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.

I used LVT crew figures from Company B:

  1. Gun tub MG crew:
  2. General LVT crew:

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.

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:

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.

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:
  2. General LVT crew:














16. Panzer-Division: Kharkov 1942

June 22, 2017

Interesting history of 16th Panzer at Karkhov.




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.

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

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!

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5150 Star Marine – Now on sale!

February 10, 2017

If you like the Expanse series and you’re a tabletop sci-fi gamer, you’ll probably like these rules — zero-G combat, boarding actions, fighting in zero atmosphere, combat hacking, lots of great stuff.

NUTS WW2 skirmish system being played at West Point?!

November 22, 2016

How awesome is that, to see the NUTS WW2 skirmish system being played at West Point.

From the Two Hour Wargames blog:

Monday, 21 November 2016
NUTS at West Point?!
Came across these two Tweets about NUTS! being played at West Point to teach WWII squad tactics to cadets. Very cool!

Weird War 2 – Drache and Downfall

November 17, 2016

At a Pacific Con event some years back I hosted a WW2 game with a slight weird variant. Apparently, as the Soviets closed in on Berlin some of Hitler’s advisers urged him to leave the city and devised a plan to fly him out via a light plane piloted by aviatrix Hanna Reitsch. He decided not to — but what if he had, and Hanna was flying not a Fieseler Fi 156 Storch , but an Fa 223 Drache helicopter? Can the Soviets stop him in time? Game on!