- Two hour wargames actural plays driver#
- Two hour wargames actural plays plus#
- Two hour wargames actural plays free#
Two hour wargames actural plays driver#
I chose the White car, and selected Gearhead and Cool Driver (Signatures), Clanker (Feature) and Shotgun* (Weapon). If you wanted to have more than six points of extras on your car, you had to roll, and use, something with a negative cost.
Two hour wargames actural plays plus#
I restricted all builds to a cost of 6, plus the cost of the driver. Each vehicle rolled for two Signatures, two Features, two Weapons and a Defence, and could build a vehicle using any or all of them. I stuck to ones that were relatively simple to remember useful in a first solo game. I haven't printed off the cards (i'm not sure I will), so to work out the options each vehicle and driver had I drew up some tables, each featuring ten possible Signatures, Car Features and Weapons, plus six Defences. I generated four cars, for a three-lap race.
Two hour wargames actural plays free#
There are mechanisms for running the actions of non-player vehicles, leaving you free to concentrate on what you want to do with yours. Two Hour Wargames games are designed to be easy to play solo, and Machinas is no exception.
British/Dutch firing bonus doesn’t apply etc etc) no National characteristic bonuses will apply for either side (ie.Warrior Heroes is a hybrid, not a miniatures wargame or a role-playing. all unit morale modifiers will be 0 (for both sides) Two Hour Wargames Fantasy, Horror & Science Fiction Miniature Rules (Two Hour.one of the columns in the table had no troop types for this specific period so I substituted “Heavy Cavalry”.we ignore troop types that don’t apply to the period.artillery will always be "light" and never more than three pieces.so we'll start with four units on the hill rather than two, etc etcįorce composition will be random using the table in the book with the following proviso's We'll use the rules from the book, but DG has re-interpreted them, in the same way as he did for the ACW games, but this time for the War of the Spanish Succession - the basic framework however, will be the same as we used for the ACW rules.įorces will be double sized - the scenario calls for six units a side we'll have 12, and all arrival/reinforcement rules will be exactly the same as written in the book, just double the numbers. So for this game we are going to return to my favourite book of the moment, and this time we are going to play (the next) Scenario #8 "Melee" which is based on the historical battle of Lundy's Lane as originally described by Stuart Asquith in "The War of 1812 - A Campaign Guide to the War with America 1812-1815", and subsequently re-interpreted by Neil. but back comes DG with "Marlborough, please" and who am I to disappoint. Having asked DG what he fancied playing as we've had a good run of ACW games, the Memorial game saw a run out of the AWI troops, and the scenario before last was a much needed Sudan game, I was thinking WWII. DG is down - so an opportunity for a game and more importantly some actual honest to goodness wargaming related content for the blog! "Blimus", as the Lards would say, "about time!"