THW Game Design
FNG: Unconventional Warfare.It’s Vietnam - 1965 to 1973. You’re part of an elite unit made up of highly trained soldiers where the only FNG you’ll find is the rules you’ll need to play the game.Your unit will conduct unorthodox operations such as reconnaissance, sabotage, snatching prisoners, rescuing airmen, ambushing the enemy, and in many cases “out guerrillaing the guerrilla”. And these are almost always carried out on the enemy’s home turf.Unlike the traditional soldier, your impact on the war cannot be measured solely by “kill ratios” or “ground gained”. Your Missions are different than that; your Missions are “special”.We’d like to tell you more , but we can’t. What we can tell you is that if you like FNG: Tour of Duty, you’ll love FNG: Unconventional Warfare.
FNG 3 Tour of Duty is a very individual Charcter/figure game. You have a 12 month, 13 if you play USMC, tout of duty. You start as part of a Squad, I chose Rep 3 but you can choose Rep 4 or 5, and go from there. You generate your Squad, takes about five minutes and fill out the Roster. Here's what Billy's Squad looks like.I chose not to give my NPCs Attributes, but you can. Billy rolled for one and chose the second.DEROS is an important thing to track, as you can see.
Part OneThe firefight had ended, but what about the other two Possible Enemy Force (PEF) markers? I was using a Terrain Map to mark the force movements, but could easily have been using terrain on the tabletop and figures."7" came up when rolling for Activation. The US scored higher so could have had Reinforcements, but failed to get any.PEF movement is determined by rolling 2d6 versus the PEF Rep of 4. This means they move towards you, away from you or stay in place. Adds to the suspense.Contact! Time to set up the Battle Board, or in my case I used a TV tray with light terrain.Firefight over and time to roll for Activation. US goes first and moved into section 7. Next turn, PEFs would have went first if there were any - there were none so US moved off board. Why roll for Activation? Score "doubles" or "7" and the PEFs could arrive as reinforcements.After the Mission Billy received 4 Increasing Rep d6. One for scoring damage, 3 for the Mission being successful. I rolled them all and score at least
Throw it away! Everything you need to track the ships is included. In the above picture on the left are counters to track damage, then a Faction Sheet telling you what each ship has for stats and to the right is the Fleet Tracker. As you lose ships move a counter on the row and when you hit the red squares, you're in trouble - 50% casualties and your Will to Fight is dropping fast. Ship takes hull damage? Track it with the counters. Stuck in Damage Control and forfeiting your next turn of action? Place a yellow Blast Marker next to the ship, remove it when next active. Easy to track, no paper and pencil required! No roster to check during the fight. Here's a pic of a dozen ships fighting using the Star Wars Fighters. You can use any ships to play, I just counted them as Class 4 Cruisers. Play it with counters or any models you already have, you choose. Heck you can even use these!
Fleet Commander vs. Star NavyAlthough the two sets of rules are compatible, here’s a quick explanation of the difference between the two. Star Navy gives you more control over each ship, while Fleet Commander places you at a higher level complete control of the fleet, not each ship.TypesFleet Commander uses the same ships as those found in Star Navy, same Classes are used – 3 to 6. We used the stats for each ship in Star Navy to build the ships in Fleet Commander. Hulls sizes are reduced by half. How a ship causes damage to the enemy is not as important as the overall effect, so fighters, guns, torpedoes have been rolled together into one value in Fleet Commander called FirepowerMovementIn Star Navy you plot the movement of each ship, turns, and speed. In Fleet Commander each side lays out their ships based on the location of its Flag Ship – in the center of the line.AttackIn Star Navy you roll on a variety of tables to fire weapons, launch missiles or torpedoes, and launch Fighters; then use tables to
Now on sale. Play it with minis or with the counters that are included; just play it! Check it out.
“Captains; I expect you to do your jobs. Engage!”Your Captains move their ships, fire missiles, launch fighters or torpedoes and preform damage control. That is not your job!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being. In 5150: Fleet Commander, the rules are made to reflect your job. Command a Task Force or Fleet; not a few ships.Be a Fleet Commander, not a Captain!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being… Do Your Job!Play it with any existing minis you already have or use the over 120 color counters included with the game.
“Captains; I expect you to do your jobs. Engage!”Your Captains move their ships, fire missiles, launch fighters or torpedoes and preform damage control. That is not your job!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being. In 5150: Fleet Commander, the rules are made to reflect your job. Command a Task Force or Fleet; not a few ships.Be a Fleet Commander, not a Captain!*****************************************************Played this 10 ship per side battle using Power Point and the counters that are provided. Playable with minis, counters or even on Power Point.5150: Fleet Commander is compatible with 5150 Star Navy and uses the same ships with the specifications rolled together and mechanics streamlined allowing you to fight large battles in a reasonable amount of time. Designed to be played solo, cooperatively against the game or head to head.
Playable with minis, counters or Power Point like I did!
Part FiveShort and not so sweet.5150: Bugs - Breakout coming this weekend.
Part 4After the debacle with the Militia, the Star Marines are allowed to enter New Hope City. Although it was an easy Encounter three things stuck out. One, the Exo-Armor Attribute Resilient saved one Marine, there were 3 Rep 5 Marines, and there were only 3 PEFs to resolve. Just saying...
Our updated and best version of Six Gun Sound with our newer, streamlined mechanics. Complete with color Paper Minis and Battle Boards to get you into the game fast! Includes color Paper Minis, Counters and Battle Boards to get you into the game fast! Now on sale here!
Maybe you’re an Outlaw looking for a place to lay low. Or maybe you’re a Mountain Man, Cowboy, or Gambler running from the law, or someone else. No questions asked and no questions answered. We don’t judge you here in Devil’s Elbow and you better not judge us.************Devil’s Elbow is a tucked away place in the mountains of New Mexico. To find it you must first have a positive Interaction (page 14) with an Outlaw, then a positive Further Interaction result. Once that happens, welcome to the club!Six Gun Sound - Devil's Elbow will be released this week. It comes complete and ready to play with paper minis, both counters and A-Frame stand up paper minis as well as two color Battle Board. Playable with any minis as well. Here are some samples that I chose to place on clear plastic bases direct from Litko or Amazon like I did.Six Gun Sound - Devil's Elbow, coming this week!
Part OneAfter a good night of carousing in Devil's Elbow, Billy leaves the Golden Lady saloon and is confronted by two figures in the street.Gambling in THW is a good way to gain increasing Rep d6, which can help you to improve your Rep. But when you leave the gambling place, especially after winning, there's a chance you could run into problems. 1st up - There's a chance that you can get robbed. Winning at gambling increases the chance of it happening.2nd problem - Hard Feelings If you win at gambling, the NPCs that lost could decide to have Hard Feelings and will meet you outside to get their money back. This time - it was a case of Hard Feelings.You can play Six Gun Sound - Devil's Elbow with minis or paper counters. In fact, we've included two color card stock Battle Boards and great color counters AND some awesome A-Frame cowboy counters. Brett at Precis Intermedia has provided these minis and if you haven't seen all their products, rules, terrain tiles and great paper minis, check them out.The Conf