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Two hour wargames win or go home
Two hour wargames win or go home










two hour wargames win or go home

I just finished painting and basing some Khurasan mantis-men, thus it was obvious (to me, in that way that such things are not at all obvious to any one) that four unarmed mantis-men (all REP 4) should charge three explorers(two REP 4 and one REP 3). In spite of the fact that 2012 is decidedly (though not intentionally) the year of the big battle for me, I opted to give them a quick go last night, for old times sake and because, as they say, hope springs eternal In its favor, it still uses the card draw to activate a side( as opposed to the dice rolls that are used in 2.0-era and later games) which I have an aesthetic preference for. These are already codified in Girls & Guns as the method. SGS, in the version I have, presents an early version of what would become the method for determining hits and results, as Advanced (but optional) rules. Sadly, it appears to me that it came some time after. When recently I heard Girls & Guns had been made available on the THW Yahoo! group to mark the 10th anniversary of THW and the release of CR3: The Final Version, I decided to give it a look in hopes hat it would be the generic equivalent of first edition Six Gun Sound. Chain Reaction 3.0 is more streamlined but it feels much the same when I read it.

Two hour wargames win or go home for free#

I've even checked back in with THW now and again - Chain Reaction 2.0 became available for free at one point so I tried it out, wanting to like it - especially for the simple zombie rules it included.

two hour wargames win or go home

In the subsequent years, I've tried a fair number of small scale skirmish rule sets for WWII and in that time I've found only one or two that I liked enough to use more than once. I was not yet comfortable enough writing my own rules/mods (I had some naive esteem reserved for "completed" sets of rules) and the project was abandoned. The logical consequence was that I eventually tried to play WWII skirmish with Six Gun Sound, but I had soured to the whole idea and I couldn't really get into it. Whereas, when I was actually handling book keeping in Six Gun Sound, I never felt it. To top it off, I didn't feel like I was playing so much as just handling book keeping. Combat was, as promised, quick and deadly - while more realistic, I found it decidedly less fun (too much simulation and not enough game perhaps?). There was a lot of dice rolling and no record keeping, but a lot of little markers on the table to indicate the status of each figure. Gone were the multiple stats and in their place, a single stat called REP.

two hour wargames win or go home

The new THW system didn't feel at all like home. So, when MG-42 came out, and I was just getting into WWII games, I happily gave that a try, only to be totally disappointed. It also felt vaguely RPG-ish (between multiple stats and what amount to hit points) and having spent a good number of years in my youth playing and collecting RPGs, it was a bit like home.

two hour wargames win or go home

There was something about having multiple stats and being able to take multiple hits that gave it a fun, cinematic feel - it was the Old West of legends and Hollywood, where the hero could often take more than one bullet before going to the grave. This is the old version we're talking about - I think it cost $5 for the PDF. When I first got into wargaming some 6 or 7 years ago, one of the first sets of rules that I really enjoyed was Six Gun Sound from Two Hour Wargames.












Two hour wargames win or go home