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Opposing Force

OPPOSING FORCE is a single-player ruleset for the Modern Combat Game, BATTLE FORCE, designed for Narrative Campaign play and compatible with both premium and homebrewed campaigns. It introduces a card-based system for enemy model actions and divides the UI controlled army into three Fireteams, each following specific tactics during gameplay. Players are encouraged to make tactical decisions while adhering to the rules and to prioritize fun and fair play.

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0% found this document useful (0 votes)
56 views22 pages

Opposing Force

OPPOSING FORCE is a single-player ruleset for the Modern Combat Game, BATTLE FORCE, designed for Narrative Campaign play and compatible with both premium and homebrewed campaigns. It introduces a card-based system for enemy model actions and divides the UI controlled army into three Fireteams, each following specific tactics during gameplay. Players are encouraged to make tactical decisions while adhering to the rules and to prioritize fun and fair play.

Uploaded by

War Master
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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pg.

0
OPPOSING FORCE

Welcome to OPPOSING FORCE, the single-player ruleset for the Modern Combat Game, BATTLE FORCE.
This supplement has been designed with Narrative Campaign play in mind and is 100% compatible with
the premium Narrative Campaigns published by Bald Guy Games. Additionally, this supplement will
work with most ‘Home Brewed’ Narrative Campaigns, as long as the campaign follows the general
structure outlined in the premium campaigns.

To utilize the rules in this booklet you’ll need a copy of the main BATTLE FORCE rules, available for free
from https://www.drivethrurpg.com/product/322223/Battle-Force--Modern-Combat-Skirmish-Rules.

If at any time a rule set-forth in this add-on conflicts with one from the main rulebook, then the rule in
this supplement takes precedence.

Most importantly, remember to have fun and resolve any rules questions with common sense and fair
play in mind.

pg. 1
BASIC CONCEPTS
Construction of each BATTLE FORCE follows the same rules for Force and Unit construction, equipping
and training your units, as the main rulebook outlines for ‘Regular’ games.

OPPOSING FORCE utilizes cards to provide information to the player on how the enemy models will
move and act during each phase of the turn. Each card has information on how each model in a
fireteam will act, with a declining urgency matrix for UI behavior. (i.e. do “this” if possible, else do
“this”, else do “this”, else do “this”…)

The cards are divided into two categories which describe the posture of the enemy army: Offensive and
Defensive. Use the Deck that corresponds to the ‘Role’ the UI side is performing, either Attacker
(Offensive) or Defender (Defensive).

There are certain ‘givens’ to UI model behavior, that will dictate the movement and actions of each
model and are generally ‘always true’.

1. While moving, all UI models will attempt to seek the most protection from available cover as
possible, unless otherwise instructed on a Tactics Card.
2. An aware enemy UI model will always attempt to face the closest threat(s) at the end of each
movement and establish line-of-sight to the most models in its 180° front arc.
3. UI Models will attempt to move towards and mount empty friendly fixed weapon positions if
possible.
4. UI Models will always attempt to engage the enemy in the available Selector Switch mode that
provides the best chance for success. I.e. Two shots on 5+ (%56) is better odds then 1 shot on
4+ (%50) or 3 shots on 6+ (%42).
5. If a Model is added to a BATTLE FORCE during play (Reserve) it is deployed from the nearest
logical deployment area or piece of terrain. (out of a HWMVV or House, etc.)

FIRETEAM ASSIGNMENT
Unlike the Fireteams specified in the main rulebook, the UI controlled army will ALWAYS be divided into
3 Fireteams, with each model in a Fireteam following the instructions on the Active Tactics Card for the
current phase. The Fireteam assignments WILL remain throughout the entire game and may exceed the
4-model maximum for Regular Play Fireteam construction.

The models will be grouped into 3 groups, each with an equal number of models in each Fireteam as
possible. Odd numbers of models are assigned by the Player, either by choice or random dice roll (d3).
It may become necessary to mark or otherwise annotate which models belongs to which Fireteam (i.e.
Model 1,2 and 3 are in Fireteam #1, and each has a red dot on the model base or BATTLE FORCE roster
entry. Model 4,5 and 6 are in Fireteam #2, and each has a blue dot on the model base, etc.

pg. 2
THE OFFENSIVE POSTURE
While in Offensive Posture UI models will attempt to aggressively move towards their primary objective,
achieving as many secondary objectives as possible along the way. If a campaign has failed to identify a
‘Primary Objective’ then the enemy will attempt to achieve the objective that is the highest scoring.

THE DEFENSIVE POSTURE


While in defensive posture UI models will attempt to secure their primary objective and to keep that
objective secured at all points during the game, even if this primary objective is to escort a model from
the battlefield. Secondary objectives are considered when all elements of the primary objective have
been completed, or if convenient.

UI Controlled German Soldiers rush the positions of the Player Controlled Americans.

pg. 3
TACTICS CARDS
The UI for the enemy player is driven by Tactics Cards. Each card has a group of Icons and Directions
that will guide the placement and actions of each enemy model. A new card is typically drawn for each
phase of the turn. Each Tactics Card is placed into a Discard Pile immediately before drawing a new
Tactics Card. If the Tactics Card draw pile is ever empty, shuffle the Discard Pile to form a new Tactics
Card Deck.

This diagram provides details of the information contained on each Tactics Card.

MOVEMENT PHASE The Phase


# of the Fireteam
to perform the
FT#1 FT#2 FT#3
Movement
Action.
Random Event
Icon – Roll a
The Action / random event.
Reaction Icon ACTION PHASE ACTIONS / REACTIONS See Page 20
for each UI
model to
attempt first in
the Action
Phase. IF The
unable to
REACTIVE MOVEMENT PHASE Movement to
perform that be performed.
Action /
Reaction then
the next action
is attempted, The Icon for
etc. each UI model
MAIN COMBAT PHASE to attempt first
The Icon for
in the Reactive
each UI model
Movement
to attempt first
Phase. IF
in the Main
unable to
Combat Phase.
perform that
IF unable to
Action then the
perform that
next action is
Action then the
attempted, etc.
next action is
attempted, etc. .

pg. 4
Movement Phase Icons
Move Forward, Backward, Right or Left: Move in the ‘General Direction’ indicated by the arrow, taking
care to prioritize cover and objectives during the move. “Forward”, is considered to be in the general
direction of the current or nearest Objective. So, if your objective is to escort a model off the table,
forward would be away from the pursuing Attackers. If, on the other hand, that model escapes or is
killed, the next objective might be to ‘Kill the Enemy Commander’, in which case Forward would mean to
move towards the enemy.

Normal Movement – Black - Move towards the nearest cover and/or objective.

Tactical Movement – Blue - Reduce first movement characteristic by half, rounded up, gain +2 MBA.

Hustle – Green - Move an extra 2” of movement, may only take the ‘Hunker Down’ Action.

Prone – Red - Move 1” while prone. The height of the model equals the height of the base. A UI model
will stay prone until it receives a new movement command in the next turn, or becomes suppressed.

Idle – - Remain stationary, gain +4 MBA.

pg. 5
Action Phase Icons.
Close Combat Attack – Locate and resolve a Close Combat.

Attack – Attack Nearest enemy model when Acting -OR- Attack Active Model when Reacting.

Targeted Attack – Closest model in the following priority order:

1. Highest priority – (i.e. models associated with enemy model objectives or enemy
commanders, models ‘ASSESSING’ the battlefield.)
2. Wounded
3. Threat (Machine Guns, Grenade Launchers, Snipers, and other special weapons units)
4. No Cover

Grenade Attack – Place grenade marker near most advantageous target within 8”. A group of targets
has a higher priority than a single model target.

Reload/Clear Jam/Deploy Mortar – Removes the ‘Out of Ammo’ or ‘Jammed’ status from a model.
Deploys a mortar or Loads a mortar round.

Assess Battlefield – As in the Main Rulebook.

pg. 6
Dodge – Dodge 3” towards the nearest cover or objective.

Skill Check, Medical – As in the Main Rulebook.

Skill Check, Mission – Attempt to resolve a Skill Check on a Mission Objective.

Aim – As in Main Rulebook.

Hunker Down – Gain +2 MBD.

pg. 7
Reaction Movement Phase Icons
Close Combat – Attempt to move towards an enemy model, ending the move within 3” of that model.

Seek Objective – Head towards the nearest objective within 8” while attempting to stay in cover.

Break Line-of-Sight – Attempt to break line-of-sight to as many Enemy Models as possible.

Defensive Move – Attempt to move into cover, retaining line-of-sight to the Enemy.

Offensive Move – Attempt to move into an advantageous attack position, regardless of cover (RUSH).

Medic! – Attempt to move to an Injured teammate within 8”.

pg. 8
Combat Action Icons
Close Combat Attack – Locate and resolve a Close Combat.

Attack – Attack Nearest enemy model.

Targeted Attack – Closest model in the following priority order:

1. Highest priority – (i.e. models associated with enemy model objectives or enemy
commanders, models ‘ASSESSING’ the battlefield.)
2. Wounded
3. Threat (Machine Guns, Grenade Launchers, Snipers, and other special weapons units)
4. No Cover

Grenade Attack – Place grenade marker near most advantageous target within 8”. A group of targets
has a higher priority than a single model target.

Mortar Attack – Place mortar marker near most advantageous target within range. A group of targets
has higher priority than a single model target.

pg. 9
THE ANATOMY OF A TURN
FIRETEAM ASSIGNMENT – Unlike the Fireteams specified in the main rulebook, the UI controlled
army will ALWAYS be divided into 3 Fireteams, with each model in a Fireteam following the instructions
on the Active Tactics Card for the current phase. The Fireteam assignments WILL remain throughout the
entire game.

The models will be grouped into 3 groups, each with an equal number of models in each Fireteam as
possible. Odd numbers of models are assigned by the Player, either by choice or random dice roll (d3).
It may become necessary to mark or otherwise annotate which models belongs to which Fireteam (i.e.
Model 1,2 and 3 are in Fireteam #1, and each has a red dot on the model base or BATTLE FORCE roster
entry. Model 4,5 and 6 are in Fireteam #2, and each has a blue dot on the model base, etc.

START OF TURN – All ‘Start of Turn’ effects take place.


INITIATIVE PHASE – As in the Main Rulebook. If the roll results in a tie, the UI will attempt to outbid
the Player on every occasion.

MOVEMENT PHASE – The side that lost the Initiative Roll moves ALL his models first, with the winner
moving ALL his models last.

In the case of the UI, the player will draw ONE Tactics Card when it is time to move the UI models. The
models will follow the ‘Movement Phase’ instructions relating to movement type AND direction for each
Fireteam listed on the card (FT#1, FT#2, and FT#3), as indicated on the Active Tactics Card. Unless
otherwise noted, the Player will follow the rules for movement from the Main Rulebook when moving
his models.

ACTION PHASE – Follow the steps from the Main Rulebook, with the following exceptions for the UI.
During the UI turn, the Player will draw a new card and refer to the ‘Action Phase’ category. The Action
Icons listed on the card are presented in order of importance, from highest to lowest. Each model, in its
turn, will attempt to perform the first action listed on the card, in as logical a manner as possible. If the
model cannot perform that action (Incapable or unable), then the model will attempt to perform the
next listed action. This shift in Action Priority will continue until the model can perform a task, or if no
action at all is possible, the model will simply be marked as ‘Activated’, and play is passed to the Player.

During the Player turn, the UI will attempt to ‘React’ to all Player Actions (Adhering to the restrictions
from the Main Rulebook.) only IF the Reacting model’s MBA is higher than the Active Model’s MBA.

The Reaction Icons listed on the card are presented in order of importance, from highest to lowest. A
model, during its reaction, will attempt to perform the first Reaction listed on the card, in as logical a
manner as possible. If the model cannot perform that Reaction (Incapable or unable), then the model
will attempt to perform the next listed Reaction. This shift in Rection Priority will continue until the
model can perform a task.

pg. 10
REACTIVE MOVEMENT PHASE – The side that lost Initiative will move all their models first, followed
by the side that won the Initiative. The UI will draw a new Tactics Card and move its models in
correspondence with the instructions provided in the “Reactive Movement” category for each Fireteam.

MAIN COMBAT PHASE - Follow the steps from the Main Rulebook, with the following exceptions for
the UI.

During the UI turn, the Player will draw a new card and refer to the ‘Main Combat Phase’ category. The
Combat Action Icons listed on the card are presented in order of importance, from highest to lowest.
Each model, in its turn, will attempt to perform the first Combat Action listed on the card, in as logical a
manner as possible. If the model cannot perform that Combat Action (Incapable or unable), then the
model will attempt to perform the next listed Combat Action. This shift in Combat Action Priority will
continue until the model can perform a task.

END OF TURN – All ‘End of Turn” effects take place, the turn counter is moved to the next sequential
number and players see if the ‘End of Game’ condition is met. Otherwise, players repeat the Turn
Sequence starting with the ‘Start of Turn’ phase.

RANDOM EVENT ICON


As an optional rule and a method to add some unpredictability to your games, players may choose to
use the ‘Random Event’ generator. To do so, whenever the above Icon appears on a card the player will
roll two D20 (20-Sided Dice) and refer to the ‘Random Event Table’, supplied in the back of the book.

Each of the two D20 should be a different color and that color should represent one of the two sides
playing (i.e. One color for the UI, a different color for the Player) After rolling both dice the lower
number is discarded and the HIGHER of the two dice rolls is the number used to determine the “Random
Event”, with the dice color determining the side (UI or Player) that will resolve the Event Instructions.

The “Event” happens immediately and may occur out of turn or sequence (i.e. – an Attack might occur
during the Movement Phase, or an Action might be performed during the Reaction Movement Phase,
etc.)

GET STARTED
You now have all the tools necessary to play a Solo Narrative Mission to completion.

It is important to remember that challenging yourself with difficult choices is often more rewarding than
simply steamrolling a situation. In that spirit, when executing the movement and actions for the UI,
make the most tactically significant choices possible, while following the directions and icons on each
card. This will ensure you have an enjoyable and memorable game experience. Lastly, allow yourself to
have fun and don’t get caught up in the technical aspects of the rules, just do what feels right for the
situation in question.

pg. 11
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 12
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 13
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 14
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 15
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 16
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 17
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 18
Movement Phase Movement Phase Movement Phase

FT#1 FT#2 FT#3 FT#1 FT#2 FT#3 FT#1 FT#2 FT#3

ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS ACTION PHASE ACTIONS / REACTIONS

REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE REACTIVE MOVEMENT PHASE

MAIN COMBAT PHASE MAIN COMBAT PHASE MAIN COMBAT PHASE

pg. 19
DICE RESULT
Select one of your models to Immediately go prone and move 1” in any
1 direction.

Select one of your models and Immediately perform a Tactical Movement


2 in any direction – Model receives a TACTICAL token

Select one of your models and Immediately perform a Hustle Movement in


3 any direction – Model receives a HUSTLE token

4 Select one of your models and Immediately perform a Standard Movement


in any direction.

5 Select one of your models and Immediately perform an Idol Movement –


Model receives an IDOL token.

6 Select one of your models and Immediately perform an attack against the
CLOSEST ENEMY model in range/LOS.

7 Select one of your models and Immediately perform an attack against the
CLOSEST ENEMY WOUNDED model in range/LOS.

8 Select one of your models and Immediately perform a SINGLE SHOT attack
at +1 to hit against the FURTHEST ENEMY model in range/LOS

9 Select one of your models and Immediately perform an ASSESS


BATTLEFIELD Action. Treat this action as if it were the first ASSESS taken.

10 Select one of your models with a Medical Effect. (Bleeding, Hamstrung,


etc.) That model instantly recovers from that condition. (Remove Tokens)

11 Select one of your models and immediately perform a Dodge Action


towards the CLOSEST COVER.

12 Select one of your models with a Grenade and perform an Immediate


INDIRECT Grenade attack against any enemy models within 8”

13 Select an ENEMY model who is currently NOT out of ammunition or Jammed. That
model is out of Ammo and must perform a ‘Reload’ Action in the next Action Phase.

14 Select one of your models within 6” of an Enemy Model. Move that model
into Close Combat Range with the Enemy Model.
15 Select one of your models within 6” of an Objective. That model
Immediately completes a successful Skill Check on that Objective.
16 Select one of your models. That model Immediately gains an additional +2
Def as if Hunkered Down.

17 Pick a friendly model to become Squad Leader (+1 INT) or promote a Squad
Leader to Warrant Officer (+2 INT).

18 Select one of your models within 6” of an Enemy Model. Move that model
any distance to the nearest Line of Sight breaking terrain.

19 RESERVES – A new soldier joins the battle – Add 1 Green/Recruit/Militia


level model with identical gear of any equal level model in your roster.

20 RANDOM IED/MORTAR – Place the grenade marker in the center pg.of20


table. Roll scatter and 5d6. Any model under 5” template is Killed.
the
Copyright ©2020 Bald Guy Games, All Rights Reserved.

pg. 21

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