Welcome / Bienvenu

This blog drags together, into one swirling maelstrom of crackling energy, my various wargames interests. There are links on the top right to my other blogs, each more calmly dedicated to one particular gaming universe.

I aim to post about once a week, and I have decided in 2026 to shift the focus of the blog from showing isolated painted figures, to taking photos of figures in action, a sort of mostly-photo AAR.

The pages at the top of the blog contain historical information on the periods that interest me. They are primarily an aid to my poor memory, and not meant to be in any way exhaustive, nor necessarily correct.

I hope this blog offers you much enjoyment and some inspiration !

vendredi 5 juin 2026

Future War Commander 2

I have just run through my first test of FWC2.  I decided on solo play, so I could get used to the game, make sure my unit creations worked, and that my various game aids were useful and complete. 

The battle zone is rather earth-like, since I don't have for the moment any specific extraplanetary terrain in 6mm !  Still I felt it looked quite nice. 

 

I certainly enoyed the game, although it was of course slow going to begin with.  There is a lot going on, which makes the gaming aids essential, and I managed to update them.

Even with only 20 units a side, this was a very tactical game.  Terrain density is a major influence, and it is important to clearly define terrain effects, and line of sight especially from high ground and over linear obstacles.

 

I initially feared that infantry would be relatively useless, because I had forgotten that they can lay down suppressive fire on armoured vehicles.  Whilst success is not guaranteed, AFVs do need to worry about infantry because of it.  Bit of a shame to have your heavy AFV suppressed by a potshot from a SAW !

During the first reading of the rules, I realised that there would be too much looking at unit cards if I didn't streamline a couple of things (and indeed, that unit cards would be absolutely necessary).  To start with, I made move rates standard depending on locomotion (for example, 15cm for Walkers and 20cm for Anti-Grav). After the first play through, I will need to standardise firing arcs too : the normal 180° will apply to all turreted weapons, the restricted 90° to all non-turreted weapons, and 360° to missiles.

Infantry need to be standardised too.  I already made all infantry weapon ranges 30cm (that does not apply to infantry support), and the distinction between armoured and unarmoured infantry needs to go to.  There will be a standard 5+ save for all infantry and infantry support.  Otherwise it is too finnicky.

Whilst infantry are all S1 (another thing that is going to make them useful), S and S1 should otherwise be the exception among vehicles, as once again it avoids constant checking of the unit cards.

Unit characteristics cost from -10 to +10 in the rules, but after this first play, it is obvious they need to become a percentage increase or reduction, so I will change that.

I am also going to remove EW assets and make them an abstract factor like Air Superiority.  When on-board, the only thing to do is to park them in the most inaccessible area to the enemy, since they do nothing else than contribute to the EW roll. 

Last but not least, I created a small "off-board zone" to group army specific information, such as Air Superiority (and now, EW), for Reserves, for Infantry that is currently in transports, and for OBA.

Some minor tweaks to the army lists and a little bit of work on some chits, and I will play a second game.  Extremely promising and I am looking forward to it ! 

Aucun commentaire:

Enregistrer un commentaire