Movement extends the game, even if it is just turning to fire at an ambusher, so choose scenarios that involve movement. A greater number and variety of random events will extend the duration of the game and also make it more interesting. So, I say a six counts as a hit for the attackers and 4-6 counts as a hit for the defenders. The ones under cover are likely to get some hits. If 10 soldiers, under fire, are returning fire against 10 soldiers under cover, using single-shot weapons, how many hits are likely per round? Most likely, they will all miss. This more than doubles the length of game and I believe it to be more realistic. My practice is to say any roll higher than three be counted as one hit but subtracting two for cover.
An infantry unit shooting at another unit under cover would divide the number of points on the dice by two. The number of hits is determined by the points on the dice with modifiers based on the type of unit and cover. However, game duration can be increased as follows. Fifteen minutes or less is a real possibility. In my games, I follow Featherstone’s suggestion and assume that my units each represent 10 soldiers (Featherstone D and Curry J, 1973).Ī disadvantage of using OHW for solo play is that games always run short. You could assume that your units represent a squad, a platoon, a company or whatever. Units of any size can be used because the notion of a unit is abstract. I like it because the rules are simple, it is intended for play on a small table, games are short, and it is so flexible. One-Hour Wargames (OHW) is my preferred rule set (Thomas, 2014).
Contact Two Hour Wargames by email at and provide your purchase details from. *Note: If you purchase this title from you can get the PDF for free. Right about now you’re wondering what the heck you’ve gotten yourself into. All hell’s breaking loose and everyone is looking to you for the answer. Two of your men are wounded and screaming for help while one of your guys is hunkered down behind that wall and isn’t moving anytime soon. A minimal bookkeeping Campaign System that gives meaning to every game as the results of one will affect the outcome of the next.Ī light machine gun has part of your squad pinned down. Thirty-five unique attributes to personalize your squad members. Four armies to choose from – American, British, German and Russian. Rules for vehicle combat with stats for over 100 types. Rules for infantry combat with over 15 different formations. The bottom line is you can play it any way you like, with any figures, terrain or counters you like. You can play large games with multiple squads and vehicles. You can play with only one Fighting Vehicle.
You can play as a Fighting Vehicle Platoon Leader with three to five vehicles.
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You can play as a Squad Leader with less than a full squad. You can play as a Squad Leader with a full squad. These are complete rules, not a two page starter kit, not as detailed as our other. Get a feel for the THW Systems without committing any hard earned cash. Scale: Man-to-man sword and shield combat.
#Two hour wargames pdf free free
The easy-to follow rules cover all aspects of squad level warfare, and use Two Hour Wargames’ unique “reaction” system – no standing around waiting for your activation in this game, your figures always react to a situation on the table.ĭesigned for head-to-head, co-op and solo gaming, NUTS can be played in a variety of ways: Two hour wargames pdf - Items 1 - 32 of 32 What:A free introduction to the Reaction System used by Two Hour Wargames. The easy-to follow rules cover all aspects of squad level warfare, and use Two Hour Wargames’ unique “reaction” system – no standing around waiting for your activation in this game, your figures always react to a situation on th NUTS WW2 is an Origin’s Award-winning man-to-man tabletop skirmish wargame that puts you into the front line as a squad leader or platoon leader. NUTS WW2 is an Origin’s Award-winning man-to-man tabletop skirmish wargame that puts you into the front line as a squad leader or platoon leader.