Having been privileged to get a gander at Pdr version of FOB3, Brent (the author) as asked me to publish a list of changes/tweaks that I had noted.
Posting here for those interested, however if you do not have/use FOB it may make little sense, but if not I can only highly recommend this final version.
For those in UK Lancashire Games are taking orders for the rules and the card decks for those so disposed.
FOB 3 changes from FOB 2
Herewith a brief list of changes I have noted from FOB2
to FOB3 showing a substantial number of major and minor changes/tweaks. They
are in no specific order and only outlined (as don’t want to spoil anyone else’s
reading fun!). There may be some I have missed or am in error over detail (so
feel free to add to list/expand info)
Also not mentioned is Seasons of Battle as new to most
everyone (but a lot of changes from an early play-test set I tried)
Order and Disorder replaces In and Out of Command
(semantic change)
Changes to card deck which are now a basic 23 cards not
27.
Only 3 Deck quality types now with correspondingly only
1-3 Lulls cards.
Manoeuvre card is gone with its function now included on
Leadership card (but not possible if Leader rolls 1 on Rally attempts which
must occur first)
Infantry & Artillery Firepower cards renamed as Fire
cards (functionally the same)
Rapid and Rolling Fire cards appear for Breach
loaders/MGs etc
Special Event card definitions expanded
A new Incident card appears with lots of scenario options
(replacing some special cards in FOB2)
Rally from Routing now achieved by rolling higher does
not require having to recover 1UI
Daring Deeds – Officers can now assist Rallies by upping
Rally dice by 1-3 but this puts them at immediate and corresponding risk (you
add 3 so you die on a 1-4 on D12)
Officer Replacements – slight tweak in that Replacement
may be delayed on a roll of 1-2 and their Quality is rolled for instead of
automatically down 1 dice level.
Units can only Change Facing or Formation not both per
Move Segment or on Leadership card
Unit Integrity has been amended, all types now destroyed
on reaching zero (previously it was Rout on zero and die on -1) also Cavalry
now 4UI and Artillery 3UI.
Cavalry no longer Destroy units when they cause 2UI and
Even win, this is now Rout.
Attack Columns do not suffer Down 1 from enemy musketry
only from Artillery
Certain units (Skirmishers and Cavalry charged by Inf)
can Evade but may or may not become Disordered (DD vs DD)
Skirmish rules tweaked to encourage them to hug terrain
(Down 1 firing in open)
Grand Batteries redefined acting as separate Commands
with only outside units able to turn.
Terrain in general has had several tweaks with Hedges and
Walls now separate features.
Bridges and suchlike no must be taken by Columns ‘Forcing
Passage’
Interpenetration has been redefined and restricted
(especially by period) and no charging through into contact.
Pursuit has been changed (user defines those types
subject) with pursuing units losing same UI as defeated unit.
Lots of Period Specific Army lists (seem to be more than
in FOB2?) with English Civil War making a new appearance with quite a few new
troop types, formations, special rules.
Lots of defining by period what troop types can or cannot
Immediate Melee and suchlike.
Several separate Period specific Quick Reference sheets.
These include several changes to the old generic FOB2 sheet.
Some include
entries for Cav vs Inf and suchlike.