Showing posts with label Nuts. Show all posts
Showing posts with label Nuts. Show all posts

Sunday, May 6, 2012

15mm World War Two

I've been playing Nuts! by Two Hour Wargames on and off for about a year now. Once you get your head around the rules, it's a fun solo or co-op game. I've had it on the back burner for a while, being busy with work and life.  But I'm going to pick it up again.

When I first got into Nuts!, I thought the game was squad level.  But in fact, it's platoon level.  So you can end up with 40+ figures for each side plus reinforcements. I started building my forces with 28mm figures. After I accumulated a bunch, I dove into the rules and ran several satisfying campaigns.  Things went well, but started to get stale after a while. In every game I had the same terrain and figures every time.  I started re-thinking my 28mm decision.

First, the table was getting crowded, as I like to play on a 4x4.  Also, Nuts! really shines if you have a big collection of support choices like tanks, AFVs, artillery, MGs, mortars, etc. This is very costly in 28mm.  Then the terrain at 28mm also takes a lot of storage and is also expensive.  While most of my WW2 terrain could double for 40K games, it couldn't for Fantasy/LotR which is my first love. So I'm reluctant to plunk down a lot of money for a bombed out Belgian row house!

So I'm converting to 15mm WW2.  For $46 I now have replaced all my US and German platoons.  It cost more than twice that for the same figures in 28mm! I've also picked up some 15mm terrain, which is readily available for WW2 games thanks to the popularity of Flames of War.

I've been working steadily on getting both US and German forces ready. I'll be adding Russian and British, and then US Marines and Japanese.  At 15mm prices, I can actually afford to collect all this.  Here's my German Grenadier platoon.

These are all Battlefront miniatures, which I just picked off the rack at my LGS. The platoon blister comes with a command section, four NCOs, machine guns, and a mortar team.  It's all I need for a game of Nuts! in one package. The two StuGs I had laying around from the old FoW Open Fire boxed set. For now they are the only support options for the Germans. Here are a few close ups.


I researched the StuG camouflage patterns and discovered that they seemed lightly airbrushed.  Since my airbrush is broken, I did the right thing and ignored the historical accuracy.  I just blobbed on stuff the way it looked good to me.  Below the StuGs, I pulled out a squad leader and a few grunts to show some detail.

That's it for now.  I'm working on my US rifle platoon this week and hope to polish it off by next weekend. Since I have a US rifle company for FoW already, my US platoon is going to have access to a lot of reinforcement and support options.  It'll be good to have all that FoW stuff pull double duty.

Saturday, October 8, 2011

Back to the War: 28mm WWII Japanese Infantry

I've jumped back into my 28mm WWII project over the last two weeks.  I've been interested in trying out War Against Japan, and I can't do that with all my Japanese infantry stuck in bags.  So I busted them out of their plastic prisons.  Here's a full rifle platoon all completed.  Click the picture for a better view of them.
There are three squads, each comprised of a squad leader and assistant squad leader, Type 99 LMG and loader, and nine riflemen.  Off to the far right of the picture there is the Platoon HQ with one officer and one man.  The other man is carrying a flagpole.  I've got to figure out what to do about that.  I guess I could go with a crappy paper flag.  But I'd like to find another way to do it.  Any ideas are appreciated.

So totally that brings me a full strength platoon of 41 Japanese infantry.  Here is a detail shot of some of the men, and one of the leaders.  I gave leaders red headbands for their caps to distinguish them from rank and file men.


These are all West Wind models.  I still have more models to add.  I have three mortar teams, two HMG teams, as well as 8 "Jungle Fighers/Snipers."  Once those are completed, I could pick up a tank and call this completely done.

But right now I'm filling in gaps in my US and German forces.  This week I managed to complete three German Riflemen with grenade launchers, as well as a one Panzerfaust and a German NCO.

The Panzerfaust is a West Wind model.  The four remaining models are all Victory Force miniatures.  I have to say that these Victory Force miniatures are outstanding.  I absolutely love these models!  I stumbled on them because only Victory Force sold single models with grenade launchers.  I wanted these for my German forces.  I also picked up a few for my US Rangers.  When I got them, they looked too thin and tall to mix in well.  But after I painted them, I was amazed at how good these look.  Also, while being a little bit on the tall side, they mix in with my Crusader models nicely.  I like these enough to consider doing my Russian army (which I haven't started) all in Victory Force and supplementing with Crusader.  But cost may actually prevail in that argument.

So that's all for now.  I'll polish off the fourteen or so models I have for the US Rangers and then probably move back to terrain.  I've got a lot of terrain sitting on my work table that I'd like to move to the game table soon.

Sunday, June 26, 2011

Next Project: 28mm WWII

I've made a decision to collect 28mm WW2 figures.  No one I know is actively playing WW2 in 28mm on a regular basis.  There really are no rules popular enough to get support from a wide audience.  Flames of War is about it for WW2 games in my area, and it's 15mm at that.  While I like FoW, its scope is more than I want and I tend to feel "detached" from the game when playing it.  I guess it's basically a tournament style game with WW2 flavoring.  So for a long time I didn't want to sink effort and money into something I'd paint and put away.  (Witness the Viking army that I played twice before shoving in a closet for the rest of eternity.)

However, once I found Nuts! I realized that I could play 28mm WW2 as often as I wanted.  The rules are written for either solo or cooperative play.  So now I have an excuse to invest money into these figures.  Additionally I can use these models in any other WW2 28mm rules set.  So whenever someone does want to play a 28mm WW2 game, I'm ready for it!

I'm taking this from ground zero, meaning I have nothing in my collection besides paints to get started.  I purchased a bunch of US and German models to start.  I'm painting the US Infantry squads first and then the German infantry models.  Rather than bore you with a list of everything, I'll just say I have about 30 models per side both with basic troops and specialists. 

Here's a sample of my first group of models for the US, all leader models but for one rifleman.
When I think of WW2 battlefields, I think of mud.  So I'm keeping the basing along that theme.  I've actually painted a lot more of these figures since I took this picture.  So I'll post up the US squads once completed, then it's on to the Nazis!

If that's not bad enough, I ordered 40+ Japanese infantry in 28mm this morning!  I got the Nuts! supplement for War Against Japan, and am eager to try that out.  So there will be a lot of WW2 coming up soon!

Saturday, May 21, 2011

Nuts! Don't Miss This Review!

I really enjoy WWII games.  Back in High School a friend of mine introduced me to Advanced Squad Leader.  Despite a learning curve that rivaled a post graduate degree in supply chain management, I got hooked.  In the early 90s, Steel Panthers and other games by SSI continued to excite me.  So it is strange that when I started looking to table top war games I didn't hone in on WWII.  I only recently picked up FoW.  But I've been wanting to do something in 28mm.  I have it on good authority that there aren't many satisfying 28mm WWII rules.

Enter Nuts! by Two Hour Wargames.  Doing WWII at a skirmish level is what I wanted, just taking a platoon or so.  (Flames of War is my game for company level action.)  I read the website, liked what was described, thought that this rules set might be the thing for me.  Interestingly enough, the game can be played traditionally in a head-to-head game, or as co-op or solo play.  In fact, the rules are geared toward co-op/solo.  So that sold me the rules.  I got the PDF file as soon as I sent payment, and the printed rule book arrived in a few days.  Here are my impressions and a short battle report.  Don't miss the report!

The rules are unlike anything I've seen before.  The core difference in Nuts! is in the use of the Reaction System.  I was not ready for that when I opened the rulebook.  Turns out, you can get a couple of free rules sets that will give you a working game that is focused on this Reaction System.  Basically it works like this:

  • I activate and move into your LoS
  • You see me and react
  • I will react, and we could end up shooting at each other, running away, freezing in place, etc.
  • Our reactions will cause further reactions, sometimes from figures nearby.
  • Things continue until something happens to end the chain reactions (death, duck into cover, etc)
At first this is really hard to understand.  The list I gave above is an example of what it looks like.  I've played through a few times and found that reactions go in lots of directions, dragging in nearby models and creating a very fluid "turn."  In fact, I'm really hard pressed to find where turns begin and end.

Overall it's a very cinematic feel.  You have a leader who is your "star".  The star can have attributes that help or hinder him in some way.  He's your Hollywood warrior, able to shrug off wounds that hurt lesser men.  But he's not a hackneyed Sgt Rock.  Despite being immune to death from lowly grunts, he still hunkers behind a wall in fear of getting his head blown off.  He is still a real man, worried about his life.  In fact, the high point of this game is that all your modes are real guys, so to speak.

Each model has a reputation rating (Rep), that drive just about everything from how he reacts to how he shoots.  At first, I was confused but after a couple of run-throughs of the game it's a lot clearer.  In fact, the rep is a very realistic portrayal of how a raw recruit might react under fire versus the battle hardened vet on his third campaign.

A battle report of the introductory scenario will help show things a little better.  After that, I'll sum up what I like and dislike about the game so far.

First thing, I don't own any WWII figures.  But have no fear!  Thanks to Hing Fat Toy Company I now have full squads of Americans, Germans, British, and Japanese, all ready for the gaming table!  Too bad they're 54mm figures.  I'll keep using these until I can buy suitable replacements.

JUNE 1944  You're in command of a small group of paratroopers in France.  Your unit has been dispersed all over the drop zone and is currently reforming.  Right now it's just you and three others.  Your major concern is to make it to the rally point.  You are now coming up onto a ruined house.  The squad crosses a road, filtering into the trees beyond.  The ruined house is partially surrounded by a low stone wall.  Woods are beside it.  Two Germans are spotted standing outside, one sitting on the wall and the other leaning in the doorway of the ruins.  Your men fan out, drop into a crouch as they take up positions at the edge of the treeline.  Time to give Gerry hell!

So that's some writing from the book with my own additions.  Enough with the Stephen Ambrose imitations!  Here's turn one:
My turn has activation (like priority in LotR).  This has an added twist in that you can only activate models whose rep equals or exceeds what you rolled for activation.  So rolling low is best, as it allows you to move all models. This reflects hesitancy that a recruit would feel moving into fire.  But since you can group up with a hi rep leader, it's not a problem.
Yes, that's paper cut out terrain.  Don't laugh!  I have no reason to own terrain (other than that niffty GW battle mat) and this actually looked pretty good in person.  So as I was saying, both Dorfman on the wall and Engles in the door see me.  They react by taking quick shots, which elicits return fire from the men being shot at and those within 4" of them.  These shots fly back and forth with little effect due to cover and snap shooting.  But the US Sgt (my star) puts his SMG to good use and kills Dorfman and forces Engles to retire, meaning he runs for safer cover.  The shooting now reveals the location of other German troops.  I roll on the chart provided with the mission and find that the German leader, Arnold, and machine gunner Beck and his loader Conrad are holed up in the ruins.  So this won't be an easy fight to dislodge them!

It's turn two.  Germans win the activation roll, but scored a five. The highest Rep is a 4, so they do nothing.  They are surprised to suddenly come under withering fire and can't react!  Engles is running and Dorfman is screaming for his mother.  (Dorfman was not killed, but taken out of the fight.  That means if a medic can reach him, he might be saved.  It also has implications for campaign play.  If the US catches him, they can kill him or take him prisoner. They'll have to guard him, if the want to do that.  I digress!)
Notice Engles behind that piece of card (which represents trees).  He's hunkered down, meaning I don't see him.  I could remove him and put a marker in his place.  But I face him away to show that status.  Now the US activates, and they had a roll of 2 which is way under the Sgt's rep of 5.  So they start shooting like nuts.  The LMG gunner is actually killed.  Anyone around him of equal or lower rep takes a "man down test" to see if they'll move to safer cover.  Arnold doesn't need to test, and Conrad merely wipes Beck's brains off his face and pulls out his own rifle.  Too bad for that, because Private Baker kills him as well.  Let me tell you this was fantastic shooting by the US.  In my first games, I literally rolled reaction tests for 20 minutes with nothing happening.  (That's something I'm going to fix with a house rule for sure!)  Since no one can see Engles peeing himself in the woods, the turn ends.


Turn three and the German position is crumbling.  The US paratroopers are sensibly remaining in cover, making them hard to hit with the unsteady and panicked return fire from the Germans.  The Germans activate first.  Since these are NPCs, I roll a focus test to see what they will pick for targets.  Arnold may not be the bravest Nazi, but he knows what has to be done.  He has an SMG and good chances to force back some of the US trooper facing him.  He sprays three shots into the trees, forcing Private Able to retire.  But return fire from the US Sgt takes Arnold out of the fight, toppling back into the ruins with a gurgled scream.  The next German group to activate is poor Engles.  He becomes more frightened, decides the trees are not enough protection and makes for the ruins.  Since he is still considered "hunkered down" the US doesn't see him thread his way back to the ruins.

It's now time for the US to activate.  Private Able rallys and the Sgt gives the order to run for the wall.  They're going to storm the ruins and clear it out for sure.  Private Baker readies a grenade (by passing a test) and can throw it when in range.  The US paratroopers line up on the wall, Private Baker hauls back and throws it perfectly.  They now see Engles whimpering inside, balled up like a kid who lost his security blanket.
The ruins aren't enough to ward off a grenade.  A cloud of dust and debris belches from the small house and then all is silent.  Engles is taken out of the fight (maybe he's barely alive, deaf and dazed under the rubble), and so the area is cleared.  Victory for the US!  Now to get to that rally point!

So, Nuts! is a fun game.  What I like is the cinematic feel, the individuality of the models, and the fluidity of the fights.  What I don't like is throwing dice for every damn thing all the damn time.  Maybe it's because I'm playing solo, but there are so many tests to take, I'm always rolling dice.

There's also vehicle rules and rules for artillery guns. On the THW Yahoo group you can download rules for mortar fire (which seems a glaring omission from these rules) and for artillery barrages.  The game is definitely meant to be played with a platoon at most.  If I played this at the platoon level solo, there's no way I could do it in two hours!  All those reaction tests followed by reaction tests!  But for a few squads this is really a great game.  It takes some getting used to the reaction system.  But it's starting to clear up for me.  I'll test out the vehicle rules next, using some of my 15mm FoW stuff for that.

Overall, I think Nuts! is a great game with a lot of potential for story and campaign based gaming.  I'll keep you posted on where I go with it next.