Wednesday, 17 August 2016

Nuts! Big Battles - Final Sneak Peek : Tank Combat

Nuts! Big Battles has landed!  Just in case you’re still hungry to know more, here’s a final Sneak Peek...

A German StuG (Rep 4; Arm 3; APR 4) rolls into view of a US Sherman (also Rep 4; Arm 3; APR 4). The Sherman wins the In Sight and fires! To Shoot, the Sherman rolls 2d6 vs Rep (just like Infantry).

A US Sherman takes aim at a StuG III and opens fire.

It passes 1d6 – enough to hit the StuG in the open! (If the StuG had stayed in Cover, the Sherman would've needed to pass 2d6)

Next, we check for Penetration: our Sherman rolls 1d6, with Circumstance modifiers (such as +1 for each point of APR above the target’s Armor Value, or +2 for a hit in the Rear). As the Sherman’s APR is higher than the StuG’s Armor, it'll need a 6 or better to destroy it. 

The shot fails to Penetrate...

The US rolls a 3 and adds a +1 bonus for having a higher APR, for a total result of 4 – the shot didn’t penetrate the StuG, but it has forced a Clank Test (1d6 vs Rep) to see how it reacts:

...but forces the Germans to take a Clank Test.

The StuG passes 1d6, so will return fire…

The StuG returns fire...

…passing 2d6, which hits the Sherman!  Does it Penetrate?

...and pierces the Sherman's front armor.

The StuG rolls a 5  +1 APR bonus for a total of 6

The Ronson brews up!

...and the Sherman erupts in flame!

In the above example, each of the vehicles  has a higher APR than its target’s Armor. In the next example below, our trusty Sherman has stumbled upon a German Panther (Rep 5; Armor 4; APR 6).

As the Sherman’s APR is not higher than the Panther’s Armor, it is considered Undergunned: as such, it would need to roll 2d6 on the Penetration Table, requiring a result of 12+ to destroy the enemy tank.

The Sherman has the Panther's Rear in its sights.

The Sherman again rolls 2d6 vs Rep to Hit, passing 1d6 and hitting the exposed Panther in the Rear (behind the Front Facing), receiving a +2 bonus to its Penetration roll:

The shot slams home.

The Undergunned Sherman rolls 2d6 for Penetration and counts its +2 bonus, for a total of 12 – the shot finds a weak point in the Panther's

The Panther is knocked out!

… and the big cat bursts into flame!

I hope you’ve enjoyed this series of Sneak Peeks. We’ve only scratched the surface – inside NBB you’ll also find Sections on
  •           Vehicle vs Infantry combat
  •           Structures
  •           Terrain 
  •           Non-Player tactics and PEF
  •           Campaign play 

Speaking of Campaigns, included in NBB is Campaign ’44, a series of ten Missions that take the fight all the way to Berlin.

Grab a copy of Nut! Big Battles now from the Two Hour Wargames store and join the fight!

NUTS Big Battles - Now on Sale!

More info


Monday, 15 August 2016

Nuts! Big Battles - Sneak Peek #6 - Vehicles

Vehicles – both the fighting and transport varieties – played an enormous role in WWII.  Here’s a look at the defining features of Vehicles in NBB.

As with infantry, the Platoon is the basic organisational structure for vehicles.  A Tank Platoon, for example, is made up of two models (so each model represents two vehicles).  A Tank Company is formed with three Platoons and an additional vehicle for the Company Commander. The same rules for Chain of Command that apply to larger Infantry Bodies also apply to Vehicle Bodies, with the exception that the distance allowed for maintaining Cohesion is 4” rather than 2”.

In comparison to Nuts!FE, where we define every man in the tank's crew,  stats in NBB are more streamlined. They feature:
  • a single  Rep for the entire vehicle/crew (determined randomly)
  • an Armor Value  (between 0 and 5)
  • an Armor Piercing Rating (APR) for the Main Gun (between 1 and 7 - if applicable)
  • two Movement rates (On-road/Off-road)

Let’s take a look at some examples:

German StuG III Assault Gun
               StuG III G: Rep X; Armor 3; APR 4; Move 9/6

American M26 Pershing 
             M26 Pershing: Rep X; Armor 4; APR 6; Move 9/6

M3 Halftrack Transport
           M3 Halftrack: Rep X; Armor 1W; APR 0; Move 9/6

(Spot the ‘W’ after the Armor value? This indicates that troops being transported in this open-topped vehicle can also be targeted with Small Arms or Mortar fire. And APR 0? No Main Gun means no Armour Piercing capability).

An important aspect of how vehicles are handled in NBB is their Front Facing, which is defined by a line drawn across a vehicle's front edge, like this:

Front Facing on a StuG Assault Gun

If you score a hit on an enemy vehicle from behind its Front Facing, you’ll be more likely to penetrate and destroy it. Front Facing can also restrict what you can target: A vehicle with a fixed Main Gun, like the above StuG, can only fire at targets in its Front Facing. A vehicle with a turret however, such as the Pershing below, can fire in any direction, but is still more vulnerable when taking a hit from behind its Front Facing.

Front Facing remains the same, but the rotating turret
 allows an M26 Pershing to fire in any direction

Next time around, we’ll put all these numbers to work when we look at Tank Combat.

Sunday, 14 August 2016

5150 Star Army - 2nd Tour the Ikwen!

Here's another Bat Rep for 2nd Tour. This one features the Ikwen, a great alien race from  Loud Ninja Games and available here.  

The Ikwen in 5150

Towering mineral vents pierce the crust of Kwiell, the Home World of the Ikwen, venting strange, nutrient and mineral rich materials into the atmosphere.  These vents are the source of the strange bio-silicates that make Kwiell desirable for exploitation by other, more advanced, Races.

Gaea Prime has established a presence on Kwiell in hopes of exploiting these natural resources. After diplomatic attempts proved unsuccessful to reach a peaceful resolution, the Ikwen have begun military operations.  Unable to fight on even terms, the Ikwen have resorted to guerrilla warfare. 

The close proximity of the Gaea Prime Star Army on Ikwen, now openly viewed as an occupation force, has caused the Zhuh-Zhuh Confederation to be concerned. This has resulted in Gaea Prime charges that the Zhuh-Zhuh has been supplying the Ikwen with weapons and other forms of military support.


Saturday, 13 August 2016

Nuts! Big Battles - Sneak Peek #5 : The Company

When playing NBB, you can choose whether to play at Platoon, Company or even Battalion Level. So far, we’ve focused on Platoons, but we can form them into larger Bodies if we like.  NBB is after all a Company Level game (it says so on the cover), so let’s have a closer look at a Company as an example of a larger Body.

For all nations, an infantry Company is composed of three Platoons (with their own Support Weapons) and a Company Commander (CC), represented by his own stand of 3-5 figures. In addition, you’ll also get a Company Support Weapon team of your choice .

Here’s a typical US Infantry Company:

US Infantry Company, ready for action.

We’ve attached the CSW (in this case a Machine Gun unit) to 1st Platoon (top left) to lend them a little extra firepower (note that they now have two Support Weapons attached – the Company Machine Guns and their own Bazooka team).

When building Platoons, we roll to randomly determine the Platoon Leader’s Rep.  When playing at Company Level, your CC will automatically be Rep 5.  This matters, because the entire Company can activate on the CC’s Rep, provided that the Chain of Command is intact.

What is Chain of Command? Think of each unit in a Body as a link in a chain – as long as each unit remains within 2” of another unit and the Leader (in this case the CC) is in Carry On status, the Chain of Command is intact and the Body can activate as one.

This doesn’t mean that it must, though; as with Groups in Nuts!FE, you can break up and reform your Bodies at will (Chain of Command permitting). Want to split off 2nd Platoon to outflank the enemy whilst 1st and 3rd  lay down a base of fire? No problem – 2nd Platoon will just activate on its own Rep until it rejoins the Company Body.

Forming a larger Body is a great way to provide strong leadership to inexperienced troops, to help get a lot of units across the board quickly, and to allow you to coordinate their actions to greater effect.

Now, if you really want to go Big with Nuts! Big Battles, you can form three Companies into a Battalion.  Same rules apply as above, but you’ll have a Battallion Commander on the board to kick butts and make it all happen.

Next up: what’s a big battle without Tanks? Stay tuned for Sneak Peek #6 – Vehicles.