More Optional and House Rules for Nuts! Final Version

November 13, 2016

Sorry to be absent for some time. The obligations of real life were filling up my time over the last six weeks, some of them quite expensive, like having a broken water pipe under your house fixed! Last weekend I tried to play the campaign game of Nuts! Final Version. It sort of worked, but there were some parts that just didn’t work that well. I found that the number of buildings in a sector in the terrain generation rules didn’t work at all. Also the troop density with even a 4′ x 4′ square board was just too high. I’ve compiled the changes I will use when I try the campaign game again in this file: house-rules-for-nuts-1-2. I also purchased the Nuts! Italy After Normandy supplement, which has a lot of great new rule ideas (sadly my copy suffered rain damage while in the outdoor mail box – sorry Oregon rain!). I highly recommend the Nuts! Italy After Normandy supplement. It has a lot of great ideas you can add to your game.

Here are some photos from the four missions I tried:

My squad on its 1st Mission (a patrol):

americans-advance

Mission 2: Attack

americans-advance-2

ssg-johnson-2

Mission 3: Attack (again)

overall-start

germans-on-hill

americans-advance-3

americans-in-barn-m10

ssg-johnson-takes-pow

Mission 4: Attack (again)

american-overall

german-defenders

american-jumble

I didn’t have the right buildings so I made some floor plans with Word and they worked pretty well. I need to reprint them as my color printer cartridge was about out of ink:

barn-floor-plan

house-floor-plan

american-2nd-3rd-squads

 

 

 

 

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More Zombies with Two Hour Wargames

January 7, 2016

One New Years’ Day, my son and I played a zombie game using the Two Hour Wargame rules (Final Fade Out). I set up the game and ran the non-player controlled forces as per the NPC rules in the game. My son ran the good guy survivors. He had six fairly good survivors and his mission was to clear the board of zombies and bad guy gangers. To set up the zombies and gangers I made some PEFs with each human PEF being 1d3 humans, each zombie PEF being 1d6 zombies and a few mixed PEFs that could be either.

The human survivors moved out smartly in two groups of three and were able to defeat all of their foes without a single casualty. In the end, they encountered four gangers, which they dispatched and a total of 15 zombies, all of which ended up destroyed. The only risky moment came when one zombie closed with one of the humans, who promptly dispatched it. It was an interesting scenario and everyone had a good time, which is what the outcome should be considering this is something we did for fun. I made a few mistakes in the rules (mostly doing In-sight checks by groups like Nuts! rather than individuals). I do think we can run a zombie campaign in the not so distant future. We are a bit short of 28mm buildings but between paper buildings and Lego buildings, I think we can make it work.

The game included the debut of a new building. It is a Plasticville Two-Story House (http://shop.bachmanntrains.com/index.php?main_page=product_info&cPath=265_419&products_id=2734). It was pretty easy to assemble, but a lot to paint due to its size (I’m use to painting 6mm to 15mm buildings).

Here are the photos (some didn’t turn out that great as the room was pretty dark when I took the photos):

First, some of the new house:

Farm House 4

Farm House 6

Farm House 5

Here are the human survivors (the good guys):

Good Guys 1

Good Guys 2

The potential gangers (the bad guys):

Bad Guys 1

Bad Guys 2

Bad Guys 3

Overview of the table (it was 6’x4′):

Overview

Some odds and ends close ups:

Black Car 2

Shacks 1

Girl 1

Steve Johnson

Zombie 1

Zombie 13

Zombie 5


Nuts! Final Version House Rules

September 4, 2015

My Piquet campaign for Greene’s Southern Campaign is stalled as I rebase and paint a few more figures, plus it is a challenge to find the time to play a longer game now that my college/university courses have started up again. I needed a shorter game, and of course the Two Hour Wargames rules came to mind. I’ve been painting some figures for Nuts! Final Version so that seemed like a good place to start. I was reviewing the Final Version rules and decided I wanted to use the following house rules. A .pdf of them is here: House Rules for Nuts. I could not get the new vehicle and guns tables to format correctly on wordpress, so you’ll have to look at them via the .pdf file.

House Rules for Nuts! Final Version
Version 1.0
by Jeff Glasco

1. For prone in a HE blast area, reduce the HE Impact of the attacking weapon by 2, then roll on the Ranged Combat Damage table for effects.
Discussion: This lessens but does not eliminate the chance for damage if prone. For example, a Rep 4 figure who is prone in the blast area of a grenade (HE impact value of 2) has 4/9 chance of not being out of the fight or dead (also a 5/9 or 55% chance of being killed or out of the fight). If the same figure was not prone, he would have a 70% of being killed our out of the fight.

2. Prone figures in the open can be shot at by a standing enemy within 1″ and not count as prone.
Discussion: If you run up next to a prone figure and are shooting down on him, he really should not get the prone advantage when you are right next to him.

3. Prone figures may move 2″. They may also attempt to fast move as per the rules.
Discussion: When I was an infantry officer, we did a lot of prone movement, getting up might get you shot.

4. In the attack mission, the player should start with his squad and three rolls on the reinforcement chart for his starting forces. The defender (NP) should start with the normal 3 PEFs. Both sides get +1 to their investment levels.
Discussion: If doing a deliberate attack, you get all of your forces up front then attack, but there is still the chance for some random reinforcements.

5. In the defend mission, the player should start with his squad and two rolls on the reinforcement chart for his starting forces. The attacker (NP) should start with four rolls on the reinforcement chart. Both sides get +1 to their investment levels.

6. In melee, a player may opt to fight to capture rather than kill his opponent. This is essential for those prisoner grab missions. To capture a prisoner, the enemy must be defeated in melee. If a figures wins by 2 or more successes, the enemy is subdued rather than killed. If the figure wins by 1 success, the enemy is OOF as normal.
Discussion: I got this from The Big Hurt, it makes taking a prisoner possible.

7. Allow platoon leaders or platoon sergeants to activate his own group and any other groups under his command if the leaders of those groups are within 12″ and LOS. The leadership dice of the platoon leader or platoon sergeants can only be applied to the group that he is with. Only one leader die can be applied to a group at a time, use the die of the leader with the highest rank.
Discussion: This is from Nuts! 2nd edition and allows the platoon leadership to do their real jobs; I know I was once an infantry platoon leader.

8. Add the following modifiers to the number of dice rolled during an In Sight Check:
*Enemy is Prone, including crawling = -1d6
Discussion: Prone or crawling figures are harder to see, even if in concealment.
*Enemy is camouflaged = – 1d6
Discussion: This means extensive camouflaged such as a sniper suit or fighting positions or in a building where the defender has a long time to camouflage his position.

9. Add to Received Fire Test: Any figure within 4″ and LOS to this figure will also take the test. Thus, even if a figure is not directly targeted, he can return fire against an enemy figure that shot at a figure within 4″ of him.
Discussion: The new rules of only the figure fired on possibly returning fire just didn’t work for me.

 


Link to Swordplay (Two Hour Wargames)

August 5, 2015

I forgot to add the link to where you can get a FREE copy of the Swordplay rules by Two Hour Wargames. Go to here: http://www.twohourwargames.com/free.html. There you can get a copy of Swordplay for free as well as a copy of the base rules for most of the Two Hour Wargame rules, Chain Reaction 3.1 and a draft copy of the new Chain Reaction 2015 rules.

 


Weekend Solo Game 2: Two Hour Wargames Swordplay 3.1 with Germans and Romans

August 2, 2015

Today (Sunday), I finished my academic prep-work early so I decided to set up a Roman vs. Germans skirmish game. My son really likes that era and prefers skirmish games to bigger battle games (so far). So as a side project I (slowly) painted up 11 Romans and 16 Germans (Wargames Factory plastics). I used the Two Hour Wargames Swordplay 3.1 rules. I set it the table, labelled all the figures and rolled reps for all of the figures. The Romans had two leaders with rep 5, seven soldiers with rep 4 and two with rep 3. The Germans had two leaders with rep 5, 10 soldiers with rep 4, and 3 with rep 3. All of the Romans had a weapons that counted as a spear and a one handed sword. Their armor was rated as Armor Class 4 (chainmail) and they had shields. The Germans had either a spear or sword and a shield or two one handed weapons, which I counted as two handed weapon in melee. Two of the Germans (rep 4) had a bow and a sword, but no shield. The Germans were all Armor Class 2 (no or light armor). The table was a 4′ x 4′ table with a few hills and woods.

Sadly, my son is sick today so he could not play. I thought I should play a solo game to make sure I knew the rules so we would not be waiting around as I read the rules each time something came up. So I played a single solo game in about two hours, pretty good as the company that makes the rules is called Two Hour Wargames. The Romans took it hard and left many wounded and dead on the table plus one captured soldier and one who escaped. The Germans suffered about 50% casualties (mostly “out of the fight” and a few dead). All-in-all, for a just “go at it” scenario it was a lot of fun. The two German archers were effective, but the Romans kept out of their line of sight and lost only two figures to bow fire. I did make one sort of mistake. In the earlier versions of these rules, Romans got an extra die in melee for their weapon proficiency and I gave the Germans an extra die in melee as well for their ferocity. I think that was an error, and I won’t give those extra dies when my son and I play the next game. The extra dies seemed to make the combat a bit too lethal as it increased the impact value for the winner of each melee, which increased the casualties. Other than that, the game played very well. Hopefully, my son and I will be able to play in the next few days and he can take some pictures of the game. I also think having about twice as many figures as I have painted now would add more to the game as it can be pretty lethal.

I did notice some changes in the rules from earlier versions of the Two Hour Wargames “Chain Reaction” system. First, the new “In-Sight Checks” really just determine who shoots first if there is someone with a missile weapon rather than not allowing some figures to not be able to shoot. Likewise, everyone gets to charge into melee, the “Wanting to Charge into Melee Check” is now just about can you shoot if you have a missile weapon before the melee. These were important for the Romans as their spear (pilum) were useful for taking out a few Germans before they charged. All-in-all, the new Swordplay 3.1 rules worked well for ancient skirmish battles. I just need to make up some different scenario ideas than “two sides go at it”.

No pictures this time, but hopefully I can get my son to take some when we play in the near future. Well I did get to take a few after the fact photos, and here they are:

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IMG_6667

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