Excellent stuff, check it out.
Wednesday, 23 August 2017
NUTS AAR - Tank vs. Tank - How To Part Two - Finale
Part One
Here's Part Two of the How To tank AAR from NUTS Final Version.
Here's Part Two of the How To tank AAR from NUTS Final Version.
The whole game took 15 minutes to play. Once you have played a few games you can play very quickly as the tables are easy to memorize.
Now about the tables.
There are a few more tables than you will find in other rule sets. This is because we've made all THW games playable solo with mechanics that give you realistic results. No drawing cards to see when the enemy moves, or "making the best decision", and we limit the knowledge of what you will run into every game. It requires about three additional tables and some dice roiling, but the results speak for themselves.
Tuesday, 22 August 2017
NUTS AAR - Tank vs. Tank - How To Part One
Here's a step by step How To using tanks. In NUTS each crew member of each vehicle has its own Rep (a number used to see how well he does his job) and a job.
Tank Commander - Direct the Driver how to move, take the In Sight - acquire the target, fire the AA MG when not buttoned up, and take the vehicle Crisis (morale ) Test.
Gunner - Fire the Main Gun and coaxial MG.
Loader - Reloads the Main Gun and clears or reloads the coaxial MG.
Driver - Takes the Run Over and Lose Control Driving Tests when needed.
Bow Gunner - Operates the Hull MG.
If casualties occur, crew members may be forced to switch positions, often doing two or more jobs at the same time.
Once the opposing forces are out of side, the activation phase for the active side ends an d we go to the next group. In this case, the 2nd PEF.
Part 2
Part 2
Monday, 14 August 2017
NUTS Final Version Step by Step How to - Final
Part Two
That ends the fight. Total time was about ten minutes. As you play it more and more the games will go faster as most of the tables are easily memorized.
There was still one PDF to resolve, and it was resolved as nothing. As you are guaranteed at least one contact with the enemy, and it had already occurred, the Mission was over...or was it?
As the Patrol hadn't been finished Activation dice are still rolled and if 7 come up there's chance that the Germans could receive Reinforcements. They didn't.
There was still one PDF to resolve, and it was resolved as nothing. As you are guaranteed at least one contact with the enemy, and it had already occurred, the Mission was over...or was it?
As the Patrol hadn't been finished Activation dice are still rolled and if 7 come up there's chance that the Germans could receive Reinforcements. They didn't.
Sunday, 13 August 2017
NUTS Final Version Step by Step How to - Part Two
Part One
The combat took 5 minutes. During that time:
1 - The Germans were contacted and placed on the table.
2 - In Sight was rolled to see who would fire first.
3 - The Germans fired.
4 - Casualties were given out and morale check.
5 - The Americans returned fire.
6 - The Germans took casualties and checked morale - Ducking Back out of sight.
This completed the German portion of the turn.
Part 3 - the finale!
Saturday, 12 August 2017
NUTS Final Version Step by Step How to - Part One
NUTS Final Version is a Squad based game with each figure representing one man. Inside the book we've included a Step by Step section to get you going.
I'll use it to show you how it works.
1 - Create my Star - I am the Star, the Squad Leader. Rep 5 (how good I am from 3 to 5). As a Star I get and my two Attributes - one I roll randomly and the other I can choose. These are traits that affect how the figure fights, shoots, takes Reaction Tests and more. For this How To I'll be using a Rep 5 Leader without Attributes as they are optional.
2 - Decide who's fighting - I choose to play Americans and the Germans as my opponents. I'll only use 4 figures for this demo, normal squads are from 7 to 12.
3 - Create the sqaud members - I roll on the American Army List to get the Reps of the other 3 squad members. I have two Rep 4s and one Rep 3. For ease of play I'll make all the Germans I run into Rep 4.
4 - Check Campaign Morale - I check the Campaign Morale of each side (4). Campaign Morale is used after each Mission.
5 - Check Investment Levels - I check for the Investment :Level of each side - how important the area of operations is to each side. The higher the level, the greater chance of Reinforcements during the game. Both sides start with a 3, but as the first Mission is always a Patrol, it's reduced by 1.
The whole process took 5 minutes.
Your 1st Mission in the Campaign is always a Patrol.
Tuesday, 8 August 2017
Step by Step Quarters
Part One
Quarters is great as a family or change of pace intro game. The 6 races might take an hour to play and you can play as few or as many as you want. I also use it as a part of my Pulp games.
Coming out later this month is Quarters - the Game of Quarter Horse Racing. This is a step by step account of a complete race. Like quarter horses that can run a quarter mile in under 21 seconds, don't blink as this race will be over quickly. 😊
For this race we're only using 3 horses. The races in the game are for 6 horses and there are 50 different pregenerated horses plus 6 pregenerated races. You can be set up for play in less than 10 minutes. Here's a look at the track, horse counters and Info Cards.
We place the cards as shown in the following picture - Post Position 1st. Then the Class of the horse - the higher the Class (3 - 5) the better the horse. Next is Running Style - Front Runner or Closer. Then we place the Jockey Savvy Card - the higher the Savvy (3 - 5) the better the Jockey will perform. Lastly come the Bonus Cards. Each Bonus Card allows the horse to add 1d6 and is based on the horse's Running Style. Front Runners start using their Bonus Dice the turn after Breaking from the Gate while Closers start the second turn after Breaking from the Gate.
Each horse and jockey combination have an Entry Rating based on their Class, Bonus Dice and Savvy. The higher the ER the better the horse should perform. Under the ER listed in the previous picture is the Betting Odds for the horse. The #2 horse is the favorite at 3: 2 odds while the #3 horse is the long shot at 5:1. The ER and Odds are generated based on the individual horses in the race so when you change out a horse, the odds will change. This and the game mechanics insure that no two races will ever be alike - even if you run the same horses!
Each horse rolls 3d6 and compares the scores individually to their Class. #2 passed 3d6 so is moved 3 spaces towards the Finish Line. As it is closer to the Finish Line it will roll it's dice first next turn. The other two horse passed 2d6 so move 2 spaces. Note that this is a 300 yard race - only 8 spaces to the end!
It's the turn after Breaking from the Gate so horses #1 and #3 will use their Bonus Dice. After the horses roll their dice we see that #1 and #2 are tied with #3 one space behind. #1 is closer to the rail (the inside of the track) so is in first place and will roll first next turn.
Quarters is great as a family or change of pace intro game. The 6 races might take an hour to play and you can play as few or as many as you want. I also use it as a part of my Pulp games.
Coming out later this month is Quarters - the Game of Quarter Horse Racing. This is a step by step account of a complete race. Like quarter horses that can run a quarter mile in under 21 seconds, don't blink as this race will be over quickly. 😊
For this race we're only using 3 horses. The races in the game are for 6 horses and there are 50 different pregenerated horses plus 6 pregenerated races. You can be set up for play in less than 10 minutes. Here's a look at the track, horse counters and Info Cards.
Each horse and jockey combination have an Entry Rating based on their Class, Bonus Dice and Savvy. The higher the ER the better the horse should perform. Under the ER listed in the previous picture is the Betting Odds for the horse. The #2 horse is the favorite at 3: 2 odds while the #3 horse is the long shot at 5:1. The ER and Odds are generated based on the individual horses in the race so when you change out a horse, the odds will change. This and the game mechanics insure that no two races will ever be alike - even if you run the same horses!
Each horse rolls 3d6 and compares the scores individually to their Class. #2 passed 3d6 so is moved 3 spaces towards the Finish Line. As it is closer to the Finish Line it will roll it's dice first next turn. The other two horse passed 2d6 so move 2 spaces. Note that this is a 300 yard race - only 8 spaces to the end!
It's the turn after Breaking from the Gate so horses #1 and #3 will use their Bonus Dice. After the horses roll their dice we see that #1 and #2 are tied with #3 one space behind. #1 is closer to the rail (the inside of the track) so is in first place and will roll first next turn.
Last turn and #2 can use it's Bonus Dice. After all horses have rolled #1 and #2 are tied. This is a Photo Finish. Each horse rolls 1d6 and adds it's Class and Jockey Savvy. #1 has a higher total so wins by a nose.
Bets are paid as follows, for each $10 wagered:
#1 Win $50 Place $30 Show $20
#2 Win x Place $15 Show $10
#3 Win x Place x Show $25
The 1-2 Exacta paid $50
Friday, 4 August 2017
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