FOF Rulebook layoutsqxd. Force on Force Core Rules (PDF Version). text. Road To Baghdad (PDF Version). Force on Force Enduring. Force on Force brings the drama and action of modern warfare to the tabletop using miniature soldiers. The rules cover all aspects of modern warfare from the. A Force on Force Player's Aid. Ambush Alley Games. Force on Force Primer. Page i. Notices: While every effort has been made to prepare an.
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FORCE ON FORCE. QUICK START RULES. 1. e USMC player or players will be in command of 14 figures. e standard unit for activation, movement and. Yet despite its lack of pretensions and its standard pdf format, the game Although most people would probably describe Ambush Alley (AA) as a the scenario driven AA rarely, if ever, sees balanced forces on the tabletop. Click on the link to go to the home of Ambush Alley Games. All of the Force on Force books are still available direct from them as well as plenty of free content.
The buildings feature laser etched detail, but for those of you who want more texture, raised detail sheets are also available to compliment the various structures!
From their announcement: Ambush Alley Games announces a contest: From their announcemen: Ambush Alley Games have posted photos of some of the internal art and layout of the upcoming Tomorrow's War rulebook.
Come join us in supporting this amazing Con and get a copy of Tomorrow's War a month before it hits the shelves. Combat tokens for use with the Force on Force miniatures game rules. Now you have a durable and easy to use option to paper cutout and cardboard counters.
The colorful plastic tokens make identification super fast and the thick tokens are easier to handle than thin paper. This set includes tokens for all the major actions and conditions found in the game. From their website: A commercial version of this deck printed on playing card stock in full color is also available - please see our web store for details! We hinted that we'd be making an important announcement at Historicon this year and here it is: Ambush Alley Games and Elhiem miniatures have entered into an agreement to produce a line of fine 20mm licensed Force on Force figures!
Elhiem Figures and Ambush Alley Games are very excited about this new partnership and look forward to bringing you some exciting new products in the near future! Please understand, though, that this announcement doesn't indicate that we're backing away from our stance on "any scale, any figures" for Force on Force. We're still not a figure company and Force on Force isn't an army list driven game. We don't care what figures are used to play our games.
This agreement is just a way to ensure that our upcoming releases are supported by available figures of high quality. Ambush Alley Games will be attending Historicon Ambush Alley Games will be at Historicon this week, where we'll be sharing a booth with our pals at Osprey Publishing. We'll have demo tables right in front of the booth and the whole AAG crew will be there in person no body doubles this time, we promise.
We'll have plenty of copies of Force on Force, Road to Baghdad and drum-roll, please our latest companion book focused on Coalition actions in Afghanistan, Enduring Freedom. Everyone who buys a copy of Enduring Freedom will also receive a special edition 20mm sniper figure from Elhiem Figures.
We'll also be making a special announcement at some point during Historicon, so keep an eye on our Twitter and Facebook feeds if you're not able to attend.
There won't be anyone manning the prestigious Ambush Alley Games Towers, so any orders that come in this week won't be shipped until the middle of next week. Sorry for the inconvenience. Ambush Alley Games have announced a delay in the release of the Tomorrow's War rulebook. Sorry, guys. We've just learned that Tomorrow's War's release date has slid from September 18th to October 18th. The slip was unavoidable in order for the printers to deliver us a book of the quality that we expect you to expect.
Fear not regarding our debut at Recruits in September, however. We will be receiving a quantity of books in advance to support the debut - so the book will be available for purchase from us at the Fall Recruits convention in Lee's Summit, MO, September 9th - 11th. Easily identifiable combatants meet on the field of battle and take each others measure in blood, grit, and determination. Victory is measured in ground controlled, hills taken, and advances thwarted.
Non-kinetic operations, on the other hand, are generally asymmetric and their success hinges more on political gain rather than actual control of ground. Counterinsurgency, or COIN, operations are a prime example of non-kinetic warfare.
For now, well focus our attention on kinetic engagements. This allows us to master the basic mechanics of Force on Force: Infantry combat, mechanized combat, and air mobile operations. Well also learn how to utilize air and artillery assets.
Once we have these skills mastered, well wade in to the murkier waters of asymmetric operations.
When a unit is activated see below , it can take a number of actions such as move, fire, get in cover, request air support, etc. Enemy units may react to an activated units actions. The player with initiative activates his units one at a time. An activated unit can perform actions.
A units confidence determines how it will react in the face of overwhelming fire or other tactically challenging situations. There are three Confidence Levels: Low, Confident, and High. Die Shifts: Some actions may be modified by a die shift. A positive die shift allows a player to throw a higher die type than normal from a D8 to a D10, for instance. A negative die shift forces a player to throw a lower die type.
First Aid Check: When a unit takes a casualty, a First Aid Check is made to determine how serious the casualtys injuries are. At least one healthy figure must be within cohesion of the figure or its unit to perform the check. In Cover: A unit that is In Cover is actively taking advantage of that covers properties to get the best protection possible.
This is different than simply being behind cover, which provides more passive protection. Bonuses for covering terrain and being In Cover are cumulative. Initiative Unit: A unit that has been activated by the player with initiative is an Initiative Unit. Irregulars are poorly or un-trained fighters with a hazy chain of command, little discipline and little tactical ability or coordination. Units Morale state is represented by a die type. The higher the die type, the more steadfast the unit.
Morale Checks: When a unit takes casualties or is subjected to some other traumatic experience, it must make a Morale Check to determine if it becomes pinned or shaken. Non-Initiative Unit: Units belonging to the player without initiative are Non-Initiative Units.
Enemy fire that unnerves a unit can pin it. This is usually the result of a failed Morale Check. Pinned units must scurry to cover and their ability to engage the enemy and actively defend themselves is degraded. Pinned units who suffer further Morale failures become Shaken or be forced to Pull Back. Pull Back: Regular units that suffer a second Pinned result in a single turn are forced to Pull Back. They must move away from the enemy and into a covered position to regain their nerve.
When one unit responds to something another unit has done, it is termed a Reaction. A unit that is fired upon may React by trying to move out of the line of fire, for instance. Units may also choose not to React at all. Reaction Tests: Reaction Tests are called for when one unit attempts to React to another.
The winner of the Reaction Test acts first i. Regulars are professional soldiers with a welldefined chain of command and a shared understanding of tactics and battlefield operations. Round of Fire: Regular units can return or even pre-empt fire when attacked by another unit. When a Regular unit is fired upon, a Reaction Test is made to see.
Fire is then resolved between each unit. This is referred to as a round of fire. Irregular units who fail a Morale Check become Shaken. They must move away from the enemy and their Morale suffers a permanent negative die shift. If their Morale is reduced below D6, they are no longer fit for combat and are removed from play. Supply Level: Better supplied units have more ammunition to burn than less well supplied units. There are three Supply Levels: Poor, Normal, and Abundant.
A unit may decide to lay down a large volume of fire in an effort to keep the enemys head down. This fire is slightly less likely to cause a casualty, but it may suppress the enemy and hinder his movement and fire. Troop Quality TQ: A units overall training and combat capability is represented by its Troop Quality; this is a gauge of a units discipline, training, and experience.
The better a units Troop Quality, the larger its Troop Quality die. A mob of angry civilians or a poorly led group of conscripts would probably have a Troop Quality of D6. A typically trained, welldisciplined military unit will generally have a Troop Quality of D8.
Highly experienced combat veterans or specially trained troops might have a Troop Quality of D Only rare individuals combining an abundance of natural talent and years of training and discipline would ever attain a Troop Quality of D Troop Quality Checks: Some actions or events call for units to make a Troop Quality Check.
Each step of the sequence is explained in more detail in the following sections. Sequence of Play 1. Choose a Scenario 2. Set Up the Table 3.
Draw Fog of War if Scenario Dictates 4. Set Up Units 5. Set Up Hot Spots 6. Declare and test for unbuttoned AFVs 7. Initiative Force activates first unit 9. Resolve Reactions End Phase: Regular Initiative units who are fired at may react as part of a Round of Fire, as may units on Overwatch Start New Turn. If Initiative is not dictated by the scenario, perform an Initiative Test. The force that wins the test has initiative in the new turn.
First Aid b. Arrival of Reinforcements starting on turn 2 or as dictated by the scenario c. Declare and test for unbuttoned AFVs d. Declare Overwatch Units e. Merge Units Repeat steps 6 through 12 until the turn limit for the scenario is met or a force achieves victory through attrition or fulfillment of an automatic victory condition. If victory is not clear-cut, determine the winner by totaling Victory Points for both forces. Choose a Scenario Force on Force is a scenario-driven game.
The victor isnt determined by totaling up points of troops lost or by playing till one side is obliterated. Instead, the victory conditions of the scenario being played determine who gets bragging rights and who is left cursing their dice. Players can either pick one of the provided scenarios to play or they can create their own. Force on Force will be supported by future campaign and scenario packs and player created scenarios are frequently posted on the Ambush Alley Games website www.
Ambush Alley Games will be providing a wealth of ready-made scenarios in the form of official companion books focusing on specific periods, campaigns, or operations. Companion books will contain historical. Set Up the Table Each scenario contains a description of how the table should be set up, including the location of key roads, buildings, and other terrain features. Table sizes in Force on Force are generally 2x2 or 2x3 for 15mm games, but may be much larger depending upon the scenario in play.
Table size will be designated by the scenario. Scenarios may indicate. See Reaction Tests and Fog of War, pg. SeeVehicle Commanders Buttoned and Unbuttoned, pg. Set Up Units The scenario will indicate how many units each side will receive, what their composition will be, and where theyll be placed on the table.
It will also indicate which side sets up their units first. Normally, all units will be set up on the table at the beginning of play, but some scenarios will call for units to be held off the table for later deployment. Note that it is not unusual for opposing units to begin play in line of sight and range of each other.
Starting games with units in contact is one of the defining features of any Ambush Alley Games title. Players may declare that units including vehicles and guns placed in buildings, woods, behind walls, etc. Declare Overwatch Units At this time, the player with initiative must declare which of his units will be on Overwatch for the duration of the turn. See Overwatch, pg. Activate First Initiative Unit Scenarios indicate which side has initiative in the first turn. Units belonging to the player currently holding initiative are referred to as initiative units, while those belonging to the other player are called non-initiative units.
The player with initiative may pick which unit he wishes to activate first and what action s it will perform. The activated unit may respond to the Reactions of non-initiative units as long as it has remaining Firepower dice or Movement, as appropriate.
If the activated unit will move, its controlling player must clearly state where he intends to move it including announcing that hes charging into close combat and indicate the route it will take.
If the unit is not moving, the player should announce whether it is getting In Cover. The initiative player is about to activate his first unit. He decides to activate one of his fireteams and move them to a position behind a wall where they can engage an enemy fireteam from a position of cover.
He points at the unit and tells his opponent, Im going to move this fireteam at Tactical speed around the corner of this building to take up a position behind this wall. See Hot Spots, pg. To reflect this, an Initiative Check is made at the beginning of each turn. To make an Initiative Check, both players roll one Initiative die for every two units in their force, rounding down rounding cannot reduce a force to less than one Initiative die, however.
The type of Initiative die rolled is determined by the Initiative Value for the force as dictated by the scenario. Add one die for each armored vehicle not including soft-skins, whether they are up-armored or not treat soft-skin vehicles as infantry units for purpose of Initiative.
The resulting total number of dice for infantry units and vehicles indicates how many basic initiative dice the Force has. The maximum number of basic initiative dice a force may have is ten 10D. A forces basic initiative dice may be modified by certain factors. These factors are described in the Bonus Initiative table and may raise a Forces Initiative dice above 10D.
A force can never have its initiative reduced below 1D. Resolve Reactions Units on the side without initiative referred to as noninitiative units may React to the Actions of initiative units within their line of sight. Reactions may take the form of fire or movement well go into more detail later in the rules. Continue Activating Initiative Units Continue activating initiative units and resolving Reactions until all initiative units have been activated.
Such units may also be moved into Close Assault with opposing units within Rapid movement range. Only Overwatch units may react to a non-initiative unit that moves in the End Phase, although units being charged by a non-initiative unit initiating Close Combat may still perform defensive fire according to the rules for Close Combat.
If a non-initiative unit chooses to fire at an initiative unit, that unit may respond with fire or movement, assuming it has not moved or has Firepower dice remaining. Overwatch units may interrupt the movement or fire of non-initiative units in the End Phase as normal again, assuming they have the Firepower dice to do so and have not fallen off Overwatch.
Bonus Initiative Dice Per three Victory Points earned in the preceding turn round down applies only to the following turn: Start New Turn Roll for reinforcements if the scenario indicates they are available.
What Does the Initiative Roll Represent? When reading first-hand accounts of modern combat one will find that the moment in which one side achieves operational dominance over the other is often described in terms of sound: In more traditional terms, the force with the highest volume of fire is more likely to dominate. Volume of fire is a tricky thing to establish in game terms. It cannot be represented by casualties inflicted or the number of gunmen firing. The advantage in a firefight can be lost without a single casualty and vastly outnumbered units are known to seize the reins in an engagement.
We felt that initiative came down to which side had the most units that were able to aggressively lay down fire, whether that fire was effective or not. This is represented by the mechanic described above in which an Initiative Die is rolled for each unit the side with the most successes has more units enthusiastically or desperately pouring it on the enemy.
Both players roll their initiative dice and discard all dice with a score less than 4. Scenario briefings indicate which player has initiative on the games first turn.
Some scenarios will dictate that one side has initiative throughout the game and no Initiative Checks are required. In games featuring Regulars vs. Certain Fog of War cards may also dictate which force has initiative in the following turn. The first turn of a scenario with no special initiative instructions is over and its time to decide which force has initiative in Turn 2.
He receives 1 bonus. Totaling up the dice, he determines he has 8 initiative dice. His basic initiative is thus 11 dice. A units basic initiative cannot exceed 10 dice, so it is reduced to The Blue player outnumbers the Red player, however, which garners him a bonus initiative die that raises his total to 11 dice.
Red rolls 8D8 and discards any dice with a score of 3 or less. Hes left with 7 dice. Blue rolls 11D6, discards all dice with a score of 3 or less, and is left with 8 dice.
Blue has initiative for this turn and becomes the initiative force. Red becomes the non-initiative force. See First Aid Checks, pg. The scenario will describe what sort of reinforcements will arrive, as well as when and where they will appear. Reinforcement units always arrive at the beginning of the turn, unless they arrive as the result of a Fog of War card, in which case they arrive when and where the card indicates. Some reinforcements may arrive at Hot Spots, as designated by the scenario.
Hot Spots Hot Spots are used to randomize entry points for reinforcements. Unless the scenario dictates a different method, Hot Spots are placed as follows: At the beginning of the game, place five 5 Hot Spot counters on the table. No Hot Spot may be placed within 6 of another. Each Hot Spot should be labeled with a number from 1 to 5. To determine which Hot Spot a reinforcement unit arrives from, roll 1D6.
A roll of 1 through 5 indicates which numbered Hot Spot the unit arrives at. A roll of 6 allows the player to pick the Hot Spots at which the reinforcements will arrive. They may be placed as Hidden units upon arrival. Reinforcements that arrive at Hot Spot that is already occupied by a friendly unit may automatically merge with that unit if desired. Some scenarios will specify Hot Spot locations while others will leave their placement entirely to the players discretion.
Some scenarios may use board edges and forego the use of Hot Spots all together. To neutralize a Hot Spot, the Regular unit must spend one turn stationary and in contact with its counter. Neutralized Hot Spots are removed from the table. If the reinforcing player rolls a neutralized Hot Spot number when checking for placement of reinforcements, those reinforcements are lost. The player may not re-roll for an active Hot Spot.
If a Reinforcement Roll results in reinforcements arriving at a hot spot which a unit is attempting to neutralize, the reinforcement unit can be placed anywhere within 4 of the Hot Spot as usual. The Reinforcement unit can opt to immediately initiate Close Combat following the normal procedure. Declare Overwatch Units At this time, the player with initiative must again declare which of his units will be on Overwatch for the duration of the turn.
Play Continues to Games End Play continues until one side has met its Victory Conditions or the number of turns indicated in the scenario has been completed. The field of human conflict remains ineluctably human, not technical; inherently complex, not orderly Colonels Richard D. Hooker, Jr. The most basic building block of modern combat is the infantryman.
No matter how advanced a forces technological arsenal may be, territory is taken from or denied to the enemy by boots on the ground. Force on Force is an unapologetically infantry-centric set of rules.
These rules focus on the human aspect of battle the man behind the rifle is more important than the rifle itself so it is with the infantry that we begin. Most units in a Force on Force game will be Regulars. Irregulars, on the other hand, are armed amateurs with minimal military training and discipline. Examples might include terrorist organizations, militias, organized crime, rebels, or insurgents.
When the rules refer to units, they refer to fireteam or smaller organizations in play. So, a scenario may state that a squad of infantry is available to a force, but it will break that squad down into its requisite fireteams. It is those fireteams, not the squad itself, that are considered units. Other small teams, such as weapon or sniper teams, are also considered units, as are individual vehicles or guns. Force on Force divides all troops into two troop types: Regular or Irregular. Regulars are professional soldiers who have received formal military training, are under military discipline, and function as a cohesive group on the battlefield.
Regulars might include members of a national army, Special Operations forces, paramilitary law enforcement groups. The Rule of Equivalencies Irregulars may occasionally be led by Regulars, but Irregular troops cannot be integrated into a Regular unit. Irregular units may also fight alongside Regular units on the same side in a scenario.
Engagements that involve forces who are all of the same type, i. Regulars vs. Regulars or Irregulars vs. Irregulars, the forces are said to be equivalent. Equivalent forces use the standard rules for initiative, leadership, morale, etc. This is referred to as the Rule of Equivalency. The Rule of Equivalency When two forces of equivalent nature are pitted against each other i. Most units in a professional military force will have a Troop Quality of D8 or higher.
Professional armies may have their share of green troops too, especially if conditions have forced training to be shortened in order to rush warm bodies to the front. D10 and D12 Troop Quality units are less common, with D12 operators representing figures of legend worthy of their own Hollywood action movie. Engagements that involve disparate troop types, i. Irregulars or even Regulars vs. Games of this sort fall into the category of Asymmetric Operations.
D8 Veteran: D10 Elite: These characteristics differentiate units from one another and give a fighting force its character. Unit Attributes are special unit capabilities or behaviors that represent a units special training, natural tendencies, or internal assets. While designing scenarios of your own, keep in mind that a one step difference in Troop Quality is significant.
Veteran D10 units pitted against run-of-the-mill D8 units, for instance, can count on winning most Reaction Tests, benefiting more from cover and concealment, and creating more casualties with their fire. Examples of Troop Qualities: TQ D6 Units: Armed civilians, police, jihadists, rebels, poor quality military units, most third-world military units.
TQ D8 Units: Regular military formations, including Marines and Rangers, police SWAT teams, remnants of the Iraqi army or secret police, experienced freedom fighters or terrorists. Troop Quality Troop Quality measures a units level of training, expertise, and discipline. Regulars generally have a higher Troop Quality than Irregulars, but it is possible for a group of talented and motivated amateurs to have a high Troop Quality. The larger the TQ die type, the higher the units Troop Quality.
Troop Quality may range from D6 to D Irregular units may never have a Troop Quality higher than D10, and D10 troops should be very rare. TQ D10 Units: As Trained units above, but with extensive and intense combat experience. TQ D12 Units: Morale A units Morale rating reflects how motivated and eager or resigned and fatalistic it is to fight and continue fighting when things get dicey.
Units with higher Morale ratings are less bothered by set-backs and casualties and are more likely to keep fighting in the face of hardship. Low Morale units may show their heels at the first sign of trouble. Theres no real relationship between Morale and Troop Quality a unit with Elite Troop Quality may have low Morale because theyve been in the field too long or have lost their favorite squad-mate.
A mob of rabble might be so inspired by a charismatic leader that theyre willing to face certain death to follow his commands. Regular units are unlikely to have Morale below D8, however, due to the morale stiffening effect of good discipline and unit cohesion.
There are four Morale ratings: Low, Average, Good, and High. Each Morale rating has a Morale Die associated with it. The more confident a unit is, the more likely they are to trust their equipment and leadership. The less confident they are, the less likely they are to put themselves at risk by relying on a plan or piece of equipment to actually work as intended.
Confidence isnt the same as Morale. High Morale units might have a very low confidence and vice versa. Confidence is used to determine whether a vehicle crew decides to bail when the going gets hot or how well an infantry unit reacts to certain battlefield conditions, such as concentrated machinegun fire.
There are three levels of confidence: Low Confidence troops or crews are certain that their armor, weapon, or tactics will fail at the worst possible moment. Theyre unlikely to stay in a vehicle under fire or try risky maneuvers in the face of heavy weapon fire. Their motto is Better safe than sorry.
Confident troops are fairly sure that things are going to work out for them and that gear and plans will function as advertised. Theyre not likely to bail out of their vehicles at the sound of the first angry shot or to give up on a maneuver just because the going gets a little tough. This is the default confidence for all units unless a scenario dictates otherwise. Personal bravery of a single individual alone is not decisive on the day of battle, but rather bravery of the corps, and the latter rests upon the good opinion and confidence that each individual places in the corps to which he belongs.
Colmar von der Goltz, Rossbach und Jena.
High Confidence troops are sure that their gear and plans are first rate and more than a match for anything the enemy throws at them. Theyre likely to stay at their tanks guns no matter what the enemy throws at them and they certainly wont let a little thing like machinegun fire or mines keep them from advancing as needed! As noted above, Confident is the default confidence level for all units in a game unless a scenario dictates otherwise.
Force Lists may also indicate normal confidence levels for units from certain forces at different times in their history. Some scenarios will indicate the Supply Level of one or both sides if Supply Level isnt defined by a scenario, then all units default to Normal Supplies.
Example 1: A fireteam with Normal Supplies consisting of four riflemen has a basic Firepower of 4.
Example 2: A fireteam with Poor Supplies consisting of four riflemen has a basic Firepower of 3. Example 3: A fireteam with Abundant Supplies consisting of four riflemen has a basic Firepower of 5.
TQ D6, variable Morale. Supplies The quality and quantity of a units supplies has a large impact on its performance on the battlefield. Units with limited ammunition will be miserly with their fire, possibly to their detriment, while those that have been subsisting on sub-standard or spoiled rations are certainly not at their most combat effective. There are three levels of supply: The effects of each are described below: Units with Poor Supplies have limited ammunition, bad rations, a shortage of water, or any number of other logistical shortcomings that might reduce their combat effectiveness.
In game terms, Poorly Supplied units lose a die of Firepower. Units with Normal Supplies suffer no disadvantages and gain no advantages over other units. Units with Abundant Supplies units have pouches full of ammunition and bellies full of decent rations. They have all the beans, bullets, and bandages they need to take it to the enemy in style.
In game terms, units with Abundant Supplies units gain a die of Firepower. Unit Cohesion Under normal circumstances, all figures in a unit must remain within 1 of one another. A unit may be spread more thinly and still effectively occupy and hold defensive positions. While wholly. If there is an even split, use the lowest of the two values. Irregular units may not merge with Regulars, although Regular Leaders may attach themselves to an Irregular unit and act as its leader.
Leaders Leaders may move freely about the table. They are not subject to Unit Cohesion rules. However, leaders who are not within cohesion with a unit may not act as its leader unless it is established in the scenario or in the units notes that he has the capability to contact units by radio, cell-phone, HUD, etc.
Leader figures are more critical to Irregular forces than to Regulars. Regulars have an established chain of command and when a leader is lost, a subordinate is there to take over his role. Some leaders have a positive or negative effect on a units Combat Stress Level. Units that break cohesion due to movement or terrain must regroup to restore it in their next activation. Split Units Units may divide into smaller elements at the start of their activation.
Only one element of a unit may move and fire on the activation that the unit is split. From that point on, each element is treated as a separate unit for the purposes of movement and fire. Split elements may merge to reform their unit at the beginning of any subsequent turn. Merging Units Units may merge to form a larger unit if one of the merging units has been reduced to half strength or less.
Single figures may also merge with a friendly unit. To merge, figures in both units must be within unit cohesion distance at the beginning of a turn. Merging units are not required to have the same Troop Quality or Morale. Units with different Troop Quality and Morale ratings use the values associated.
Leadership in Irregular forces tends to be based on force of personality or charisma without a leader, Irregular units become hesitant and indecisive. This is reflected in the fact that Irregulars must make a Troop Quality Check to perform any action if they do not have a designated Leader figure attached. There is no limit to the number of Irregulars that a single Irregular Leader may have in his Unit.
Unit Attributes Some units have inherent capabilities or characteristics that stand them apart from others. We refer to these as Unit Attributes. Unit Attributes may take the form of an attached asset such as a medic or scout , special training engineers, for instance , or a psychological effect like improved Morale against a hated enemy.
The chapter on Unit Attributes contains a selection of common attributes, but it is not an exhaustive list. More attributes will likely be described in future companion books and players are free to devise their own, as well. Sample Unit Attributes can be found in Appendix 1: Effects of Leaders If a leaders morale rating differs from the base morale of the unit he is attached to, the unit uses his morale for checks rather than their own.
Any unit within LOS of a higher command leader must use his morale rating rather than their own when taking morale based tests. A fireteam of Marines has a Morale of D8. Note that if the squad leader had a Morale of D6, the fireteam would have been forced to use a lower Morale for Morale tests. Positive and negative Leaders, identified in scenario briefs, can raise or lower a units Combat Stress. These rules apply to equally to infantry and vehicle leaders.
Roll a 4 or better. If the action calls for an opposed roll, such as firing on the enemy, Roll a 4 or better and roll higher than your opponent. Leaders Joining a Unit A separated leader may join any unit it pleases by moving into cohesion with that unit.
If the unit the leader joins has already been activated in the turn he joins it, the unit and leader may perform no further actions. Both the unit and the leader are finished for the turn. If the unit has not been activated before the leader joins it, it may be activated later in the turn but may.
Regardless of the source of the test, it will be resolved as described below. Die Shifts Tests and checks will indicate what die type will be used, normally based on the involved units Troop Quality or Morale.
Under certain circumstances, the rules will call for the die type used to shift up or down. While this may deter some players, it is this decision that makes AA a truly unique game. Unlike most wargames that pit two equal armies against one another, the scenario driven AA rarely, if ever, sees balanced forces on the tabletop. Instead, one player controls a few squads of regular soldiers, while the other controls a horde of irregulars that is being constantly reinforced.
If it sounds a bit like colonial wargaming, let me assure you it is not. In fact, it is almost the exact opposite. In AA the regular forces always have the initiative and they had better use it. If they stop moving and take up a defensive position, they will quickly be overrun. The longer it takes, the worse off for the regulars.