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Author Topic: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!  (Read 6720 times)

Offline Major_Gilbear

  • Scatterbrained Genius
  • Posts: 3153
  • God-Emperor of Dune
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #15 on: October 05, 2011, 03:18:19 PM »
On the QRS: We didn't include a QRS in the book because we're offering a downloadable QRS on our website. Once folks have played the game a few times the only tables they generally need to consult are the Vehicle Damage Table and the First Aid Table. Actually, if you have a memory better than mine (as 98.5% of the human population and a large percentage of the chimp population does), you memorize the First Aid Table pretty quickly, too. ;)

On Army Lists/Points Lists: TW is primarily a scenario based game, but we are working on a rough point system for just the reasons you stated, Major Gilbear. It too will be available on our website soon.

I'm glad you found the links useful!

Shawn.

Thanks for the reply!

I'm looking into getting a copy of the game, and once I've had a chance to read up on it, I may well post my thoughts back here.

The points system really is important I think as it adds flexibility for pick-up games. I do understand that they are often hard to balance however, and that some people do tend to focus a lot on them. One great idea that I've seen is to have two point values for all the unit choices.

Corvus Belli's game Infinity uses this system, and whilst most units only cost points from the first points pool, a few also cost points from the second points pool. Typically, in Infinity, the first value is the one that is used to set the game size, and also the number of secondary points available. So a 300 point game will let you spend up to 300 points (duh) and up to 6 secondary points (called "SWC" or Support Weapon Cost). Some specialists also cost secondary points, or in some cases, certain leaders allow additional secondary points to be spent beyond the normal limit.

So for example, a typical basic soldier with a rifle might cost 10 points, but one with a heavy machine gun might cost 20|1, and one with a sniper rifle perhaps 20|1.5. You can see that the specialists are not only more expensive, but use up some of the support points too; this therefore limits them in a much more flexible manner than a hard numbers cap or an organisation chart.

It is worth noting that the secondary cost also sometimes scales to the abilities of the wielder; an elite trooper with lots of specialist skills and equipment will make that HMG much deadlier than a basic trooper with the same gun.


Anyway, that's enough pontification on points values from me!

I also just wanted to say, looking at your post count (4), "a belated welcome to the LAF boards!" :D

Offline Marauder

  • Librarian
  • Posts: 133
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #16 on: October 05, 2011, 05:40:00 PM »

Corvus Belli's game Infinity uses this system, and whilst most units only cost points from the first points pool, a few also cost points from the second points pool. Typically, in Infinity, the first value is the one that is used to set the game size, and also the number of secondary points available. So a 300 point game will let you spend up to 300 points (duh) and up to 6 secondary points (called "SWC" or Support Weapon Cost). Some specialists also cost secondary points, or in some cases, certain leaders allow additional secondary points to be spent beyond the normal limit.

So for example, a typical basic soldier with a rifle might cost 10 points, but one with a heavy machine gun might cost 20|1, and one with a sniper rifle perhaps 20|1.5. You can see that the specialists are not only more expensive, but use up some of the support points too; this therefore limits them in a much more flexible manner than a hard numbers cap or an organisation chart.



That's quite brilliant I have to say!  Great way to limit the amount of "elite" stuff without having to have complicated composition rules.

I love point systems but also agree that its next to impossible to make them perfect.  However given that the point system is not in the main rulebook, and would likely be a PDF posted on their site, they could revise it whenever they see fit.

-Tim

Offline NickNascati

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  • Posts: 2194
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #17 on: October 05, 2011, 06:38:07 PM »
The only QRS on the Ambush Alley website, is for the primary game, "Force on Force".  I'd think there would be a separate one for "Tomorrow's War".

Offline shadowking1957

  • Mastermind
  • Posts: 1534
    • Shadowkings
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #18 on: October 06, 2011, 07:36:57 PM »
Yep not the tomorrows war QRS id like one might clear up some stuff and make it easy ti grasp....??????

Offline chromedog

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  • Posts: 188
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #19 on: October 07, 2011, 10:58:02 PM »
They just released a QRS for TW.  It's in the downloads.

http://ambushalleygames.com/resources/downloads/30-playing-aids
« Last Edit: October 08, 2011, 02:26:10 AM by chromedog »

Offline shadowking1957

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  • Posts: 1534
    • Shadowkings
Re: Ambush Alley's "Tomorrow's War"... Some actual reviews please?!
« Reply #20 on: October 08, 2011, 09:43:23 AM »
Brilliant , will try this out and report back , Im intrested in how the whole combat works out and will have questions ......

Tony

 

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