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OSPREY

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

Moving Units on the Table

32

17

Out of Contact Movement

32

18

Fire Combat

32

18

Rounds of Fire

32

18

19

Resolving Fire Combat

33

Special Rules for Fire Combat

41

19

Ambushes

41

19

Night Fighting

43

19

Supressed Weapons

43

19

Outgunned

43

19

SMGs, Shotguns and Handguns

44

20

Intimidating Weapons

44

20

On-Board Mortars

45

 

20

Smoke

45

20

Close Assault Combat

46

22

Close Assault Quality Test

47

22

Resolving an Infantry vs Infantry

 

23

Close Assault

47

POWs

48

23

Casualties and Dependents

48

23

The Casualty Penalty

48

24

Dependents

53

26

Fire at Units with Casualties and/or

 

27

 

Dependents

53

28

Close Assaults against Units with Casualties

 

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

Show of Force

106

CS Gas

119

Examples of Generic Aircraft

106

Claymores

119

Artillery

107

Flamethrowers

119

Spotters and Forward Observers

107

On-Board Mortars

120

Calling in a Fire Mission

107

Special Battlefield Hazards

121

Resolving a Fire Mission

107

NBC Warfare & MOPP Suits

121

C-RAM

108

Mines and IEDs

122

Determine Fire Mission Effectiveness

108

Mounted Units

123

Resolving Counter Battery Fire

108

Types of Mounted Units

123

Putting It All Together: On the Outskirts of Some

Movement for Mounted Units

124

German Town

108

Fire Combat and Mounted Units

124

Scenario Information

108

Close Combat and Mounted Units

125

NATO Mission

110

Casualties, Dependents and

 

WARPAC Mission

110

 

Mounted Units

125

Special Rules

111

Combat Stress

125

Optional Rules

111

Background Stress Level

125

 

 

Asymmetric Engagements

112

Positive Leadership & Stress

126

Irregular Units

112

Negative Leadership & Stress

126

Irregular Unit Command Issues

112

Mixed Leadership

126

Irregular Actions/Reactions

113

Stress Test

126

Irregular Morale

113

Civilians on the Battlefield

127

Hopped Up Units

114

Regulars and Civilian Mobs

127

Playing an Asymmetric Engagement

115

“Popular” Leaders and Civilian Mobs

128

Initiative

115

Mixed Mobs: Civlilian & Combatant

 

Insurgency Level

115

Units

128

Irregular Reinforcements

115

Hostile Mobs

129

Building Clearing

115

Tactics Techniques and

 

Putting It all Together: Contracting Trouble!

116

 

Procedures (TTPs) for the

 

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

 

 

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

Smoke Dischargers

143

135

Technical

143

136

Up-Armored AFV

143

136

Up-Armored Soft Skin

143

136

Appendix 3: The Campaign

 

136

 

Game

144

136

Get to Know Your AO

144

136

What Type of Campaign Are We Playing?

144

136

What’s the campaign setting?

144

137

What’s the campaign duration?

145

137

What force am I playing?

145

139

What level of force am I playing?

145

140

Is this a co-op campaign?

145

140

Defining Your Force

145

140

Your Platoon

145

140

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

 

down

Ambush

A

stroll

 

 

 

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

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