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Tomorrow's War (Science Fiction Wargaming Rules) Hardcover – October 18, 2011
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Top Customer Reviews
The basic rules revolve around using different dice to represent quality, with most tests either being opposed dice rolls with a minimum of a 4+ for success. Much of the system is carried over from Force on Force, and if you want to see the basic overview of the rules, go there: these rules are standalone, but I'd prefer not to retread ground I've already covered.
Obviously one of the biggest selling points with sci-fi games are weapons and equipment and how it can deal with a variety of weapons. In the previous edition, weapons of a certain type were given a general effect to the squad, regardless of how many were present or what tech level you were at. You could only use one of these effects at a time, too, so mixed-weapons squads weren't optimal. This time around, they've gone a different way: only support weapons (think MMGs or RPGs) provide special effects as the minute advantages and disadvantages of different infantry weapons are considered to balance out. These weapons provide a stackable effect while being used with a squad, while having more specialized effects when used on their own. Along with this, the higher tech level (a basic idea how high-tech your equipment is), the more effects it can get. They're pretty simple to remember and a good improvement on the last edition.Read more ›
I have heard some grumblings that you need Force on Force to be able to really understand how to play Tomorrow's War, I do not think you do. I do think Force On Force is helpful though. They set out to deliver a complete game and for the most part I believe they delivered. Even though I owned the older Ambush Alley rulesets, I did go out and also buy the new Osprey version of "Force on Force" and some scenario books. I think taking all of these items together there is no end of possibilities for Modern to Sci-Fi wargaming. I really recommend both rulesets and start with the most appealing "era" for you.
Some highlights that appealed to me once I got into the rules and played a few games
- Good pacing with everyone engaged throughout, most games done in a few hours or less.
- Flexible on scale (15mm, 20mm, 28mm are all okay), number of figures, basing, etc.
- I went back and looked at Traveller and Star Wars RPG rules for ideas and have been able to reasonably translate cool ideas from there into the Tomorrow's War system. It is a skirmish game, not an RPG, just to be clear.
It is just fun.Read more ›
The Bad - The layout of the rules is not ideal. While there are plenty of text examples, relying on photographs for some of the cover and LOS situations is a poor choice (wish they went with a cleaner graphic instead). There are too many charts spread out. Even worse, there is no quick summary sheet. Such critical information for playing the game and it’s scattered throughout the book.
For all the simplicity of the universal die mechanic, the game still gets bogged down with lots of book keeping. It’s small things that keep adding up, glutting the flow of the game. Like units taking multiple reaction tests which have to continually reduce their firepower and movement for future reactions.
The Verdict - This is not a ruleset I can recommend. While resolution of actions appears streamlined, in practice it’s ungainly. For contests, not only do you roll over the target number, but also have to roll higher than your opponent. This means a bucket of dice rolled in an attack have to be set aside and individually paired off as the defender rolls another bucket of dice.
For all the abstract positioning and LOS issues being based on an entire unit, you still get mired down in individual models needing various conditions being tracked.Read more ›
Most Recent Customer Reviews
Purchased from Ospreys site for 20$, I was keen to purchase osprey books after Frostgrave which is possibly the best game book I've ever owned. Read morePublished 17 days ago by tactech
I enjoyed this rules set enough to buy it two times! The action is frantic and intense with the morale model giving your soldiers (and/or civilians/Irregulars, as the case may be)... Read morePublished 1 month ago by DP
I have been war gaming over 40 years and rarely have I enjoyed a Sifi games as much as this one. The game mechanics are novel but keep each player engaged. Read morePublished 8 months ago by Falcon6
Looked into this as a replacement for 40K. There are some really good mechanics, but I find that the reaction chains make the game clunky. Read morePublished on December 26, 2013 by C
Lots of potential but the writing style makes it difficult to really understand the rules. Other reviews on the web mention people playing multiple games just to try and understand... Read morePublished on November 14, 2013 by Mark Morris
This is the sci-fi rules for Ambush Alley Games' critically acclaimed FORCE ON FORCE set.
It is general enough to cover most troops and vehicles but detailed enough to make it... Read more
Generic and adaptable, great for squad based gaming. Really a lot of fun. Lots of nitty gritty details and crunch for those who like to have a lot of options.Published on April 9, 2013 by Peter Mancini
I had played some other games by Ambush Alley and I am a big SciFi fan so I decided to give this one a try. Osprey did a really nice job on this rulebook. Read morePublished on December 21, 2012 by Thomas A. Reed
Good rules, great folks at the company and boards.
Play fast, but still feel like a firefight should.
Use 15mm figs and whole armies are 45-100 dollars.