Two Hour Wargames
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
Enough for nine teams and a ton of combinations on top of that
Waiting on the updated cover and will post a game or two. Look for Qwik early next month. More info here.And that's not even talking about 5150: Working Grave.
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!
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
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!
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
Now on sale. Play it with minis or with the counters that are included; just play it! Check it out.
“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.
Mack, the author of 5150: Star Navy, jumps in with a AAR of the upcoming 5150: Fleet Commander. Check it out!
“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!*****************************************************Played this 10 ship per side battle using Power Point and the counters that are provided. Playable with minis, counters or even on Power Point.5150: Fleet Commander is compatible with 5150 Star Navy and uses the same ships with the specifications rolled together and mechanics streamlined allowing you to fight large battles in a reasonable amount of time. Designed to be played solo, cooperatively against the game or head to head.
Playable with minis, counters or Power Point like I did!
The last of the 5150: Bugs Wars Trilogy has just been released. There's Bugs in New Hope City and the various groups have allied to kick them out. Play as Civilians Police, Gangers, Survivors, Planetary Militia or Star Marines. All have different goals, but all can agree...The Bugs must go!We're now offering all three Bug Wars books for one low price. Click here of more info..Kill the brain; save the world!
Part FiveShort and not so sweet.5150: Bugs - Breakout coming this weekend.
Part 4After the debacle with the Militia, the Star Marines are allowed to enter New Hope City. Although it was an easy Encounter three things stuck out. One, the Exo-Armor Attribute Resilient saved one Marine, there were 3 Rep 5 Marines, and there were only 3 PEFs to resolve. Just saying...