Questions and general discussion for all Two Hour Wargames products
DiceHex wrote:Great idea on toning down the reinforcement tables! Thanks.
I was concerned that a half platoon of Germans and a tank may show up with some regularity, via PEF or Reserves, and make play extremely difficult.
Is the game generally played with two or three squads?
I might have to invest in some more toys.
DiceHex wrote:Looks like there is enough there to divide in half (two sections, ish) and play co-op happily.
If it turns out the Germans are a bit too strong, what would you suggest to soften them up? In FFO, the game self-generates zombies from gunfire and searching buildings, and we've found that when we are getting in a pickle, we put away the big guns and start trying to be sneaky with combat weapons (or just run for dear life). Will that sort of thing work in NUTS, or should I be thinking about an enemy REP penalty or something? Suggestions welcome.
DiceHex wrote:Hi guys,
I've been making weapons teams, magnetized on to larger bases, so individual models are removable when they become casualties.
Is a German mortar supposed to have two, or three crew? I use 2.
Is a German HMG supposed to have two, or three crew? I use 3. But if the figures you have are more then go with it as it's better to use the figures you have as it won;t break the rules. The only issue is having one figure for the HMG or mortar. HMG and mortar can fire or load with one guy and the HMG is subject o tout of ammo.
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