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Force on Force for 28mm Post-Apocalyptic Cold War Gone Hot
There’s a very specific kind of post-apocalyptic wargame that hits different.
Not “mutants and laser pistols” (though that can be fun), and not full-blown Mad Max chaos with guitar flamethrowers (also valid)… but the other apocalypse:
A Cold War that went hot.
A world that didn’t end in one dramatic mushroom cloud montage — but in a slow collapse of logistics, communications, trust, and control.
The wars stopped being “front lines” and turned into patrols.
Firefights over fuel drums.
Ambushes for food convoys.
Checkpoint shootouts at broken bridges.
Old NATO kit and Soviet surplus still floating around… but everyone’s running low, tired, and desperate.
That’s where Force on Force becomes an absolute weapon of a ruleset.
What Force on Force Actually Feels Like
Force on Force isn’t a “move forward and roll buckets of dice” kind of game.
It’s a firefight simulator in the best possible way—fast to play, but with a strong sense of tension and consequence.
The big difference is that the game isn’t really about who has the best gun.
It’s about:
-
who saw who first
-
who’s pinned down
-
who’s controlling the lanes of fire
-
who can move without getting shredded
-
who can coordinate under pressure
In a post-apocalyptic Cold War setting, that’s perfect, because that’s exactly how those fights would go.
Nobody wants a fair fight.
Nobody wants a long fight.
And almost nobody wants to be out in the open.
Why It’s Perfect for “Cold War Went Hot” Post-Apoc
✅ 1. It rewards survival tactics
Force on Force makes cover and suppression matter the way you want them to.
Your troops don’t behave like video game units. They behave like people.
A squad taking accurate fire will hit the dirt and stop being useful until someone rallies them or the pressure eases. That instantly creates that cinematic moment every good gunfight has:
“We’re pinned! Smoke out! Move left! MOVE!”
That’s the post-war vibe in one sentence.
✅ 2. It handles mismatched forces properly
Post-apocalyptic games are rarely symmetrical.
You don’t want “two equal armies”.
You want:
-
a disciplined remnant patrol with radios and fire discipline
vs -
a bigger raider gang with rusty guns and aggression
vs -
settlement militia who know the ground
vs -
deserters and mercs with mixed kit
Force on Force is built around this kind of imbalance. It’s happy to run:
-
fewer but better troops
-
scared or unreliable troops
-
mobs with numbers but no training
-
professional killers who dominate short engagements
So you can build armies that feel true to the setting instead of forced into equal points-math.
✅ 3. It scales well from skirmish to platoon
This is huge for 28mm.
Force on Force can do:
-
small recon actions (10–20 models total)
-
proper patrol clashes (20–40 models)
-
full platoon-level scraps (40–60+ models if you like it big)
And it doesn’t turn into a grind.
You can have a game that feels like:
“two squads probing for control of a street block”
or one that becomes:
“a settlement defence with multiple directions of attack”
without needing to change rulesets.
✅ 4. The reaction system makes firefights feel alive
Here’s the magic trick Force on Force pulls:
It doesn’t feel like one player moving their toys while the other watches.
Units can react. Return fire. Duck back. Suppress the enemy before they break cover. Counter-move. Resist being rolled just because it isn’t “their turn”.
That creates constant pressure and genuine tactical choices:
-
Do you rush the open ground and risk getting shredded?
-
Do you suppress first and waste time?
-
Do you flank, or do you hold the objective and force them to come to you?
In a post-apoc setting, where ammo and manpower are everything, it makes every decision feel weighty.
How It Plays in a Ruined Cold War World
Force on Force naturally creates the kind of table stories you want from this theme.
Moment 1: The ambush begins
A militia truck rolls down a cracked highway.
A raider spotter signals from the second story of a burned-out motel.
The first burst of fire isn’t about kills. It’s about shock and fear.
Smoke, dirt, and panic.
People diving for cover behind engine blocks.
A rifleman screaming for the rear security team to dismount.
Moment 2: Suppression becomes the real weapon
Instead of “how many guys did I delete this turn,” it’s:
-
who’s pinned
-
who can’t move
-
who has lost the ability to act effectively
MGs become terrifying.
Fire lanes become the real battlefield.
Moment 3: Leadership matters
Your squad leader isn’t there for flavour.
In Force on Force, leadership is the difference between:
-
a unit recovering and pushing forward
or -
staying pinned until they’re wiped out or routed
In a post-apoc setting, that’s brilliant, because it reinforces your worldbuilding:
-
veteran NCOs matter
-
warlords survive because they can lead
-
raider gangs fall apart under pressure
-
disciplined troops can win outnumbered
Building Your Factions (28mm Ready)
This is where Force on Force shines, because it supports flavourful troop quality.
NATO Remnants
The last professional soldiers still operating.
-
outnumbered
-
disciplined
-
better comms
-
fewer heavy weapons
On the table: deadly when coordinated, fragile when isolated.
Soviet / Eastern Bloc Holdouts
AKs, old armour, entrenched doctrine.
-
rugged
-
aggressive
-
lots of “practical” firepower
On the table: tough troops who fight well from cover and push with brute force.
Settlement Militia
Hunters, workers, volunteers.
-
good local knowledge
-
mixed weapons
-
strong morale when defending home turf
On the table: unpredictable—but tough as nails when holding positions.
Raiders / Warlord Gangs
Numbers, brutality, terror tactics.
-
inconsistent training
-
lots of automatic fire
-
fearless until the bullets come back
On the table: dangerous at close range, vulnerable in open fights.
Deserters & Mercenaries
The “grey zone” faction.
-
military skill
-
no loyalty
-
sharp operators who pick fights they can win
On the table: small but elite—perfect as scenario enemies.
Table Design: The Battlefield You Want
Force on Force absolutely loves dense terrain.
If you’re building tables for “Cold War apocalypse,” lean into:
-
ruined suburbs
-
industrial yards
-
checkpoints and roadblocks
-
bombed-out apartment blocks
-
collapsed overpasses
-
forests full of hidden movement lanes
Your ideal board has:
-
multiple routes
-
good cover
-
dangerous open zones
-
a reason to fight over specific ground
You want the map to create tactical problems, not just look cool (though it will).
Scenario Ideas That Fit Like a Glove
Here are some Force on Force missions that instantly feel right in this setting:
1. Fuel Run
A settlement sends a team to siphon fuel from abandoned vehicles.
Raiders show up mid-loot.
Victory isn’t kills — it’s how much fuel you extract alive.
2. Radio Tower
Whoever controls the radio tower controls information and coordination.
You win by:
-
seizing it
-
holding it
-
and surviving the counterattack
3. Convoy Ambush
The classic.
A supply convoy must cross the board.
Attackers choose where the trap is sprung.
Defenders must react fast or die.
4. The Old Depot
An abandoned weapons depot has been found.
Both sides arrive at the same time.
Loot the crates, grab what you can, get out.
5. Night Raid
Limited visibility.
Flares.
Suppressed weapons.
Panic and muzzle flashes.
If you want the apocalypse to feel scary, run this one.
How to Keep It Post-Apocalyptic (Without Fantasy Stuff)
You don’t need mutants or psychic storms to make this setting special.
Just add environmental pressure:
-
ammo scarcity (limit MG belts or heavy weapons shots)
-
morale stress (units break easier when leaders go down)
-
loot objectives (fuel, meds, batteries, canned food)
-
injury persistence (wounded fighters don’t return next game)
This makes campaigns feel like survival, not “reset and respawn.”
Final Thoughts: Why Force on Force Is a Killer Choice
If you want a post-apocalyptic wargame that feels like:
-
the world ended but the war didn’t
-
firefights are sudden and terrifying
-
leaders matter, cover matters, suppression matters
-
platoon actions can happen without becoming a slog
…Force on Force is one of the best rulesets you can pick in 28mm.
It gives you a game where every ruined street corner matters, and every decision feels like it costs something.
And in a Cold War apocalypse?
That’s exactly the vibe you want.
Check back soon, we will be releasing a little pdf with sample forces and some scenarios to get you started in this new wargaming adventure!
Recent Articles
Force on Force for 28mm Post-Apocalyptic Cold War Gone Hot
There’s a very specific kind of post-apocalyptic wargame that hits different. Not “mutants and laser pistols” (though that can be fun), and not full-blown Mad Max chaos with guitar flamethrowers (also valid)… but the other apocalypse: A Cold War that went hot.A world that didn’t end in one dramatic mushroom cloud montage — but in a slow collapse of logistics, communications, trust, and control. The wars stopped being “front lines” and turned into patrols.Firefights over fuel drums.Ambushes for food convoys.Checkpoint shootouts at broken bridges.Old NATO kit and Soviet surplus still floating around… but everyone’s running low, tired, and desperate. That’s where Force on Force becomes an absolute weapon of a ruleset. What Force on Force Actually Feels Like Force on Force isn’t a “move forward and roll buckets of dice” kind of game. It’s a firefight simulator in the best possible way—fast to play, but with a strong sense of tension and consequence. The big difference is that the game isn’t really about who has the best gun.It’s about: who saw who first who’s pinned down who’s controlling the lanes of fire who can move without getting shredded who can coordinate under pressure In a post-apocalyptic Cold War setting, that’s perfect, because that’s exactly how those fights would go. Nobody wants a fair fight.Nobody wants a long fight.And almost nobody wants to be out in the open. Why It’s Perfect for “Cold War Went Hot” Post-Apoc ✅ 1. It rewards survival tactics Force on Force makes cover and suppression matter the way you want them to. Your troops don’t behave like video game units. They behave like people. A squad taking accurate fire will hit the dirt and stop being useful until someone rallies them or the pressure eases. That instantly creates that cinematic moment every good gunfight has: “We’re pinned! Smoke out! Move left! MOVE!” That’s the post-war vibe in one sentence. ✅ 2. It handles mismatched forces properly Post-apocalyptic games are rarely symmetrical. You don’t want “two equal armies”.You want: a disciplined remnant patrol with radios and fire disciplinevs a bigger raider gang with rusty guns and aggressionvs settlement militia who know the groundvs deserters and mercs with mixed kit Force on Force is built around this kind of imbalance. It’s happy to run: fewer but better troops scared or unreliable troops mobs with numbers but no training professional killers who dominate short engagements So you can build armies that feel true to the setting instead of forced into equal points-math. ✅ 3. It scales well from skirmish to platoon This is huge for 28mm. Force on Force can do: small recon actions (10–20 models total) proper patrol clashes (20–40 models) full platoon-level scraps (40–60+ models if you like it big) And it doesn’t turn into a grind. You can have a game that feels like: “two squads probing for control of a street block” or one that becomes: “a settlement defence with multiple directions of attack” without needing to change rulesets. ✅ 4. The reaction system makes firefights feel alive Here’s the magic trick Force on Force pulls: It doesn’t feel like one player moving their toys while the other watches. Units can react. Return fire. Duck back. Suppress the enemy before they break cover. Counter-move. Resist being rolled just because it isn’t “their turn”. That creates constant pressure and genuine tactical choices: Do you rush the open ground and risk getting shredded? Do you suppress first and waste time? Do you flank, or do you hold the objective and force them to come to you? In a post-apoc setting, where ammo and manpower are everything, it makes every decision feel weighty. How It Plays in a Ruined Cold War World Force on Force naturally creates the kind of table stories you want from this theme. Moment 1: The ambush begins A militia truck rolls down a cracked highway.A raider spotter signals from the second story of a burned-out motel. The first burst of fire isn’t about kills. It’s about shock and fear. Smoke, dirt, and panic.People diving for cover behind engine blocks.A rifleman screaming for the rear security team to dismount. Moment 2: Suppression becomes the real weapon Instead of “how many guys did I delete this turn,” it’s: who’s pinned who can’t move who has lost the ability to act effectively MGs become terrifying.Fire lanes become the real battlefield. Moment 3: Leadership matters Your squad leader isn’t there for flavour.In Force on Force, leadership is the difference between: a unit recovering and pushing forwardor staying pinned until they’re wiped out or routed In a post-apoc setting, that’s brilliant, because it reinforces your worldbuilding: veteran NCOs matter warlords survive because they can lead raider gangs fall apart under pressure disciplined troops can win outnumbered Building Your Factions (28mm Ready) This is where Force on Force shines, because it supports flavourful troop quality. NATO Remnants The last professional soldiers still operating. outnumbered disciplined better comms fewer heavy weapons On the table: deadly when coordinated, fragile when isolated. Soviet / Eastern Bloc Holdouts AKs, old armour, entrenched doctrine. rugged aggressive lots of “practical” firepower On the table: tough troops who fight well from cover and push with brute force. Settlement Militia Hunters, workers, volunteers. good local knowledge mixed weapons strong morale when defending home turf On the table: unpredictable—but tough as nails when holding positions. Raiders / Warlord Gangs Numbers, brutality, terror tactics. inconsistent training lots of automatic fire fearless until the bullets come back On the table: dangerous at close range, vulnerable in open fights. Deserters & Mercenaries The “grey zone” faction. military skill no loyalty sharp operators who pick fights they can win On the table: small but elite—perfect as scenario enemies. Table Design: The Battlefield You Want Force on Force absolutely loves dense terrain. If you’re building tables for “Cold War apocalypse,” lean into: ruined suburbs industrial yards checkpoints and roadblocks bombed-out apartment blocks collapsed overpasses forests full of hidden movement lanes Your ideal board has: multiple routes good cover dangerous open zones a reason to fight over specific ground You want the map to create tactical problems, not just look cool (though it will). Scenario Ideas That Fit Like a Glove Here are some Force on Force missions that instantly feel right in this setting: 1. Fuel Run A settlement sends a team to siphon fuel from abandoned vehicles.Raiders show up mid-loot. Victory isn’t kills — it’s how much fuel you extract alive. 2. Radio Tower Whoever controls the radio tower controls information and coordination. You win by: seizing it holding it and surviving the counterattack 3. Convoy Ambush The classic.A supply convoy must cross the board.Attackers choose where the trap is sprung.Defenders must react fast or die. 4. The Old Depot An abandoned weapons depot has been found.Both sides arrive at the same time. Loot the crates, grab what you can, get out. 5. Night Raid Limited visibility.Flares.Suppressed weapons.Panic and muzzle flashes. If you want the apocalypse to feel scary, run this one. How to Keep It Post-Apocalyptic (Without Fantasy Stuff) You don’t need mutants or psychic storms to make this setting special. Just add environmental pressure: ammo scarcity (limit MG belts or heavy weapons shots) morale stress (units break easier when leaders go down) loot objectives (fuel, meds, batteries, canned food) injury persistence (wounded fighters don’t return next game) This makes campaigns feel like survival, not “reset and respawn.” Final Thoughts: Why Force on Force Is a Killer Choice If you want a post-apocalyptic wargame that feels like: the world ended but the war didn’t firefights are sudden and terrifying leaders matter, cover matters, suppression matters platoon actions can happen without becoming a slog …Force on Force is one of the best rulesets you can pick in 28mm. It gives you a game where every ruined street corner matters, and every decision feels like it costs something. And in a Cold War apocalypse? That’s exactly the vibe you want.Check back soon, we will be releasing a little pdf with sample forces and some scenarios to get you started in this new wargaming adventure!
What Marcher: Empires at War Is — A Deep Dive into the Platoon-Level Dieselpunk Wargame
In the expansive world of tabletop wargames, Marcher: Empires at War stands out as a gritty, industrial alternate-history system that reimagines World War II through a lens of accelerated engineering and experimental dieselpunk technology. Designed around platoon-level engagements, the game gives players control over a combined-arms force capable of manoeuvre, fire support, battlefield engineering, and rapid tactical adaptation. This isn’t a small skirmish game nor a sweeping divisional battle—Marcher thrives in the flexible middle ground where battlefield decisions are meaningful and the action feels intense and grounded. A Dieselpunk WW2 Setting of Industrial Innovation The world of Marcher diverges from history at the advent of radical engineering innovations—prototype energy systems, rugged mechanical walkers, reinforced infantry gear, and early drone technologies. A technological arms race surged, driving military development far beyond what traditional WW2 timelines achieved. The tone is grounded entirely in: Heavy riveted steel engineering Early mechanised exosuits Experimental coil and energy-assisted weapons Mounted field generators Heavy tracked prototypes and walkers Rugged industrial battlefield infrastructure It’s a world built on engineering ambition, volatile experimentation, and gritty industrial warfare—without relying on magic or supernatural elements. A True Platoon-Level Tactical Experience Players command a full fighting platoon, usually consisting of: Multiple infantry squads Specialist weapons teams Recon and assault elements Combat engineers Prototype test units Light armour or walker support This scale strikes the perfect balance: authentic combined-arms tactics with fast, decisive gameplay. Dynamic Fortifications: Build or Destroy Defences Mid-Battle One of Marcher’s core innovations is its reactive battlefield engineering system. Players can: Build fortifications mid-game Sandbag lines Hasty trenches Barricades Deployable steel plates Mechanised field-entrenchment rigs Destroy or breach fortifications Demolition charges Breaching tools on walkers Concentrated fire Engineer-led dismantling Because the game centres on platoon-level tactics, battlefield engineering directly shapes manoeuvre, cover, and firing lanes. This results in cinematic, ever-changing battlefields where no defensive position stays static for long. A Rugged and Atmospheric Dieselpunk Visual Style The world of Marcher is defined by: Riveted steel plating Exposed hydraulics Heavy cabling Prefabricated bunker systems Industrial ruins Trench networks Smoke, oil, and scorched mud The dynamic fortification mechanics make battlefield visuals even richer, with shifting cover, collapsing structures, and on-the-fly engineering. A Hobbyist’s Playground The platoon scale and dieselpunk theme offer incredible flexibility: Kitbashing prototype units Modular fortification terrain Custom walker conversions Cross-compatibility with similar Weird WW2 systems Diorama scenes of engineers under fire Heavy weathering and metallic finishes The shifting battlefield encourages terrain that can be added, removed, or destroyed mid-game. OzWargaming: Licensed Printer & Community Hub for Marcher OzWargaming is an officially licensed printer merchant for Marcher: Empires at War, offering high-quality printed miniatures, terrain, prototype units, and faction components fully approved for gameplay. In addition to providing licensed models, OzWargaming actively supports the community through organised play and public engagement, including: Convention Attendance OzWargaming will be appearing at gaming conventions and tabletop events across Australia, showcasing: Demo tables Display armies Printed model previews Terrain and new release units Intro sessions for new players Official Tournaments As a licensed printer and supported community organiser, OzWargaming will host: Local tournaments Seasonal competitive events Campaign-driven competitive play Prize-supported championship rounds OzWargaming serves as both a reliable source of licensed models and a central hub for the growing Marcher community. Final Thoughts Marcher: Empires at War delivers a grounded, atmospheric dieselpunk platoon-level experience that blends engineering innovation, tactical manoeuvre, and dynamic terrain into a rich alternate-history wargame. With six diverse factions and a battlefield that can literally be reshaped mid-game, it offers deep, cinematic gameplay for competitive players and hobbyists alike. And with OzWargaming providing licensed miniature printing, community events, convention attendance, and organised play support, the game is backed by a passionate ecosystem built for growth.

