About Future War Commander: Fast Play Tabletop Wargame Rules for Combined-Arms Operations, The Future
FutureWarCommander is a wargame in line with Blitzkrieg Commander: Fast-Play Tabletop Wargame Rules for Combined-Arms Operations, 1936-45 and Cold War Commander: Fast-Play Tabletop Wargame Rules for C...Read More
Future War Commander: Fast Play Tabletop Wargame Rules for Combined-Arms Operations, The Future Expansions
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Reviews
I have tried this about a half dozen times and cannot say I like the way the game's combat mechanics works at all. Damage is an all or nothing deal each turn with units regaining/recharging partial damage/hits automatically at the end of each turn (perhaps a poor attempt at abstracting suppression???)
The end result is nearly impossible to rationalize and does not provide the end result in game-play or tactics for which I am looking and tends to reward the gamers who simply make their units "bigger".
While billed as a perfect "generic" set of rules that will allow any force to be fielded I found the point system (due to above) is worthless in building equable forces and simply provides a codified mechanic for gamers to min/max a (broken) game-system.
I really like these rules as they are similar to Warmaster.
2016: After several plays these rules now appear like a game of rock, paper, sissors in that you have to have all elements of combined arms are you get trappled by someone who does.
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Arcs
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Concordia: Roma / Sicilia
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Shipwrights of the North Sea: Redux
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Kelp: Shark vs Octopus
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