Note: The reaction test system is easy to play but hard to understand in a vacuum. She takes an “In Sight” test and rolls 2d6. For example: GI Jane is in a window when a VC group moves in to view. The number of passes determines the options the figure has. Checking each die against the REP a figure gets 0, 1 or 2 “passes” where teh die roll is equal to or less than the figure’s rep. To perform a test 2d6 are rolled and compared to the REP of the reacting figure.
Instead of a fixed IGOUGO turn, inactive figures will react. Reaction Tests: The core of the game system is the Reaction Test. Your side includes one or more leaders called “Stars.” Besides a higher rep they are harder to kill (important in mini campaigns). You might have a few “weak links” with a rep of 3, and a Rambo-like stud would have a rep of 6. The typical REP of most soldiers will be 4s for grunts and 5s for NCOs. Groups activate by the REP of the highest rated figure in the group. A group is nominated, and performs various actions - movement, shooting, searching etc. When figures activate they do so in groups. REP is a value from 3 to 6 and reflects the ability of each soldier. REP & Groups: Each figure is rated for Reputation or REP for short. If the players tie for initiative neither may move or fire, but both may rally, reload and perform a few other such tasks. So if you roll a 5 you win initiative but many of your figures might be unable to activate! Once the first player has activated, the second player does likewise, using his activation die. However, he may only activate figures or groups with a REP (see below) of that number of higher. The player with the higher roll activates first.
Game Length: Most games should be playable in 2-3 hoursīASING SIZES: Figures should be based individually, base size is unimportant.įNG uses the standard Two Hour Wargames skirmish turn structure.įirst players each roll a die.Table Size: FNG can be played with small forces on a small table and give a fun game, but 4圆 is typical, and bigger is definitely better.
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A very large game might see a full company deployed, but would require multiple players on each side.īASE UNIT: In FNG the units are squads and platoons, but figures activate in “groups” which are formed on the fly and may change from turn to turn. SCOPE: FNG is designed for small skirmish actions.ĪRMY SIZE: Players typically control a squad, up to a platoon. The remainder of the book is devoted to the army lists. The rules take up 60 pages, with a few pages of notes and charts. 78 pages long, it features a full color card stock cover, with simple black and white interior. įNG is the typical comb-bound offering from Two Hour Wargames. Player support can be obtained on the 2 Hour Wargames forum. TITLE: FNG: The Game of Man to Man Combat During the Vietnam War If you go to Kickstarter and search for "zombie game" it'll return 116 projects.The Rules Directory only works if you help. It doesn't really have any of the kind of experience/skill/gear gaining you want from one game to the next (though within a game it's all about those things) but with 4-6 players involved it is probably the most fun you can have with dice. Zombicide is a co- op board game though there is at least one campaign of linked missions available for it. Never played it so don't know how much campaign play it supports.
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It's more episodic (literally, each game is meant to be an episode of a zombie TV show).Īmbush alley do a zombie version of their modern combat rules called Ambush Z. There's supposed to be a zombie apocalypse specific expansion for it coming (but that's been the case for a couple of years now) but the core rules can still be used for this.Ĭrooked Dice's ZTV is fun but I don't think it has the kind of campaign system you're thinking of. Ganesha Games' Fear & Faith horror game covers many types of horror genres and can be used purely for zombies.
Personally I don't like their rules system at all (it's very heavily reaction based with limited control over how you get to react) but its popular with other people. It has rules for travelling cross country between games, recruiting new survivors or having to fight them for their stuff, having to find sufficient food and gear to stop people leaving your survivor band etc. Two Hour Wargames' All Things Zombie has all of that and is designed for campaign play starting on day 0 of the outbreak.