Random Force Generator
Build 1.0.6.0 uploaded (28 July 2008): This build changes the "Number" value to a weight instead. You won't need multiple entries with the same name any more. Using weights is much more elegant and allows more complexity without clogging up the interface.
Here is a simple random force generator utility. You define the choices, and then create a random force based on those choices. There are two programs:
ForceBuilder.exe: Use this to load forces and generate your army list.
RandomForceGenerator.exe: This allows you to create the list of random choices.
While designed for creating random army lists, the flexibility of the RFG model allows it to be used for just about ANYTHING that requires a random element. This can be used to randomize the weather, area of fighting, or even the scenario. The download has an example of non-force random items (also shown far below).
You'll need Microsoft .NET Framework 2.0 or better to run this program. Hopefully, we'll get one running on our site that is platform independant, but that might take some time, if it happens at all.
Download: RFGZipfile
Random Force Generator
When you run RandomForceGenerator.exe, you'll get this screen. You can enter a force name, which should be descriptive for the game system you're using. After you name the force, you'll press the Add button to add force entries. Each force entry in a force gets one or more die rolls to determine what is present.

The Force Entry window allows you to set the number of rolls agains the entries (in the grid). The default is only one roll, but this can be changed. You want more than one entry in here (if its only one, it isn't very random). To add some more entries, click Add.

Adding an entry brings up the Entry window. Here, you set the text of the entry. This is very important, because this is what the user sees when he randomly creates a force. The die value represents the single number that will yield the entry as a result.

Here is the force creator, with two force entries, the number of infantry platoons and the amount and type of armor. Each force entry gets a certain number of rolls (as seen on the Force Entry window). In this case, the player only gets one roll on each. But, there isn't any real limit to the number of rolls you can make, nor is there a limit on the number of Force Entries you can have.

Here is an example of an "Expedition Platoon". There are many possibilities as to the force types you can generate.

Having a look at the above, you can see that the player gets 4 rolls against the "Expedition Platoon" Force Entry. Each roll yields a squad or (in one case, a team). It is entirely possible, that all rolls will be a result of 7, and the force may not be valid. In the future, if there is enough screaming about it, we may allow some entries to be "removed once rolled".
The player will get 4 rolls against "Expedition Platoon", 1 roll against "Command" and 1 roll against "Support". Here is ForceBuilder.exe running using an Expedition Platoon. You can load multiple files in ForceBuilder.

Using options other than unit types, you can include weather, time and even the scenario type to be played. For instance, you can have an RForce file that has objectives and other details of the battle. Here is another force builder, this time with an expedition platoon and scenario file (both can be found in the download).
