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. #GIRLS & GUNS TWO HOUR WARGAMES PDF#pdf of them is here: House Rules for Nuts. I was reviewing the Final Version rules and decided I wanted to use the following house rules. I’ve been painting some figures for Nuts! Final Version so that seemed like a good place to start. I needed a shorter game, and of course the Two Hour Wargames rules came to mind. #GIRLS & GUNS TWO HOUR WARGAMES PLUS#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. Here are the human survivors (the good guys): Here are the photos (some didn’t turn out that great as the room was pretty dark when I took the photos): It was pretty easy to assemble, but a lot to paint due to its size (I’m use to painting 6mm to 15mm buildings). It is a Plasticville Two-Story House ( ). The game included the debut of a new building. We are a bit short of 28mm buildings but between paper buildings and Lego buildings, I think we can make it work. I do think we can run a zombie campaign in the not so distant future. I made a few mistakes in the rules (mostly doing In-sight checks by groups like Nuts! rather than individuals). 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. The only risky moment came when one zombie closed with one of the humans, who promptly dispatched it. In the end, they encountered four gangers, which they dispatched and a total of 15 zombies, all of which ended up destroyed. The human survivors moved out smartly in two groups of three and were able to defeat all of their foes without a single casualty. 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. He had six fairly good survivors and his mission was to clear the board of zombies and bad guy gangers. I set up the game and ran the non-player controlled forces as per the NPC rules in the game. One New Years’ Day, my son and I played a zombie game using the Two Hour Wargame rules (Final Fade Out). I need to reprint them as my color printer cartridge was about out of ink: I didn’t have the right buildings so I made some floor plans with Word and they worked pretty well. Here are some photos from the four missions I tried: It has a lot of great ideas you can add to your game. I highly recommend the Nuts! Italy After Normandy supplement. 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’ve compiled the changes I will use when I try the campaign game again in this file: house-rules-for-nuts-1-2. Also the troop density with even a 4′ x 4′ square board was just too high. I found that the number of buildings in a sector in the terrain generation rules didn’t work at all. It sort of worked, but there were some parts that just didn’t work that well. 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.
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