More Future Combat gaming

Rick and I met up last night at Myth Games to play a 1717 point game of Victory Decision Future Combat using the set of army lists that I built up previously. We played the Advance! scenario but I left out the Night rules for the first turn as this was Rick’s first game.


Rick broke his Steel Troopers into two fire teams and placed them centrally with his command team and the TacArms and placed his Wing Troopers to his right in an attempt to take the rightmost objective. Given the weight of numbers I had it seemed a foregone conclusion that I would be able to hold the middle objective but I failed to take into account how much damage Rick could do with his Wing Troopers and their Sonic Carbines.


My HMG team, command team and a unit of Krasny Soldaty were on my right flank with the job of holding the objective on that side of the table and then pushing to the centre if they were able. The Navaklovny and the Kolossus unit were positioned closer to the centre to support my second Krasny Soldaty unit as it attempted to take the centre objective.

Hill Deployment

Rick managed to wipe out the Krasny Soldaty and the Kommandoes but the combined firepower of the Navaklovny and the Kolossus unit took out the rest of his troops and made him retreat.

I managed to use a lore more of the rules in this game. I used Hide to attempt to keep some units from being shot at. It didn’t work for the Kommandos but they did make Rick burn two Actions attempting to spot them.

Building Deployment

One concern that I did have in the game was there are a lot of units that have weapons that generate an enormous number of dice. The Wing Troopers with their Sonic Carbines could roll 36 D6 if all of them were in range. If a target unit requires 4+ for a hit and then then the Wing Troopers could generate 12 hits and 6 critical hits. This generates 24 points of damage of which the average unit will save 12. This means that there are some weapons in the game that can, on average, totally eliminate an enemy formation in one turn.


This feels as if it has the potential to give some serious advantage to units which can maximize the number of dice their weapons generate. And since there are a lot of units that can create more than 15 dice quite easily it seems that there is the potential to rapidly eliminate your opposition.

Cover will help mitigate this but this last game left me feeling a little uncertain about how playable the rules might be without taking care to avoid overpowered combinations of troops and weapons.

The game certainly requires a bit more care and attention when it comes to planning and deploying your troops. You need to keep command formations close to your troops to try to help activate them and regroup them when they take fire.

Small teams also seem to require a lot of care as they can easily be broken or eliminated. High tech army lists can break their units into fire teams and some support formations also come in smaller units. These are quite susceptible to suppression and fire and require protection and careful planning and placement.

So there is a lot to absorb and think about in regards to the rules and how they play out on the table. They most definitely aren’t a simple game.