Apologies for not updating recently, but have been working with the Malikastan campaign and painting up my US Army Infantry. And have to paint some SASR! As soon as we have formulated the future of the Malikastan campaign we will get back to No Tomorrow War.
I believe Mark is painting up his platoon for TW, and I already have two platoons. But more to come!

A Tomorrow's War Campaign using the Force on Force Tomorrow's War rules. The campaign takes place in the 2070's after an apocalyptic attack on Earth by long dormant aliens. Players are attempting to accumulate resources to save mankind and possibly rule mankind. So, the players need to work together...but must also think about how to make their faction the paramount faction. The war to decide if the human race has a tomorrow has begun.
Wednesday, 30 November 2011
Monday, 31 October 2011
Opening up the campaign to non-BIG
Non-BIG readers, do you want to take part in the campaign? The players need not be in the club, as the battles can happen anywhere. Any interest?
Getting your force to the battlefield
In the campaign each players force is attempting to discover what the aliens are up to in southern Afghanistan (and loot as much cool alien tech as possible). So the race is on, in the beginning all players are nominally allies, but it is still a race for your faction.
Your force has more than one way of getting to the areas of interests:
1) Large and slow landtrain, this starts you off far from the target area, but you have good supply, minimal casualties. Downside, you have a long way to go, and probably fight off numerous locals to get there.
2) Light and fast landtrain, you get to the region faster, so you start closer, but you have low supply and lack heavy equipment
3) Airdrop, you get in close, have light and fast equipment, you start very close, but will have lost a significant portion of your equipment. You also have more air support.
We will chat...
Your force has more than one way of getting to the areas of interests:
1) Large and slow landtrain, this starts you off far from the target area, but you have good supply, minimal casualties. Downside, you have a long way to go, and probably fight off numerous locals to get there.
2) Light and fast landtrain, you get to the region faster, so you start closer, but you have low supply and lack heavy equipment
3) Airdrop, you get in close, have light and fast equipment, you start very close, but will have lost a significant portion of your equipment. You also have more air support.
We will chat...
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