It's also clear that the authors LOVE their acronyms, especially as it pertains to weaponry. Thankfully, most firefights will involve just Troop Quality and Morale. Why differentiate between Morale and Confidence? Semantically they mean about the same thing, and I don't think the game would suffer much if they were just rolled into one stat. Troop Quality is the most common stat rolled, but there's also Morale (how inspired the troops are on this particular day), Tech Level (better tech = more firepower), Supply (well supplied troops can afford to waste ammo), Confidence (do you trust your logistics supply chain and senior leadership?) and Combat Stress.įrankly, the number of individual stats here seem a bit overwhelming. Every piece of open ground is a potential kill zone.ĭifferentiation comes in the form of various troop stats, which are generally shared by everyone in a given unit. Basic soldier weapons can see and shoot anywhere on the table within line of sight. Some games offer a super-granular approach to weaponry (think lots of +1 bonuses, different range bands, templates, etc) but TW deliberately ignores all this.
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There is a clear stopping point, which TW defines as a "round of fire." Our club liked this a lot, as we'd gotten caught up in several seemingly endless chain reactions during our last game of 5150. Unlike 5150, these action/reaction cycles don't go on forever. It's the rare turn where you'll be sitting on your hands, waiting for your opponent to finish moving his dudes. Then, non-overwatching units get to move and shoot like normal - but the enemy can attempt to react to these actions with reactions of his own. Each turn, the player who wins initiative can choose to place some or all of his fire teams (the smallest unit building block in the game) on overwatch, thus giving them the chance to interrupt enemy actions later in the turn. Having played 5150 from Two Hour Wargames, we were pleased to see that Tomorrow's War's reaction/overwatch system forms an integral part of the game. Our club tried out Tomorrow's War last month after receiving a preview copy from Osprey. Tomorrow's War rewards common sense tactics, which is refreshing to say the least. The rules don't differentiate between basic trooper weapons - an assault rifle = laser rifle = heat ray. It's clearly designed to model gritty, near-future sci-fi, rather than the zany, far-future hijinx that other games cover all too well. This basic engine forms the nucleus of a very innovative, playable sci-fi game. They roll these attack dice against a similar handful of defense dice representing the opposing squad and any cover modifiers.
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Single figures don't fire at single targets instead, squads add up their firepower based on the number of effective troopers plus any support weapons. Rather, Tomorrow's War uses individually based figures (of any scale, though the book uses plenty of 15mm and 28mm example photos) to simulate squad-based actions. It's not a skirmish game where individually armed soldiers move around the battlefield on their own initiative, nor is it a stand-based game like Alien Squad Leader, where the smallest unit is a base of 3-5 figures representing a single squad or fireteam.
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Tomorrow's War, the new hard sci-fi tabletop wargame from Ambush Alley Games and Osprey Publishing, is something of a hybrid.