Bwendi Bugle
12th February 2313 Standard Reckoning
ADF Defector Welcomed Into Bwendi
News has reached us that another ADF defector has seen the light. Captain Melissa Ffortescue-Brown (32) of the ADF Air Force ditched the Froghopper spyplane that she was flying over Pyntagahl province in western Nova Ztumsia at 0400 on Tuesday, citing engine trouble, and landed near an abandoned mining camp. A Bwendi border patrol was fortunately on hand to offer assistance and we have been lucky enough to obtain some classified footage of the rescue.A Bwendi border patrol takes up positions near Captain Ffortescue-Brown's crash site |
Captain Ffortescue-Brown looks on with horror as elite special forces from the dreaded Burpa Regiment advance on her position |
The Burpas fall into a cunningly laid Bwendi ambush |
Captain Ffortescue-Brown has agreed to appear on a 'This Evening with Tarquin McDoenall' tonight at 1900 hours, when she will relate the full horrors of her life in Albion and her service with the ADF.
Closing remarks
We have been promising ourselves more time spent learning and playing Tomorrow's War, so last night we set up the Lost & Found scenario from the rulebook. It involves a pilot figure as an objective. The scenario, as written, sees an elite US Marine force (the Burpas in our game) with better equipment but fewer numbers trying to get to the pilot and escort her from the table within eight turns. The DPRG force (Bwendi in our game) is lower tech and lower quality, but has more figures and gets to set up in ambush, so it must time its ambushes correctly to take out the USMC. Time is limited, so the USMC player must advance quickly and cannot afford to spend ages getting into a firefight. Fortunately for me, Steve preferred to shoot rather than move, which meant that I was able to delay him long enough that he could not get the pilot off the table, although he did eventually actually make contact with her. I was lucky in this scenario, because Steve's dice rolling was phenomenally good all round, and it was only his lack of focus on the objective that gave me the win. He killed one of my troops and wounded about half of the rest. I wounded two of his troops.The good
For this game we agreed to use the Fog of War cards, which was fun, although it had little impact on the game. Steve drew two cards that had no effect, while I drew one card that required a die roll. I got lucky and one of my fireteams gained +1 on its reaction rolls, which was useful. I liked the Fog of War cards even without the significant effects. They add an additional element of uncertainty to the game that we both enjoy.
The game system itself is pretty good. You get to roll lots of dice, so luck should even out overall. The disparity between different quality troops encourages you to focus on the objective of the scenario rather than on trying to kill all the enemy, and I like the way that technology is integrated into the game as modifiers to attack/defence among other things.
There is a basic campaign included in the rules. This looks like it could be good fun.
The not so good
We had both read the rules through, but there is a huge gulf between reading them and knowing them well enough for a game, especially with a tome as weighty as this one. As it happened, our previous two games clearly helped us, because we were able to muddle through well enough with the aid of much pondering and a QRS that I found online. That is the problem though. We had to muddle through. We both agreed that there is a good game in the Tomorrow's War rulebook, but that learning it was made harder by the layout and style of writing. Given that it is not a cheap rulebook, I had expected better presentation of the rules, perhaps keeping them more focused. The writing style is quite chatty and I find that obscures the meaning and makes the rules longer than they need to be.
The authors have also wasted space in the rulebook on a background that I shall never use. The book could have been about one third shorter without that background material, and that background material might have been better placed in a supplement. Replacing it with generic examples of troops and vehicles would have suited me better.
Another shortcoming is in the rules for irregular units. Unless I have missed it in my reading, there is no explanation or real examples anywhere of irregular units other than one scenario that uses them.
Finally, although I mentioned that the campaign included was a good idea, there are very few guidelines on how it should be set up. This is not really a problem for me, because I have already designed my battalion structure for the Bwendi army, but it would have been nice to have guidelines on table size included with the campaign. I asked about this on the forum but received no response. Table size is important, because it is one of the basic elements in designing a scenario. The campaign limits each game to between 5 and 8 turns, so table size will be critical in determining how quickly units can reach the objective, cross the table or withdraw off it, according to the scenario needs. It would also have been nice to have a couple of example orders of battle for the campaign. In some respects, this campaign reads like the author knew what they were talking about and forgot that their readers did not have all that knowledge.
So, more time spent tightening up the text and explaining the basic frames of reference would have been great. Less background material and more generic examples, please.
One other complaint that I have is that questions asked on the forum are often answered with reference to Force on Force, which Tomorrow's War is apparently based on. It appears that gaps in Tomorrow's War are there because the authors forgot to explain things that they explained in the other rules set. That actually annoys me, because I do not want to have to buy another rules set just to fully understand the one I did buy. At the price that they charge for Tomorrow's War I expect a full and complete rulebook that is well laid out, well written and readily comprehensible.
And finally
All that said, and at the risk of repeating myself, there is a good game in Tomorrow's War. It is just a shame that the learning curve is steep for the reasons cited. I find the writing style too chatty for easy learning, but I have enjoyed the small number of games that we have played so far despite that. With continued play, I expect we shall get to grips with the game and make good progress on the further conflicts between Bwendi and the Albion Defence Force. So, on with the arms race. It is time to show those Albionites what Englishness is really all about.
Hi Ruarigh,
ReplyDeleteInteresting to hear your thoughts on TW, as I got it for Christmas. Ive got to agree, there is quite a lot to the rules, I haven't tried to have a game, but have read the book through. A really good QRS is needed I think.
Im going for 28mm stuff for this one, just for a change.....
Oh, good to see you back on the blog!
Steve
Thanks, Steve. I've been on the Talomir Tales blog but not this one. No enthusiasm for it I guess. Hopefully that changes with the new outbreak of hostilities between the Bwendi and the ADF. :)
ReplyDeleteI like playing Tomorrow's War but I am finding it hard to read the rules and learn them. I did find a good QRS that included page references for each section, but cannot remember where it came from. If you drop me an email, I shall send it to you.
28mm sounds huge for TW. I assume you are not planning to field many vehicles?
No, im planning on very small scale skirmishes, probably a platoon per side, with maybe the odd vehicle every now and then. Anything bigger, ill just play FWC.
ReplyDeleteIll drop you an email later on mate.
Steve