We posted this because the built-in preview on Wargame Vault doesn't give an adequate overview of what the interior of A Fistful of TOWs 3 contains. Come see us on the Fistful-of-TOWs yahoo group for details. These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you.

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The Rules Directory only works if you help. Write a review. Get the review template here. Because the rules cover such a large time frame, they must deal with many subjects such as air power, helicopters, engineers and so on. Bases may contain one or multiple miniatures, so army size is highly variable. The army lists are designed to build brigade sized formations. The players now switch roles and repeat steps 1 through 8.

Once each player has completed the steps, one game turn is over and the next begins. Quality Checks:. Troop Quality is the most important statistic and functions as both strength and morale. The lower the Troop Quality the better the unit. To make a Quality Check a D6 is rolled. You must equal or exceed your Quality to pass. A roll of 1 always fails and a roll of 6 always passes. If a unit fails a check, it is usually removed from play. Strategic Movement allows a unit to move much faster - up to double normal speed or more.

However, it may not participate in combat, nor may it go on overwatch, etc. Fire at the unit is more effective as well. Normal movement is used when in contact with the enemy. Stand move fairly freely - turns and wheeling do not cost extra. Note that some unit types ignore cohesion Recon for example. Unit types are Wheeled, Tracked, Leg, etc. There is an entire chapter in the rules delaing with terrain. Before an enemy stand may be engaged it must be spotted. To detect an enemy stand the Spotting Chart is consulted.

Cross index the spotting unit type and quality with the target type. Otherwise the chart indicates the detection range. Naturally Recon and better quality troops detect their enemy at longer ranges. And note that there is no die roll for detecting or spotting. Fire Combat:. To resolve fire combat a player nominates a target and then resolves all fire against that target, before moving on to the next.

He may fire at targets in any order he wishes. Naturally, targets must be spotted, within range, and the firer must have a clear LOS to the target. The rules and army lists also specify the limits to moving and firing in the same turn.

Units may generally do both, but some may suffer a penalty, and some may more OR fire. Depending on the terrain the target is in, it may get a saving throw to negate a hit.

If the Penetration rating exceeds the Armor rating, roll one D6 for every point of difference between the two. A roll of 6 destroys the target, a roll of 4 or 5 causes a Quality Check. A roll of 1,2 or 3 has no effect. Units have two armor ratings, for front and side armor respectively.

Penetration is also affected by range. Further, the unit profiles indicate specialty armor Chobham, Reactive etc. Anti-Infantry fire works similarly. Roll a D6 for every Rate of Fire and score hits based on range.

The first hit causes a Quality Check. Further hits will cause a cumulative -1 modifier to the Quality Check die roll. The unit will then be either destroyed if the check is failed or pinned if the check is passed. Artillery Fire:. Any stands under the template are affected by the barrage. To determine the effect of the barrage, calculate the number of firing points of the artillery.

This will be found in the unit profiles. Cross reference the number of artillery factors firing with the target type vehicle, infantry etc. The result is a To Hit number. Roll a die for each target stand. Stands that take a hit must make a Quality Check. The rules provide for sheaf type, barrage size, ammo type etc. Helicopters operate like most other units with a few notable exceptions.

First, have two movement modes: Nap and High. Helicopters moving in High Mode have unlimited movement. Helicopters generally fire and take fire like other units. Close Combat:. Close Combat is resolved using the normal firing rules. During the Close Combat phase, the melee is resolved. First the defending unit fires at the attacker. If the attacker survives, it returns fire. Continue firing back and forth until one side is destroyed.

If they fail they do not fire in the first round of combat. Infantry always shoot at the side armor of vehicles in Close Combat. The book includes no scenarios, but does offer extensive unit stats for all major nations from through Despite the length of the book, the rules are easy to read and very well presented.

Each chapter has an executive summary and there is a detailed table of contents. Not played. There is a variant for using the rules in scale. Recommended Figure Size: 6mm but the game is scale agnostic.

Table Size: Not stated. Game Length: Not stated. The Command Phase: Place artillery barrages and reinforcements. Overwatch: The defender may conduct Overwatch Fire.

Movement Phase: The active player moves his stands on at a time. Any necessary quality checks are taken. Close Combat Phase: Close combat is resolved using the firing rules with the defender firing first. Fire Phase: The active player fires with all eligible units. Remove any destroyed stands and take all necessary quality checks. Final Phase: Remove pin markers, resolve and remaining quality checks.

Spotting: Before an enemy stand may be engaged it must be spotted. Fire Combat: To resolve fire combat a player nominates a target and then resolves all fire against that target, before moving on to the next. Helicopters: Helicopters operate like most other units with a few notable exceptions.

Close Combat: Close Combat is resolved using the normal firing rules.


A Fistful Of TOWs 2

Great review. Really makes me want to try the rules out. Thanks for taking the time to review FFT3. Glad to be of help. Remember the free demo rules I linked have all the essentials to try out the game, so you can check it out before "taking the plunge". Thanks for the review. I've always wondered about these rules.


Do you like tanks? Do you enjoy fighting mechanized battles in miniature? The rules are comprehensive, yet playable. And fast. Real fast. A typical game turn should average no more than 15 minutes. I actually designed it so that I could play with the zillions of 6mm tanks that I had accumulated.


All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page. Back to the Modern Discussion to Message Board. You wanted more photos of the Santa Claws Gang? Here is Santa and two of his companions. I'm looking for a more detailed alternative for theCold War Commander rules, and discovered that there is a free cut down version of the Fistful of TOWs 2 rules I'd like to take a look at. The problem is, I cannot find a working download location :- Can anyone help me?

ISO 14698-2 PDF

Version 2 FFT2 covers battles from through , while version 3 FFT3 covers combined arms combat from to Beard decided to design his own game after an eight-hour game of Combined Arms that resolved only four turns before a draw was declared so that the players could go home. He designed FFT by rationing the amount of detail and abstracting anything not critical to the game. The result was that the vehicle combat system of FFT is fairly detailed, while the rules for artillery fire are abstract. He also focused design effort streamlining the game's subsystems to improve speed of play.

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