FAST AND DIRTY
Generic Wargame Rules for Fast And Dirty Modern and Sci Fi Combat
by Ivan Sorensen
From: Fast And Dirty
Price: Free Download
70 pages, A4, B&W illustrations throughout:
- 13 pages of core rules
- 5 pages of game set up and building forces
- 19 pages of Advanced rules, character traits and vehicles specs.
- 22 pages of Appendices including points system, scenario generation, campaign system
- 3 pages of Quick Reference Tables
Platoon Level Tactical Future/Science Fiction
2-3 Squads (20-30 figures) to reinforced platoon (40+ figures)
1 Figure/Model = 1 soldier, single vehicle or piece of equipment
Ground scale is not determined and described as 'relative' to the eye.
Miniatures are based individually but must be organised into Squads
4ft x 4ft recommended for 15mm/28mm.
2 hours plus depending upon number of figures and type of scenario
PLAYING AIDS REQUIRED:
2x Normal 6 sided dice (d6)
A tape measure
Markers/dice for denoting 'suppression' etc
Each Squad unit will have the following basic stats which create it's unique profile: QUALITY/RESOLVE/MOVEMENT/ARMOUR/WEAPONS
Squad Quality determines a number of key factors, including coherency, fire priority, ranged combat and close assaults
Squad Resolve determines how committed the unit is to achieving it's objective.
Movement is the base movement rate for infantry or vehicle type.
Armour defines the protection provided by body armour or vehicle armour.
Weapons are your arms and their offensive capability.
The best way to describe FAST AND DIRTY (FAD) is probably as Stargrunt without the pain. It is a superb set of generic platoon level rules that encourages tactical play and feels more like a platoon level game rather than a individual skirmish with 30 individuals running around who happen to be wearing the same uniform.
The game is based around simple d6 rule elements that click into place very easily. The unit, weapon and personnel traits add character to the game and a lot of fun on the tabletop without.
I have to say that the most glaring ommission from the rules is that whilst there are Modern/Sci Fi weapons aplenty, the electronic command, control and communications that will be a defining aspect of future combat are missing. I think these should be the basic building block upon which all Futuristic and Sci Fi military combat games are built.
Ivan has made this a complete game for the gamer through including simple but effective rules for force generation, scenario creation together with a playable campaign system.
Ivan has broadened the use of the rules with two recent add-ons:
Solo Play/Uncontrolled Forces
Boundless Wars, Infinite Stars Campaign System
Fast And Dirty Website
Fast And Dirty Yahoo Group
Thanks for the review. I've read through FAD and created some units, but I really don't have any context for them. I'm pretty much a Warmachine/D&D player and don't have a lot of experience with sci-fi rules. I do own Stargrunt, but the tiny type, tokens and disorganization of the book put me off.ReplyDelete
Keep the reviews coming!
This sounds like a lot of fun, I'll have to give it a try.ReplyDelete
Can you explain what you would want to see for command, control and communications.
Thanks for posting the review.
Just as a question - what sort of things are you thinking of for advances in command and control?ReplyDelete
This is, after all, the second time you've mentioned it in a review (that I've noticed), and I'm just curious what, exactly, you mean by it.
I, too, was put off by the disorganization of Stargrunt (as well as the "make up your own balance" system), and this looks interesting. Thanks for the review (and your FWC review).
Thanks for the positive comments guys.ReplyDelete
I'm looking at discussing eC3 and house rules in more depth in a week or so once my current project ends and I get my life back!
But for now - the next blog entry will be the Master Chef's take on eC3 in FWC.