Help support TMP

"Coldwar Commander vs Force on Force" Topic

7 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the Modern Discussion (1946 to 2008) Message Board

Areas of Interest


1,127 hits since 7 Jan 2013
©1994-2019 Bill Armintrout
Comments or corrections?

COMMODORE LMV07 Jan 2013 8:59 a.m. PST

Searching for a rules system for modern & coldwar large battles. I am currently playtesting Force on force and Cold War Commander. Right now I think I am going to mix a little from each. Taking the basic game mechanics from force on force but simplifying the hit charts and using the ranges and army lists from CWC. Has anybody else done anything like this?

Personal logo Toy Soldier Green Supporting Member of TMP07 Jan 2013 9:48 a.m. PST

Yes please and do share. I did similar with Ambush Alley and FUBAR. Here: link

Khazarmac07 Jan 2013 3:36 p.m. PST

Friends and I play both those, so please do share what you produce!


COMMODORE LMV08 Jan 2013 9:10 a.m. PST

First of all, I forgot to mention that I am playing this in 15mm. I really want to play big battles that move. The Fow system, I really do not believe plays out good in a mega battle. My ultimate goal is to play Fulda Gap 1990. Right now I am playtesting Iraq War I have 12 Iraqi T-72s and 6 Iraqi T-55s up against 5 USMC M1a1s. So far my sons and I have played this out about ten times. I basically am using the force on force mechanics for shooting and saving the different dice rolls and modifiers. But I am using Cold War commander's ranges. In the big games that I intend to put on,I dont have time to keep track of anything but destroyed or surpressed vehicles. So if a hit gets through when you roll on the damage chart I think it is 1-5 is surpressed (vehicle is bailed or temporarily disabled until it passes a morale test)6-12 it is destroyed. When half the platoon takes a casualties then a morale test is needed. I use the morale system from force on force. Who goes first is determined by a skill test high role d8 for Iraqi, d10 for US. I have not done infantry yet. I intend to base like FOW but use the attacks,hits and save from Coldwar Com. I need to read up on artilery and helicopters and airpower in CWC. That is basically all I have done I am trying to have that big modern game that is quick, fun and really gives a taste of the era.

COMMODORE LMV08 Jan 2013 9:13 a.m. PST

I forgot to mention that I scrapped the overwatch and opportunity fire mechanics from FoF and Cwc. I love overwatch in the skirmish game, but in the big battle it muddles the flow.

Jcfrog Supporting Member of TMP08 Jan 2013 10:24 a.m. PST

Force on Force is a skirmish game; it is not suited nor intended to do squadrons of tanks etc.

Cold war commanders had strange things that won't do, or did not do for me (-the chap who wrote them did not know his modern stuff too well and that in itself gets you to question things.) 6 marders rolling a lot of D6 of 20mm upon a T80 at 800m will most likely not kill it. Well yes but not there as it would be 24 marders killing 4 T80!!!

BKC might have worked reasonably for WW2; modern warfare is way different. Electronics?

If you want bigger stuff why not use CDTOb or FFT3 with the mods from link

and yes instill a dose of the reaction stuff (brilliant) from FOF.

Number608 Jan 2013 4:26 p.m. PST

Modern Spearhead.

24 Marders would would only fire while running away from 4 T80s.

And "Modern Warfare" means too many things – Vietnam, Israel, Central Europe, the Middle East (from the 90s to now). No one rules set – unmodified – can handle all of that.

Since the Cold War never turned hot, anything you do would be mostly conjecture anyway.

Sorry - only verified members can post on the forums.