Force_on_Force
.pdfOSPREY
PUBLISHING
TABLE OF CONTENTS
Introduction
Design Notes
A Word of Thanks
Getting More Involved
The Special Operators Group
What Do I Need to Play?
Getting Started
Using This Rulebook
Kinetic Operations
Commonly Used Terms and Concepts The Turn Sequence
Choose a Scenario Set up the Table
Draw Fog of War Cards
Set up Units
Set up Hot Spots Begin Play
Declare and test for Unbuttoned AFVs
Declare Overwatch Units
Active First Initiative Units Resolve Reactions
Continue Activating Initiative Units
End Phase: Move and/or Fire Remaining Non-Initiative Units
Start New Turn
Declare Overwatch Units
Play Continues to Game’s End
Infantry Combat
Units
The Rule of Equivalences
Basic Units Characteristics
Unit Cohesion
Leaders
Unit Attributes
The Nearly Universal Mechanic
8 |
Tests and Checks |
29 |
|
8 |
Unopposed Tests/Checks |
29 |
|
10 |
Opposed Tests/Checks |
29 |
|
10 |
Die shifts |
29 |
|
11 |
Line of Sight (LOS) |
29 |
|
11 |
Line of Fire (LOF) |
30 |
|
12 |
Fog of War |
31 |
|
15 |
Movement |
31 |
|
16 |
Tactical Movement |
31 |
|
16 |
Rapid Movement |
31 |
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Moving Units on the Table |
32 |
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17 |
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Out of Contact Movement |
32 |
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18 |
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Fire Combat |
32 |
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18 |
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Rounds of Fire |
32 |
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18 |
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19 |
Resolving Fire Combat |
33 |
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Special Rules for Fire Combat |
41 |
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19 |
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Ambushes |
41 |
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19 |
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Night Fighting |
43 |
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19 |
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Supressed Weapons |
43 |
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19 |
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Outgunned |
43 |
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19 |
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SMGs, Shotguns and Handguns |
44 |
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20 |
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Intimidating Weapons |
44 |
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20 |
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On-Board Mortars |
45 |
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20 |
Smoke |
45 |
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20 |
Close Assault Combat |
46 |
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22 |
Close Assault Quality Test |
47 |
|
22 |
Resolving an Infantry vs Infantry |
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23 |
Close Assault |
47 |
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POWs |
48 |
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23 |
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Casualties and Dependents |
48 |
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23 |
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The Casualty Penalty |
48 |
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24 |
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Dependents |
53 |
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26 |
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Fire at Units with Casualties and/or |
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27 |
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Dependents |
53 |
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28 |
Close Assaults against Units with Casualties |
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|
28 |
and/or Dependents |
54 |
Morale |
54 |
Morale Checks |
54 |
Terrain Effects |
56 |
Buildings and Structures |
57 |
Firing at Units in a Building |
58 |
Water Obstacles |
61 |
Vertical Obstacles |
62 |
Forests and Woods |
62 |
Extremely Rough Ground |
63 |
Hidden Units |
64 |
Actions and Reactions |
65 |
Initiative and Non-Initiative Units |
65 |
Actions |
65 |
Reactions |
65 |
Overwatch |
70 |
Putting It All Together: A Few Blocks of Hell |
71 |
Scenario Information |
72 |
US Army Mission |
73 |
Insurgent Mission |
73 |
Special Rules |
74 |
Optional Rules |
74 |
Mechanized Comba |
75 |
Activating Vehicles |
75 |
Vehicle Types |
75 |
Wheeled |
75 |
Tracked |
76 |
Vehicle Movement |
76 |
Loading and Unloading Passengers |
76 |
Vehicle Commanders – Buttoned Up and |
|
Unbuttoned |
76 |
Unbuttoned Commanders |
77 |
Buttoned Up Commanders |
77 |
Vehicle Firepower |
78 |
Restrictions on Vehicle Fire |
78 |
Weapon Classifications for Vehicle Combat |
79 |
Vehicle Defense |
80 |
Sample Vehicle: M1A1 MBT |
80 |
Firing at Vehicles |
81 |
Determine Hits |
81 |
Vehicle Crew/Passenger Casualties |
84 |
Vehicle Crew & Passenger Morale |
85 |
Morale Results for Vehicle Crews |
85 |
Bail Outs |
86 |
AFVs and Infantry |
86 |
Non-AT Infantry Weapons vs. Vehicles |
86 |
Infantry AT Weapons vs. Vehicles |
87 |
Vehicle Weapons vs. Infantry |
89 |
Infantry Close Assault vs. AFVs |
90 |
Vehicle Attributes |
92 |
Guns |
92 |
Types of Guns |
92 |
Using Guns |
92 |
Putting It All Together: Knife-Fight at |
|
Mahmudiya |
93 |
Scenario Information |
94 |
US (2nd Platoon, Charlie Company) Mission |
94 |
Iraqi Mission |
94 |
Special Rules |
94 |
Air Mobile Operations |
95 |
Air Mobile Troop Insertions |
95 |
Fast Rope Insertions |
96 |
Ground Fire |
97 |
Optional: Ambient Fire |
97 |
Helicopter Damage Effects |
98 |
Close Air Support |
100 |
Conducting an Air Strike |
100 |
Requesting an Air Strike |
100 |
Reaching the Target |
101 |
Determining the Effectiveness of the |
|
Air Strike |
102 |
Damage Assessment |
102 |
Strafing Runs |
103 |
Pylon Gun Runs |
103 |
Bombing Runs/Missile Strikes |
104 |
Attacks Specific to Helicopter Gunships |
105 |
Advanced Rules for Infantry |
|
|
Danger Close |
105 |
Combat |
119 |
|
Advanced Weapon Rules |
119 |
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Show of Force |
106 |
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CS Gas |
119 |
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Examples of Generic Aircraft |
106 |
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Claymores |
119 |
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Artillery |
107 |
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Flamethrowers |
119 |
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Spotters and Forward Observers |
107 |
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On-Board Mortars |
120 |
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Calling in a Fire Mission |
107 |
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Special Battlefield Hazards |
121 |
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Resolving a Fire Mission |
107 |
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NBC Warfare & MOPP Suits |
121 |
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C-RAM |
108 |
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Mines and IEDs |
122 |
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Determine Fire Mission Effectiveness |
108 |
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Mounted Units |
123 |
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Resolving Counter Battery Fire |
108 |
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Types of Mounted Units |
123 |
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Putting It All Together: On the Outskirts of Some |
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Movement for Mounted Units |
124 |
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German Town |
108 |
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Fire Combat and Mounted Units |
124 |
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Scenario Information |
108 |
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Close Combat and Mounted Units |
125 |
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NATO Mission |
110 |
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Casualties, Dependents and |
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WARPAC Mission |
110 |
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Mounted Units |
125 |
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Special Rules |
111 |
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Combat Stress |
125 |
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Optional Rules |
111 |
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Background Stress Level |
125 |
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Asymmetric Engagements |
112 |
Positive Leadership & Stress |
126 |
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Irregular Units |
112 |
Negative Leadership & Stress |
126 |
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Irregular Unit Command Issues |
112 |
Mixed Leadership |
126 |
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Irregular Actions/Reactions |
113 |
Stress Test |
126 |
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Irregular Morale |
113 |
Civilians on the Battlefield |
127 |
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Hopped Up Units |
114 |
Regulars and Civilian Mobs |
127 |
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Playing an Asymmetric Engagement |
115 |
“Popular” Leaders and Civilian Mobs |
128 |
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Initiative |
115 |
Mixed Mobs: Civlilian & Combatant |
|
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Insurgency Level |
115 |
Units |
128 |
|
Irregular Reinforcements |
115 |
Hostile Mobs |
129 |
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Building Clearing |
115 |
Tactics Techniques and |
|
|
Putting It all Together: Contracting Trouble! |
116 |
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Procedures (TTPs) for the |
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Scenario Information |
116 |
Small Unit Leader |
130 |
|
USMC Mission |
116 |
Offensive Operations |
130 |
|
Insurgent Mission |
118 |
Defensive Operations |
132 |
|
Special Rules |
118 |
Use of Armor/Vehicle Assets |
133 |
|
Optional Rules |
118 |
Considerations for Insurgent Players |
133 |
5
Appendix 1: Example Weapon
systems
Appendix 2: Unit and Vehicle
attributes
Unit Attributes
Advanced First Aid Training (ALS)
Cavemen CASEVAC
Despised
Designated Marksman (DMR)
Elusive
Forward Observer (FO)
Indigenous Scout
Interpreter
Mounted Unit
Mounted Cavalry
Medic
Pointman
Poor Initiative
Special Teams
Stealthy
Terminal Air Controller (TAC)
Vehicle Attributes
Active Protection System (APS) 1
Active Protection System (APS) 2
Advanced Armor
Advanced Optics/Sensors
Amphibious
Anti-Personnel Grenades
Bar Armor
Countermeasures
Deathtrap
Enhanced Fire Control
Explosive Reactive Armor (ERA)
Fire-or-Move
Hardened
Heavy Hitter
IED Countermeasures
134 |
Improved MGs |
142 |
|
Lifesaver |
142 |
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|
|||
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Light for Class |
142 |
|
135 |
Mine Resistant |
142 |
|
135 |
Obsolete or Poor Armor |
142 |
|
135 |
Restricted Arc of Fire |
143 |
|
135 |
Safe Haven |
143 |
|
135 |
Slow Turret |
143 |
|
135 |
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Smoke Dischargers |
143 |
||
135 |
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Technical |
143 |
||
136 |
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Up-Armored AFV |
143 |
||
136 |
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Up-Armored Soft Skin |
143 |
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136 |
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Appendix 3: The Campaign |
|
||
136 |
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Game |
144 |
||
136 |
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Get to Know Your AO |
144 |
||
136 |
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What Type of Campaign Are We Playing? |
144 |
||
136 |
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What’s the campaign setting? |
144 |
||
137 |
|||
What’s the campaign duration? |
145 |
||
137 |
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What force am I playing? |
145 |
||
139 |
|||
What level of force am I playing? |
145 |
||
140 |
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Is this a co-op campaign? |
145 |
||
140 |
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Defining Your Force |
145 |
||
140 |
|||
Your Platoon |
145 |
||
140 |
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The Campaign Turn Sequence |
146 |
||
141 |
|||
Pre-Action Sequence |
146 |
||
141 |
|||
141 |
Execute Operation |
149 |
|
141 |
After Action Sequence |
149 |
|
141 |
Building the Insurgency |
156 |
|
141 |
Insurgency Hierarchy |
156 |
|
141 |
Insurgency Development Rolls |
156 |
|
141 |
Regular Platoon Log |
159 |
|
141 |
Insurgency Log |
160 |
|
142 |
Appendix 4: Sample |
|
|
142 |
|
||
Organizations and |
|
||
142 |
|
||
Vehicles |
161 |
||
142 |
Organizations |
161 |
6
Australia |
161 |
Scenario 1: Top Malo |
182 |
|
Royal Australian Regiment |
161 |
Scenario Information |
183 |
|
France |
162 |
Royal Marine Mission |
183 |
|
Section de Combat (Infantry Platoon) |
162 |
Argentine Commando 602 Mission |
184 |
|
Germany |
163 |
Special Rules |
185 |
|
Gebirgsjäger or Fallschirmjäger Zug |
|
Optional Rules |
185 |
|
(Mountaineer or Paratroop Platoon) |
163 |
Scenario 2: Of Birds and Bees |
185 |
|
Panzergrenadier Zug (Platoon) |
164 |
Scenario Information |
186 |
|
Russia |
165 |
US Mission |
186 |
|
Motorized Rifle Regiment (BTR & BMP) |
|
NVA Mission |
188 |
|
Platoon |
165 |
Special Rules |
188 |
|
United Kingdom |
166 |
Scenario 3: Welcome to Hell |
189 |
|
British Army |
166 |
Scenario Information |
189 |
|
British Royal Marines |
166 |
Russian Mission |
189 |
|
United States of America |
167 |
Chechen Mission |
192 |
|
Special Rules |
193 |
|||
United States Marine Corps (USMC) |
167 |
|||
Optional Rules |
193 |
|||
US Army |
167 |
|||
Scenario 4: Encounter on the Yehudia Road |
194 |
|||
Vehicles |
170 |
|||
Scenario Information |
194 |
|||
US Vehicles |
170 |
|||
IDF Mission |
194 |
|||
British Vehicles |
174 |
|||
Syrian Mission |
195 |
|||
French Vehicles |
176 |
|||
Special Rules |
196 |
|||
German Vehicles |
177 |
|||
|
|
|||
Russian Vehicles |
178 |
Glossary of Military Terms |
197 |
|
|
|
|||
Scenarios |
182 |
Fog of War Cards |
198 |
|
|
|
|||
Suggested Victory Point Values |
182 |
Index |
|
7
INTRODUCTION
The rules that follow have been designed around a limited number of shared game mechanics – once you’ve learned the basic concepts, you’ll have no trouble applying them to more advanced concepts. This will allow you to spend less time learning rules and more time actually playing games.
Force on Force is very flexible with regard to the number of figures or space required to play. A thrilling and satisfying game can be played using a dozen figures per side on a two foot square board or using dozens of figures 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 into making Force on Force a truly modern rule-set capable of recreating both traditional, kinetic engagements between similar forces and asymmetric counterinsurgencies, the mechanics presented here are easily modifiable for use in virtually any period within the age of gunpowder. Force on Force puts the emphasis on the man behind the gun, not the gun itself, and this design philosophy allows the rules to embrace a level of universality that might otherwise prove impossible.
Extensive examples and Design Notes have been included with the rules to make them as accessible as possible. We’ve also included a detailed table of contents and exhaustive index to make this rulebook an easy-to-use reference.
DESIGN NOTES
When we designed the core mechanics for Force on Force, we set our sights on creating a game that captured the feel of modern conflicts but which would be fast and simple to play. We also wanted a rule-set that could support
games played on a smallish table with a reasonable amount of figures or scaled up for larger games if desired.
We also wanted our game to be results oriented rather than focused on process – we assume that the infantrymen and vehicle crews our models represent actually know how to do their jobs to the extent of their level of training and we don’t have any interest in micromanaging them. The player’s job in Force on Force isn’t to direct an individual rifleman’s fire, it’s to direct fireteams and vehicles to fulfill their missions. This design philosophy mitigates the need for players to make extraneous decisions and maintains the focus on the kinds of decisions made by leaders of the types of units represented in a typical Force on Force scenario.
By far the most important thing we wanted to represent in Force on Force was the quality of the men behind the guns. The differences in weapon capabilities on the battlefield, especially at the level of the infantryman, pale to insignificance in comparison to the capabilities of the units of men using those weapons. History has shown repeatedly that superior firepower is not a reliable countermeasure to superior training, discipline, and experience.
The game has come a long way since we brain-stormed its original mechanics while drinking soda on the front porch on a succession of hot Oklahoma evenings. Force on Force has been influenced and shaped by new ideas brought in by players from, literally, the four corners of the world and refined through lively discussion on our community forum. What you hold in your hands now is not the culmination of a half-decade’s evolution, however. It is simply its latest phase – Force on Force is a living game that will continue to grow and adapt to its players’ needs and desires.
8
INTRODUCTION
US Navy SEALs, Persian Gulf, 2002
9
FORCE ON FORCE
Alley
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down |
Ambush |
A |
stroll |
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Force on Force will be supported by a line of companion books focusing on specific theaters of operation 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 questions directly or offer suggestions for improvements or expansions to the game.
Thanks for giving Force on Force a try. We believe you’ve just invested in a game that will provide you with hours of enjoyment for years to come!
Shawn & Robby Carpenter
A Word of Thanks
We’d like to take a moment to recognize the folks who labored behind the scenes to help bring you this game. Force on Force wouldn’t be what it is without the endlessly enthusiastic support of the following people:
Play-Testers and Consultants
Andy Rix |
Chris Mihlan |
Christopher Maes |
Cyril Vallin |
Donogh McCarthy |
Doug Robinson |
Jake Rose |
Jason Mastros |
Jim Roots |
Jim Wonacott |
Jose Ventura |
Ken Gordhamer |
Leigh Neville |
Les & Alex Shorey |
Michael Moore |
Mid-America Wargamers |
Piers Brand |
Rene Raap |
Rich Chambers |
Rutger van Marissing |
Stephen Crawford |
Steve Morris |
Tom Konczal |
Will Roots |
Special Thanks to:
Piers Brand & Cyril Vallin for their fundamental contributions to the new armored combat rules.
Tom Konczal, Rutger van Marissing, & Chris Mihlan for their keen proof-reading eyes.
All the Jims because you can’t have too many Jims! Jake Rose & Chris Maes for answering some very
specific, detailed questions – it’s good to have the input of guys who’ve actually done what we’re writing about. Thanks for your help, guys!
Piers, Cyril, Jose, Jake, Christopher, Jim W. & Leigh for being the OGs (Old Guards) for the project.
The SOG and all our loyal players without whom this game would not exist!
The veterans who have supported this game so enthusiastically – thanks for your friendship and, infinitely more importantly, thanks for your service to your nations.
Getting More Involved
If you’re interested in contributing to the future development 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/forum
You can also contact the authors directly at: info@ambushalleygames.com
10