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Saturday, 11 February 2023

F28 (System/Rules)

 A few months back I had my first game using the F28 Rules. F28 is something of a sandbox rule system, providing the brave with a wargaming toolkit. While it's notionally able to accommodate the likes of W40k very readily, it could be used to play a wide variety of games in many settings.


It's taken us (myself and a few of my mates) several games to explore the mechanics and better understand how the various elements hang together. And we're impressed.

Everybody has their preferences when it comes to games. Simply put, there's no perfect set of rules for every gaming situation. Some like dealing with a larger scale game - working with platoons and squads (are those the words??) - and have their own preferences as to everything how opportunity fire/overwatch needs to work within a game. I hate endless dice rolling and having to look up charts and special rules before even making a move - I need free-flowing and constant interaction, or else I'm quickly bored. I'm really interested in a game's turn sequence and if it doesn't feel 'right' I'll walk away. Yes, I'm precious.

F28 has caught both of our eyes. If you really want an in-depth review and discussion of how the game works, well you'll have to find another blog.

"Jason, what makes F28 a little bit special?"

Again, I like how a game's activation and resolution mechanics' work. There's no one thing, but rather a whole lot of elements that tie together to make an enticing whole in F28.  In no particular order:

The Action-Reaction Activation Sequence

The game actually provides for a few different approaches to the Round and Turn sequences - which is nice, because the rules are written such they can readily flex between skirmish and much bigger, W40K sized games with many units.

We've been playing skirmish games with 5 or 6 units each and adopted an alternate unit activation approach to a game Round. During a Game round, each and every Unit has 2 Action Points available to employ during their Activation or use to React to an enemy's activation. Most actions cost 2 Action Points, so there are constant decisions to be made e.g., do I employ a reaction to the opponent's activation and lose the proactive initiative during the Turn. 

Each Unit has 2 Action Points available during the Round (unless suppressed, see below), and upon activation, can perform a variety of Actions, most of which actually cost 2 Action Points - that's a little different from how many other games manage such sequences.

There are plenty of actions to choose from and making for some great tactical choices. For example, a Unit can perform a double Move (allowing 12") or a triple Move (18") but the latter leaves the Unit more vulnerable to fire. Also, an activated unit can perform a 6" move for 1 Action Point, saving their other Action Point to make a later Action or Reaction - that's kind of an overwatch mechanism at play. 

Actions and reactions are typically resolved simultaneously, but the system provides the means for Priority Actions, meaning that a Unit might get to resolve its fire ahead of another or move and altogether avoid incoming fire.

That introduces the first of many in-game decisions: do I expend my Action Points playing a reactive game, a proactive game, or something in between? And that decision can alter Turn-to-Turn, Round-to-Round. I've found myself attempting to lure my opponent into activating two or three of their Units - doing so means my other Units can act without the threat of being fired upon etc.


Suppression

Some targets are just plain tough but in many games that simply translates into a low probability when it comes to causing them damage. In F28, it works a little differently. It adopts a Hit-then-Penetration type resolution mechanic common to many games, except non-penetrating Hits actually matter. In simple terms, a Hit that doesn't wound (typically) begins to suppress the target. Suppression is easily resolved - it just eats into the Target's available Action Points and yes, it stacks and could result in a Unit being unable to Act or React for 1, 2, or more Rounds.

Suppression also provides Units with the means to actually damage a particularly tough target. Somewhat similar to Terminator Genysis's Asta Lavista rule, get in close to a Suppressed Unit, and you can bypass their armor and damage them outright - known as Overrun. And there's a fallback (Withdrawal Move) mechanism that can be employed. There are a few other twists at play, but it means even badass Space Marine-type soldiers need to beware of being caught out by the sheer weight of fire.

Action Resolution

For me, this can be a sticking point in many games. I hate dice rolling for the sake of rolling dice + that frustration is exacerbated if there are too many tables and modifiers to account for. F28 solves it in two ways. Firstly, to-hits have a target (typically 4+ on a d6) and the shooter rolls 1 or more d6 reflective of their skill and firepower and range e.g., a grunt might shoot 2d6 at 12" and 1d6 up to 24". 

Yes, modifiers come into play (e.g., +1 to the target number if the target is in cover), but it's nothing too complex. When it comes to damage, each Unit has a Defense Rating. Each hit scored allows for a d6 to be rolled to wound, and if the result is equal to or above, then a Wound is inflicted. Non-wounding hits cause Suppression (see above).

For example, you might roll 3d6 firing a Machine Gun at a target, hitting on a 5+ on account of some cover. If a [2,5,5] were rolled, then two hits need to be resolved for wounding. Maybe the target is wearing some better-than-usual armor, meaning 5+ is required to wound. Rolling 26d on account of the two hits might yield a [3,5], meaning 1 wound and 1 suppression point are applied. Unless the target can take multiple wounds, it's game over man!



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