sasasounds.blogg.se

Two hour wargames nuts review
Two hour wargames nuts review








two hour wargames nuts review

For example, the American Shermans have gyro-stabilizers on them, allowing them to fire on the move. The Sherman barrels down the down to engage the StuG.Īs a side note, all of Thomas' rules are eminently tweakable. The platoon headquarters remains in the center, hiding from the StuG. The Mortar Squad sneaks down the wooded road from the northwest, but does not dismount the mortar team. Because they transported units are dismounting the half-tracks can only make a half move. Meanwhile the Third Squad and the Machine Gun Squad advance onto the board and dismount. Because they moved more than a half move they cannot fire. The forces were pretty much the same too.įirst and Second squads swing around the south end of the western approach to the village. This is actually the same board that a gaming buddy and I used for our test game of NUTS! Big Battles. As it happens, my scenario sort of pushes that boundary.

two hour wargames nuts review

#Two hour wargames nuts review how to

One thing that struck me is that how to operate armored infantry in a half-track wasn't very clear to him either. The article was over on Soldier's East and it provided a number of observations about the rules. Such as this game using these rules.īefore I gave the rules a try I read a particular blog article about these rules. Sometimes, however, there are issues that arise that develop from a game, and you realize that the rules don't cover the situation adequately. Either you missed a rule or a rule is more nuanced than you originally read, so the issue becomes a non-issue. I find that some of the issues that you flag turn out to be nothing.

two hour wargames nuts review

Well today I decided to actually try some of these rules that I purchased and see if they have the problems that you imagine they do when you simply read through them.










Two hour wargames nuts review