot shoot at the unit(or at the two exposed individuals, for that matter), butit is our intention to represent a fluid combat situation.Models on the table delineate the area controlled by aunit, but do not specifically represent the static locationof individuals. Figure placement simply indicates thatthe unit is exhibiting some control of the area they areplaced in.

    When you embrace this idea, youll discover it opensa wide array of tactical options and provides a far faster,smoother game than those that depend on checking lineof sight for individual figures.

    LINE OF FIRE (LOF)A unit must have a clear line of sight to a target to fireat it. If there are other units or civilians between thefiring unit and the target, Line of Fire (LOF) must alsobe considered.

    LOF is a line traced from the middle of the firing unitto the middle of the target unit. Any units or civilianstands within 2 of this line and at the same elevationare considered to be in the line of fire.

    Units or stands that are within 2 of the LOF of atarget unit at a higher or lower elevation than the firingunit are not in the line of fire.

    Example: An initiative unit is firing at an RPG gunneron a roof top. Another initiative unit is directly in front ofthem at street level. Since they are firing over the heads ofthe intervening unit at a target above them, the street levelunit is not considered to be in the line of fire. The initiativeunit can engage the RPG gunner.

    Most units may not fire at a target if other friendliesare in the line of fire (i.e., within 2 of their LOF). Theymay fire if civilians are in the LOF, but they have achance of hitting them (See Civilians on the Battlefield,pg. 127). Note, however, that some scenarios may forbidfire that might injure civilians.

    Irregulars may fire at targets regardless of whom orwhat is in their LOF unless a scenario restricts them, buthave the same chance of injuring friendlies as describedin Civilians on the Battlefield).

    Regular units may not fire directly through anotherunit at the same elevation.

    Example: A unit of Republican Guard Regulars wantsto fire at some Marines. Unfortunately, a second Guardunit is directly between them and their desired target. The

    FORCE ON FORCE

    30

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  • Republican Guard units and the Marines are all at streetlevel, so the second Guard unit blocks the first units fire.

    FOG OF WARFog of War is a term used to describe the tendency forthings to become confused and unmanageable on thebattle field. Fog of War cards simulate this effect byproviding an opportunity for unpredictable challengesor opportunities to arise.

    In Force on Force, a player draws a Fog of War card if herolls an unmodified 1 on a Reaction Test. The Fog of Warcard will indicate whether the player must play the cardimmediately or may hold it in his hand and play it later.

    Fog of War cards may affect either or both players the card drawn will indicate which force will suffer (orenjoy) its effects.

    Some scenarios will dictate that Fog of War cardsshould be drawn at the start of the game or when certainmilestones in the scenario are met others may dictatethat no Fog of War cards are used, even if a 1 is rolledon a Reaction Test.

    MOVEMENTWhen a player decides to move an activated unit, hemust declare what unit hes moving and at what

    movement rate. All units have two movement rates,Tactical or Rapid. If he doesnt declare a movement rate,its assumed the unit is moving at Tactical speed.

    Movement may be restricted or modified by TerrainEffects (see pg. 56 ) or scenario specific conditions.

    Tactical MovementTactical Movement allows units to take advantage ofavailable cover and carefully assess their surroundingsfor threats. Units making a Tactical move suffer noReaction Test modifiers.

    Infantry units may make a Tactical move of up to 6.Mounted units may make a Tactical move of up to 8.Vehicles may make a Tactical move of up to 10.

    RapidMovementUnits that move more than 6 in a turn are using Rapidmovement.

    Units may make a Rapid move and then fire, but maynot fire and then make a Rapid move. It is much easierto dash into position and start firing than it is todisengage at a sprint.

    Units that have moved rapidly receive a -1 penalty toall Reaction Test die rolls and lose one die of Firepowerfor the remainder of the turn.

    INFANTRY COMBAT

    31

    Tactical Movement

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  • Rapid moving units arealso extremely vulnerable to fire, so units attacking themreceive an additional die of Firepower.

    Infantry units may make a Rapid move of up to 12.Mounted units may make a Rapid move of up to 16.Vehicles may make a Rapid move of up to 20.

    Moving Units on the TableTo simplify movement, Force on Force bases unitmovement on the position of a units leader. To move aunit, simply measure movement for the units leader andthen place the members of his unit within cohesiondistance around him.

    Out of Contact MovementOut of Contact Movement may only be utilized by unitsdesignated by a scenario. Generally, units capable of Outof Contact Movement will be local guerrillas, specialforces units, or Irregulars under the command of anattached leader.

    Out of Contact Movement is generally only allowedto one side in a scenario and may only be used while thatside is the non-initiative force.

    A unit capable of Out of Contact Movement thatis not currently visible to any initiative unit, i.e., no

    initiative unit has an open Line of Sight to it, may moveanywhere on the table as long as it can trace a path fromits current position to the spot it wishes to move towithout crossing any initiative units line of sight. Notethat UAVs belonging to the initiative force will preventOut of Contact Movement altogether.

    Units utilizing Out of Contact Movement must endtheir movement before they enter an initiative units lineof sight.

    This unrestricted movement is meant to represent theuncertainty of local force dispositions until the initiativeforce is able to fix their actual positions by moving intocontact or through aerial reconnaissance.

    FIRE COMBATThe following sections describe infantry fire combat inForce on Force. These rules approach combat with anemphasis on Troop Quality and the ability of units toreact fluidly to one anothers actions. Some aspects ofthe rules, such as group cover and LOS, may be differentthan what youre used to, but be patient and youll soonsee how everything fits together to provide a quicker,more realistic feeling game.

    Rounds of FireWhen a unit reacts to fire from another unit by firingback, it is referred to as a Round of Fire. Make a reactionTest to determine which unit fires first in a Round of Fire.

    When one unit engages another with fire, either as anAction or Reaction, a Reaction test is made to see whichunit fires first. The unit that passes the test with the highestdie score will fire first. In the case of a tie (or if neither sidepasses the test with a 4+), the initiative unit will fire first.

    The side that fires first will resolve its fire as describedin Resolving Fire Combat, below. If the unit receivingfire first survives, it will return fire unless it has sufferedsome morale effect that prevents it from doing so, has

    FORCE ON FORCE

    32

    Rapid Movement

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  • been completely wiped out, or has no remainingFirepower dice.

    When both units have fired, the round of fire iscomplete.

    Note that irregular units may only participate in around of fire that they have initiated by action orreaction. Otherwise, they must receive fire withoutresponding to it. Since an irregular unit can only beactivated or react once per turn, they can only engage inone Round of Fire per turn.

    Resolving Fire CombatTo resolve Fire Combat, both units involved determinehow many dice they have in Firepower and Defense.Each unit rolls the appropriate number of Troop Qualitydice and discards any dice with a score lower than thetarget number (4+). The defender matches his Defensedice to the attackers Firepower dice, attempting to equalor exceed the score on each dice. Any die which the unitbeing fired on cannot equal or exceed causes a casualty.

    Defense

    Defense represents a units ability to protect itself fromenemy fire, either by wise selection of cover, use of bodyarmor, or through effective counter-fire. Better trainedor more experienced units are more likely to get themost out of the defensive options available to them, soDefense is tied directly to Troop Quality.

    A units Defense is equal to the sum of their BasicDefense plus Cover and Armor dice.

    Basic DefenseA units basic Defense is equal to the number of figuresin the unit or the number of Firepower dice with which

    INFANTRY COMBAT

    33

    British soldiers on patrol in HelmandProvince, Afghanistan (Britannia Miniatures)

    Designers Note: Wheres the Weapon List?

    Force on Force puts less emphasis on the specificweapons used in a firefight than on the skill andtraining of the combatants using them. Rather thanfocus minutely on the individual characteristics ofweapons, comparing one weapons range, reliabilityand accuracy to anothers, we assume that all classesof weapons designed to perform the same battlefieldtasks are basically analogous it is the man using thetool that makes the difference.

    Low Troop Quality units may be using better

    weapons than a higher Troop Quality unit, but itsdoubtful that the differences in weapon performancewill make up for the disparity in training andexperience. On the other hand, high Troop Qualityunits are familiar with their weapons and know howto take advantage of their strengths and compensatefor their weaknesses.

    This philosophy is represented in game terms byForce on Forces use of Troop Quality as the key factorin determining the effectiveness of units fire.

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  • it is being attacked, whichever is less. Extra Defense dicefor armor or cover are then added to the basic Defenseto determine the units final defense value. The type ofdie thrown is determined by the units Troop Quality.

    A units Defense can never be reduced to zero. Nomatter what negative factors apply, a unit will alwayshave at least one Defense die.

    Effective DefenseA units Defense is equal to the sum of their BasicDefense plus Cover and Armor dice.

    Example: A group of 8 militia soldiers is being fired onby a fireteam with a Firepower of 5D. The militiamen aremoving on the other side of a brick wall and can claimSolid Cover. Since the militiamen are being attacked witha Firepower of 5D, their basic defense is 5D rather than8D. They can claim Solid Cover, though, which bumps theirdefense to 6D. The militiamen have a D6 Troop Quality, sotheir final Defense total in this situation would be 6D6.

    Cover DiceAlthough Force on Force is played on a tabletop, the battlesthe games represent are not! Even the flattest expanse ofland is crisscrossed with wrinkles and dotted with low riseswhich might provide ample cover for a unit of infantry. Itmust therefore be assumed that our gaming tables containsimilar features which might provide cover for our figures.

    To represent this invisible terrain, we assume thatany unit that is not Exposed (see below) is takingadvantage of unseen terrain features.

    In instances where terrain features exist to provideobvious cover, its benefit is not determined on a perfigure basis, but rather on the position of the unit as awhole. If half or more of a given unit is behind cover, theentire unit receives the benefit of that cover.

    Cover modifiers that overlap are cumulative.Example: Six Jesh Al Mahdi militiamen move into

    position in the cover of some low walls surrounding afountain. 4 of the JAM militiamen make it behind thewalls, but two are left in the open. Since half or more of themilitia figures are in Solid Cover, the entire unit isconsidered to be in Solid Cover.

    Units may receive additional dice to their Defensebased on any additional cover beyond the usualbattlefield clutter:

    In Cover (+1 Defense Die): A unit that does notmove may declare that it is In Cover. Units may get InCover anywhere, even in a position that wouldnormally be Exposed. Being In Cover represents a unitusing all available cover to its full advantage, even if thatmeans little more than laying a little flatter on theground. In Cover units benefit if theyre using bettercover, so the In Cover bonus is applied in addition to any

    FORCE ON FORCE

    34

    Basic Defense

    Basic Defense = Number of Figures in Unit orthe Firepower of the attack against it, whicheveris less.

    More than Half of the Irregulars BelowAre In Solid Cover

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  • other cover bonuses the unit might receive for beingbehind Solid Cover, in a Fortified Position, etc.

    Regular units are automatically In Cover on anyactivation that they do not move and are not Exposed.

    Irregulars that have not moved during their activationand Exposed Regular units must pass a Quality Check toget In Cover.

    Pinned units may take a Quality Check to getIn Cover even if they have moved. This bonus die iscumulative with other applicable Defense Dice.

    Solid Cover (+1 Defense Die): Cover that has a goodchance of deflecting or outright stopping bullets isconsidered to be Solid Cover. Some examples of SolidCover might include concrete or adobe buildings,sand bags, stone walls, wrecked APCs, etc. A unit isntrequired to be In Cover to benefit from Solid Cover.

    Intervening Cover: If enemy fire passes over anintervening terrain feature, such as a stone wall, anAFV, etc. to reach a unit, that unit may claim the SolidCover bonus.

    Improved Cover (+2 DefenseDice): Cover that hasbeen reinforced for extra protection against enemy fire such as trenches, sandbagged walls, etc.

    Fortified Cover (+3 Defense Dice): Fortificationsdesigned specifically to provide protection from gunfire

    and blast effects, such asprepared trenches,log bunkers, smallconcrete pill-boxes,etc. Such positionsare generally notavailable unless a scenariospecifically states they arepresent.

    Fortified Position (+4Defense Dice): Unitssheltering within improvedpositions fortified expressly toprotect them from enemy fireare particularly difficult to ferretout. Units in bunkers, fortifiedbuildings, or improved trenchnetworks receive the FortifiedPosition bonus. Suchpositions are generally notavailable unless a scenariospecifically states they are present.

    Exposed (+1 Firepower Die for Attacker): If a unitis in open ground and is not within 2 of a scenic piecerepresenting cover of some sort, it is considered to beExposed. Exposed units are extremely vulnerable to fire,so units attacking them receive an extra Firepower Die.

    Armor DiceUnits who are wearing body armor receive additionalDefense dice.

    Light Body Armor (+1 Defense Die)Heavy or Improved Body Armor (+2 Defense Dice)Units wearing armor are designated by the scenario.

    INFANTRY COMBAT

    35

    A unit behind Solid Cover

    Mechanized Infantryman,Iraqi Republican Guard,Kuwait, 1991

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  • FirepowerA units Firepower represents its capability to bringeffective fire against the enemy. Force on Force works onthe assumption that the quality of the man using theweapon is more important than minor differencesbetween individual weapons within the same class. As aresult, a units Troop Quality is the most important factorin determining its Firepower.

    To determine a units Firepower, total the number offigures in the unit. Subtract any dice lost from Reactionsor Overwatch fire. The resulting total is the attackingunits basic Firepower.

    Add any Support Weapon or bonus dice to the basicFirepower dice to determine the units final, adjustedFirepower. This is the number of Troop Quality dice theunit will throw in an attack.

    Optimum RangeThe ranges for most weapons exceed the size of mosttables used for Force on Force games. Units who arewithin Optimum Range of a target, however, have abetter chance of causing casualties. Troops with bettertraining or more experience have a greater OptimumRange than less experienced opponents.

    Optimum Range should not be confused with effectiverange, which is a term with a very specific meaning:It is the distance at which a weapon may be expected tofire accurately enough to inflict damage or casualties.The effective range for most weapons used in the gamewill be many times the width of even the largest tables.

    Our term, Optimum Range, refers to the distance onthe tabletop at which the average soldier of a given TroopQuality is likely to cause a wounding hit. It is a measureof the firers ability to shoot well, rather than a gauge ofthe weapons innate accuracy.

    Optimum Range is directly linked to a firing unitsTroop Quality: The higher the units Troop Quality, thegreater its Optimum Range.

    There is no maximum range for most weapons.If a target is in LOS, it is generally considered to be inrange. Exceptions are noted in the rules.

    FORCE ON FORCE

    36

    Cover Dice

    In Cover: +1D Solid Cover (inside buildings, behind walls,

    etc.): +1D Deployed Smoke this Turn: +1D Improved Cover (shallow trenches, sand-

    bagged walls, etc.): +2D Intervening Cover: If enemy fire passes over an

    intervening terrain feature to reach a unit, itmay claim the Solid Cover bonus (assuming theterrain would provide Solid Cover under

    normal circumstances). Fortified Cover (purpose built trenches, log

    bunkers, and other field fortifications): +3D Reinforced Fortification (concrete bunkers with

    firing slits): +4D Exposed: +1 Firepower Die for AttackerAll modifiers are cumulative.A units Defense can never be reduced to zero.No matter what negative factors apply, a unit willalways have at least one Defense die.

    Body Armor Dice

    Light Body Armor: +1 Defense DieHeavy/Improved Body Armor: +2 Defense Dice

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  • A unit only receives one Optimum Range die perround of fire.

    A unit can only claim an Optimum Range die if allthe weapons used in the attack are within OptimumRange.

    Example 1: A Trained fireteam of four soldiers, twoarmed with rifles and


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