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Author Topic: [Tomorrow’s War] AAR - Lost and Found revisited  (Read 1096 times)

Offline Raedwald

  • Scientist
  • Posts: 202
[Tomorrow’s War] AAR - Lost and Found revisited
« on: September 23, 2022, 06:27:48 AM »
Hi all,

I got to replay the original Tomorrow’s War tutorial scenario the other day, so took some piccies to share over a couple of posts.

With talk about the revised ruleset “Next War” being in development with Ambush Alley I know I should have bought a Beta copy to help support it, but honestly I get so few opportunities to play wargames that I had to jump at the chance as it came up, and go with the rules I had and already knew.

There were numerous AARs of this scenario online when Tomorrow’s War first came out. Unfortunately few players seemed to take the game beyond that, either because of the deficiencies in the layout and writing of the rulebook (in contrast with the modern warfare version, Force on Force, I’m told), or because it didn’t meet their expectations; being a deliberately unbalanced, objective driven, asymmetric system. Sadly the scenario itself was presented in a way that contributed to misleading new players too I believe.

It involves a Militia force ambushing a smaller Regular force, who are themselves trying to rescue a downed pilot, in a river valley. It encourages the Militia player to use the ambush rules, although in game terms this really isn’t too practical, as only one or two fireteams might expect to get into ‘ambush range’ and then they only have a 50% chance of successfully pulling it off. This while the actual victory conditions pivot on whether the Regulars get the pilot off the board in the limited turns available. As such, the Militia, who are deliberately badly outclassed, are better off doing all they can to slow the Regulars, and sitting for several turns in ambush, which will most likely fail, is not really the best strategy.

Anyway, for my take on the background, and to justify the actual victory conditions, I assume the Militia have a superior overwhelming force en route, hence the Regulars lose if they don't get off the board in the allotted time, even if they wipe out the opposition. Based on my miniature collection, I have To'ok aliens from Zombiesmith (as the Regulars) trying to rescue a rural informant, with Kolony Militia from Pig Iron Productions trying to stop them.

Below are some piccies of the forces involved and the initial deployment. The Militia start in hiding and the To’ok enter from the south, on turn one.

To'ok Patrol (D8/D10 - Tech Level 3)
- Fireteam Aurek: Squad Leader, Fireteam Leader, Gunner, Grenadier, Rifleman
- Fireteam Besh: Fireteam Leader, RPG, Grenadier, Rifleman
- Fireteam Cresh: Fireteam Leader, RPG, Grenadier, Rifleman

Kolony Militia Section (D6/D10 - Tech Level 2)
- Cell 1: Section Leader, Medic, Cell Leader, Sniper, Energy Weapon Specialist, 2 x Riflemen
- Cell 2: Cell Leader, Gunner, Missile Launcher, 2 x Riflemen
- Cell 3: Cell Leader, Sniper, Energy Weapon Specialist, 2 x Riflemen
- Cell 4: Cell Leader, Gunner, Missile Launcher, 2 x Riflemen

Offline Raedwald

  • Scientist
  • Posts: 202
Re: [Tomorrow’s War] AAR - Lost and Found revisited
« Reply #1 on: September 23, 2022, 06:29:27 AM »
I’ve played the regulars both times I’ve run this scenario. On my first attempt, back in 2016, my opponent let fly with all the Militia had from the off, without making much impact, but slowing me with the reaction fire. The Militia were taking casualties, but nothing too severe. The Fog of War cards made the big difference in the end, with a militiaman killed by some local fauna, then the ‘Hunted’ card being drawn. The Militia were immediately joined by an ace sniper team who quickly began decimating my force. The game was interrupted before we had a chance to finish, but with mounting casualties and a forced pullback on my lead team I doubt if I’d have even got to the farmer, let alone got off the board with him. This time around, it was quite different.

Turn 1
The game started with the To'ok rapid moving onto the valley, Fireteam Aurek heading down the centre towards the ford, with Besh and Cresh supporting either side. Militia Cells 2 and 3, on either flank, opened fire, while in the centre, 4 dashed towards the riverbank and 1 (with the leader and medic) headed for the cottage where the farmer awaited rescue. A garbled order over the radio caused some hesitation from the To'ok ("The Colonel said what?" Fog of War card, which would cost me the initiative for the rest of the game it turned out). In the opening exchanges of fire, the To'ok Squad Leader took a light wound while leading the charge, but the Militia were hit hard, with men down from all Cells. On both flanks a man was killed outright, and eight serious wounds and two light wounds were spread over the force.

Turn 2
Thanks to the To’ok confusion over orders, the Militia took the initiative, but could only take cover and deal with their wounded. Fireteam Aurek pressed on, reaching the cottage courtyard. Fireteam Cresh took up position in the field, and Besh fired at Cell 3 in the woods opposite them, causing a further two serious wounds, despite the medic being called to them.

Turn 3
The Militia retained the initiative, with Cell 2 on their right flank firing on Fireteam Aurek. This exchange resulted in the last two men in Cell 2 dropping as serious casualties. Cell 3 were dealing with their latest casualty, while Cell 4 hid by the riverbank, in the hope of surviving to intervene if Aurek grabbed the farmer. Cell 1 activated to block Fireteam Aurek in the courtyard and fire at close range. However, Aurek won the reaction and shot down all of Cell 1; killing the Section Leader and another man, and inflicting another light wound. Fireteam Besh continued to fire at Cell 3, hitting the medic, although without effect. Despite these results I now realised I’d foolishly missed two chances to react with movement to secure the farmer, and that since I could only move at tactical speed once I had him, then one more hold up would prevent me getting away in time!

Turn 4
Still with the initiative, and with the medic having been called back to Cell 1, the last man of Cell 3 on the Militia left flank fired a missile towards Fireteam Aurek. The explosion failed to harm any of the armoured aliens, and they hesitated no longer, moving to secure the farmer. Fireteam Besh provided the covering fire, seriously wounding the last man of Cell 3. The medic, and two remaining men of Cell 1 made a last ditch attempt to block Fireteam Aurek’s escape, but were all gunned down in the process; the medic being seriously wounded, the specialist KIA, and the sniper taking his third light wound (all determined after the game, since no one was left standing to permit the casualty rolls now). Only two Militiamen remained, in Cell 2 by the riverbank. They stood to open up on Fireteam Aurek, and my opponent celebrated as a Fog of War card was generated from the reaction rolls, providing a glimmer of salvation. It wasn’t to be, as the two men realised they had almost run out of ammo (the “Praise the Lord, and pass the ammunition“ card). Perhaps predictably they were both then shot down, one killed, the other turned out to be okay (post-game).

Turns 5 - 8
With no remaining opposition, the To’ok resisted the temptation to secure prisoners, which would cost them the game, and pulled back across the ford without delay. They all withdrew, getting the farmer off the board just in time on Turn 8.

Conclusions
I think this play through reflected the more common experience of this scenario, though perhaps in a more extreme sense in relation to the asymmetry. I must say, my opponent had terrible luck with the casualty rolls, with 6 KIAs and 14 serious wounds over the course of the game! A few more light wounds and ‘okay’ results would have allowed more opportunities to slow the To’ok, or inflict some casualties in return. As it turned out, the Squad Leader’s light wound was the only damage they sustained. Despite the one-sidedness of the exchanges of fire, the game still had some tense excitement, particularly when we realised at the end of Turn 3 that Fireteam Aurek couldn’t get away in time unless there were zero hitches.

Thanks for persevering with the read, hope you’ve enjoyed.

Photos below:
- Cell 2 prepare to break cover and move to the riverbank.
- Fireteam Besh take up a covering position in the woods.
- Fireteam Aurek dash over the ford.
- The Kolony medic sprints to help Cell 3.
- Confrontation in the courtyard.
« Last Edit: September 23, 2022, 06:38:45 AM by Raedwald »

Offline Easy E

  • Mastermind
  • Posts: 1951
  • Just some guy who does stuff
    • Blood and Spectacles
Re: [Tomorrow’s War] AAR - Lost and Found revisited
« Reply #2 on: September 23, 2022, 04:20:30 PM »
When I played this scenario, I had a similar experience to the one you recounted. 

If you do not mind a bit of Thread jacking, it can be found here:
http://bloodandspectacles.blogspot.com/2017/04/tomorrows-war-battle-report-star-wars.html

I really liked Tomorrow's War, if you approached it for what it was.  It was a toolbox where you layer rules on that were needed in the scenario, instead of trying to apply all the rules all the time. 

I think it may have suffered because a lot of people could not wrap their head around the extreme tactical differences between running this game and running a game like 40K (or other more Traditional Sci-fi systems of the time).  Using 40K style tactics in this game will just get you killed super dead, and really fast.   

Meanwhile, if you were use to playing Stargrunt, this made a lot more sense.
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Offline Pattus Magnus

  • Scatterbrained Genius
  • Posts: 2104
Re: [Tomorrow’s War] AAR - Lost and Found revisited
« Reply #3 on: September 23, 2022, 06:30:57 PM »
Great looking game, and a good write-up!

I agree with the points about Tomorrow’s War. I played it several times after the hardback was released, but it didn’t take off with my gaming group. I think partly it was frustration with the book layout, but mainly due to how different it was from more familiar games. I had played Stargrunt for years and had no problems with things like the need to avoid frontal assaults (unless the target of the assault is very, very suppressed…), but folks with a more … conventional sci-fi gaming background didn’t take to the style of play. Easy E’s point about using the game as a toolbox also resonates with me and that trying to dive straight into using all the rules could be a barrier for many players.

I will be very interested to see how the reboot goes. I’m hoping it is successful, as there is a lot to like about that game engine for ‘hard’ sci-fi.

Offline Raedwald

  • Scientist
  • Posts: 202
Re: [Tomorrow’s War] AAR - Lost and Found revisited
« Reply #4 on: September 24, 2022, 03:13:02 PM »
@Easy E - Thanks for the link. One thing I really liked about the number of reports that appeared for this scenario was seeing the different minis and set ups people used to represent the same thing, like a series of alternate realities! Very glad you used Stormtroopers as the superior D8 force. I find the lack of faith displayed by many rebel scummers disturbing.  ;)

@Pattus Magnus - Thank you! Yes, I agree with you both: many players seemed to dislike the tactical differences TW had to ‘conventional’ sci fi games. I got a copy of Stargrunt shortly before buying Tomorrow’s War, so never tried the former - but they’re clearly akin. I very much like the hard sci fi style.
‘Next War’ doesn’t quite have the same ring to it as a title, but hopefully the Ambush Alley team learnt the lessons from TW and it will have amazing potential.

Offline Easy E

  • Mastermind
  • Posts: 1951
  • Just some guy who does stuff
    • Blood and Spectacles
Re: [Tomorrow’s War] AAR - Lost and Found revisited
« Reply #5 on: September 27, 2022, 03:54:34 PM »
Thanks for posting this. 

It makes me want to break Tomorrow's War/FoF out again.  Such great systems in my mind. 

Next War sounds like a good title for Modern/very near future conflict..... but not so much for Sci-Fantasy like most people want in their Sci-Fi games.

 

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