Miniature gaming, board gaming and assorted miscellany
Have you tried Fubar?
I tried it when Bruce ran a game. I'm not sure I liked it as it didn't seem deep enough (if that makes any sense). I'll have to give it another look. Tomorrow's War is definitely deep enough but theres too much to know if you want to do everything. And he rule book really doesn't help. We probably spent half an hour just trying to find and figure out how to call in artillery.
I really like Fubar, simple but effective and fun core rules. Nicely models morale, command, protection and firepower. You can overlay the detail with special rules and abilities for units. What is it in terms of depth you are looking for?
I think the kind of depth I'm looking for is I want to be able to tell the difference between good, average and crap troops. I want Tank A, Tank B and Tank C to be distinctly different from each other, I want heavy weapon squad A to be different than heavy weapon squad B. Maybe Fubar does this and I'm just not aware of it enough. Like I said, I'll check it out to see if it does do what I want.We tried out FAD4 and the thing I didn't like about it was the intial run-up to a battle was convoluted and rather dumb, too many modifiers for everything and vehicle combat wasn't super deadly. On the other hand the vehicle combat in TW is fast and usually very deadly.
I think that level of differentiation is in there (e.g. 4 levels of troop quality), but because it is a generic ruleset that makes it taste a bit like vanilla. I suppose it depends on whether you can get the distinction you want within that framework (all d6) or not.
I liked the original Ambush Alley and Force on Force. It seems Tomorrow's War added too many little bits that don't fit together well. Scott, have you tried simply using Force on Force instead of all the extra bits from Tomorrow's War?
By the way, try Stargrunt II if you want. It's a nice rule set, but I thought Ambush Alley and Force on Force replicated what it did with generally simpler rules.