Two Hour Wargames


Qwik - Jugger Game Step by step.

In this AAR, by reading the pictures, we will show step-by-step how a game is played . At the end will be a synopsis. The game is made for solo play and can be played co-op or head to head. You start with the two Qwiks fighting to gain control of the bean - what you must stake to win the game.After that the players move and when occupy the same zone roll on the Confrontation Table - fight. Take damage and you can lose Rep or get knocked out of the game.Knock an opposing Jugger down? You can pin it to the ground so it cannot move unless you let it up. Game lasts until the bean is staked with a 100 Stone Break rest if the game goes that far.Look for Qwik next week.

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Talomir Tales - Joust - It ain't just rolling dice!

Step by Step Bat RepThe Lists Board where mounted combat occurs.Joust uses a base 2d6 (six sided dice) versus Rep system. For those not familiar with how it works, here goes:Each Knight is assigned a Rep (think quality) from 3 to 5.You roll 2d6 versus the Rep of the Knight. If the d6 score is equal or less than the Rep, you have passed that d6.Pass 2d6 = Good things happen.Pass 1d6 = Okay things happen, not as good as passing 1d6 but better than...Pass 0d6 = Bad things happen to you.Here's an example from the Charge Table:Pass 2d6 = Horse accelerates into the charge, gain 1 Bonus d6. Go to Aim Table.Pass 1d6 = Horse goes into the charge. Go to Aim Table.Pass 0d6 = Horse balks or is slow to move. Lose 1 Bonus d6. Go to Aim Table.Okay, so now here's where you need a strategy 'cuz like we said - It ain't just rolling dice!You get 1 Bonus d6 per point of current Rep before each run down the Lists - there are three - where mounted Knights charge at each other. When you use a Bonus d6, you roll it in addition to th

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Talomir Tales Joust - Step-by-Step Part Four

Part One Part Two Part Three2nd of 3 courses to be run. Both Knights recover Bonus Dice up to their current Rep.1st phase is Charge. Both roll 2d6 and pass 2d6, each gains 1 Bonus Die, up to 5 each.2nd phase is Aim. Knight can aim for the Head, Chest or Shield. Head hits do the most damage (3 points) chest (2 points) and shield (1 point).  Players choose how many Bonus d6 to use, Non-Player Knights roll to see how many they use. Billy rolls 5d6; passes 4d6 and will hit Head. Treyine Knight rolls and uses 2 Bonus d6, rolls 4d6 and passes 2d6 - chest.3rd phase is Strike, the Knights hit home. Billy uses last Bonus d6 and passes 2d6, solid hit and Treyine Knight passes 1d6 using all of her Bonus Dice. If Billy would have missed, she would have hit him, but because he hit her, she misses.4th phase is Damage. The Treyine Knight passes 1d6 and takes 3 points of damage, dropping her Rep down to 1. She take the Withdrawal Test versus Rep and passes 0d6. She withdraws, Billy wins the second joust.Billy

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Talomir Tales Joust - Step-by-Step Part Three

Part One Part Two Billy's 2nd opponent was a Rep 4 Treyine Knight with a 2 handed weapon and Red Sun Alignment. At the start each Knight has 4 Bonus Dice and are Rep 4.Billy spurs his horse on in the Charge phase and gains 1 Bonus d6. The Treyine Knight does not.Lowering their lances, the Knights take aim. Billy uses 2 Bonus d6 and aims for the head - passes 3 and success! The Treyine Knight uses one Bonus d6 and ends up aiming for Billy's chest.Both now roll on the Strike Table. Billy uses all 3 Bonus Dice, the Treyine Knight uses 2. Both score hits and both go to the Damage Table.The Treyine Knight uses her last Bonus d6 and passes 2d6, no effect and she continues to joust. Billy rolls 2d6, no Bonus Dice and passes 2d6, no effect and he continues to joust. The 1st of 3 courses are finished.

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Talomir Tales - Joust! A Step-by-Step Bat Rep - Part Two.

Part OneIt's time for the joust to start. I lay out the Knights. Bonus Dice Card first - one per point of Rep, then Rep, then the Knight itself. A corresponding counter of the Knight is place at opposite ends of the Lists. And so it begins!Joust 1Charge!The first course of the joust, there are three, starts with each Knight rolling 2d6 versus Rep on the Charge Table.·        Billy passes 0d6! The horse balks then moves forward – Billy loses 1 Bonus d6.·        Capalan Knight passes 0d6! The horse balks then moves forward – Knight loses 1 Bonus d6.Billy dodged a bullet there. If the Capalan Knight passed 2d6 it would gain 1 Bonus d6, pass 1d6, no Bonus d6 lost. Billy now has 3 Bonus d6, the Capalan Knight has 2 – you start each course with Bonus Dice equal to current Rep.Aim!After the Charge Table we go to the Aim Table. The Knight aims for the Head, Chest, or Shield of the opponent. Want to hit the head? You need to pass 3d6 so using Bonus

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Talomir Tales - Joust! A Step-by-Step Bat Rep - Part One

 William Pink moved through the fair towards the Lists. Billy, as he was known in many places, liked Talomir. He remembered the first time he went through the Magic Door to Talomir he was struck by how primitive everything was. The land rich and fertile, the people simple, but danger was without rhyme or reason.After his first few encounters with the locals, he had landed in Eskelin many, many years ago by the Talomir calendar; he found ways to “make ends meet”. Now across the Kimean Sea and in the north he was in Ekra, a Red Sun nation and home to the Brethren. But that was another Story.Today, he was entered in a Tournament on the Edge of Altengard and Ekra. Looking at the roster he knew a few names, but most being unknown to him. That was normal, for when you traveled through the Magic Door, time had no meaning.Billy saddled up his mount, Char handed him a lance. “Be careful Billy,” she said. “It has been a long time since you’ve tilted in the Lists.”He smiled and replied “No worries my lady, jousting

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5150 New Hope City PI - Back in print expanded!

Must read NHC PI Bat RepWhen the Cops Just Won't Do.In New Hope City PI you’re a Private Investigator. When the cops won’t do, they hire you. If you want to be a Police Detective instead, you can still use these rules. In fact you can use these rules for investigating in any gaming period, with any Two Hour Wargames rules.As a PI you’ll be offered a variety of Crimes to solve from Robbery to Murder. The way to solve a Crime is to find a certain number of Clues based on how difficult the Case is. The more difficult the Case the more Clues you need to find. This can be either finding an Object or Questioning a Person of Interest.Sounds simple enough but you’ll be facing twists and turns as you’ll be moving through all the levels of society in New Hope City, from the Movers and Shakers to the Criminal Element as well.NHCPI

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FNG Tour of Duty and FNG Unconventional Warfare now Out!

In FNG: Tour of Duty you’ll step into the dusty, muddy boots of a Grunt, a Boonierat who slogs through jungle and rice paddies, and fights house to house in Hue City and scores of villages and towns across Vietnam. You will be Infantry, but you will encounter people of different Professions during your Tour of Duty that will serve as the focus of Missions, help or hurt you in your campaign – or just add to your story.UW introduces the “tactical role-playing game” side of FNG. Players can use UWto “flesh out” their characters, giving them an almost life-like feel. UW blends Role-Playing elements with a fast and easy to follow combat system. Unlike FNG this combat system is on a personal level and truly unique. Check it out here!

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FNG Tour of Duty - Step by Step - Part Two

Part OneThe firefight had ended, but what about the other two Possible Enemy Force (PEF) markers? I was using a Terrain Map to mark the force movements, but could easily have been using terrain on the tabletop and figures."7" came up when rolling for Activation. The US scored higher so could have had Reinforcements, but failed to get any.PEF movement is determined by rolling 2d6 versus the PEF Rep of 4. This means they move towards you, away from you or stay in place. Adds to the suspense.Contact! Time to set up the Battle Board, or in my case I used a TV tray with light terrain.Firefight over and time to roll for Activation. US goes first and moved into section 7. Next turn, PEFs would have went first if there were any - there were none so US moved off board. Why roll for Activation? Score "doubles" or "7" and the PEFs could arrive as reinforcements.After the Mission Billy received 4 Increasing Rep d6. One for scoring damage, 3 for the Mission being successful. I rolled them all and score at least

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Tracking the Ships in 5150 Fleet Commander. Got a Pencil and Paper?

 Throw it away! Everything you need to track the ships is included. In the above picture on the left are counters to track damage, then a Faction Sheet telling you what each ship has for stats and to the right is the Fleet Tracker. As you lose ships move a counter on the row and when you hit the red squares, you're in trouble - 50% casualties and your Will to Fight is dropping fast. Ship takes hull damage? Track it with the counters. Stuck in Damage Control and forfeiting your next turn of action? Place a yellow Blast Marker next to the ship, remove it when next active. Easy to track, no paper and pencil required! No roster to check during the fight.  Here's a pic of a dozen ships fighting using the Star Wars Fighters. You can use any ships to play, I just counted them as Class 4 Cruisers. Play it with counters or any models you already have, you choose. Heck you can even use these!

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Star Navy versus Fleet Commander - Compatible but Different

Fleet Commander vs. Star NavyAlthough the two sets of rules are compatible, here’s a quick explanation of the difference between the two.  Star Navy gives you more control over each ship, while Fleet Commander places you at a higher level complete control of the fleet, not each ship.TypesFleet Commander uses the same ships as those found in Star Navy, same Classes are used – 3 to 6. We used the stats for each ship in Star Navy to build the ships in Fleet Commander. Hulls sizes are reduced by half. How a ship causes damage to the enemy is not as important as the overall effect, so fighters, guns, torpedoes have been rolled together into one value in Fleet Commander called FirepowerMovementIn Star Navy you plot the movement of each ship, turns, and speed. In Fleet Commander each side lays out their ships based on the location of its Flag Ship – in the center of the line.AttackIn Star Navy you roll on a variety of tables to fire weapons, launch missiles or torpedoes, and launch Fighters; then use tables to

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Coming Soon - 5150 : Fleet Commander

“Captains; I expect you to do your jobs. Engage!”Your Captains move their ships, fire missiles, launch fighters or torpedoes and preform damage control. That is not your job!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being. In 5150: Fleet Commander, the rules are made to reflect your job. Command a Task Force or Fleet; not a few ships.Be a Fleet Commander, not a Captain!Your job is to decide where and when to engage the enemy, and more importantly, when to cut your losses and leave, while keeping the fleet in being… Do Your Job!Play it with any existing minis you already have or use the over 120 color counters included with the game.

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