Excellent to-scale 28mm Beastfolk

September 2, 2018

I’ve always had a fondness for Reepicheep from Narnia and similar characters from Brian Jacques’ Redwall series, and the characters in the Mouse Guard graphic novels and role playing game. So when my son wanted to do some gaming, I created the Deepwoods campaign using the Talomir/WHL rules — and Ed at Two Hour Wargames said, hey, turn that into a game book! And so I did.

And since I’m a gamer who likes figures, I searched high and low for the right figures I could use in my games. There are a number of fun figure lines out there with Mouse warriors and so on — the figures are too big! My collection is mostly 28mm scale, and most of these anthropomorphic adventures were as large as a “normal” sized human and my terrain.

But then I found the Splintered Light collection of “28mm Woodland Warriors” — a perfect match! Now your Mouseling or Squirrelkin figure is about waist high on a human or an orc, a Badger Lord is as tall as a person, they all fit well together.

Here’s a scale comparison showing Splintered Light miniatures next to other 28 human and Orc figures.

 

 

 

 

 

Now I don’t have to recreate any terrain or figures to mix the Druid’s Children into my games.

 

 

 

 

 

 

There’s also a new terrain line that looks like fun by Sarissa Precision for the new Burrows & Badgers game by Oathsworn Miniatures. I don’t know how the figures compare in scale to human sized 28mm figures, but the laser cut MDF buildings and homes would be a great fit for your Druid’s Children village.

 

 

 

 

 

 

 

 

http://www.oathswornminiatures.co.uk/c/4585273/1/scenery-terrain-by-sarissa-precision.html

 

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Talomir Tales – Druid’s Children goes to print!

August 31, 2018

Huzzah, my first original fantasy title for Two Hour Wargames’ “Talomir Tales” co-op and solo-friendly table top RPG system is now available!  The “Druid’s Children” adventure scenario book is set in the Deepwood Shire in the Border Kingdoms, the fringe of settled human lands in Talomir.

faithful heroes

Druid’s Children introduces a new playable race to Talomir, friendly “beastmen” in the guise of Mouslings, Squirelkin, Badger Lords and more. These beings draw directly from Splintered Light’s “Druid’s Children” miniatures line and a pastiche of themes related to well known classics like Brian Jacques “Redwall” novels, the Mouseguard graphic novels, Narnia and so on.

druid-s-children-11

Here’s the back cover text:

Befriend a new race of beings. Check!
Stop the Liche Lord. Check!
Save the Kingdom. Sure, but …

Will there be Ale?!

A simple criminal investigation puts you on a collision course with mystery and conspiracy at the heart of the Kingdom. It’s time to get on the road, but remember…
Not all may be as it seems!

WHO: Play as Evrard, a Border Kingdom Warrior or create your own Character from 11 different human lists or 15 different Race lists.

WHAT: 16 Scenarios giving you one Job. Investigate the rise in theft and property damage along the Deep Woods. But what you think it is may not be what it actually is! This will require you to Carouse in Taverns, Confront numerous enemies, Defend the defenseless, Rescue hostages and 12 more adventures, all related.

WHERE: You can adventure in the Border Kingdoms and the mysterious Deep Woods. The Border Kingdoms, home of many different Creatures and Races.

That’s all for now — I’ll post some adventure logs in a bit, and don’t forget to check out the Splintered Light miniatures!

NUTS Two Hour D-Day – The Town

August 16, 2018

This is the second report of a Co-op NUTS! WW2 game in which each player commanded one squad or section of 3rd Platoon, Dog Company, hitting the beach during the Invasion of Normandy, June 6 1944. While the basic coastal terrain and the town was mapped out and placed on the table, the players had no idea beach defenses they’d run into until they landed on the beach (using the Amphibious Landing rules from the NUTS! Compendium).

First part – The Beach: https://sbminisguy.wordpress.com/2018/08/14/two-hour-d-day-the-beach/

The area they would be landing in was loosely based on Utah Beach, with the beach rising to sandy slopes, behind which was a low laying swampy area and then a small town. The player’s objectives were to clear the beach defenses, then attack across the swampy area and causeway and try to take the town, which had x3 Potential Enemy Forces (PEFs) to clear.

After being dropped on the beach the platoon came under heavy fire from an MG bunker and a German squad in trenches. While 1st Squad bogged down in front of the bunker, 2nd and 3rd Squad took out the trench line, and then the Engineering section destroyed the bunker with a flamethrower.

Having cleared the beach defenses and captured the surviving defenders,  the platoon pushed forward to try and take the small village of Ville Cotiere.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Views of the town

1st Squad, the HQ section and the Engineering section paused to allow the Medic to make some recovery attempts on downed figures, and then moved up across the bridge. 2nd Squad went across the marsh on the right flank. On the left flank, Sgt. Ricci decides not to make for the causeway, and has 3rd Squad move up and into the low laying marshy area.

 

 

 

 

 

 

 

 

As they cross the marsh (at half movement rate) the spot one of the PEF markers that had moved up from the center of the town. PEF markers represent possible enemies, and they will move around the table based on the type of scenario and dice rolls. Sgt Ricci rolled to resolve the PEF, and since we were adding some of the Chocolate & Cigarettes LiteRPG rules in NUTS!, the marker actually resolved as French civilians.

 

 

 

 

 

 

 

 

Sgt Ricci and his squad move up and speak with the civilians. The Sgt rolls his REP in d6 (REP 4 means he rolls 4d6) on the interaction/challenge table looking for successes (rolls of a 1, 2, 3). He scores three successes, the civilian only one success.

 

 

 

 

 

 

 

“Champ de mines, what the heck is he talking about?,” said Sgt. Ricci out loud. “Champ, is that like a boxer?? This guy saying he’s a boxer?”

“Say, Sarge, my grandma was French, I think champ means field…mines…minefield!?!”

Since the player won the test he ended up getting valuable information, letting him immediately resolve another PEF on the table. The dice roll results in a fixed defense, a minefield the Americans now know to avoid — the French civilians just saved lives, Vive le France! Second squad would have blundered into the minefield, but now maneuvers to avoid it. The last PEF remains at the far end of the village.

On the next turn during the activation roll the US player ends up getting reinforcements. What happened each is side rolled for activation (1d6 vs Leader REP), and in this case the US player rolled a 4, the German player a 3. The US player won activation, and adding the dice together equals 7 — chance of reinforcements. The US players end up getting tank support!

A Sherman with wading gear trundles out of the surf line and into action.

 

 

 

 

 

 

 

 

 

 

Lt. Dan decides to slow down and let the tank catch up, and sends runners to 2nd and 3rd squad with new orders. Pretty simple — 3rd Squad will advance up the left flank, 2nd Squad and the Engineers up the right flank, and 1st Squad and HQ will accompany the Sherman into the town.

 

 

 

 

 

 

 

As the platoon moved forward, 1st and 2nd squads ended up following along behind the Sherman, while Lt. Dan decided to climb up on the tank “for a better view.” Cpl Hulka told Lt. Dan that’s probably not the wisest idea, and then had his Engineer section move up through the walled gardens behind the houses on the right side of the village.

 

 

 

 

 

 

 

Sgt. Ricci led 3rd Squad up the left side of the village, where they cleared one house and moved up until they made contact with the final PEF. As soon as they came into Line of Sight, Sgt. Ricci rolled on the PEF resolution table, and it turned out to be an enemy Squad with AT weapons (Panzerfausts).  These were placed on the table, and an In Sight test made — each side being REP 4. The German’s won the In Sight test and opened fire on 3rd squad, knocking one figure Out of the Fight and forcing the rest to Duck Back into cover and out of sight, ending the action.

 

 

 

 

 

 

 

 

 

 

 

With the burst of gunfire and yells of medic! medic! filling the air, Sgt. Toomey decided he didn’t want to have to break in another Lt. and hollered at Lt. Dan, perched on the tank — “Lt. Dan, come one down from there — 3rd Squad needs you, and you’d better ask the Sherman to cover us on the left flank!” The excitable 2nd Lt. gave directions to the Tank Commander and then hopped down and moved over to the left side with the HQ section.

3rd squad took cover in a ruined house, and started to exchange fire with the German defenders. Lt. Dan and the HQ section also entered the bombed out structure and the Americans moved up to the walls and windows to engage the Germans, sparking a fierce firefight. The Germans again won the In Sight and opened fire first. A figure next to Lt. Dan took a hit, but being Unlucky and all, the hit was applied to him instead. He burned a Star Power die to convert the hit from Out of the Fight to Duck Back. The Americans that could returned fire ineffectually, ending the turn On the next turn the US player won In Sight and the sniper managed to kill a German figure, but accurate German return fire killed the sniper figure in return and again forced the Americans to Duck Back.

On the next turn the US player failed their Activation roll, and the German play was able to move up unopposed (the Americans in the house were in Duck Back while 2nd and 1st Squads didn’t have Line of Sight on the German figure), and send a barrage of grenades into the house causing chaos among the Americans! The grenades killed and disabled three American figures, forcing the rest to keep in Duck Back mode.

 

 

 

 

 

 

 

 

 

 

Meanwhile, Sgt Toomey of 1st Squad directed the tank into action and laid some payback down on the Germans. The fusillade of fire and a 75mm HE shell from the Sherman blasted the Germans back away from the fire fight at the house.

 

 

 

 

 

 

 

The Engineering section continued its flanking move up the right side of the village, and 2nd Squad under Sgt. Johnson decided to move up the main street to try and flank the Germans engaged with 1st Squad, the HQ section and the Sherman. It was an aggressive move that failed, German figures at the end of the village won an In Sight test and the brief fire fight left one US figure dead and the rest doing a Duck Back for cover. The Medic went into action, helping one OOF figure recover and go back into the fight.

The Medic rules, by the way, allow for a Medic test on an OOF figure to see if it can be recovered. The results can range from the figure being only stunned and the Medic gets it back into the fight with no penalty, to walking wounded (able to take some actions), to still OOF. The Medic figure helped several figures recover during the game.

Lt. Dan then ordered everyone forward, and tasked the Sherman to move up the main street to support 2nd Squad, which was taking cover in doorways and behind debris, taking fire from a German MG-34. The Sherman blasted the house the Germans were in with MG fire and a 75mm HE shell, setting the building ablaze and forcing the Germans back.

 

 

 

 

 

 

 

 

 

 

Lt. Dan orders his troops forward after a flurry of grenades that killed and knocked out several German figures, and then movesd up into the face of the shocked German defenders.

 

 

 

 

 

 

 

The Sherman also advanced, along with 2nd Squad, and the German defenders had their Panzerfausts ready to go…

 

 

 

 

 

 

 

…when the Engineering section completed its flanking move through the village and attacked the Germans from the rear, catching them by surprise.

 

 

 

 

 

 

 

Combined with Lt. Dan’s continued attack, in combination with 1st Squad, the remaining German defenders surrendered.

 

 

 

 

 

 

 

 

 

 

 

 

With all the PEFs resolved, the Mission was over. As more troops made it ashore, 3rd Platoon gratefully turns the fight over to them and stands down. After the Mission is done, if you’re doing a Campaign Game, you can check to recover casualties, get replacements and try to improve the REP of your figures.

Let’s see how that works.

  1. After the Battle: This was a tough Mission, there were a total of 15 American figure casualties. Three were recovered during the game by the Medic, leaving 12 more casualties. Of these, seven were Obviously Dead, leaving five OOF figures that could be recovered for the next game.  Rolling 2d6 vs REP 4, we end up recovering three of those figures. They will be available for the next Mission.
  2. Replacements: Lt. Dan has lost nine figures, almost an entire squad. He asks for Replacements from his Company Commander. He rolls 2d6 vs REP, passes 2 and ends up getting two replacement figures into the Platoon. For subsequent Missions, the Platoon will be short seven figures — the Player(s) will have to decide how that’s distributed in future.
  3. Improving REP: It’s possible for your Star and its squadmates to improve their REP if they did well, and they might lose REP if they had a really bad Mission. Most games will have a core Star and Squad in them you want to track, but the player’s could check for the whole platoon in this case. Both Sgt Toomey and Lt. Dan took OOF results during the game, so even if they used Star Power not to get knocked out, they can’t improve their REP. We check for Sgt Ricci with a d6 vs REP roll, he rolls below his REP and stays at REP 4. We check for Sgt. Johnson, he also stays at REP 4. We check for Cpl Hulka, rolling above his current REP 4 (the roll was a 5), so he goes up one REP level to REP 5. Checking for the rest of the Platoon, six additional figures go up one REP level — but some of the figures that were injured lose a REP level. You can track this during a Campaign if you like.

Since this is the start of a Campaign, we also check to see if US or German morale has changed. Each side starts off at Campaign Morale 4 in this case. Basically you will run a series of Missions, and as you succeed or fail the morale will change until one side hits 0 Morale Level and retreats from the area. The US player won the Mission, so they roll 3d6 vs 2d6 for the German side. The US player gets Pass 3, the German player gets Pass 2 — so the US player won the roll by 1, and that reduces German Campaign Morale to 3.

Now we see what the next Mission is — since the US players were on an Attack Mission and they were successful, the Fight On table says the next gig is also an Attack Mission. Let’s liberate France, one ville at a time!

If you missed it, here’s the first part of the mission report: https://sbminisguy.wordpress.com/2018/08/14/two-hour-d-day-the-beach/

 

 

 

 

NUTS Two Hour D-Day – The Beach

August 14, 2018

This was a Co-op game in which each player commanded one squad or section of 3rd Platoon, Dog Company, hitting the beach during the Invasion of Normandy, June 6 1944. While the basic coastal terrain and the town was mapped out and placed on the table, the players had no idea beach defenses they’d run into until they landed on the beach (using the Amphibious Landing rules from the NUTS! Compendium).

The area they would be landing in was loosely based on Utah Beach, with the beach rising to sandy slopes, behind which was a low laying swampy area and then a small town. The player’s objectives were to clear the beach defenses, then attack across the swampy area and causeway and try to take the town, which had x3 Potential Enemy Forces (PEFs) to clear.

D-Day town view

The  view from the Town

D-Day game - beach view

In the Surf

The View from the Beach

Most of the players weren’t that familiar with NUTS!, so we started them out with one unit each of a Star and the appropriate number of REP 4 Grunts (to make it easy on the dice rolls). Each Star had their own ID card with their Attributes, REP and personal weapons on it. The units were:

  • HQ Section under Lt. Dan
  • Engineering Section under Cpl Hulka
  • 1st Squad under Sgt Toomey
  • 2nd Squad under Sgt Johnson
  • 3rd Squad under Sgt. Ricci

 

After the commands were split up (and appropriately, the youngest player given the roll of Lt Dan), each Squad was then placed into an LCVP and ready to hit the beach! At this point Lt Dan determined in which LVCP the HQ and Engineering sections would be, and what the general plan was once they landed. The player running Lt. Dan also rolled for the Beach Defenses (page 39). The Enemy Investment Level starts at 4, so rolling 2d6 against that resulted in a Pass 2d6, so it was a defended beach. Rolling 1d6 to see what kind of defenses led to a roll on the Beach Defensive Position table. The resulting roll (an 8) meant the players would be facing a Bunker, a squad in trenches and two rolls on the Fixed Defenses table — two mine fields.

The Beach Defenses

Oh boy…at this point I called on the players to make their final plans and gave ’em the “30 Seconds!” warning!

30 seconds

Lt Dan rolled for activation, passing more than the German Non-Player Enemy (which was also a default REP 4), and each Sgt in charge of an LCVP rolled on the Beach Landing table (Compendium p. 41) to see if their guys got dropped in the surf or on the beach. 3rd and 2nd squad got a nice ride to the beach, but 1st squad got dropped short, 6″ in the surf and would have to wade to shore under the guns of whatever is in that bunker in front of them.

Turn 1 landing, one falls short

Turn 1 – Hit the Beach!

Resolving the action from the left side, since 3rd Squad seemed to face no opposition, we see 3rd Squad Fast Move across the beach with one figure straying into a minefield and going Out of the Fight – boom!

2nd Squad piled out of their LCVP and tried to Fast Move, failed, but charged up the beach and spread out, triggering an In Sight test with the German trench line. Sgt. Johnson won the In Sight and the resulting awesome American dice rolls saw many of the German defenders Duck Back, the remaining figures Returned Fire, also causing a few Duck Backs.

1st Squad got the full treatment — wading to shore while under fire from an MG-42 and rifles, immediately causing casualties! Two figures were killed (Obviously Dead) and other OOF, while several other figures Ducked Back behind obstacles. Sgt Toomey took a hit that would also be Obviously Dead, but used his Hard as Nails Attribute to change it to Out of the Fight instead. And here’s where being a Star is useful — he used his Star Power ability to avoid the hit and instead Duck for Cover. Call it being experienced, the Sarge threw himself behind cover to avoid what was surely a fatal hit!

Lt. Dan has the Unlucky Attribute and had to check if the round hitting the figure next to him actually nailed him instead — whew, still missed! Lt. Dan then used his Born Leader Attribute to keep his men moving forward!

1st squad in the surf

1st Squad comes under heavy fire as it hits the beach in front of the MG bunker

In the next few turns, 3rd Squad continues across the beach and moves to put flanking fire on the German trench line. 2nd Squad advances straight at the trench line, laying down heavy fire from the platoon’s .30cal MG and rifle grenadier — amazing US attack attack rolls kill several German figures, and see almost every figure in the trench line forced to Duck Back! That’s a lot of sixes on the attack rolls! With the trench defenders suppressed, the Engineering section moves up ready to attack with satchel charges and flamethrower.

However, 1st Squad is stuck advancing into the meat grinder. An attached Sniper manages to kill a defender in the bunker, but the return MG fire is devastating.

1st squad advances into the bullets

1st Squad advances into the meat grinder

While 1st Squad bogs down in front of the bunker, 2nd Squad drives its assault home on the trench line with a series of accurate grenades and a blast from the flamethrower that effectively wipes out the German defenders. That’s the way to do it boys, fix, flank and finish!!

Trench under assault

The Engineering team breaks the trench defenders

Defenders flee as US takes the trench

2nd Squad moves up to occupy the trenches

As 1st Squad seeks cover on the beach behind anything it can find while trying to suppress the bunker, 2nd Squad, led by the Engineering section assault the bunker from the flank, press on on through rifle fire and unleashing a deadly blast from the flamethrower.

Bunker destroyed

The Engineering section silences the bunker

With the beach defenses neutralized, 3rd Squad pushes forward off the beach and moves into the marshy area to begin scouting the PEFs in the town.

To be continued in Two Hour D-Day – The Town.

 

 

 

 

Finishing a Corsec 1/56th scale LCVP

June 14, 2018

OK, I’m a bit slow on the workbench. A few months back I purchased three 1/56th scale LCVP kits from Coresec Engineering for a D-Day scenario.  The kits are in laser cut MDF and plasticard. The laser cuts are nice and clean, and all the pieces separate easily for assembly.

http://www.corseceng.com/products/28mm-lcvp-landing-craft-kit

I used LVT crew figures from Company B:

  1. Gun tub MG crew: https://company-b-models-and-miniatures.myshopify.com/collections/crews-for-afvs/products/miniatures-usn-lvta-tub-gunners2?variant=15950897667
  2. General LVT crew: https://company-b-models-and-miniatures.myshopify.com/products/miniatures-usn-lvta-4-crew-2?variant=15950880835

And ship fittings in 1/48 and O-scale from ebay, and used Woodland Scenics transfers for the ship ID numbers. Too bad I can’t find the proper scale-sized rope fenders and such as well, but I’m happy with how it turned out!

5150 Fighter Command in the Terran Trade Authority universe

November 18, 2017

At the below link are unofficial rules for using 5150 Fighter Command in the Terran Trade Authority universe.

The Terran Trade Authority universe is one of the most interesting settings created in science fiction. Launched initially as a series of spacecraft art books in the 1970s, the TTA universe has grown into a rich setting with additional background books, art and games.

According to the series original timeline, humans – aka ‘Terrans’ – became starfarers in the early 21st century, with the development of the DeVass Warp Generator. This is described as a spacefold-style faster-than-light drive, which brought space at the origin and destination into proximity, allowing a vessel at the former to transfer to the latter without crossing the intervening distance.

The future history states that after remote exploration of nearby star systems, contact was established with the inhabitants of the Alpha Centauri star system (the ‘Alphans’), with whom Terrans quickly became friends and allies. The second alien encounter at Proxima Centauri (with the ‘Proximans’ – long antagonistic towards the Alphans) resulted in the two-decade long ‘Proximan War.’ This war drove the development of space technology, resulting in many of the starship designs that inhabit the TTA universe and facilitating its further colonization.
These unofficial rules allow you to fight the battles of the Proximan War using the 5150 Fighter Command rules.

http://www.terrantradeauthority.com/

The main differences in the TTA setting are:
1. ALL ships, including fighters, have an FTL drive. This means there are no Jump Gates that serve as a focus point for combat.
2. NUKES! The TTA setting uses nuclear-tipped missiles, so lots of big booms going on.

Oh, and these guys are making some cool new 5150 FC star fighters, as well as a few TTA fighters: https://littlemetalspaceships.com/

5150 Fighter Command – Terran Trade Authority rules

Building a Corsec 1/56th scale LCVP

October 17, 2017

I recently purchased three 1/56th scale LCVP kits from Coresec Engineering for a D-Day scenario.  The kits are in laser cut MDF and plasticard. The laser cuts are nice and clean, and all the pieces separate easily for assembly.

http://www.corseceng.com/products/28mm-lcvp-landing-craft-kit

The kits come in flat shrink-wrapped packs, with no instructions, but a bid of fiddling with trial and error resulted in a nice landing craft. Below is a step-by-step on assembling one.

  1. Shrink-wrapped kit, laser cut MDF on one side, laser cut plasticard on the other

Coresec LCVP laser cut MDF

Coresec LCVP plastic card

2. Separate the pieces from the MDF “sprue,” and do the same for the plasticard when you need each piece.

Coresec LCVP parts

3. Assemble the hull.

  1. Glue the bulkhead to the bottom piece (with the tread pattern)
  2. Glue the ribs into place from the rear forward, one pair at a time. I found that doing the two rear ribs first allowed me to glue the upper section into place.  Then glue each rib (pair by pair seemed more stable) in place to join the lower and upper hulls
  3. Glue the “instrument” panel into place where the driver figure will stand, on the right side making a shelf that joins with the bulkhead — under the upper hull piece
  4. Leave the assault ramp and round gun tubs alone for now

Coresec LCVP - Assemble Body

4. Glue the rear hull panels into place after cutting them from the plasticard set. The pieces glue on long side up, with the slant towards the outsides.

Coresec LCVP rear hull panels1

Coresec LCVP rear hull panels2

5. Glue the long side hull pieces onto the ribs of the boat, and use rubber bands to light hold them on while drying.

Coresec LCVP rear hull side panels

Coresec LCVP rear hull side panels2

6. Glue the armored hull pieces into place on the inside of the boat kit, starting with the rear section and then both sides.

Coresec LCVP box armor1

Coresec LCVP box armor2

Coresec LCVP box armor3

7. Glue the rear armor plate into place into the slot behind the gun tubs, as well as the two front hull pieces. The front hull pieces glue in long side up, slant outwards.

Coresec LCVP front hull

8. Glue on the two gun tubs and the steering wheel/door ramp wheel.

Coresec LCVP rear gunner armor

9. Glue the plasticard door plate onto the outside of the assault door/ramp. The door as the tread pattern facing the inside of the boat. Make sure the pattern etched into the door plate is facing outwards.

Coresec LCVP assault door

10. Add more details and bits if you like. I’ve added  struts on the sides of the armor plating as well as cleats and the bollard in the rear. Magnets in the assault doors keep them closed.

Coresec LCVP work in progress

11. You can also get 28mm LVT crew figures from Company B that go well with this boat.

  1. Gun tub MG crew: https://company-b-models-and-miniatures.myshopify.com/collections/crews-for-afvs/products/miniatures-usn-lvta-tub-gunners2?variant=15950897667
  2. General LVT crew: https://company-b-models-and-miniatures.myshopify.com/products/miniatures-usn-lvta-4-crew-2?variant=15950880835

 

 

 

 

 

 

 

 

 

 

 

 

 

16. Panzer-Division: Kharkov 1942

June 22, 2017

Interesting history of 16th Panzer at Karkhov.

https://weaponsandwarfare.com/

 

 

 

16th Panzer is also the focus of the NUTS! Stalingrad campaign book. While the book also lets you play the Soviet side, 16th Panzer was the “tip of the spear” on the drive to Stalingrad and was engaged in heavy fighting in all phases of the campaign. The unit was chosen as the book focus since a number of units from 16th Panzer escaped as the Soviet pincer was closing in, and provides campaign continuity for a player.

http://twohourwargames.com/stalingrad-heroes-all.html

Here’s a free scenario from the book: NUTS Stalingrad – Filippov at the Bridge

Let’s Play 5150: Star Marine: “Boarding Action” AAR Test-Driving Two Hour Wargames’ new introductory game.

June 21, 2017

This is a fun AAR/playtest of the 5150 Star Marine rules by another gamer. Check it out!

View story at Medium.com

Star Marine 5150 AAR – Boarding a Hishen Slaver

February 10, 2017

Star Marine 5150 AAR – Boarding a Hishen Slaver

5150: Star Marine is self-contained game that lets you take on the role of a Star Marine, and lead your Characters and soldiers into combat and actions in floating space hulks, airless moons, and planets with an atmosphere so nasty you’ll be dead if your suit is breached.

It’s an easy game to play. This makes it easy to learn and easy to teach. It’s easy, but it’s also fun.  It’s easy, but also a challenge. It’s perfect for when you want to spend less time setting up the game than actually playing it.

5150 Star Marine is aimed at the casual or new gamer with little or no experience, but don’t underestimate it.  It’s perfect for playing solo or on the same side with your friends. It doesn’t take much time to learn yet is a fun little game. No two games will ever play out the same.

Let’s see a day in the life of a Star Marine. Newly promoted Star Marine Sgt. Graham E. Adams (Rep 5) has been put in charge of a section of Star Marines and ordered to board a Hishen Slaver that has been disabled by a Star Navy cutter, while the rest of the squad is tasked with boarding a Freighter caught trying to flee. Busy day!

http://www.twohourwargames.com/51spma.html

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