BETA VERSION!!

©Ambush Alley Games, 2011

Play Balancing System for AAG Games
The purpose of the following rules is to provide players of Ambush Alley Games’ Tomorrow’s War and Force on Force with a quick method of “balancing” scenarios. It is not intended for use to create competitively balanced forces for tournament play, but rather to allow players to eyeball the balancing of scenarios they’ve designed themselves or to quickly put together evenly matched forces for an off-the-cuff pick-up game. The section on artillery and air-strikes is still in a rough state, so please excuse the raw edges. A Microsoft Excel Force Building spreadsheet is included with this write-up of the balancing system.

This system is currently in beta testing and all feed-back, criticism, corrections, and/or suggestions are welcome!

Infantry Units
Basic Infantry Unit Characteristics
Points per Figure for Troop Quality (REFERRED TO AS TQ VALUE or TQV) TQ Die Point Type Value D6 3 D8 5 D10 7 D12 10 Points per Unit for Morale Morale Point Die Type Value D6 3 D8 5 D10 7 D12 10 Points per Unit for Supply Level Armor Type TQ D6 TQ D8 -3 -5 Poor 3 5 Abundant No extra cost for Average Supply Level Points per Unit for Confidence Level Armor Type TQ D6 TQ D8

Support Weapons & Body Armor
The point cost of each support weapon in a unit must be determined separately and added to the unit’s overall cost. Points per Weapon by Troop Quality Points by Support TQ TQ D8 Weapon Class D6 3 5 Light 6 10 Medium 9 15 Heavy

TQ D10 7 14 21

TQ D12 10 20 30

Points for AT Values of Weapon (cumulative with points above) AT Class TQ D6 AT Value x 1 Light AT Value x 2 Medium AT Value x 3 Heavy

TQ D10 -7 7

TQ D12 -10 10

Special AT Value Point Cost Modifiers for Missiles AT Class TQ D6 +3 Ignores 1D ERA +6 Ignores 2D ERA +7 Fire & Forget +10 Deck Attack Additional Cost for Advanced Weapon Systems Weapon System +TQV Advanced Ballistic Weapon System +TQV Laser Weapon System +TQV+1 Gauss Weapon System +TQV+2 Energy Weapon System

TQ D10 3 5 7 High No extra cost for Low or Average Confidence Points per Unit for Grid Enabled Units Grid TL +1 +2 +3 Cost 15 25 35

TQ D12 10

1

BETA VERSION!! Support Weapon Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3 Points for Body Armor, per Unit, by TQ Armor Type TQ D6 TQ D8 TQ D10 3 5 7 Light 6 10 14 Medium (Hard) 9 15 21 Heavy (Power) TL Modifiers N/A TL1 X2 TL2 X3 TL3

Cannibal Cavemen CASEVAC Designated Marksman (DMR) Despised Elusive Forward Observer (FO) Hard to Kill - D10 Hard to Kill - D6 Hard to Kill - D8 Hungry Indigenous Scout Inspiring Interpreter Intimidating Jump Troops Medic Medic Bot Military Working Dog (MWD) Teams Mounted Cavalry Mounted Unit Natural Weapons Natural Armor Old School Pointman Poor Initiative Skeletal Augmentation Sniper and Sniper Teams Stealthy Terminal Air Controller (TAC) Weapon Teams

©Ambush Alley Games, 2011 0 10 10 0 10 10 25/per figure 15/per figure 20/per figure 0 10 10 5 10 15 10 15 10 10/per figure 5/per figure 10/per figure 5/per figure 10 10 0 5/per figure 15 10 10 10

TQ D12 10 20 30

Leaders
     Regular units do not need to pay extra points for their attached leader (i.e., fire team leaders have no extra cost) Irregular forces must expend points for every leader in their force Point cost for a leader is determined in the same manner as a unit Negative Leaders do not cost more or less than normal leaders Positive Leaders require extra points based on their positive value (see Positive Leader Points table)

Positive Leader Points Leader Value +1 +2 +3 Morale D6 3 6 9 Morale D8 5 10 15 Morale D10 7 14 21 Morale D12 10 20 30

Attributes
Costs are per unit unless otherwise noted. Items highlighted in blue are Tomorrow’s War Attributes. Unit Attributes Point Cost Active Trauma Treatment 15 Active Trauma Treatment Nanites Advanced First Aid Training (ALS) Advanced Sensors Animosity Augmented Senses Callous 15 10 0 5 5

2

BETA VERSION!!

©Ambush Alley Games, 2011

Vehicles
Designer’s Note 1: We feel that the costs for vehicles may be a bit too high. Please let us know what you think! Designer’s Note 2: I’m sure this is obvious to everyone, but just for the sake of clarity: The point cost of vehicles is meaningless if the force opposing them has no means to destroy them. Players will have to use some common sense in ensuring that there is some balance of AT capability vs. AFVs available. There’s really no way (short of fixed army lists) “program” this into the play balance system. So, either make sure that both sides have a vehicle mix that is roughly equivalent and/or give infantry units plenty of manportable AT capability. Otherwise tanks or even armored cars will roll right over infantry units – which is pretty realistic, but not necessarily fun to play.

Vehicle Armor
Points per Armor Die, per Facing, by TQ TQ D6 TQ D8 TQ D10 3 5 7 Points per Die TQ D12 10

Additional Points per Vehicle for Special Armor Types Special Armor 10 Advanced Conventional 10 Energy Resistant 10 Laser Resistant Vehicle Armor Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3

Crew Characteristics
AFV crews are not normally equipped with body armor and if they are it will be Light Armor. They are normally armed with pistols or SMGs. The cost of these items is assumed in the cost of the crew itself. Points per Vehicle for Troop Quality TQ Die Type D6 D8 D10 D12 Point Value 9 15 21 30

CRAM (Counter Rocket/Artillery/Mortar) System
Some vehicles mount individual CRAM systems that provide protection for the vehicle itself or for the local area. TL of CRAM TL1 TL2 TL3 TQ D6 3 6 9 TQ D8 5 10 15 TQ D10 7 14 21 TQ D12 10 20 30

Vehicle Weaponry
This section is used to determine the point cost of vehicle mounted weapons such as main tank guns or missile systems. The point cost for vehicle mounted support weapons, such as coaxial MGs, grenade launchers, heavy MGs, etc., are determined in the same manner as infantry support weapons.

Points per Vehicle for Morale Morale Die Type D6 D8 D10 D12 Point Value 3 5 7 10

Points per Vehicle for Grid Enabled Vehicles Grid TL +1 +2 +3 Cost 15 25 35

Points per Firepower Die for Weapons by Troop Quality Points per AP TQ TQ D8 TQ TQ D12 Firepower D6 D10 x3 x5 x7 x10 AP Firepower

Points for AT Value of Weapons (cumulative with Firepower points above) AT Class TQ D6 AT Value x 1 Light AT Value x 2 Medium 3

BETA VERSION!! Heavy

©Ambush Alley Games, 2011 AT Value x 3

Vehicle Attributes
Special AT Value Modifiers for Missiles AT Class TQ D6 +3 Ignores 1D ERA +6 Ignores 2D ERA +7 Fire & Forget +10 Deck Attack Additional Cost for Advanced Weapon Systems Weapon System TL1 TL2 TL3 3 5 7 Advanced Ballistic Weapon System 3 5 7 Laser Weapon System 3 6 8 Gauss Weapon System 3 6 10 Energy Weapon System Weapon Tech Level Modifier TL Modifier N/A TL1 X2 TL2 X3 TL3 Costs are per vehicle unless otherwise noted. Items highlighted in blue are Tomorrow’s War Attributes. Point Vehicle Attributes Cost Active Point Defense (APD) Active Protection System (APS) 1 Active Protection System (APS) 2 Advanced Armor (FORCE ON FORCE ONLY, not used in Tomorrow’s War) Advanced Conventional Armor Advanced Optics/Sensors Amphibious Anti-Personnel Grenades Anti-Vehicular Melee Weapon (Walkers Only) Artificial Intelligence (AI) 10 10 15 15 10 5 5 5 15 10 10 10 10 0 15 10 10 10 0 50 15 15 10 10 10 10 0 0 10

Vehicle Class
Vehicle Class Modifier Vehicle Class Modifier 0 Soft Skin +25 pts. Light +50 pts. Medium +100 pts. Heavy +300 pts. Gigantic

Back-Up AI Bar Armor Countermeasures Deathtrap Detonation Field (DF) Energy Resistant Armor Enhanced Fire Control

Special Vehicle Movement Modifier
Special Vehicle Movement Modifier Movement Modifier x 125% Pop-Up Capable x 150% NOE Capable x 200% Flight Capable

Explosive Reactive Armor (ERA) Fire-or-Move Gigantic Hardened Heavy Hitter IED Countermeasures Improved MGs Laser Resistant Armor Lifesaver Light for Class Mine Resistant Obsolete or Poor Armor Remote Control 4

BETA VERSION!! Restricted Arc of Fire Safe Haven Slow Firing Weapon Slow Turret Smoke Dischargers Stealth - TL1 Stealth - TL2 Stealth - TL3 Technical Up-Armored AFV Up-Armored Soft Skin

©Ambush Alley Games, 2011 0 10 0 0 5 10 15 20 0 25 10

5

BETA VERSION!!

©Ambush Alley Games, 2011

Bots
Points per Bot by Type
Dumb Bot Smart Bot TL1 6 9 (If allowed by your background) TL2 10 15 TL3 14 21

Bot Weaponry
Point cost for weapons mounted on Dumb Bots is determined in the same manner as infantry support weapons. The TQ used to determine the weapon cost is based on the TL of the Bot. Point cost for weapons mounted on Smart Bots is determined in the same manner as infantry support weapons. Smart Bot Troop Quality will be either D8 or D10 Dumb Bot TQ Tech Dumb Bot Level Troop Quality TL1 D6 TL2 D8 TL3 D10 .

Bot Attributes
Bots use the same Attributes as Infantry Units and at the same costs.

6

BETA VERSION!!

©Ambush Alley Games, 2011

Drones
Point Cost per Drone by Tech Level TL1 TL2 TL3 22 30 38 Small Drone (Dumb) 28* 40 52 Small Drone (Smart) 28 50 52 Tiny Drone (Dumb) 37* 55 73 Tiny Drone (Smart) 100** 150** 200 Distributed Drones Cost x2 Cost x2 Cost x2 Aerial Small or Tiny Drones *In the Tomorrow’s War setting, these drones aren’t available until TL2. **In the Tomorrow’s War setting, these drones aren’t available until TL3. Drones can be given Unit Attributes, such as Chameleon, at the normal cost.

7

BETA VERSION!!

©Ambush Alley Games, 2011

Available Artillery or Air Strikes
Artillery
Point Cost by Salvo Type and Tech Level Salvo Type TL1 TL2 TL3 Available Light Mortar 27 45 62 Medium 56 88 120 Mortar Heavy 132 204 276 Mortar Light 168 264 360 Artillery Heavy 288 448 608 Artillery Heavy 312 472 632 Artillery (AT) Missile 480 720 960 Salvo Cost equals normal weapon cost x radius size

Operational CRAM
TL of CRAM TL1 TL2 TL3 30 60 90

CB (Counter Battery)
TL of CB TL1 TL2 TL3 Cost 300 600 900

8

BETA VERSION!!

©Ambush Alley Games, 2011

Airstrikes
The cost of a potential airstrike is equal to the cost of its most expensive attack type. The cost of an airstrike attack type equals: Weapon Cost (determined in the same manner as vehicle weapon costs) * Attack Radius / 5. Strafing Runs are treated as having an Attack Radius of 10”. Multiply the result by 1.5 for Multipurpose Cluster Munitions.

9

Sign up to vote on this title
UsefulNot useful