FISTFUL OF TOWS 2 PDF

Fistful of TOWs 3 Play Aids Markers; FFT3 Free Preview; FFT3 Free Introductory Rules (Modern); FFT3 Free Introductory Rules (World War 2). A Fistful of TOWs 3 is now available in book and PDF format. Free Preview · Free Introductory Rules (Modern) · Free Introductory Rules (World War 2). 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.

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The Rules Directory only works if you help. Get the review template here. Because the rules fisful such a large time frame, they must deal with many subjects such as air power, helicopters, engineers and so on. FFT2 covers tactical warfare during the latter half of the 20th century. FFT2 is a stand based game with half companies.

Bases may contain one or multiple miniatures, so army size is highly variable. FFT2 uses half companies or platoons as the base unit.

The army lists are designed to build brigade sized formations. The players now switch roles and repeat steps flstful through 8. Once each player has completed the steps, one game turn is over and the next begins. Troop Quality is the most important statistic and functions as both strength and morale.

The lower the Troop Quality the better the unit.

A Fistful Of TOWs 2 | Freewargamesrules Wiki | FANDOM powered by Wikia

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. There are four levels of Troop Quality: Green, Trained, Veteran and elite.

A Fistful Of TOWs 2

In FFT2 there are two movement modes: 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 tpws turns and wheeling do not cost extra. When moving, stands must remain within unit cohesion distance determined by troop quality: Note that some unit types ignore cohesion Recon for example.

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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. 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 vistful 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 tow also affected by range. Further, tow 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.

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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: Helicopters moving in High Mode have unlimited movement. Helicopters generally fire and take fire like other units. Close Combat is resolved using the normal firing rules. During the Close Combat phase, the melee is resolved. First the defending unit fires fostful 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. Distful 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. There is a variant for using the rules in 1: Place artillery barrages and reinforcements.

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