For simplicity, I chose not to use abilities, and to set all members of a squad as the same Rep, except for my star. They also allow you pick a Star, who has more abilities, cinematic advantages, and self control than the rest of the grunts. The first, under-strengthed squad was led by my Rep 5 Star.Īt this point, let me state that 2HW use Rep as a measure of skill and morale, with 4 being a decent, reasonably experienced soldier. To do this, they have 3 sherman tanks (2x 75mm, Rep 4, 3, and a Rep 4 leader in a 76mm), as well as 3 squads of infantry (Rep 4, 4 (in a half-track), and 3).
In this scenario, the Americans are charged with finding and eliminating 2 Pak 40 ATGs from somewhere in or around a Norman village. These rules (like all the 2HW cousins) are not the most amazing rules for the period (see Chain of Command!) but they are fun and easy, and mostly they are ideal for solo gaming, providing good AI as well as a randomness that keeps the fog of war high. I ran a WW2 game of NUTS! from Two Hour Wargames. This is my first attempt at publishing an AAR. 5 goblins were cut down and the rest fled howling into foul holes in the wall. Our heroes let loose with bolts and spells before charging into battle. Here they saw a group of goblins sitting down to a disgusting dinner. Our heroes left a crossbowman behind to guard the fallen before proceeding into the next chamber.
Suddenly, a horde of ghouls burst from the waste water! They killed a dwarf warrior and put the Dwarf Hero out of the fight before being chased away. They rounded a turn, saw no-one, and advanced to an arch opening into a large chamber. The party entered down a ladder into a hallway and proceeded down either side of the sewage waste stream. I had intended to create a random encounter table using the PEF system from 2HW, but I got lazy and just decided who got encountered where. The premise was that there had been a number of brutal killings in a city and the clues led to the sewers beneath the city. I used the Two Hour Wargame rules: Warrior Heroes Legend. There are a few great playthroughs of 5 Parsecs on youtube.For this scenario, I sent a group of adventurers led by a Rep6 Crusader, as well a Rep5 champion, Rep 5 Wizard, 4 Rep4 crossbowmen, a Rep5 Dwarf champion, a Rep5 Dwarf crossbowman, and 4 Rep 4 Dwarf warriors. Encounters change from "blast everyone to death" into "investigate that weird ping on the scanners" which sometimes ends in blasting everyone to death. It changes the flavor to "salvaging derelict spacecraft for loot to pay off our ship". I personally love the melee rules in Five Leagues and the activation rules from Five Men in Normandy (which is currently PWYW).įive parsecs has the 'plainest' of the combat mechanic rules, but the campaign turn gives a hilarious Firefly feel, like "welp we made too many enemies on this planet, better GTFO." It also has a few supplements (standalone alternate versions of the game?!) that change the feel of the table in play, like Salvage Crew. The mechanics for each share a root but are unique enough between each that it's worth checkout out the different variations. The random tables are well crafted and make for a coherent campaign. The 5* games are excellent for campaign solo.