Thursday, July 2, 2020

6 Gun Sound - First month of Adventure

6 Gun Sound is a Wild Wrest game from Two hour Wargames. As a fan of some western films, like tombstone and Back to the future Part III (Yes, I'm counting that one!), I bought this for some fun games in the Old West.

I did add one house rule though, which I borrowed and streamlined from the Mythic RPG. Basically, if I want to be clear on a detail, I'll ask a question (either yes or no or this or that) and then decide which is more likely. Then I'll roll 1d6 for each, with the tie going to the more likely result. Quick and easy, but adds to the story.

So here we go!

Greg Page (Rep 5 Outlaw; Pep 4, Sav 5, Quick Reflexes, Rage) is on a train, traveling west. While the Civil War has been over for years, a few people with money are still a wee bit upset with Greg for helping a number of slaves escape during the war. Now, with a price on his head, he travels in search of information on what happened to his great great aunt, who had gone west two hundred years ago and vanished. He also hopes to live an incognito life in the west, at least for now.


Despite the figure, Greg actually starts the game unarmed. Though probably not the best way to start a game, I thought it fit the character. Also, I'm color coding figures. Green/blue are friendly and neutral while red/orange are enemies.

The game is played in months with each month being made up of an Involuntary Encounter and one Voluntary one. For the first, I rolled a Defend.


Waking up in the middle of the night to commotion, Greg peers out his door and sees 3 bandits storming through the halls.

"Nice haul, this train," says one.

"Gonna buy me a new horse," says the other.

"Why doncha just get a girl like everyone else?" asks the third.

The bands are Outlaws, Rep 4, 3, and 3; all with the Cruel Attribute.

Rolling on the Action table, Greg goes first (with the Advantage).


Apparently they fail to notice him and just march on by. Since Greg is unarmed, but with the Brawler Attribute, I have him perform a Challenge to sneak up on one of the bandits (Difficult Challenge).

First roll - Pass 1d6; Reroll.

Second - Success!



Slipping behind one bandit, Greg grabs the man's head and slams it into the nearby wall.


One down and now Greg has a pistol.

Unfortunately, the other two whirl around and open fire.

The Leader's shots hit for and OOF result, but Greg's Star Power saves him. He ducks back into the closest room. The other grunt's shot misses completely.



Seeing an easy kill, the other two rush forward and fire through the doorway, though missing completely.

Now Greg finally gets to use his new gun. Firing rapidly, he drops the grunt and the leader leaps back.


"I'll gut you like a fish!" spits the leader. Lunging forward, he fires into the room but again misses. Greg then returns fire.


Both shots catch the leader in the chest and the man falls to the ground.

With the threat gone, Greg peeks outside and sees police gathering up other bandits from the other trains. One drops a piece of paper, and when Greg picks it up, he sees a reward for his arrest. Not wanting to take chances, he grabs his stuff and escapes the train, heading off into the woods on foot.

This ends the first Encounter, which is a success. Greg gains 3 Increasing d6 for taking out the bandits but 3 Decreasing d6 for using Star Power. At least he broke even.

Now for the second Encounter.


With his transportation now gone, Greg wanders through the countryside, only knowing he needs to head in the western direction. Luckily he had stashed some food in his backpack, and he still has the pistol, so he's okay, for the moment.

The next Encounter is a voluntary one, so I chose Ride the Trail. He has to resolve 3 PEFs and survive.

PEF #1:


Greg spots a lone Indian and a Cowboy engaged in combat.

Not knowing who's on which side, I decide to perform a Challenge for Greg to see if he can figure it out.

Fail.

Despite his best efforts, Greg has no clue what's going on, only that the two men are trying to kill each other. Since he tends to get along with Indians, he chooses to help the man (Rep 4 Warrior) against the Rep 4 Cowboy.


After opening fire, the two manage to drop the cowboy rather quickly. Now it's time to figure out what's going on.

I perform an Interaction with Greg questioning the Indian (Success.).

I also perform a challenge to see if he can tell if the other man is telling the truth (also Success).

(The rest I gather from some yes/no rolls and filling in the spaces).

"Thank you," says the Indian. (Greg knows some of their language so the conversation is a mix of that and English). "My name is Simon Rivers."

"I'm Greg Page. What happened?" asks Greg.

"He's part of Charlie south's gang," Simon answers. "Recently, they entered our camp and South asked our chief for his daughter's hand in marriage."

"And your chief said no?"

"Actually, he said it was his daughter's choice," Simon answered. "But then, Charlie's gang snuck into our camp in the middle of the night an kidnapped her. We went out looking for her, but my friends fell to bandits."

"Tell you what," says Greg, "I'll help you get the chief's daughter back and if your camp lets me stay for the night once we're done."

Simon nods. "Fair enough."

(I treated this like a Recruiting).

Simon Rivers is Rep 4 (Pep 3, Sav 4), and with the Tough Attribute.

PEF #2:


Later, the two are wandering through the forest, when two bandits leap out.

"We lost at the trains," says one, "but these'll do."

Greg and Simon go first and open fire.


The two bandits apparently underestimate the two and wind up with bullets in their chest.

PEF #3:

Two more bandits appear a moment later.

"You killed out buddies!" cries one. "You'll pay for this!"


Same result, unfortunately (for them).

This ends the Encounter and the month.

Greg ends with 6 Increasing d6 and 3 Decreasing d6, for a total of 3 Increasing d6. Rolling, I manage to increase his People skill to 5.

Simon ends with 3 Increasing d6 but fails to improve his Rep. Maybe next time.

Tune in next time when Greg and Simon seek out to rescue the chief's daughter from the sinister Charlie South and his gang.

Saturday, June 6, 2020

The Saurian Scholar Part 3: The Fight Begins

Drastica Trembletoes awoke to find the town in disarray. Stepping out of the inn, she saw people panicking, running to the guards for help. Reaching the guards herself, one handed her a note that was found.

'Because the pretty creature known as Drastica Trembletoes continues to dishonor me, I've punished the entire town by taking all the gold from the treasury. If you want it back, Trembletoes must meet me at the old graveyard, once and for all.

Sir Ender'

"He won't be alone," said the guard.

Drastica nodded. "Then I need a team of my own for this one."

This is a Raid Encounter. I'll only resolve 1 PEF, which is Sir Ender's Group. For Drastica's group, I'm going to recruit beforehand. However, to make things interesting, I decided to use the in-town Who Are They tables but then perform an Interaction to try and recruit the person. No Increasing or Decreasing d6 are gained. The individual either agrees or doesn't. I'll roll 6 characters and recruit as many as I can (up to 5).

1. Shooter (Men); Rep 4. Passed.

Ryal,the guard agreed to help as he would also be helping the people of the town.

2. Dwarf Solder; Rep 4. Failed.

Not my problem.

3. Goblin Soldier; Rep 4. Passed.

"Sir Ender slaughtered my brothers and sisters. I'll make him pay!"

4. Dwarf Soldier Rep 4. Passed.

"Madam, my ax is at your disposal."

5. Caster (Men); Rep 4. Pass.

"He who thinks solely by the blade must fall upon in."

6. Orc Soldier; Rep 4. Scored Even, so treated as Fail.

"Crumb would help but Crumb is busy hunting other thugs."

So my final team consists of the following:

Drastica Trembletoes; Saurian Caster; Rep 6; AC 2; Rage, Cast Spells, Resilient.

Ryal; Men Shooter; Rep 4; AC 4; Lightweight.

Timble; Goblin Soldier; Rep 4; AC 2; Lightweight.

Grumble; Dwarf Soldier; Rep 4; AC 4; Resilient.

Petroz; Men Caster; Rep 4; AC 2; Resilient.



That night, the group reached the graveyard. Noticing torches which lit a clearing, they approached.

"So you summoned some courage," spoke Sir Ender, as he appeared from the shadows. With a gesture, he called several others to his side.




For Sir Ender's side, I rolled the same number, 5 individuals, including Ender himself. Before I started, I checked to see if Sir Ender had improved from our last meeting. Giving him 3 Increasing d6, I rolled all 3, but none scored high enough. He'd retain his Rep of 5. Rolling on the Men table (I figured he'd keep only his only kind), I got the following:

Sir Ender; Rep 5 Knight; AC 6; Resilient.
Caster; Rep 4; AC 2; Lightweight.
Soldier; Rep 4; AC 4; Resilient.
Soldier; Rep 4; AC 4; Slippery.
Soldier; Rep 3; AC 2; Slippery.

The fight began!


Emerging from the Shadows, Ender's group had the advantage. However, Drastica's group scored better on the Action table and went first.


First round of combat was a brutal one. Rather than winning the fight on her own, I had Drastica start by casting a Dazzle spell. tossing sparkling slights into her foe's faces, she caused them to stumble.

Ryal fired a shot at Ender, causing him to slip behind one of the torches.

Timble and Grumble charged two of the enemy soldiers, but unfortunately, after a back and forth fight, the two were knocked to the ground, bleeding and barely alive.

Ending the round strong, Petroz launched a series of magical bolts that dropped the enemy caster and one solder and sent everyone else back into the shadows.

The round ended with a roll on Will to Fight, which both sides passed.

Onto the next round.


Drastica launched her own magical bolts, which struck the life out of the remaining soldier and sent Ender scurrying back to his hiding place. Both Ryal and Petroz aimed at Ender but missed their shots.

With Ender remaining for his team, I rolled Will to Fight and Passed 0d6. Ender fled.

"This isn't over, witch!" With those words echoing from the shadows, Ender took of into the night. 

"We should hunt him," said Ryal.

"We've got more important tasks," Drastica responded, "such as tending to our wounded."

 Next came the rolls on the Recovery table for Timble and Grumble. Grumble recovered, Timble didn't.

Finally, there was the roll on the Loot and Destroy table. However, I treated as recovering the town's Loot instead. I passed 2d6 and had Drastica returning the gold to the town, who rewarded the heroes with Increasing d6.

With the adventure over, I rolled to see if anyone improved. Only Drastica, Ryal, and Petroz gained Increasing d6 (Grumble's Decreasing d6 from going OOF cancelled any from completing the encounter).

However, only Petroz improved, up to Rep 5.

A successful Encounter, with a definite Raid in the future as the group continues to hunt for the vile Sir Ender.


Thursday, May 28, 2020

Part 2 of the Saurian Scholar


Here is the next Encounter for my character, Drastica Trembletoes, a Saurian Rep 5 Caster, exploring land in search of the fabled City of Dreaming Books. Now normally, an Explore Encounters is immediately followed by a Raid. However, I decided to run another Explore instead, this time in a town. In addition, I made it a two-part Encounter; one part during the day and the other at night.

For the Day part, I tweaked the Who Are They table. Anything not an Elf, Orc, or Dwarf would resolve as Men. However, on Doubles, I'd play normally. Also, the board is one of several that you can buy at Twohourwargames.com.

Here we go.

Drastica entered the town around noontime and started down the street. Around her, people went on with their day, and while some noticed her, others did their best to ignore to lizard-like sorcerer.

First PEF resolves as a Rep 4 Shooter with the Slow Attribute. Friend or Foe Test resolves as Foe. Out of curiosity, I took the Meeting them again test and got a 1. Since she hadn't met a Shooter yet, I improvised.


"You! Lizard Breath!"

Drastica paused to see a man pointing a crossbow at her. Freezing in place, she glanced around. "Do I know you?"

"I was sent by Sir Ender," said the man. "It seems you dishonored him in the forest."

"Dishonored?" Drastica tried to remember. "If you mean the knight I met, I meant no disrespect. In fact, he insulted me but I simply walked away."

"Exactly!" The man waved his hands around dramatically. "By not cowering in fear, you dishonored the great Sir Ender and his courage, and he sent me to exact revenge."

This puzzled the sorcerer. "Well if he's so courageous, why did he send you instead of confronting me himself?"

The man opened his mouth but then paused. Lowering his weapon, he rubbed his chin and stared into space. Then with a grumble, he raised it back up. "That's it! I'll teach you to confuse me with logical arguments!"


I rolled a tie on the Action table, but since Drastica had the Advantage, she went first.

The man pointed his crossbow at Drastica's head, but she quickly raised her hands.


Hit with a Damage Spell, resulting in OOF.

Firing a magical bolt spell, she caught him square in the chest. He flew back and fell to the ground out cold. 

The next PEF resolved as a Rep 3 Soldier with the Slippery Attribute. FoF resolves as Friend.


Guards dragged him away and one approached Drastica. 

"Am I under arrest?" she asked.

"No," he answered. "The law in town is that anything goes if you're defending yourself in a fight, as long as you don't harm anyone else."

She nodded. "Fair enough." Then she had a thought. "I'm trying to reach Zamonia. Have you heard of it?"

But he shook his head. "Sorry, and I know this country well."

"Well if you know this country well," Drastica replied, "perhaps I could hire you as a guide."

After some thought, he nodded. "This guard job is only part-time anyway, and I'd love the adventure."


Since the Soldier was friendly, I ran an Interaction and Drastica succeeded. I then ran a second and managed to recruit him.

The next PEF resolved as a Caster and 3 Soldiers. These also resolved as friends.


Some time later, the two met a man in robed, followed by three armed troops.

"A fellow spell-caster," Drastica said. "I greet you."

He responded with a simple nod.

"I'm in search of Zamonia," she said.

In response, he simply nodded and continued on his way, while his guards simply shrugged.

I scored a tie on the Interaction table; no fight but no friendliness either.

Here's where things got interesting.


As the sun started to set, Drastica and Thom Slipblade (I forgot he had a name) heard screams. Rushing down the street, the two saw a couple of trolls tossing people around (Trolls again, huh?).

Seeing her, one of them pointed. "It's her! the one who hurt my sister!"

"You mean my sister!" roared the other. 

"But she can't be both our sister cause then- Oh let's just go smash her!"


The PEF resolved as 2 Trolls, Rep 5 and 4. Drastica won on the Action table.




Before anyone else could react, Drastica launched fire arrows at the trolls. The first took an arrow in the face and fell dead, the other caught one in the chest and doubled over.

Thom clapped. "I can't wait for my chance!"

This ended the Day part of the Encounter. Now onto Night.

After catching a meal, the two continued to wander through the town.



The first PEF resolved as 2 Orc Shooters. FoF resulted in Friends so I decided they were traders.

Seeing a campfire, the two approached and found two orcs in a discussion. 

"Greetings," Drastica said. "How are you this evening?"

"We're off the clock," said one. "Talk to us in the morning. We run the smithing shop around the corner."

Interaction ended as a tie.

The next PEF resolved as a Rep 4 Shooter and a Rep 4 Thief. FoF resulted in Foe.

Seeing movement in the shadows, the two approached and saw a man attempting to pick the lock to one of the shops. 

"Excuse me," said Drastica, her hands up defensively, "but I believe that's illegal."

"Great," said another voice. "Someone can't mind her own business." Another man emergedm pointing a bow at her head.




The opponents had the Advantage but Drastica won on the Action table.

Before they could react, Drastica threw sparkling lights at their faces.

The other man pulled out a dagger, but Thom charged him. The two exchanged blows until the thief slit Thom across his stomach. 

As the two thugs turned their attention to Drastica, she blasted them both with magical bolt spells, dropping them both to the ground.

I started combat with Drastica casting a Dazzle spell so Thom could get some action. Unfortunately, the soldier choked in his first fight and went OOF. At least he recovered afterward.

And the last PEF ended up being a doozy!


Hearing screams again, Drastica sighed. "Oh please, no more trolls." 

Be careful what you wish for.

Racing to the source, they saw four vampires, munching down on people. Seeing the two, they stalked forward.


Two of the vampires lunged at Thom, nearly tearing him apart. Drastica set the other two on fire before blasting the two and saving Thom.

All four went OD and Thom went OOF but recovered afterward.

"Thanks," he said. "Maybe i'm not cut out for this. I think I'll go back to guard duty for a little longer."

"I'm sorry," Drastica responded. "Best of luck to you."

With that, she continued on her journey.

Drastica improved to Rep 6, but Thom dropped to Rep 2. For his safety, I cut him loose.

Maybe Drastica will have better luck with an ally in the future.





Tuesday, May 12, 2020

Return of the Saurian Scholar - AAR for Swordplay

I haven't played many fantasy games in a while, so I thought I'd start with Swordplay, the base fantasy rules, which are free to download from Twohourwargames.com. Later, I'll probably upgrade to Talomir Tales, but for now, I figured I'd keep it simple.

Years ago, I read a novel called, The City of Dreaming Books, by Walter Moers, and it has become one of my all-time favorite novels. Moers created a fantasy world called Zamonia and filled it with creatures of every shape and size. But what I love most is the city in the novel, Bookholm, a city devoted 100% to reading, writing, creating, etc. books. Even coffee shops make pastries in the shape of books. It even has adventurers, called Book Hunters, risking life and limb to explore underground cities for rare and valuable tomes.

But since I don't want to run my games there, yet, I figured I'd start in Talomir and work my way there, but using the world for background. I'm also borrowing from Edd's Pub, another game from THW.

Let's get started with my Star.


Drastica Trembletoes is a Saurian (race from Edd's Pub), a lizard-like race. However, unlike her people, she dislikes violence and prefers to spend her time reading and writing books. Eventually, she learned about magic and began training in the mystical arts. This dedication to scholarly pursuits didn't sit well with her otherwise war-like people, so she ran away. Then, upon learning about Bookholm, the City of Dreaming Books, she decided to seek out this city, in the land of Zamonia. first though, she entered the portal at Edd's Pub and entered Talomir. To reach her goal, she must find her way through Talomir, hoping that her adventures eventually help her locate the legendary city of books.

Since Saurians aren't listed as races in Swordplay, I rolled at random and got Rage. This fits since her people have rather sharp claws, but doesn't help her much as she prefers to catch spells. For her random Star Attribute, I rolled Resilient, which allows her to survive some vicious attacks.  Finally, she enters Talomir only with the robe on her back, and it isn't even magical.

For my figure, I took a dinosaur figure and wrapped it in tissue paper. For everyone and everything else, I'll use the cut-outs that come with Swordplay.

Drastica Trembletoes: Rep 5 Saurian Caster; AC 2; Rage, Cast Spells, Resilient.


The first Encounter is an Explore, with 4 PEFs. Upon entering Talomir, Drastica found herself in a forest at the edge of a mountain range. Noticing bones under some trees, she decided to stay on her guard.


The first PEF resolved as a Troll (Rep 5/AC4).

Hearing a crunching sound, Drastica did her best to avoid it. But while attempting to maneuver around a tree, she found herself face to stomach with a troll, who was munching down on . . . something, that had worn armor. Seeing Drastica, the troll dropped her meal.

"You interrupt me, petty creature?" roared the troll. "Then you become next!"


Combat begins with a roll on the Action table. The Troll, having the Slow Mover Attribute, suffers a penalty. Drastica goes first.

Drastica hated violence, but the thought of getting consumed, her bones chewed to powder, sent a shiver up her spine. Raising her hands, she whispered some words and launched a Magical Bolt right at the creature's chest.


The bolt struck the troll, sending her backwards. She smashed into the tree and collapse. And while she still breathed, the creature would be out cold for a while.

Drastica scored a hit, and the Troll went Out of Fight. Drastica gained 1 Increasing d6.


Now on to the second PEF.

I rolled 3 Men; 1 Knight (Rep 5/AC 6) and two Soldiers (Rep 4/AC 4 and Rep 3/AC 2). The Knight and first Soldier have the Resilient Attribute while the last Soldier has Slippery.


An hour later, Drastica came upon three men who sat around a campfire. All three were visibly armed and armored. One of them, the leader, stood up and approached her.

Taking the Friends or Foes test, I got no confrontation. So I went with an Interaction.

"Who are you?" asked the knight, his hand falling to his sword.

"My name is Drastica Trembletoes," she answered.

He eyed her. "You're a Saurian?"

She nodded. "I escaped my people because I prefer the study of knowledge to violence. I'm seeking the city of Bookholm. Have you heard of it?"


Unfortunately, I failed on the Interaction. However, and fortunately (because Drastica was outnumbered), no fight occurred.

The knight sneered. "Books here are for the weak. Try sitting under a tree to read out here and you'll find yourself giant food. Now stop wasting my time." He returned to the campfire.

Drastica gained 1 Decreasing d6 and ended that PEF.

Now onto the third PEF.


A few hours later, Drastica found herself in a clearing. Thank goodness, she thought. Now I'll have an easier time watching my back.

"You, you hurt Tonnie!"

Turning to the voice, Drastica found herself facing another troll, but this time a male.

"We were supposed to go out to dinner tonight! Now you're dinner!"

The Troll was Rep 5/AC 4, and this time he had the Advantage, meaning he'd win on a tie on the Action table. Luckily, Drastica won and went first.


Raising her hands, Drastica fired off another Magic Bolt. Just like the first, this slammed into the troll, knocking him to the ground. He rolled down the hill and vanished from sight.

Another hit and another OOF result. Drastica gained another Increasing d6.

One PEF left.

Some time later, Drastica heard a roar. Suddenly an ogre burst through some trees and towered over her.

Tonnie and Byde be friends of Gur," he growled. "You pay big now!"



This time, the PEF resolved as a Rep 4/AC 2 Ogre, and again he had the Advantage. Fortunately, Drastica again succeeded on the Action table and rolled first.


The ogre may have gotten the jump on her, but if the past few hours had done anything, they had greatly improved Drastica's reflexes. Not even hesitating, she raised her hands and fired another magic bolt spell.

The bolt struck the ogre between the eyes and he fell to the ground, taking down a tree with him.

Direct hit and another OOF result. Drastica gained 1 Increasing d6.

Seeing a town in the distance, she decided to make a beeline for it, hoping for a little rest and safety.

This ends the Encounter. Drastica came away with 3 Increasing d6 and 1 Decreasing d6, result in 2 Increasing d6 total. Rolling, I got a 3 and 5; she did not improve her Rep. At least not yet.

The next Encounter is supposed to be a Raid, but i'm thinking of doing another Explore, but this time in a town so she can recruit and get some help.




Wednesday, March 25, 2020

Nuts AAR - No Way in Hell!

I've been away for a while after moving last year. And with a 1 br apartment being our only option, most of my games and figures went into storage, I had to wait until we upgraded this year. Now I can finally play games again, though with unpacking becoming a slow process, I had to make due.

This game I played is Nuts, a World War II wargame from Two Hour Wargames. Now in the base game, you get your choice to play as forces who are American, British, German, or Russian. However, the Compendium, which includes loads (and I mean LOADS) of options, allows you to play as other forces. For my game, I went with Norwegian forces, and my game is based on the Norwegian resistance.

Quick history lesson. When Germany began taking over countries all over Europe, very few just sat around and accepted their rulers with open arms. Most fought back in subtle fashions, making life miserable for their occupiers. And Norway was no exception. In fact, when you try and control the descendants of Vikings, don't expect a happy ending.

I went with a slightly alternate history here where the resistance was even more violent and vicious. In my game, the Germans not only landed on the southern coast but also the north-west region and are trying to move south. This means passing through the village of Hell. And while the name normally means something like 'cliff,' this time it's going to take on a less-than-innocent meaning.

Now games from THW require no Game Master, and in fact, everyone can play on the same side if they wish. I'm playing solo, and I'm playing the Chocolate and Cigarettes version of the game, which is more squad based and with more RPG elements.


My first game will be a Defend Encounter, since I felt it fit the story the best. The goal is to hold off enemy forces as long as possibly and, if possible, drive them off the board. You can use any board or figures for the game, so I found an old generic board to use and army men figure for my troops. Norwegians are Blue and Germans are Green.

I placed my squad at the bottom of the board and lined them up so I could remember which soldier was which. Each soldier has a Reputation (Basically functions as character level, hit points, combat ability, etc.), which foes from 3-5. In addition, soldiers have Skills (Fitness, Savvy, and People) and Attributes.

Here they are in order:
Boss: Rep 5; Fit 4, Sav 3, Pep 5; Self Rally, Charismatic; SMG.
Shaggy: Rep 4; Fit 2, Sav 4, Pep 3; Wussy, Dim; SMG.
Punt: Rep 3; Fit 3, Sav 1, Pep 2; Knifeman, Rage; Bolt-Action Rifle w/ bayonet.
Bull: Rep 4; Fit 4, Sav 4, Pep 2; Crack Shot; BAR.
Smiley: Rep 4; Fit 3, Sav 2, Pep 4; Plucky, Smooth; SMG.
Scrooge: Rep 3; Fit 1, Sav 2, Pep 3; Greedy, Logical; SMG.
(S) Vyper; Rep 3; Fit 2, Sav 3, Pep 1; Touch, SMG specialist, Fit; SMGs (x2).

Vyper is my Star, the character I control. Usually the highest Rep is your Star, but I decided to try something different. Also, I gave him dual SMGs, which means he has a 1 in 6 chance of scoring a hit. Hopefully firing 6 shots a turn will almost guarantee a hit each time. Hopefully.

The red d6 at the top are PEFs, which stands for Possible Enemy Force. These could be enemies, civilians, for nothing at all. And until we find out, they move around the table, just as if they were alive.

Now let's gets started!


Rolling for Activation (initiative), we go first. I'm using Green d6 for us and continuing to use Red for the enemy.


I split my forces into 2 groups: Boss, Shaggy, and Punt are the first group, while the rookies are in the second. Boss takes his group up the west side, hoping to flank the enemy. My group, meanwhile heads up the other side of the buildings.


Now it's their turn.
One PEF moves away from everyone. The other two move toward my rookie group, stopping in an alcove.


Group A continues north, inching along the outer walls of the buildings. Group B meanwhile rushes ahead, sopping behind a wall. PEF A inches forward, while PEF B retreats. PEF C though remains in place.


Finally, one of the PEFs emerges and it's 4 German troops, patrolling the road. Another PEF slips in behind it, but it's not a threat at the moment.


This immediately triggers an In Sight Test (sort of a Surprise check). We win, with Bull and Smiley dropping all 4 opponents.


Back to Group A, they spot 3 German troops through an alley and attempt to sneak up on them.


Success! My team wins its In Sight test and opens fire for 3 easy kills. By the way, the bottom trooper only fell out of sight; he was well within Shaggy's crosshairs before the shot.

Only 1 PEF left. And Group B is ready for anything.


Scratch that - they're ready for Almost anything. You see, in addition to enemies and civilians, sometimes PEFs resolve as Random Events. In this case, I rolled Artillery. And Bull and Smiley  are right in the LOS.


I rolled damage for all 4, since Shorty and Vyper, while behind cover, are still in the Blast circle. The d6 represent damage. If they're equal to or higher than Rep, you're Out of the Fight (meaning incapaciated but alive. If it's a 6, you're Dead. Bull takes two hits and gets knocked unconscious, but Smiley and Scrooge aren't as lucky. Vyper however gets singed but survives.


Vyper remains standing, and had this been an actual opponent, combat would continue. Fortunately, the Artillery is off the map so he is able to rescue Bull and reunite with the others.

That what the last PEF and my squad survived, so this Encounter is a success. The Germans were driven out of the village of Hell for the time being, but a group of them, with a really big gun, sit somewhere outside the village. We'll have to find them another time.

After the Encounter, I rolled to see who improved his Rep or Skills. Only Boss did though, moving up to Rep 6. At least our leader is still strong for the time being. But we're down two troops and the enemy is nearby. Will they take our beautiful village?

Hell no!

Nuts is available from Two Hour Wargames and can be found here, along with the Compendium:

https://twohourwargames.com/ww2.html

You can also find a number of scenario books covering battles from all over the war.