Thursday 25 April 2019

Coming next month - FNG: Tour of Duty and...

FNG: Unconventional Warfare.

It’s Vietnam - 1965 to 1973. You’re part of an elite unit made up of highly trained soldiers where the only FNG you’ll find is the rules you’ll need to play the game.

Your unit will conduct unorthodox operations such as reconnaissance, sabotage, snatching prisoners, rescuing airmen, ambushing the enemy, and in many cases “out guerrillaing the guerrilla”. And these are almost always carried out on the enemy’s home turf.

Unlike the traditional soldier, your impact on the war cannot be measured solely by “kill ratios” or “ground gained”. Your Missions are different than that; your Missions are “special”.

We’d like to tell you more , but we can’t. What we can tell you is that if you like FNG: Tour of Duty, you’ll love FNG: Unconventional Warfare.

Sunday 7 April 2019


FNG 3 Tour of Duty is a very individual Charcter/figure game. You have a 12 month, 13 if you play USMC, tout of duty. You start as part of a Squad, I chose Rep 3 but you can choose Rep 4 or 5, and go from there. You generate your Squad, takes about five minutes and fill out the Roster. Here's what Billy's Squad looks like.

I chose not to give my NPCs  Attributes, but you can. Billy rolled for one and chose the second.
DEROS is an important thing to track, as you can see. 

FNG Tour of Duty - Step by Step - Part Two

Part One

The firefight had ended, but what about the other two Possible Enemy Force (PEF) markers?

 I was using a Terrain Map to mark the force movements, but could easily have been using terrain on the tabletop and figures.

"7" came up when rolling for Activation. The US scored higher so could have had Reinforcements, but failed to get any.

PEF movement is determined by rolling 2d6 versus the PEF Rep of 4. This means they move towards you, away from you or stay in place. Adds to the suspense.

Contact! Time to set up the Battle Board, or in my case I used a TV tray with light terrain.

Firefight over and time to roll for Activation. US goes first and moved into section 7. Next turn, PEFs would have went first if there were any - there were none so US moved off board. Why roll for Activation? Score "doubles" or "7" and the PEFs could arrive as reinforcements.

After the Mission Billy received 4 Increasing Rep d6. One for scoring damage, 3 for the Mission being successful. I rolled them all and score at least one higher than Billy's current Rep so he's now Rep 4.

I roll for the Next Mission and it's quick, go right out in the late part of the same month an Attack Mission.

Saturday 6 April 2019

FNG Tour of Duty - Step by Step

 FNG Tour of Duty will be released this month and here's a Step by Step of your 1st Mission - Patrol. But before that let's meet my Star.

It's Pvt. William Pink Rep 3 (I wanted to be a real FNG so went with Rep 3). He has a 12 month Tour of Duty and could have up to 24 Missions , but 18 more likely. I roll for his Squad Leader and fellow Squaddies. With Billy there are currently nine members.

It's 1966 and the US Investment Level is 4. The Enemy is  3. Investment Level is used to generate PEFs - Possible Enemy Forces, the Next Mission you'll have and Reinforcements, if any.

There are 8 easy to use Terrain Maps included in the rules, I'm using number 5 - Wooded Trail. You can set up a table to mirror the map or use the map to move your forces. I chose the later version and if combat occurs I'll use a Battle Board.

I decided to Walk Into the Mission instead of using a Helicopter, which are included in the rules.

 I resolved the first PEF as Main Force Viet Cong, rolled for their Leader, then each Squaddie. I set up minimal terrain on a TV tray and used the counters included in the game. I could have used figures and a detailed terrain filled table, but wanted to play a quick game.

 I choose my Star (Billy Pink) to start as a real FNG - Rep 3. Lucky for me the Squad Leader was randomly rolled as Rep 5.

 I targeted all figures first, then rolled for all shooting,. Next I resolved any damage, and then returned fire as needed.

 After one side resolved it's actions, BOTH sides take the Will to Fight Test.

The fighting went really fast, a great reason to use the Battle Board and counters. If playing on a large table, I would just keep the figures on the table, removing them when they left the fight.
This was the 1st PEF to be resolved.  

Part Two