Mostrando entradas con la etiqueta wargame. Mostrar todas las entradas
Mostrando entradas con la etiqueta wargame. Mostrar todas las entradas

viernes, 6 de noviembre de 2020

TWO HOUR WARGAMES (REVIEW)

For this post I was lucky that a colleague made for this blog a small review about the solo game system that Two Hour Wargames has been developing for more than 10 years, so I left you with Slorm.

THW is the name of a games publisher focused on solo wargames that are solved in just under two hours (hence its name Two Hour Wargames). Its variety of settings ranges from wwII to planetary battles with spaceships.


All the settings have in common the game system, whereby each miniature has a Reputation value that would be its Quality to resolve the game actions, an Armor value and special rules (never more than three). Actions are resolved by rolling 2d6 against that Reputation value ranging from 3 to 6, and that 1 success or 2 successes can be successful, causing a relative success or a total success.

The treasure that this game represents is not based so much on its game system, but on its solo game system, managing to give life not only to the enemies, but to the allies themselves who will react to opposing actions, being able to find that you are going to carry out a charge and in the end, it is you alone who as a hero is facing the enemy, because your allies were left behind too afraid to fight.

The combat system is fast and direct, facilitating that the games are fast, and that two games are never the same, as it has a powerful scenario generator, in which not only the scene is randomized, but the race, profession and quality of enemy or allied troops.

The games are normally played on a 90x90 table, and can be even smaller; in which a random number of about 3 PEFs (Possible Enemy Forces) are deployed that will be revealed as the player's troops approach them. But the randomness does not end there, but it is possible that due to different rolls new PEFs are generated that could change the course of the battle at any moment.

This game system is more than 10 years old, and has been improved and outlined by its author Ed Teixeira during this time, until it became the treasure that it is today. In addition, there are two free versions of the game "Swordplay" (fantasy skirmish version) and "Chain Reaction" (version for firearms-focused skirmishes) with which you can test the game without spending any money. These free rules can be downloaded from their own website by clicking HERE.

So we find a reputed game system for solo miniatures wargames, now we only have to choose which setting we want to play, since there is a wide range of possibilities:


Fight in WWII

Explore fantasy worlds


A complete Dungeon Crawler 


Survive a zombie Apocalipsis 


Or a PostApocaliptic world


Live Pulp adventures


Fight the jungle in Vietnam


Fight napoleonic wars...


...or french-indian wars


fight like a gladiator


or survive in the wild west


and the SciFi range deserves a special mention, this collection is called 5150 and there are more than 20 different rulesets that cover the entire range from playing with a single space soldier to battles between fleets of ships (with the ENTIRE range that exists between those scales), also creating a range of cyberpunk style with sordid stories in a Blade Runner´s style.


If you are interested in this game system, I recommend that you visit the blog El Rincon de Slorm, specialized in these rulesets, showing battle reports, reviews and development of this system.











lunes, 19 de octubre de 2020

HOW TO MAKE A CRASHED PLANE 28MM (TERRAIN AND SCENERY)

THIS POST HAS BEEN MOVED TO SUKI WARGAMES BLOGSPOT

I APOLOGIZE FOR ANY INCOVENIENCE

CLICK IN THE IMAGE BELOW TO VISIT THIS POST



viernes, 2 de octubre de 2020

AAR BATTLE REPORT pulp PERILOUS ISLAND - SCENARIO 7 - THE FORBIDDEN CITY

Our heroes finally reach the lost city of Irem, the city of a thousand pillars, the Atlantis of the desert ...
From a distance they see a great wall that surrounds the city, from which high domes and temples can be seen, lost under the desert sands for thousands of years.



In the distance many shots are heard near one of the entrances to the city, the members of the Carlyle expedition quickly approach, finding a group of Nazi soldiers fleeing the place.

The soldiers, instead of attacking our heroes, cry out for help with several wounded men among their ranks.

According to what they are told, the Nazi military column was commanded by several SS officers belonging to a secret group with esoteric background.

These officers have led the column to the lost city in search of an artifact of great power, reaching the very gate of the city.

Along the way they have faced zombies, monsters and the fearsome sands of the desert, but nothing compared to what they just saw.

At the door of the city, a horde of zombies, mummies, giant scorpions, mummified warriors ... Even some kind of giant golem have attacked them.

Although hundreds of undead have fallen, it has been impossible to stop them, and they have wiped out almost all the Nazi soldiers in the column, leaving a few survivors ...

And so we come to the game that symbolizes the beginning of the end ...

PERILOUS ISLAND
SCENARIO 7 - THE FORBIDDEN CITY
(aka forbidden city)

For this game, we will have our heroes, the members of the Carlyle expedition, supported by eight survivors of the Afrika Korps military column.

So I decide to deploy my forces in four groups (one member of the Carlyle expedition and two soldiers for each group).


The objective is to reach the city gates and cross them, but to make that they must activate three semi-buried altars in the sand. To activate them, a miniature must take an action to activate each altar, and all three must be activated in the same turn. Once the altars are activated, the doors will be open for three turns.


Each turn 3D6 undead corpses will appear from the city gates, attacking the closest character.




On turn one, the characters advance towards the altars, watching a mighty horde of undead advanceing towards them.






On turn two we continue advancing, taking positions and initiating long-distance combat by shooting at the corpses that advanced without stopping.










On turn three the zombies begin to be legion. Despite the fact that many fall under the fire of our heroes, they continue appearing through the city gates.

At one point I realize that I have made the wrong strategy, and that the ally Madeleine Carson, who is faster than the rest of the characters, should have gone for the altar that is placed in the center, which has more undead around.

As it is not late, I decide that Elizabeth Darrow go for an altar and Elizabeth Carson, in a frantic action, activate the central altar.







Roger Carlyle activates the altar on the right, Elizabeth Darrow activates the one on the left ...



... And in a frenzy and unparalleled action, the ally Madeleine Carson runs among several zombies, reaching the altar and activating it!

The city gates, with the sound of stone moving, slowly open.




In the turn of the undead, they manage to get close to hand-to-hand combat, killing two Nazi soldiers and surrounding several of our heroes.







On turn four, the undead attack the heroes, causing more casualties among the Nazi soldiers.

Our protagonists are approaching the doors, shooting down zombies without stopping, which keep coming out of the inner city.






On turn 5, and with the doors open, our heroes try to enter dodging the hordes of zombies and mummies that harass them.

Elizabeth Darrow is unable to dodge the undead, who take advantage and kill her quickly.


Roger Carlyle manages to get to the door on the left without much trouble.


Ally Madeleine Carson, the Follower and one of the soldiers manage to reach the central door.




In the end, three of the four members of the Carlyle expedition manage to access the interior of the city together with a single survivor of the Nazi soldiers.

In case anyone is curious, 49 Zombies fell in the five turns that the game has lasted, to which must be added Elizabeth Darrow and 7 fierce German soldiers.

For the next game there will no longer be rolls on the recovery table, each character that falls will have died without the possibility of returning to the game, so in the next game we will no longer have Elizabeth Darrow as a playing character (she will appear as part of the story but won´t play).


In the next episode: inside Irem, the city of a thousand pillars ...

Will they find the missing archaeologist Lord Donovan Darrow?

Can they unravel the mystery of the lost city of Irem?

Will they make it out alive?




Before finishing this post I have to tell a little secret ...

By playing every game always with the members of the Carlyle expedition, at some point I have used the soldiers as a shield against the hordes of zombies.

Perhaps some member of the expedition would have fallen, or more soldiers would have been saved, but I couldn't help trying to save my heroes ...