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913 hits since 25 Jan 2014
©1994-2024 Bill Armintrout
Comments or corrections?

ubique125 Jan 2014 9:40 a.m. PST

I am looking for a ruleset for Cold War and post Cold War. I am using 28mm infantry mainly, with the odd vehicle.
I like low tech rules with the emphasis on tactics and fairly quick gameplay.
Any suggestions?

Striker25 Jan 2014 10:06 a.m. PST

Once I get some guys painted up I'm going to use "At Close Quarters" by Chris Peers. Pretty simple mechanics and not a ton of modifiers for combat. My size of force will be about a platoon + support (maybe a vehicle or two but not many). D20 used for shooting (one die roll determines hit and casualty) and d6 for everything else (spot, hth, morale, pins).

MajorB25 Jan 2014 10:25 a.m. PST

Ambush Alley / Force on Force / Tomorrow's War

Mick in Switzerland25 Jan 2014 3:52 p.m. PST

I use force on force and enjoy the games.

Generalstoner4926 Jan 2014 3:38 p.m. PST

Force on force is great for this time frame.

Lion in the Stars26 Jan 2014 7:21 p.m. PST

If you are focusing on small engagements with a platoon or two and maybe a couple vehicles, I'd suggest Force on Force. Several different 'theater' settings, from Cold War Gone Hot (mid 1980s) all the way down to Bush Wars (1960s-1980s), with a detour though Ambush Valley (Vietnam).

You will need a good number of dice, ten of each: d6, d8, d10. d12s are possibly needed, but you don't necessarily need them unless you're playing Mogadishu (another book).

Note that Ambush Alley is written around RELATIVE capabilities, not absolute ones. A heavy AT weapon in 1955 won't even scratch 1990 armor, so the different books have different stats for the same weapons and vehicles.

Ambush Alley rules are focused on the training differences, not the technical differences between gear. An M16 in the hands of a SEAL is the equal of an AK47 in the hands of a SEAL, but a Somali with an M16 is no match for a Delta trooper with an AK.

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