- Joined
- Aug 20, 2017
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- 8,388
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Black Ops.I've got several of the Osprey skirmish games on the way (Black Ops, Kobolds and Cobblestones, Outremer, Mad Dogs with Guns).
I'll report back when I've had a read.
Solid enough modern skirmish warfare game. It uses card driven activation (I'm fine with that but some people hate it as a system). It covers everything you need in a short rulebook - suppressive fire, cover, calling in air strikes (!).
Probably its most impressive feature is the introduction of "blinds" to cover where people don't know where the area are and the stealth rules. This would handle infiltration well from what I can see.
A really good variety of scenarios, 3 standard and 6 stealth missions. It also gives six play boards from terminals to villages.
It'll do almost any faction you could want from the SAS to the Red Army Faction. (It also adds ninjas because fuck you that's why).
Writing is fine but if I'm honest it's a bit dry.
The campaign rules are only two pages and pretty basic. They feel like a bit of an afterthought. This is much more of a game for single battles.
Sample Squad:
SAS (50 Point Squad)
2 x Special Forces Soldier
Accuracy: 3 Close Quarters Combat: 3 Dedication: 4 Save:3 Card: Jack Equipment: Assault Rifle, Body Armour Speciality: Tough (-1 Save)
Special Forces Heavy
Accuracy: 3 Close Quarters Combat: 3 Dedication: 4 Save:3 Card: King Equipment: Sniper Rifle, Body Armour Speciality: Tough (-1 Save)
Special Forces Ace
Accuracy: 3 Close Quarters Combat: 3 Dedication: 4 Save:3 Card: Ace Equipment: Assault Rifle, Body Armour Specialty: Tough (-1 Save), Leader (May Use DED to influence troops)
Squad Upgrades
Grenades (one member of a squad may throw a grenade per activation), NODS (No penalties at night).
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