F28-tactic wargame.pdf

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F28
Credits
Design and Testing
KARL BERGSTRÖM, PHD
THOR FORSELL
AXEL KLINGBERG
Writing
Layout
KARL BERGSTRÖM, PHD
THOR FORSELL
Art
FELICIA WASSBERG
JOHAN NILSSON
THOR FORSELL
Playtesting
COVER PHOTO BY SABINA SONNING
DANIEL BAUMANN
FREDRIK NILSON
ANDERS WÄNN
MALCOLM GOLDMANN
NICKOLAS ADLERBURG
TERJE WAHLBERG
WALTHER BRANDL
THE SECRETIVE MR T
JOHAN LUNDSTRÖM
AND MANY MANY MORE!
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Contents
CREDITS
INTRODUCTION
MINIATURE WARGAMING
CORE RULES
THE TURN
INITIATIVE
MODELS, WOUNDS AND UNITS
ACTIVATION AND REACTION ACTIVATION
ROLLING DICE
MOVING
ATTACKING
ENDPHASE
VEHICLES
THE BATTLEFIELD
EXTRAS
CONTENT RULES
CONTEXT RULES
BATTLES
SKIRMISHES
SKIRMISH FACTION GENERATOR
NARRATIVES
DESIGN NOTES
WAR ALWAYS CHANGES
“LONG MARCH THROUGH THE SUCK”
“RIGGER BANDS OF THE HIGHWAYLANDS”
“UPRISING IN NEVINSMOUTH”
FACTION LISTS
ADVANCEMENT SCHEMES
WEAPONS FOR SKIRMISH AND NARRATIVE
TEMPLATES
TRAITS
GEAR FOR SKIRMISH AND NARRATIVE
MYSTIC POWERS
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Introduction
F28 is a tactical level miniature wargame intended for use
in the 28-32mm scale, allowing you to recreate vicious
battles between forces ranging from small skirmishes
where each model fights on its own, to larger battles
where models are grouped into larger units. The system
also supports light rpg-style narrative play, where players
command only a handful of models each and fight
semi-cooperatively versus the forces of a Game Master.
While it supports a multitude of settings it aims for the
fantastic rather than the naturalistic.
We think that you, the player, is someone who has a
little bit of experience with tabletop miniature gaming
already
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, so we will try to be brief when describing the
rules and assume you understand some basic concepts
without lengthy explanations. We also believe that you
already have your own favorite settings and model
ranges, but might not be entirely satisfied with the rules
for said settings/ranges, and over the years, the models
might mostly collect dust on the shelves.
This is what it was like for us, until one day we sat down
and developed these very rules, based on those same
dusty models and how we wanted them to play. We are
very passionate about games, but in our older years as
we have become more experienced and have tried much
of what is out there, we have become more and more
interested in good rules design; not being sucked in
solely by excellent production values anymore. We also
love role-playing games and narrative, and needed rules
that would better support this. We’d like to think that
there are a number of things that makes F28 stand out
from other miniature rulesets, but we’d like to highlight
these things in particular:
Speed and Simplicity
F28 is designed to be simple when it comes to mechanics
and play very, very fast; but note that this doesn’t
necessarily mean that games are short – rather, it means
that the amount of “game mechanics per player decision”
is kept as low as possible. However, we still believe that
we have managed to create some tactical depth; it is just
that it is more “chess like” in nature rather than being
overburdened with tables, dice rolls and statline lookups.
We achieve this by limiting
excise
– i.e. the amount of
things you as a player have to perform per game decision,
such as looking up thing in tables, comparing stats and
rolling dice multiple times; and
low mechanical weight
by
thinking hard on if a specific game mechanic and/or
model stat really adds that much to the game.
Simultaneous action
In F28, play is semi-simultaneous, meaning that it
is always in a sense “your turn”; you are constantly
responding to what your opponent is doing. This keeps
you involved and engaged in what is going on, and
people taking longer turns is less of a problem. There is
no or very little downtime.
Stories and Simulation
F28 is designed to support “narrative” gaming rather
than “tournament” gaming; while we have nothing
against tournament gaming, we have always thought that
tabletop miniature games lend themselves better to more
friendly gaming, where the players tell exciting tales in their
favorite settings, rather than just going cutthroat head-
to-head in tournaments. We’re not saying F28 couldn’t
be used this way; it’s just not the way it is designed
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.
This means that choices in the game will generally
revolve around what would be a sensible action
in the
setting,
and not what would be sensible
in game,
such as
“attacking a unit that hasn’t had its turn yet” or placing
models to exploit squadron or line of sight rules, for
example.
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The game has however proven to be an excellent game for beginners due to its simplicity, if taught by someone with more experience.
Although, given the other systems we have looked at over the years, we’re not sure if they’re designed with that in mind either…!
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Scale and Scalability
What you will find here are core rules that allow you
to play basic games, extra/optional rules that add spice,
variety and tactical depth to your games, information and
examples of how to build your own lists and scenarios
for three different game-modes:
BATTLES
are huge clashes between
armies;
several
squads of models and accompanying vehicle support,
along with legendary characters and monsters. The
implicit scale is somewhat different, and the rules have
less detail to facilitate smooth play. There is very little
bookkeeping.
SKIRMISHES
take place between “bands” of
individual models, vying for supremacy and constantly
evolving as a result of their many clashes. The scale is
toned down, but the rules are more detailed. There is
somewhat more bookkeeping, as we keep track of the
traits and equipment of individual models.
NARRATIVES
introduce a narrator, or “GM”, which
opens up a whole new world of possibility. Players
command small “combat
teams”
of perhaps three to six
models, where every model is a special character with its
own story. Additional rules cover such things as skill use
and limited information. Since each player only keeps
track of a few models, more bookkeeping is less of a
problem.
These game modes are not entirely separate entities,
and it is possible to mix and match as you like. Some
combinations of rules might however yield strange
results!
Miniature Wargaming
Miniature wargaming is not old, but it is not young
either, and over the years conventions have developed
to smooth over the fact that it is not as precise a game as
a board game, for example (those generally have a whole
different set of conventions, see Bergström, 2012
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).
The situations are more ambiguous, the possible rule
combinations vast, and balancing content is therefore a
lot harder. We will not tell you which conventions to use
on your table(s), but these are a few we’ve found helpful
during playtesting and development. As in life, in many
cases there simply isn’t a right or wrong, there just needs
to be agreement!
Models
For F28 we use a wide variety of models, from a number
of different manufacturers, in 28-32mm scale. Base
sizes range from 25mm (humanoids or smaller) through
32mm (some characters, brutes) and 60+mm (monsters)
or even bigger (huge monsters, aircraft bases).
When it comes to “what you see is what you get” or
“wysiwyg” we are very lenient; you cannot do otherwise
when you’re playtesting this amount of content, especially
seeing as we don’t have our own range of miniatures! We
fully endorse the “counts as” and “reskinning” trends in
miniature gaming, especially when it comes to leaders
and unit commanders, where a player might want to
put in a little extra work and creativity on the modelling
side. Do remember however that if model and content
differs greatly, you will need to look stats up more, or
have a better memory.
Since models vary greatly and we don’t want to punish
players that have models with for example an awesome
banner or set of wings, nor reward players for modeling
all their brave soldiers flat on their stomachs, we
sometimes generalise their size when checking line of
sight in skirmishes and narratives; assuming that the
target occupies a ”silouette” as wide as the base and as
high as the average model of that base size.
Additional requirements
Besides this book, you will need models, a table with
terrain, measuring devices, six-sided dice, and some
markers.
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Bergström, Karl. 2012, ”Playing for Togetherness”, Gothenburg University
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