Wednesday, 26 April 2017

Star Frontiers Sci Fi Minis for Sale

I have these two boxes, unpainted and won't get around to painting them 24 figures total. $20 plus postage. Contact me at

twohourwargames@gmail.com



Tuesday, 25 April 2017

Free 5150 Star Navy PDF? Yes! Check out the Kickstarter.

Check out this spaceship Kickstarter. The ships are excellent and can be used with a variety of rules. To thank Travis for letting me use his ships, I'll give a free PDF of 5150 Star Navy to anyone pledging a full fleet Faction or highers.


Friday, 21 April 2017

Edd's Pub - Fantasy Adventures now on Sale!


Whether you play Warrior Heroes - Legends, 2 Hour Dungeon Crawl or any of our other Fantasy titles, you can play it with Edd's Pub. Heck, you can even use it with Large Than Life - Director's Cut our Pulp set of rules.

You can play Edd's Pub with our other games, but it's also a stand-alone game that's great for players of all experience. 

Edd's Pub is the jumping off point to the "Other Side" a world within our fantasy world of Talomir. Check it out here.




Saturday, 15 April 2017

Deadly Dreams now on sale - Happy Easter!

Deadly Dreams now on sale!
Happy Easter everyone and Sweet Dreams!

5150 Spaceships on Kickstarter!



I cut a deal with Travis that will allow me to use his very cool new spaceships in the 5150 Universe. I'll be doing a Bat Rep soon using them as he was kind enough to give me some. That means the ships can be produced quickly! Check it out and grab some before the Kickstarter finishes and prices go up to normal!

Kickstarter

Step-by Step Edds Pub - Part Five - Fizzbo's First Fight

Now that the PEF was resolved as Wererats I roll them up. The Wererats List tells me the maximum AC of the Wererats - AC 4 and their Alignment - Black Moon. 
I roll 1/2d6 and add it to "2". This gives me the Rep of the Leader.
Next I roll 1d6 versus the Rep of the Leader to see what are the Reps of each Grunt, either 1 point less, or 2 points less - but never lower than 3. 
I roll for the AC, their Class.
Here's both parties.

Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS






Wererats
Class
Rep
AC
Align
Amlick
Caster
5
2
BM
Basil
Healer
4
2
BM
Catick
Missile
4
2
BM
Delk
Missile
4
4
BM
Esrazzz
Melee
4
2
BM






And now the Interaction begins.




I played Fizzbo as a Grunt to show how the mechanics work. I was a bit surprised how the fight played out. If Fizzbo was a Star he'd have used Star Power, etc. and it may have ended differently. Right now, the Wererats have looted 4 Coins and take the two Out of the Fight Grunts - Maconne and Fawn prisoner. Squat ran off. If I resolve a Grunt Dwarf on a PEF I can always use Squat. 

More to come - Watch for Part Six.

Friday, 14 April 2017

Step-by-Step Edd's Pub - Part Four - Adventures on the Other Side



Fizzbo's Band has crossed over. Looking at the map we see that they have landed in the Woods, the only way to come and go between Talomir and the Other Side. They have to resolve 3 + 1/2d6 Possible Enemy Forces (PEFs). They will do this when they arrive for the first time and every time they choose to Stay Put in an area. 

Each of the four areas has their own Who Are They Tables to see what you have run into. When you leave an area you roll to see how many PEFs in that area must be resolved before you reach the new area. As this represents traveling to the new area you use the Who Are They table for the area you are leaving. Let's see what happens to Fizzbo.

I roll 1d6 and score a 2 - Fizzbo must resolve 5 PEFs in the Woods.  I roll 2d6 on the PEF Resolution Table versus the Rep of 4 to see what happens and pass 1d6. "Something's out there". The first PEF is resolved, but future PEFs must be resolved using 3d6. I roll again and score the same result! That's 2 PEFs resolved.

I roll a 3rd time and pass 2d6 with a 4 and 3. This means Fizzbo has met a group with 5 figures in it. The total of your 2d6 score on the Resolution Table tells you the number of NPCs you've met.

I now roll on the Woods Who Are They Table to see what I've met. Wererats!
************************************
Just to be clear, you roll dice a few times each Encounter because you are building the Story. Before each Encounter you don't know what you will meet and how many of them there are! This makes the games much more exciting and insures that they will never play the same.
*************************************

So what now?  Part Five





Wednesday, 12 April 2017

Tuesday, 11 April 2017

Step-by-Step Edds' Pub Part Three - Recruiting and Crossing over to the Other Side

In Part Two we explained what Edd's Pub is about - a jump off point to another world. Want to go by yourself? You can do that as you could recruit NPCs over there. These could be those that crossed over before and can go back and forth, They could be those that lost their Coin and can't get back. Or they can be NPCs from the Other Side, with no desire to leave.

But let's assume you want to start a Star and recruit your first Band to cross over.That's easy. You can automatically recruit 4 Grunts.  

They must be from your own Race and are assumed to have the same Alignment as you do. After the first Band of recruits you will be able to recruit NPCs from other Races and possibly, other Alignements. That's where Edd's Pub comes in  handy as there are four different Races at the Pub.

There are easy rules to generate the stats for your recruits...Rep, Class and Armor Class. Their Rep will always be lower than your Rep and their Class will determine their Armor Class. 

Here's Fizzbo's Band of Recruits that he brought to Edd's Pub.


Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS




 

Each gets a Coin and down the hall they go to the Other Side. First stop is the Woods. Here's the Band entering the Woods.
Figures from Rebel Minis.

Part Four

Sunday, 9 April 2017

Step - By Step of Edd's Pub - Part Two - Who Are You and Who Are They?


You can bring your existing THW characters into Edd's Pub. But what if you choose to play as a Star using Edd's Pub? That's easy and to get started you have to define your character as well as all of the other NPCs and Creatures you'll find - over 50 of them.
Here's how we do it:

1 - Is is a Star or Grunt? Star, that's you. Grunt, that's all Non-Player Characters and Creatures run by the game mechanics.
2 - What is its Race? We've got nine to choose from.
3 - What is its Alignment? You can choose to Red Sun (Good Guy), Black Moon (Bad Guy) or Neutral (somewhere in between).
4 - What is its Reputation? This tells you how good the character is - from 3 to 10. You're a 5 at the start.
5 - What is its Class? There are 4 Classes and each tells you what the figure is best at. Stars? You can be Dual Class - choose any two of the following; Melee, Missile, Caster, or Healer.
6 -  What is its Armor Class? The higher the better. We use 3 basic, AC 2, AC 4 and AC 6, but with a little Magic, it's possible to be AC 8.
7 - Is it a Leader? This will be the Star or the character with the highest Rep in the group.



Part Three


Friday, 24 March 2017

Monday, 13 March 2017

Monday, 6 March 2017

New ATZ Scenario Book - Nowhere Nevada - Free stuff too!

In partnership with LnL Publishing we've released Nowhere Nevada, an 11 scenario book that can be played with ALL versions of All Things Zombie. LnL is also offering the latest version of ATZ that includes a couple of tweaks from  Final Fade Out
Find both of them here.

For each book you purchase we will give you a free PDF of any of the ATZ titles in our web store. So buy Nowhere Nevada and get a free ATZ PDF of your choice

Offer good through March!

Tuesday, 21 February 2017

Mapping Talomir - THW Fantasy Maps

Talomir, the Fantasy World used in THW is quite large. Here some maps showing where the nations are and includes hexes as well. I stay away from how large they are but prefer to represent their size by time. 

Clear Hexes - Moving through one hex takes:
Foot 1 week.
Mounted 1/2 week.
Flying 1 day.
This includes stopping, resting, etc.

Rough Hexes - This includes Woods and Deserts. Moving through one hex takes:
Foot 1 1/2 weeks.
Mounted 1 week.
Flying 1 day.
This includes stopping, resting, etc.

Mountain Hexes - Moving through one hex takes:
Foot 2 weeks.
Mounted 2 week.
Flying 1 day.
This includes stopping, resting, etc.

Campaign wise - Time in Talomir is as follows:
1 to 9 days counts as a week.  
1 to 16 days counts as two weeks.
17 to 24 days counts as three weeks
25 to 30 days counts as as a month.



Check out  the THW Forum for 11" x 17" files. 

Sunday, 19 February 2017

Steppe Patrol: Warrior Heroes; New Dawn Battle Report



A Brethren Knight, Frater Gustav, is leading a small patrol out onto the steppes. There have been reports of Greenskins, and a caravan is overdue.

This is a playtest of the current mechanics for Warrior Heroes: New Dawn, Vol. 1. The first volume will contain all players need to embark on skirmishes in Talomir, its essentially the "Adventures" bit of the original Warrior Heroes: Armies and Adventures. More on plans for publication at the end. For now on with the show.


The table is set. There are a couple of sparse copses, the rest is deceptively open, rolling terrain. Visibility is limited to 2 feet, due to the uneven nature of the ground, and even apparently empty terrain might contain crafty Goblins.

There are three Possible Enemy Forces (PEF's) on table at the start. As luck wound have it, one is behind each copse while the third is on the far end of the table from Frater Gustav's patrol.

I will be taking on the role of Frater Gustav and co., while the game system plays any enemy we encounter.


Frater Gustav (Rep 5, AC6) is leading two light horsemen (Rep 4, AC 4), two infantry (Rep 4, AC 4), and two crossbowmen (Rep 4, AC2).


I decided to send out my light horse to scout out any hidden enemies a good distance from the majority of my force. The infantry fan out on either side of Frater Gustav, keeping their eyes peeled for any tell tale signs of Goblin or wolf.






The PEF on the far table edge, and the one behind the copse on the left, turn out to be false alarms, while the one behind the copse on my right turns out to be a chariot accompanied by seven wild wolf riders 


Above is the situation at the end of the turn. Whoever gets to act first next turn will likely have an advantage.

It wasn't me.

The Goblins charge the scout that discovered them.  Losing his nerve he falls back before them without giving thought to shooting at them as he leads  them on.



It is a merry chase but he keeps out of their reach.

Unfortunately the Goblins have now split my force in three, peppering my boys with arrows as they do so. Fortunately they are not very good shots nor do they wield terribly good bows. But quantity does indeed have a quality of its own.


My other light horseman iss forced to retire out of harm's way.



But arrows fly both ways and the chariot and one wolf rider are also sent packing temporarily.


Soon two wolf riders are down bolts having found their marks.



Frater Gustav leads his footmen in a charge...


More like an advance as the wolf riders  easily keep ahead of them...although panic sets in and they flee the field.


Have a bit of a panic meself when a fourth PEF appears on the table edge. Turns out to be nothing fortunately.

Although Encounters do not have time limits, it is always a good idea for players to get on with it. Eventually more PEF's will appear and chances are some of them will be proper enemy forces.


Leaving only the chariot and a single wolf rider to be dealt with.


Frater Gustav and his footmen fall back on the crossbowmen. No sense in getting strung out. There could still be Greenskins lurking about.


The chariot lumbers around and has another go at my light horsemen. One retires, rather too precipitately I fear, out of danger, but the other one countercharges, shooting as he rides.


He scores a hit, but the chariot takes three before being put out of action.


And when they come to blows, the chariot easily rides the light horseman down.


The remaining wolf rider, continues to harass us with arrows, being careful to keep his distance.


My crossbowmen return the Goblin's attention.


Although one fellow drops back and considers his options. 



The chariot rumbles round, the Greenskin noble taking aim at my main body.


More quarrels fly.


And the chariot is forced back.


Once more the chariot approaches, and worse yet I am having the Devil of a time trying to call my light horseman and crossbowmen back to the fray.


There is nothing for it so I have Frater Gustav lead the boys forward once more., only to lose one to an arrow on the way in.


The fight is touch and go.


My lads score a Stun result. It's better than nothing, but the Greenskins have every chance of making a full recovery once they get their wits about them.


Only they never really quite recover and the Stun becomes a second hit!


Their minds must truly be addled, for rather than rallying back after the combat they settle in trading blow for blow.


Once again they are Stunned. It's too much to hope for this second Stun to also become a hit.

The Greenskins are set to recover their wits. Will they manage to  do so before the Brethren strike again?

It's all down to the Activation dice for the next turn. 


The Brethren strike first scoring a third Stun.

Od's Fish but these Greenskins are tough little fellows. Most foes would have long since given up the ghost.


At last its too much and the charioteers fall wounded, only to be quickly despatched.


The lone surviving Goblin is decidedly, and quite understandably, shaken by these proceedings and withdraws to consider a career change. Wonder if basket weaving pays more than raiding?



Well and truly dispersed now, with two of my men apparently unwilling to close anylonge with the enemy, I should regroup before proceeding.

But there is only one Goblin left after all. What could possibly go wrong?


The Miasma of Magic shifts and weakens. Frater Gustav should have an easier time of channelling its energies into fantastic feats of arms.

With that prospect in mind, I decide to press the issue.

Why give the Greenskins more time to gather if I can end this now with one swift stroke?


My crossbowmen move to join the good Frater, taking time out only to finish off some wounded Goblins.

Frater Gustav and his footmen press on, only to see another group of golbins seemingly rise out of the very ground. 

These Goblins are masters of this terrain. What appears to be open country can conceal a small army.


Although randomly generated, this bunch also consists of a chariot born noble leading seven wolf riders.

They activate first and charge, loosing arrows as they ride.




In the melee, my footman is wounded and out of the fight. 


The Goblins swarm around Frater Gustav, unable to pierce his guard.


Finally Frater Gustav breaks free of the biting, slashing, and hacking mass.


Quickly muttering, a prayer, Frater Gustav center's himself and invokes his To The Saddle Born discipline.

He's tried and failed to succeed several times already today.

This time is going to be different.


Scoring only a middling success, Frater Gustav puts stirrups to mount, launching a furious charge.

This turn he will be able to break through his enemies though they be knee to knee and fight a round of melee with each as he passses.


First he strikes a Goblin to his right and the chariot to his left. The wolf rider is merely pushed aside but the Noble and his dope ride are Stunned.


Circling around, the Frater strikes two more wolf riders, as they scramble out of his way.


One is merely pushed aside, the other is Stunned.



Frater Gustav is not inflicting much damage,,,,


 But the enemy group is dispersing before his mad fury.


Frater Gustave engages a final pair of wolf riders.


One falls from the back of his mount, no longer a threat. The other manages to get out of the way.

Goblins reactions and attempts at recovery see the loss of the chariot and two wolf riders lighting out for parts unknown.


Goblins are nothing if not plucky, and a wolf yaps at the Frater's steed as its rider draws is cruel blade.


The Goblin's skill is not so great as his hatred.
Wolf and rider are driven off, riding to join up with a group of stragglers.


Two of the Goblins charge the crossbowmen.


Only to falter and mill about exchanging shots.


Frater Gustav charges the Goblins in his turn, and sends them packing,


Finally roused from his lethargy, the remaining light horsemen joins in the pursuit, shooting as he rides.


While behind Frater Gustav, enemies lurk and...


The last three Greenskins plot murder and mischief.


Charge!


The Frater meets them..


Head on!

One falls wounded.


One falls dead,


With a Parthian shot,


The sole surviving Goblin,


Disappears into the distance.

Final tally is seven dead Goblins for the loss of one footman killed, and one footman badly wounded, and one lighthorseman wounded.

The Goblins failed to carry off their wounded accounting for the great disparity in losses.

A successful patrol with some nail biting moments.

 It is worth noting that in Two Hour Wargames in general, and Warrior Heroes: New Dawn in particular, that your hero is never guaranteed to survive any blow or missile, so combat should never be entered into lightly. 

In this game Frater Gustav nearly came to grief at least twice, having to rely on Hero Dice (fickle thing at the best of times) to avoid going Out of the Fight. 

Neither did he, or his compatriots for that matter, often win combats by convincing margins.  

The general weediness of Goblins served me well in that they were slow to recover from setbacks. And of course both chariots were ultimately lost to repeated Stings (first chariot), and a single Stun (the second). Still even here it as poor luck as the chariots are Rep 4 and stand a good chance of recovery.

There were a total of 5 PEF's revealed by the end of the game, only one having actually been an enemy force. Six table sectors were explored, producing an additional group of Goblins.

That is how it should be in solo and co-op games.

Recent versions of Warrior Heroes spin offs have tended to put limits on the amount of PEF's possible, as well as making those PEF's that do appear march straight for the player forces.

I wanted to get back to basics with Warrior Heroes: New Dawn, and reversing that trend is most definitely a goal. The players have to work to investigate those PEF's not just sit and wait for them to reveal themselves (unless the PEF's are the Encounter attackers of course), and as mentioned before, the clock is ticking. Dawdling players can easily get lured into traps, or swamped by massing enemy reinforcements. 

Should you regroup and cautiously advance or wildly advance and devil take the hindmost?

In the game just played the first approach was successful but time consuming. Pressing to end the game quickly left me spread out and vulnerable when the second group of Goblins appeared. It was only down to luck, and the lowered Miasma of Magic that disaster was averted.

As mentioned at the beginning, the plan is now for Warrior Heroes: New Dawn to be released as three volumes, and here is the rationale behind that,

The original Warrior Heroes: Armies and Adventures was a big book, one of the biggest Two Hour Wargames has ever released. With that came two main problems.  First, behind the scenes, a good deal of information had to be left out to prevent the pagecount growing and the price point rising, Second, even the reduced content version had a high page count and hence price point. This left some folks grumbling that they didn't want a game that covered everything from dungeon crawls to massed battles with hundreds of  figures per side.

With that experience in mind I am releasing the new game in three volumes.
Volume One will be dedicated to skirmish gaming, small forces of up to a dozen or so per size, dungeon crawls, and the general sorts of things that a band of adventurers might get up to.

Volume Two will cover mass fantasy battle. To an extent it will be a stand alone game, in that you needn't won Volume One in order to use it, but the rules will be there for your characters to advance in social standing from low level sword fodder up to commanding officers.

The first two volumes will also have a selection of army lists, encounters, and a mini campaign, so you can get playing right away. 

The Third Volume will be a gazetteer of  sorts, including army lists for all of Talomir, as well as information on the various cults, factions, and kooks lurking in the wilder, and in the shadows of the more civilized parts of the world.

The books should be released in order, which also means less waiting for the finished product. I am hoping that Ed can put together some package deals for those interested in more than one volume, but I am MOST CERTAINLY NOT involved in setting prices, or even know what is really involved in doing so, so such may not be possible.

And with that, dear reader, if you have made it this far, I than you!

As always, thanks for stopping by!