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The Battlefield: Miniature Modern Warfare
by parduz z. [Verified Purchaser] Date Added: 10/05/2012 17:46:22

I'm searching for a light and fast ruleset from some time. I tried the "Song of ..." rules serie from Ganesha Games (the modern one is "Flying lead"), and TwoHoursWargame "5150: Star Army", along with some free ruleset found in the web. What i want is an easy game that i can use with my AT-43 miniatures or with modern soldier miniatures to "emulate" some movie like "Black Hawk Down", as example.

The Battlefield is really different from the other rules, and requires some sort of "reset" of your gaming habits. It rises the level of abstraction a bit: as example, you don't need anymore to have a metal barrel on the field to use as cover, but instead you can put your figures adjacent to a "terrain piece" and that's enough for your minis to be partially protected. The reasoning behind this is that there's a lot of features on that "terrain piece" you can't see and your soldiers are using it without the need to fiddling with the miniature.

Everything revolves around infantry: they are your main units, there's a lot of "specializations" for them and, while there rules for almost all types of vehicles (being them wheeled, tracked, or choppers) you'll use perhaps just one, to give some "color" to the scenario (the vehicles needs an infantry unit inside to operate, they're not working alone!).

The game's easy and plays fast; once you get the few basic concept, and once you start to "see" the game from its new point of view, every other single rule will find his place like the last 10 pieces when you're finishing a puzzle.

Other reviewers mentioned how it plays like a video-game and i agree: the action is often frantic and you usually respawn dead units, so you can't loose a scenario (or better: "game mode") 'cause a couple of bad rolls or bad decision: you can alway "spawn" the unit you need and retry to gain your victory.

What this game is not:

  • a game where "heroes" (leaders, stars.... you get it) are important. They don't even exist here. You "just" have units of infantry or vehicles.
  • a real-life simulation: you have no morale, no automatic reactions. There's just some random checks for some special actions (like parachuting), otherwise you have full control of what your soldiers will do.
  • a solo/co-op game: the previous point means that there's no an easy (and official) way to have an "automated" opponent

Instead, this game is:

  • a fast and easy, but still believable and deep skirmish system
  • a multiplayer game: it can handle multiple players, grouped in teams.
  • a game that don't requires complex terrain features: a "terrain block" is an abstraction that works whatever kind of stuffs you put on the table. The added advantage is that you can build your terrain pieces (building, forests, ruins) without worrying about how the miniaturs can walk on them, or use a shoe box instead if you're not a modeller. Still, the game requires a good amount of scenery on the field.

So i'm particulary happy pf this book. Perhaps "The Battlefield" will not replace your "best" system, but it is different enough from the other ruleset i know to have its own place and its unique flavour, and to be played 'cause you want to play "another game". Strongly recommended.

(pls excuse my poor english, i'm italian).



Rating:
[5 of 5 Stars!]
The Battlefield: Miniature Modern Warfare
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The Battlefield: Miniature Modern Warfare
by Alexander K. [Verified Purchaser] Date Added: 07/08/2012 14:37:18

The Battlefield is a quite different take on miniature wargaming, it is inspired by PC/console games and has a completely new and dare I say fresh take on the classic wargaming mentality. Now before you run off in the other direction (possibly screaming “HERESY!!”) let me describe ideas and basic game mechanics included in this set of rules.

First of all, the game is meant to be played by 2-8 people, at the same time. Either in teams supporting each other, multiple teams or free for all. It has the same backbone that you will find in squad based RTS games where I think Company of Heroes and World in Conflict is the most compatible comparison I can make.

The game can be played with either single or multi based miniatures. Almost all soldiers in this game make up “units/squads” that have to maintain unit coherency and who share a common profile of stats (which are reduced as the squad takes casualties).

Results are generated by opposed rolls using D6s where each 4+ equals a “success”, and the number of dice players roll depend on unit profiles, terrain features etc. The player that rolls more successes than his opponent becomes the winner and inflicts the number of damage points equivalent to his success ratio. The defender may reduce the number of successes with each success of his own, possibly avoiding taking damage altogether. There is a bunch of modifiers in the number of dice rolled, but the basic idea of everything 4+ being a success and everything below being a failure creates a very fast paced and slick system upon which the game rests.

The Battlefield also uses Command Action Points (CAP) which is basically something that you use to pay for unit actions. The game turn sequence depends on the number of players, but playing 2 players it uses a straight IGOUGO. Playing in teams you take turns activating one player from each team at a time rather than the whole team together (Red player 1, Blue Player 1, Red player 2, Blue player 2 etc).

There are no “point costs” for units in this game. Instead each player has a set number of units at his disposal which depend on the number of players. 1vs1 games have the players command 4 units each. Destroyed units may be respawned or spawned as a new unit coming in from your own table edge. Vehicles located on the gametable may respawn on respawn points, you roll for these at the start of each turn. The terrain rules cover pretty much everything from woods to buildings and how to attack buildings.

The Battlefield includes numerous vehicle types (both ground and air) , off table artillery strikes and various infantry squad types. These are the basics of the game. The rules also include a rich section covering hiding from and spotting enemy units, mounting/dismounting from vehicles, multiple helicopters (with takeoff and landing abilities), weapon types such as SAM teams, parachuting, repelling from helicopters, silencers, smoke, red dots sights and everything you would come to expect from a modern warfare setting. You also get advanced suppressing fire rules, opportunity fire and at the ready rules.

Finally there is the scenario section. This game is all about scenarios and “game modes”. These include classics such as capture the flag, deathmatch, free for all as well as several variants that are just aim to provide a fun and interactive multiplayer miniature wargaming experience. You get victory points for holding objectives, killing opponents in specific ways, capturing locations etc.

There are even additional rules for adding zombies, insurgents or mercenary squads to your games and they differ from the regular rules to make it a more spiced up experience. These oddball “factions” are controlled by one single player in your games and may add to the multiplayer chaos of such battles.

The author even includes a couple of pages of his notes on the game design explaining game mechanics and how players may add stuff like Fog of War and player communication restrictions to their games.

The Battlefield will not be everyone’s cup of tea, however I think that it really adds something new and very different to the miniature wargaming community. The interesting blend of PC games and miniature wargaming should in fact not be any weirder than the blending of boardgame/miniature wargames that are quite popular. The look and layout of the rulebook is also easy on the eyes with good font on the text and extremely nice real life pictures of modern warfare action and equipment.

Full (and more detailed review including game mechanics) review can be found on my blog: http://anatolisgameroom.blogspot.se/2012/07/battlefield-miniature-modern-warfare.html



Rating:
[5 of 5 Stars!]
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The Battlefield: Miniature Modern Warfare
by Ulysse L. [Verified Purchaser] Date Added: 06/23/2012 07:25:25

(complete review here : http://uluelsomalien.blogspot.fr/2012/05/review-de-battlefield-miniature-modern.html )

The Battlefield : Miniature Modern Warfare.

Game mechanics

Overdrive is based on actions, each of them costing a number of Command Action Point or CAP but each time you do a new action on the same turn, you have to multiply the base cost by the number of the action for this unit : so if you Shoot on your first action then Move on your second action, you should pay 1 (number of the action) X 2 (base cost of shooting) CAP then 2 X 1 CAP for a grand total of 4 CAP. But if you Move then Shoot, you will pay 1X1 CAP then 2X2 CAP for a total of 5 CAP, so choose wisely, you will rarely have more than 12 CAP each turn to spend on your 1 to 4 units. Amongst the actions you can take, there are : move, shoot, fight in hand to hand, spot, set in overwatch, respawn, capture... and many more depending of your equipment as planting C4, fix a vehicle or heal an ally. Combat is resolved with opposed rolls (attack value VS defence value for ranged attack) with success on 4+, the player with more successes than his opponent achieving to inflict/prevent damage.

Scale

You can either play FPS or TPS (First ou Third Person Shooter) with whatever scale please you. FBS basing means 1 model represents 1 unit with 4 health points or HP, where TPS uses fire teams of 4 models with only 1 HP each. You can also play vehicles (buggy, armed light jeep, APC and MBT) and helicopters (recon, transport, gunship and heavy transport) with many health points. Main characteristics of a unit are : Move Value (3 inches/action for infantry), Attack Value (ranged), Defence Value, Optimal Range (beyond this range, you attack value is halved), Close Quarter and Damage Treshold (what I call health points). Damaged units should pay CAP before conducting attacks or the opponent will receive bonus die for his Defence roll.

Cover : obstacles and buildings

Easy as pie : each building/floor is a "block" and when a unit enters this block, the unit can freely move inside without paying CAP, allowing it to see to a 360° arc (if buildings have windows on each side) and each time C4/claymore or grenade is used in a "block" everyone inside is hit ! Obstacles also grants cover if the unit is in base to base contact (whatever side you are but if you're on the "good" side, you get a better bonus to your Defence Value) so you will never be helpless in the open and that's a great thing because even if your opponent need to spot you before firing on you, you will be much harder to spot/fire on if in cover.

Classes and loadouts

Thoses who played Battlefield 2 won't have much trouble recognizing the classes : engineer (reparation tool and AT mine) , anti-tank (bazooka), assault (common infantry, the most customizable), command (another unit acts but command pays the CAP cost), medic (healing pack), support (suppressive fire et ammo pack) et special force (C4). The sniper (claymore) is the only one that is ever represented, both in FPS and TPS basing, by a single model with multiple HP.Each player has 4 slots to fill with loadouts (items seen Modern Warfare, Battlefield or Ghost Recon) : frag/flahs/smoke grenades, flak jackets, ghillie suit, optical camo, red dot or ACOG visor, mortar, grenade launcher, silencer (firing don't give your position and you don't become spotted immediately), bipod (each 6 allow to roll another die in ranged attacks !!!!!!!)... and many vehicles upgrades : smoke dischargers, flares, ... Some unique abilities are available too : return fire, move & fire, move & close quarter and some classes have to be bought through loadouts like medic, special force and command. Imagination is the only limit to create your own loadout.

Game modes

Free for all, team deathmatch, conquest (capture & hold objectives), capture the flag, assault... There are also alternative opponents (zombies, insurgents & mercs) so everything can be played and the more you are around the gaming table, the more you enjoy the game ! Overwatch mode (acting during the other's turn) is here declined in two version At the ready and Overwatch, the first for acting during an ally turn, the other during enemy turn; meaning than planification and teamwork is the victory key.

Conclusion

Pro :

-cheap, colored and easy to learn -concept of buildings as "blocks" and easy mechanics (success on 4+) -large choice of items, vehicles, classes and game modes (everything is customizable) -a bit of strategy grants deadly successful action (and fun) -Battlefield 3 & Modern Warfare 3 turned into a miniature game

Con :

-calculating CAP cost, remembering base cost of each action, need of markers for CAP & different status -may be very difficult to play with bigger amies (more than 4 units per side) even if it's not its main purpose



Rating:
[5 of 5 Stars!]
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The Battlefield: Miniature Modern Warfare
by A customer [Verified Purchaser] Date Added: 06/19/2012 21:22:13

Not good at this review stuff. But, having played "Battlefield" a bit, I gotta say this is fun! Smooth play, and the Zombies and Mercs are a kick!



Rating:
[5 of 5 Stars!]
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The Battlefield: Miniature Modern Warfare
by Mick L. [Verified Purchaser] Date Added: 05/24/2012 01:44:26

This game is a rather obvious homage to the PC "Battlefield" "Rainbow Six" and "Call of Duty" franchise of team-based shooters, using with fire teams or single figures - appealing to 15mm and 28mm. B:MMW is more about gameplay that realism, more akin to a videogame than a war simulation. Not for the serious history buff; this is more a game than a simulation.

The game has a resource management aspect - aka "Command Action Points" or CAP. This is like a more logical combination of the command dice pips used in DBA; or the multiple activations of Infinity.

You spend CAP to move or fire fire. However there is no limit on the amount of times you can move or fire a single unit - you just gotta pay for it. To move a unit the first time costs 1 CAP, to move it a 2nd time costs double (2 CAP), to move it three times costs triple (3CAP) - you get the idea.

You can interrupt a unit's activations to activate another unit - so there is no limit on the varations on the tactics you can use - along as you are willing to pay the price in CAP. Once a player runs out of CAP the turn passes to his opponent.

Combat uses the 4+ success system used in AAG and the Savage Worlds systems - i.e. 4+ on d6 succeeds, 3 or less fails. Most firing and actions rely on throwing handfuls of dice and comparing total successes with those of your opponent.

Casualties are taken off in figure casualties (if playing in "fireteam" mode) or hitpoints (if in single figure mode). Vehicles are handled in a more interesting way; damaged vehicles function normally but cost more CAP to activate.

Dead units may "respawn" at friendly bases just like a PC game which might irritate some and please others.

There are advanced rules that I think would greatly enhance gameplay and tactics, such as the ability to act in an allies turn; collapse buildings, use overwatch and suppressive fire.

Squads are based on "Anti tank" "Engineer" "Assault" "Medic" "Commander" "Spec Ops" and "Sniper" classes. A veteran of videogame shooters will instantly recognise the weapon classes and equipment loadouts cough Battlefield 2 cough but they do not match precise army lists of actual 'real' armies. So it might not be what you want for a serious simulation of a real world battle.

Troops may be equipped with bonus "loadouts" such as bipods, binoculars, flak jackets and flashbangs. Vehicle and aircraft rules are included.

There are no 'scenarios' but rather 'game modes' to borrow the PC phrase. In "attack and defend" you defend an objective for as long as you can. Both sides have unlimited "respawns" or reinforcements - basically you pay 1CAP to resurrect a dead soldier on or near a base or friendly board edge. Some game modes allow unlimited reinforcements; in the others victory is acheived by assassinating the enemy commander. There are even "zombie" and "insurgent" gameplay modes. Having about a dozen game modes allows for a lot a replayability.

TL:DR This is a non-traditional game, with managing resource points/command-pips (CAPs) adding a layer of strategy. It is a unique crossover toward the PC game genre; and thus hardcore 'simmers' may not enjoy it. This is a great multiplayer game for 2 v 2 or 3 v 3. It would also work rather easily for near future hard sci fi with minimal tweaking.

Complete review on: http://deltavector.blogspot.com.au/2012/05/battlefield-miniature-modern-warfare.html



Rating:
[5 of 5 Stars!]
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Op4s/beta
by Daniel M. [Verified Purchaser] Date Added: 12/02/2011 12:50:58

I have had the opportunity to play OP4S a few times, and I have found the game to be very enjoyable and fast-paced. At first, I found the sheer number of units and abilities to be a little daunting. However, I soon realized that it allows for a player to continually adjust and tweak his strategy during the game. In particular, it's that aspect of the game that has solidified my interest in it. I greatly look forward to the final product.



Rating:
[5 of 5 Stars!]
Op4s/beta
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Op4s/beta
by Reuben S. [Verified Purchaser] Date Added: 09/10/2011 15:54:21

Innovative and interesting design choices make this game the first step in a new direction for table-top gaming:

The unique overdrive system gives players a choice to focus their actions that many other systems do not. The key word is choice, where there are pros and cons to each decision. Repeatedly activating the same unit comes at an exponential price which organically encourages players to bring all their units into play and gives the option to go for it with that one key unit.

It's nice to see a design that isn't afraid to bring terrain to heel and fit it snugly within the rules rather than leaving it as a nebulous variable that can sway a battle before the first die is rolled.

Attack and defense dice, along with the classic Overwatch keep both players engaged.

Modular army and unit building looks good and has some limits in place, which will hopefully avoid super-army syndrome where a certain combination of abilities out-classes all others.

It's nice to see support from miniatures manufacturers, and at the same time it gives new players and idea where to pick up models.

The text is a little difficult to read. While it is a strong design choice, I hope that in future versions it is toned down. Caps, bolding and symbols all make text more difficult to read and while I appreciate the style, it should not come at the cost of readability.

Excellent work, especially for a Beta.



Rating:
[4 of 5 Stars!]
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Op4s/beta
by Marc F. [Verified Purchaser] Date Added: 09/09/2011 13:32:12

Sorry but this will not be an uplifting and motivating review.

The Bottom line is Save your money and wait for the finished product,

My biggest complain with what is offered for sale iscthat the PDF that prints out has place savers for symbols that a very distracting and made the rule set unbearable to read.

My Recommendations: I wish there was a quick reference chart and play examples.

Lastly, If you own several rule sets of this genre. I can't honestly say I saw any new ideas but the format is sure to wow with the finished product.



Rating:
[1 of 5 Stars!]
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HAVOC: Tactical Miniature Warfare
by E.D. V. [Verified Purchaser] Date Added: 03/06/2011 13:37:56

If you're to the point that you're reading this review, then do yourself a favor, and buy this game!

Don't let the unassuming cover fool you. This game has some innovative mechanics and an engaging system under the hood. Some of my favorite parts:

  1. The formation system is clever and effective.
  2. Multiple damage profiles based on the type of foe.
  3. Clear tactical roles for models based on weaponry.
  4. Best rules I have seen for a giant. Ever. Period.


Rating:
[5 of 5 Stars!]
HAVOC: Tactical Miniature Warfare
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