play balancing system for aag games v1.0.7
TRANSCRIPT
5/13/2018 Play Balancing System for AAG Games v1.0.7 - slidepdf.com
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Play Balancing System for AAG Games
The purpose of the following rules is to provide players of Ambush Alley Games’ Tomorrow’s War and Force on Force with a qmethod of “balancing” scenarios. It is not intended for use to create competitively balanced forces for tournament play, but rathe
allow players to eyeball the balancing of scenarios they’ve designed themselves or to quickly put together evenly matched for ces
an off-the-cuff pick-up game.
The section on artillery and air-strikes is still in a rough state, so please excuse the raw edges.
A Microsoft Excel Force Building spreadsheet is included with this write-up of the balancing system.
This system is currently in beta testing and all feed-back, criticism, corrections, and/or suggestions
welcome!
Infantry Units
Basic Infantry Unit Characteristics
Points per Figure for Troop Quality (REFERRED TO AS
TQ VALUE or TQV)
TQ Die
Type
Point
Value
D6 3
D8 5
D10 7
D12 10
Points per Unit for Morale
Morale
Die Type
Point
Value
D6 3D8 5
D10 7
D12 10
Points per Unit for Supply Level
Armor Type TQ D6 TQ D8 TQ
D10
TQ D12
Poor -3 -5 -7 -10
Abundant 3 5 7 10
No extra cost for Average Supply Level
Points per Unit for Confidence Level
Armor Type TQ D6 TQ D8 TQD10
TQ D12
High 3 5 7 10
No extra cost for Low or Average Confidence
Points per Unit for Grid Enabled Units
Support Weapons & Body ArmorThe point cost of each support weapon in a unit must
determined separately and added to the unit’s overall cost.
Points per Weapon by Troop QualityPoints by Support
Weapon Class
TQ
D6
TQ D8 TQ
D10
TQ D
Light 3 5 7 10
Medium 6 10 14 20
Heavy 9 15 21 30
Points for AT Values of Weapon (cumulative with po
above)
AT Class TQ D6
Light AT Value x 1
Medium AT Value x 2
Heavy AT Value x 3
Special AT Value Point Cost Modifiers for Missiles
AT Class TQ D6
Ignores 1D ERA +3
Ignores 2D ERA +6
Fire & Forget +7
Deck Attack +10
Additional Cost for Advanced Weapon Systems
Weapon System
Advanced Ballistic
Weapon System
+TQV
Laser Weapon
System
+TQV
Gauss Weapon
System
+TQV+1
Energy Weapon
System
+TQV+2Grid TL Cost
+1 15
+2 25
+3 35
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Support Weapon Tech Level Modifier
TL Modifier
TL1 N/A
TL2 X2
TL3 X3
Points for Body Armor, per Unit, by TQ
Armor Type TQ D6 TQ D8 TQ
D10
TQ D12
Light 3 5 7 10
Medium (Hard) 6 10 14 20
Heavy (Power) 9 15 21 30
TL Modifiers
TL1 N/A
TL2 X2
TL3 X3
Leaders Regular units do not need to pay extra points for their
attached leader (i.e., fire team leaders have no extra
cost) Irregular forces must expend points for every leader
in their force
Point cost for a leader is determined in the same
manner as a unit
Negative Leaders do not cost more or less than
normal leaders
Positive Leaders require extra points based on their
positive value (see Positive Leader Points table)
Positive Leader Points
AttributesCosts are per unit unless otherwise noted.
Items highlighted in blue are Tomorrow’s War Attributes.
Unit Attributes Point Cost
Active Trauma Treatment 15
Active Trauma Treatment
Nanites 15
Advanced First Aid
Training (ALS) 10
Advanced Sensors
Animosity 0
Augmented Senses 5
Callous 5
Cannibal 0
Cavemen CASEVAC 10
Designated Marksman (DMR) 10
Despised 0
Elusive 10
Forward Observer (FO) 10
Hard to Kill - D10 25/per figure
Hard to Kill - D6 15/per figure
Hard to Kill - D8 20/per figure
Hungry 0
Indigenous Scout 10
Inspiring 10
Interpreter 5
Intimidating 10
Jump Troops 15
Medic 10
Medic Bot 15
Military Working Dog (MWD)
Teams 10
Mounted Cavalry 10/per figure
Mounted Unit 5/per figure
Natural Weapons 10/per figure
Natural Armor 5/per figure
Old School 10
Pointman 10
Poor Initiative 0
Skeletal Augmentation 5/per figure
Sniper and Sniper Teams 15
Stealthy 10
Terminal Air Controller (TAC) 10
Weapon Teams 10
Leader Value Morale
D6
Morale
D8
Morale
D10
Morale
D12
+1 3 5 7 10
+2 6 10 14 20
+3 9 15 21 30
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Vehicles
Designer’s Note 1: We feel that the costs for vehicles may be
a bit too high. Please let us know what you think!
Designer’s Note 2: I’m sure this is obvious to everyone, but
just for the sake of clarity: The point cost of vehicles is
meaningless if the force opposing them has no means to
destroy them.
Players will have to use some common sense in ensuring that
there is some balance of AT capability vs. AFVs available.
There’s really no way (short of fixed army lists) “program”
this into the play balance system.
So, either make sure that both sides have a vehicle mix that is
roughly equivalent and/or give infantry units plenty of man-
portable AT capability. Otherwise tanks or even armored cars
will roll right over infantry units – which is pretty realistic, but
not necessarily fun to play.
Crew CharacteristicsAFV crews are not normally equipped with body armor and if
they are it will be Light Armor. They are normally armed with
pistols or SMGs. The cost of these items is assumed in the cost
of the crew itself.
Points per Vehicle for Troop Quality
TQ Die
Type
Point
Value
D6 9
D8 15
D10 21
D12 30
Points per Vehicle for Morale
Morale
Die Type
Point
Value
D6 3
D8 5
D10 7
D12 10
Points per Vehicle for Grid Enabled Vehicles
Vehicle ArmorPoints per Armor Die, per Facing, by TQ
TQ D6 TQ D8 TQ
D10
TQ D
Points per Die 3 5 7 10
Additional Points per Vehicle for Special Armor Types
Special Armor
Advanced
Conventional
10
Energy
Resistant
10
Laser Resistant 10
Vehicle Armor Tech Level Modifier
TL Modifier
TL1 N/A
TL2 X2
TL3 X3
CRAM (Counter Rocket/Artillery/Morta
SystemSome vehicles mount individual CRAM systems that prov
protection for the vehicle itself or for the local area.
TL of CRAM TQ D6 TQ D8 TQ
D10
TQ D
TL1 3 5 7 10
TL2 6 10 14 20
TL3 9 15 21 30
Vehicle WeaponryThis section is used to determine the point cost of veh
mounted weapons such as main tank guns or missile syste
The point cost for vehicle mounted support weapons, suc
coaxial MGs, grenade launchers, heavy MGs, etc.,
determined in the same manner as infantry support weapon
Points per Firepower Die for Weapons by Troop Qualit
Points per AP
Firepower
TQ
D6
TQ D8 TQ
D10
TQ D
AP Firepower x3 x5 x7 x1
Points for AT Value of Weapons (cumulative w
Firepower points above)
AT Class TQ D6
Light AT Value x 1
Medium AT Value x 2
Grid TL Cost
+1 15
+2 25
+3 35
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Heavy AT Value x 3
Special AT Value Modifiers for Missiles
AT Class TQ D6
Ignores 1D ERA +3
Ignores 2D ERA +6
Fire & Forget +7
Deck Attack +10
Additional Cost for Advanced Weapon Systems
Weapon System TL1 TL2 TL3
Advanced Ballistic
Weapon System
3 5 7
Laser Weapon
System
3 5 7
Gauss Weapon
System
3 6 8
Energy Weapon
System
3 6 10
Weapon Tech Level ModifierTL Modifier
TL1 N/A
TL2 X2
TL3 X3
Vehicle ClassVehicle Class Modifier
Vehicle Class Modifier
Soft Skin 0
Light +25 pts.
Medium +50 pts.
Heavy +100 pts.Gigantic +300 pts.
Special Vehicle Movement Modifier
Special Vehicle Movement Modifier
Movement Modifier
Pop-Up
Capable
x 125%
NOE Capable x 150%
Flight
Capable
x 200%
Vehicle Attributes
Costs are per vehicle unless otherwise noted.
Items highlighted in blue are Tomorrow’s War Attributes.
Vehicle Attributes
Point
Cost
Active Point Defense (APD) 10
Active Protection System
(APS) 110
Active Protection System
(APS) 215
Advanced Armor (FORCE ON FORCE ONLY,
not used in Tomorrow’s War) 15
Advanced Conventional Armor 10
Advanced Optics/Sensors 5
Amphibious 5
Anti-Personnel Grenades 5
Anti-Vehicular Melee Weapon (Walkers Only) 15
Artificial Intelligence (AI) 10
Back-Up AI 10
Bar Armor 10
Countermeasures 10
Deathtrap 0
Detonation Field (DF) 15
Energy Resistant Armor 10
Enhanced Fire Control 10
Explosive Reactive Armor (ERA) 10
Fire-or-Move 0
Gigantic 50
Hardened 15
Heavy Hitter 15
IED Countermeasures 10
Improved MGs 10
Laser Resistant Armor 10
Lifesaver 10
Light for Class 0
Mine Resistant
Obsolete or Poor Armor 0
Remote Control 10
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Restricted Arc of Fire 0
Safe Haven 10
Slow Firing Weapon 0
Slow Turret 0
Smoke Dischargers 5
Stealth - TL1 10
Stealth - TL2 15
Stealth - TL3 20
Technical 0
Up-Armored AFV 25
Up-Armored Soft Skin 10
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Bots
Points per Bot by Type
TL1 TL2 TL3Dumb Bot 6 10 14
Smart Bot 9 (If
allowed by
your
background)
15 21
Bot WeaponryPoint cost for weapons mounted on Dumb Bots is determined
in the same manner as infantry support weapons. The TQ used
to determine the weapon cost is based on the TL of the Bot.
Point cost for weapons mounted on Smart Bots is determinedin the same manner as infantry support weapons. Smart Bot
Troop Quality will be either D8 or D10
Dumb Bot TQ
Tech
Level
Dumb Bot
Troop
Quality
TL1 D6
TL2 D8
TL3 D10
.
Bot AttributesBots use the same Attributes as Infantry Units and at the same
costs.
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Drones
Point Cost per Drone by Tech Level
TL1 TL2 TL3
Small Drone(Dumb) 22 30 38
Small Drone
(Smart)
28* 40 52
Tiny Drone
(Dumb)
28 50 52
Tiny Drone
(Smart)
37* 55 73
Distributed
Drones
100** 150** 200
Aerial Small or
Tiny Drones
Cost x2 Cost x2 Cost x2
*In the Tomorrow’s War setting, these drones aren’t available
until TL2.**In the Tomorrow’s War setting, these drones aren’t
available until TL3.
Drones can be given Unit Attributes, such as Chameleon, at
the normal cost.
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Available Artillery or Air Strikes
Artillery
Point Cost by Salvo Type and Tech LevelSalvo Type
Available
TL1 TL2 TL3
Light Mortar 27 45 62
Medium
Mortar
56 88 120
Heavy
Mortar
132 204 276
Light
Artillery
168 264 360
Heavy
Artillery
288 448 608
Heavy
Artillery(AT)
312 472 632
Missile
Salvo
480 720 960
Cost equals normal weapon cost x radius size
Operational CRAM
TL of CRAM
TL1 30
TL2 60
TL3 90
CB (Counter Battery)TL of CB Cost
TL1 300
TL2 600
TL3 900
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AirstrikesThe cost of a potential airstrike is equal to the cost of its most
expensive attack type.
The cost of an airstrike attack type equals:
Weapon Cost (determined in the same manner as vehicle
weapon costs) * Attack Radius / 5. Strafing Runs are treated
as having an Attack Radius of 10”. Multiply the result by 1.5
for Multipurpose Cluster Munitions.