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Round of Fire - Core Rules
by Andrew F. [Verified Purchaser] Date Added: 01/19/2018 20:09:00

Round of fire

Revolutionary game design.

I have been looking for a game like this since I started playing Miniatures. I think Round of Fire is the first game to get right the ebb and flow of combat. It uses a completely, to my knowledge, new turn sequence. I hesitate to call it that because it is NOT a traditional turn sequence or non-traditional sequence of play it is a clock is the best way I can describe it.

The game uses a unique time mechanism called the wheel. This creates a continuous system of activation of units. Once the initial activation initiative is determined there are no more initiative rolls or even turns per se. The game operates in a continually moving clock. I will not get into details of exactly how this works. Suffice it to say, it is revolutionary.

The very basics and backstory/Fluff of the game allow you to play from post WWII to Sci-Fi. You are not limited to this though. One of the beauties of this book is it also supplies you with the stats and required numbers to allow you to play any period from Ancient history/Fantasy to Science Fiction.

I am hoping the release the supplements for specific periods as I am pretty lazy. Even with my laziness we played a game of Napoleonic Skirmish and adopted one of the scenarios included in the book quite easily.

The game has a limitation however. Not really a limitation though, more of a scale choice. Simply put it is a Warband/Skirmish game. It is designed for small scale skirmishes. We played with about 24 figures per side. I think for Napoleonics we could have stretched the number to 40 or so but that would be the limit I would think.

As others have mentioned there are some minor editing/spelling errors but the publisher is fixing those and is extremely responsive via the games Facebook page. Once they have finished the edits they will be releasing the edited PDF to all purchasers. The edits are so minor and do not detract from understanding the game so do not let this stop you from getting your copy now! My Strongest Recommend is GO BUY THIS!

If you play Skirmish/Warband style miniature games BUY THIS NOW!

[5 of 5 Stars!]
Round of Fire - Core Rules
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Creator Reply:
That's too kind Andrew! I'm very interested in hearing more about your Napoleonic games, could you write to me or on the group on Facebook? www.facebook.com/groups/roundoffire/ I'm really looking forward to chat more about that. It might even be the beginning of a napoleonic expansion!
Round of Fire - Core Rules
by carl o. [Verified Purchaser] Date Added: 12/31/2017 09:25:01

A really innovative system. The rulebook is well designed and layed out. It does have a fiar amount of spelling and gramar errors but is very clear.

[4 of 5 Stars!]
Creator Reply:
Thanks for the review! The typos and errors are the main reason why the manual will remain digital for some more time: a first updated version is due within January, and I'll constantly try to improve the wording and content in each update! :)
Round of Fire - Core Rules
by Tim P. [Verified Purchaser] Date Added: 12/18/2017 07:33:10

Full disclosure, I was involved in playtesting this game and received my copy for free because of it.

Round of Fire isn't a game that sets out the re-invent the wheel and becomes another dime a dozen skirmish game. Instead, it invented a new wheel, the eponymous "round of fire" which completely breaks up the classical turn structure we have all grown used to. Instead, the speed of a unit's action, as well as suppression by enemies will determine what unit acts when. This adds an element to the game hardly ever seen in others, tense timing! It is maybe the closest to "real-time gaming" you can get with a miniatures wargame, and makes the fight one of the most dynamic you will ever play.

The combat overall combat mechanics are nothing new under the sun, requiring a roll from the attacker and the defender. It's quick and unobtrusive. Where things get interesting is the "shock" value of weapons which acts as a suppression and pinning mechanism, delaying a unit's action on the wheel. The time (or distance?) between 2 units on the wheel will determine if a unit is capable of returning fire instantly.

My greatest critique would probably that the point system is in depth to a fault, it reminds me a bit of older days of Warhammer, where some equipment change might cost a single point. Still, some others might find value in this and spend hours tweaking their lists. Definitely, the game has an interesting army building mechanic. there are relatively few units, available to all, but each faction will influence how much units and particular upgrades cost, or even prevent the purchase of specific ones.

A surprising plus is the overall quality and presentation of the book. The layout and graphic design are better than many "professional" games out there! full of well drawn and clear diagrams as well as evocative pictures of miniatures "in action" Even though the game is meant to be setting neutral is has more character than many setting specific books.

All in all, RoF is the first game where I didn't feel like it was my turn to activate my army or even just a unit. Instead always felt like it was "now" and a unit needed to decide what their best course of action would be then and there.

[5 of 5 Stars!]
Creator Reply:
What to say, that's the best overview that anyone could write in less than 400 words!
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