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The latest news and releases from 2 Hour Wargames, 2 Hour RPGs and 2 Hour Sports.Chris D
Updated: 1 month 1 week ago

95th - Adventuring in the Napoleonic Wars

Fri, 02/16/2018 - 00:39

Coming soon - 95th - Adventuring in the Napoleonic Wars.

We've updated the old 95th Chain Reaction Supplement and made it into a stand alone game using the latest game mechanics found in our new rules. We'll be including some simple card stock counters for your use, to get you into the game ASAP. Here are some samples.
Watch for detailed AARs in the days to follow.
Categories: Tabletop Gaming Blogs

5150 Bugs Kickstarter News and Bat Rep - Billy's Revenge

Fri, 02/09/2018 - 20:29

Rumor has it that Craig will unlock all the Stretch Goals to those that pledge so they can be ordered after the Kickstarter ends. What does that mean to you? The tanks will be available and they are pretty sweet. So to recap, pledge your support of the project and you can get everything on the page before they go up in price.

Here's the 1st Bat Rep.

*****************************************************This is a Patrol Mission  again.  Sgt. Billy Pink leads his new Star Army squad onto section 7. Sections 4 and 6 have Possible Enemy Force markers deployed. Activation dice are rolled and Billy moves first.
Into section 4 the squad moves (infantry move one section per turn). Vehicles can move two sections so the Nailz 1A Tank moves from off the table into section 4 too. This triggers a PEF Resolution and...

 Rolling 2d6 versus the Bug Campaign Morale of 5 gives me 1 Bug less than the total of my force (6 squaddies + the 4 man crew).

 I roll 1d6 to see who has the Advantage. Bill's side does. Rolling on the Action Table the Star Army goes first and...
 The firepower of the tank and the sqaud overwhelms the Bugs, one actually charging before it is killed.

 Section cleared and time to activate the Bugs.

 The 2nd PEF is resolved as nothing (boxcars on the PEF Resolution Table). The 3rd PEF is 10 Bugs. The Bugs lose on the Action Table and the Star Army open up.

 It's a repeat performance, but this time one Bug make sit into melee and a squaddie goes down.

 Will to Fights are passed and the Star Army activate. The Nailz 1A turns its turret and splatters the last Bug. Mission over.

Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnels Overview - What's inside?

Sat, 02/03/2018 - 23:45

Here's an overview of the rules. Get them here and check out the Kickstarter.

Categories: Tabletop Gaming Blogs

5150: Bugs - Bad Decision AAR

Sat, 02/03/2018 - 04:52
Here's a step by step AAR for 5150: Bugs - Into the Tunnels.  

Billy Pink is a recurring Character in THW stories over a variety of genres. 

"Cestus V.  Ever heard anything about it?" Sooze asked. Motioning to the waiter for  more drinks, she continued. "I heard it's pretty nice. About time we get a gravy deployment."
Billy Pink downed the shot and smiled, shaking his head. "Have we ever had a gravy deployment?"
*************************************5150: Bugs - Into the Tunnels has quick and easy Campaign rules. Let's get started.
1 - Choose the Time in the Campaign. Not concerned about the year (we use 2220 in the rules) just the month, because you get two  Missions per month. I'm going to use February.
2 - Campaign Morale for both sides. that's an easy one. Looking at the Campaign Morale Table we see the Bugs are a 5 and Gaea Prime Star Army is a 4.
3 - Now to see who Controls the planet and who is Contesting it. Roll 1d6 for each side and add it to their Campaign Morale. Bug total is 9 (5 + 4) and the Star Army is 7 (4 +3). Bugs are invading Cestus V. 
4 - First Campaign Mission is a Patrol. By the book the 1st Mission takes place at the Space Port. 
5 - Set up the table into the normal 3 x 3 foot configuration. I choose to have Billy's Squad enter section 7, the left-hand side of the table edge.
6 - Possible Enemy Force markers are rolled for and appear in sections 2, 3 and 6.
That's it - five minutes and two dice rolls and we're good to go.
**********************************************Activation Dice are rolled and a SA 2 and Bug 5 are rolled. Bugs win but cannot move as their Rep is 4. As the 3 is equal or less than Billy's Rep (5), the unit can move. I choose to move the Squad into section 4. I pick them up and place them in cover. No measuring required.

Except the Activation dice coming up  7 with the Bugs scoring higher means a possible Bug Hole. 1d6 versus their Campaign Morale and a 3 means the hole appears. Not good!

Rolling for How Many gives me 12 Bugs plus a Puker.

As both sides have finished moving Activation Dice are rolled again.  Bugs 2 Star Army 4 and here's where the bad decision happens. With the Star Army moving first, I could withdraw one section away from the Bugs and probably exit the table next turn. Except that means I've failed the Mission and Star Army Campaign Morale could go down to 3. When a side reaches "0", it loses the Campaign. I decide to stand and fight.

The Bugs activate and they move into the section occupied by the Star Army. The Puker is allowed to fire first and luckily it misses.

Now it's time for the Star Army to fire. 4 Bugs are Out of the Fight or Obviously Dead and one Halts in place.
They continue into melee and it gets real ugly fast. in fact, only Billy survives (being a Star has its benefits) but the other 5 Squadies go Obviously Dead or Out of the Fight.

Now that the shooting and melee is finished, both sides take the Will to Fight Test. The Bugs stay and Billy leaves - he was going to anyway as 5:1 in melee with Bugs...well, there's not enough Star Power to save him.

*******************************************************I underestimated how tough the Bugs were plus, after playing the game, I went to check the Campaign Morale and read...
Take this test only if you were on an Attack or Defend Mission; skip this if you were on a Patrol.
Guess two bad decisions were made.
Check out the 5150: Bugs - Into the Tunnels Kickstarter. 
Categories: Tabletop Gaming Blogs

New "secret" Pledge for Bugs - into the Tunnels

Thu, 02/01/2018 - 20:43
Here's the new pledge for the 5150 Kickstarter.

Only $100 for 20 tiles and all the minis you'll need to play. Already bought the rules? Let me know after the KS closes and I'll replace it with one of your choice instead.
Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnel NOW on sale!

Sat, 01/27/2018 - 01:17

Rules are now on sale, minis and tunnels will be Monday on Kickstarter.

Buy it now here.

Categories: Tabletop Gaming Blogs

5150 Bug Hunt Kickstarter coming Friday - Take a look!

Wed, 01/24/2018 - 20:37
Here's what the 15mm mins and tunnel system look like. Coming this Friday!

Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnels - the Counters

Wed, 01/24/2018 - 01:59
Sometimes you just want to get into the game quickly. We've included some color card stock counters in 5150: Bugs -Inside the Tunnels to help you do that. Here's what they look like.
Also added 24 tunnel sections. Here's three out of the six different ones.
Watch for the Step by Step Campaign AAR coming up!
Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnels AAR Part Two

Tue, 01/23/2018 - 21:35
Part One
Here's the same fight. 

 But this time the Bugs scored the Advantage - score of 4, 5 or 6 on the Action Table when contact occurs.
 Both sides roll on the Action Table and both pass 2d6, but this time the Bugs get to act first and they charge.
 Here's how they match up against the Squad. Only after all targets have been charged or targeted if shooting, can you double up on a target. In this case I rolled randomly to see who they were - the 3rd and 6th Squadie.

 The Squad opens fire and as the Bugs are charging, the fire isn't as effective - pass 1d6 when shooting and you miss chargers and the 2nd or 3rd targets.

 The Bugs now move into melee. Melee is resolved and two of the Squadies go down.

As melee ends, the Bugs have finished their actions, so both sides take the Will to Fight Test. The Star Army now takes its turn and opens fire....
I'll end it here as you can see that having the Advantage is important. It doesn't guarantee you'll act first, but it does help.  More to come.
Categories: Tabletop Gaming Blogs

5150: Bugs - Into the Tunnels - AAR Part One

Tue, 01/23/2018 - 21:26
With 5150: Bugs - Into the Tunnel  finished and ready for release Friday (directly from our site and as part of a Kickstarter) I though I post a couple of How To AARs before launching a full blown Step-by-Step Campaign. So here goes.

 I resolve a PEF as 8 Bugs. 1st thing to do is roll 1d6 on the Action Table to see who has the Advantage when the two groups met. In this case, it's the Star Army Squad. 
 Next both sides roll 2d6 versus the Rep of the Leader to see who will act first. As both sides pass 2d6, the side with the Advantage acts first.

 The Star Army Squad opens fire with 1 Grenade Launcher, 1 Rapid Fire Laser and 4 Laser Rifles. Each Laser Rifle can target 1 Bug while the Rapid Fire Laser can target 3, the Grenade Launcher up to 5.
 The fire is devastating with 7 of the 8 Bugs being hit. Damage is rolled and its a variety from Obviously Dead, Out of the Fight, and Halt in place.

After one side finishes its actions, both sides take the Will to Fight Test. And the Bugs Leave the Fight.

Now let's play the  same fight with the Bugs gaining the Advantage - Part Two.  

Categories: Tabletop Gaming Blogs

25% Off Sale - After the Holidays Sale - One Week Only!

Thu, 01/11/2018 - 21:43

It's after the Holidays and we're running a short term 25% off sale. From now through the 18th - that's about one week - enter the coupon code


and get 25% off of your entire order. Remember, this is for one week only. Great time to try something new or fill out your collection.

Order here!

Categories: Tabletop Gaming Blogs

Into the Tunnels - Preview AAR - More ways to play

Sat, 01/06/2018 - 22:34

 Into the Tunnels is the first of three Kickstarters with Acheson Creations. We'll be doing the rules and they'll be doing the 15mm minis and resin terrain sections. Here's a sample of the game. I start with two Star Army Squads.

 Into the tunnels. Each tile section is 4" wide and can be used with 15mm or 28mm figures. Tiles are 3 to 4" deep depending upon the type.
 When it's time to move into the next section you roll on the Tunnel Table and it tells you what tile to lay down next. There are 9 different tiles. If you roll a tile that you don't have, there's a second and third column telling you what to replace it with. 
Enter a new section, roll for Bugs!

 WTF?! Included in the rules are color card stock counters and a 24 card color deck of tiles. You can play with minis or with the counters.
When you enter a new tile just draw a card. If you draw a card with a Bug on it, like the one in the picture, you've met Bugs. Just like using the resin tiles, once contact is met roll on the Resolution Table to see how many Bugs you've met.

Bottom line, you can play with minis and resin tiles or with counters and the tunnel deck. Either way, no two tunnels will ever be the same.
More to come.
Categories: Tabletop Gaming Blogs

5150 Kickstarter Coming this month!

Sat, 01/06/2018 - 19:28
The Kickstarter will include: Rules, color counters, resin tunnel pieces, and 15mm miniatures.

Two Hour Wargames has partnered with Acheson Creations to bring you 5150: Bugs – Into the Tunnels, the first of our three 5150 Kickstarters.  Into the Tunnels is a complete game playable with our minis and resin tunnel sections. Let’s talk about the rules:Inside you’ll find:  
  • Complete rules covering five types of Bugs – Warrior, Worker, Flyer, Puker, and Brain.
  • A Tunnel Building system that allows you to construct a wide variety of tunnels where no two are exactly alike.
  • Ten different Scenarios that are linked together, building your Story.
  • Army Lists for the Star Army, Star Marines, and Planet Defensive Force.
  • Simple Campaign Rules that tie your Mission’s together, giving you a reason to play, with little bookkeeping.
  • Easy yet realistic rules allowing you to play solo or cooperatively against the game, or head-to-head against your friends.
  • All this and much more.
Kicks off on the 19th.

Preview AAR
Categories: Tabletop Gaming Blogs

Weird War Zed - Bat Rep Day One

Sun, 12/24/2017 - 22:07
Weird War Zed“Run that by me again Sarge,” Randall asked.“Captain says we’re looking for a secret laboratory that may be housing a German scientist creating zombies.” Sarge replied “Zombies…undead creatures.”“Right… Maybe some vampires and werewolves too?” Randall said with a smile.Sarge scowled and said “Be serious. Although there have been reports of werewolves; vampires? Really; vampires? Now grab Wilks and let’s go”.Randall shook his head. “What have I signed up for?”**********************************Here's a look at some of the cards included in the game. You can use minis if you want.
I have 21 days to complete the Campaign – find Herr Doktor and destroy his laboratory. Here’s a quick AAR of my first Mission of WWZ. It’s a Raid and will burn up one day of time.
Each Mission you can resolve up to 3 Contacts – a chance to run into someone or something. I roll 2d6 versus the Contact number of 5 – the Campaign starts out with a high chance of Contact – and score a 1 and 1. As each d6 is equal or lower than the Contact number, I pass 2d6. Looking on the Contact Table I see there’s been contact. Something new on the table – I add the scores of the passed d6 (2) and it tells me how many I have run into – two more than my group (3) so five characters. One less table to roll on!
Missions are either in the City or in the Lab. I roll 1d6 and add the result (6) to the Contact number to see what I have run into. Uh, oh – 5 German soldiers. As there’s only 5 German soldier cards no need to randomly draw for them. I set up the fight on a 12" x 12" table space.

I’ve just run into 5 German soldiers, but who was moving and who was in cover? I roll 1d6 on the Action Table. 1, 2 or 3 I have the Advantage – am stationary and in cover. 4, 5 or 6 and they have the Advantage – they are stationary and in cover. Note that after the first round of firing, ALL characters are considered to be in cover. I score a 2. I have the Advantage.

 I now roll 2d6 versus Sarge’s Rep of 5 and pass 2d6. Klaus, the German Leader rolls 2d6 and also passes 2d6. Looking on the Action Table the side with the Advantage acts first – I open fire. Each of my soldiers have a TR of 2 so can fire two shots. I split them up as shown and roll 2d6 versus Rep.

 As no terrain is needed the placement of the cards tells the story.
·        If you’re ready to fight, place the card with its head towards the enemy so the player can read its info.·        Placing the card with the bottom facing the enemy means it’s in Duck Back – can’t see or be seen.·        Lay the card sideways and it’s Out of the Fight.·        Place it face down and its Obviously Dead.Here's what happens after the first round of SAS fire. Note that the two Germans that were missed can immediately return fire on the soldier that shot at them. They do.

And miss. The soldier fired on can now return fire and scores 2 hits.

Damage is taken, one Out of the Fight and one Duck Back. As all firing is done, both active and return fire, both sides take the Will to Fight Test. Both sides pass.

The Germans are now active and spend their turn recovering from Duck Back. They are now in sight and can see and be seen. However, recovering takes up their whole turn. It's now the SAS turn and they fire.

Here are the results. Note the placement of the cards. Again, no need for terrain.

As the Germans cannot fire it ends the turn and time for the Will to Fight Test. The Brits pass and the last German leaves the table. Fight over, but...

The fight is over and there are two German soldiers left Out of the Fight. These are captured and interrogated on the spot. Neither soldier provides any info. Now what to do with them? We'll quit the Mission, take them back to HQ and reap the benefits.
Each captured German soldier returned drops the Contact number by 1 so it's now 3, the lowest it can be. The Mission wasn't a success as I didn't resolve all 3 Contact, but reducing the Contact number to 3 was worth it.
Categories: Tabletop Gaming Blogs

Nazis, Werewolves and Zombies, oh my! Weird War Zed now on sale

Sun, 12/24/2017 - 05:20

Weird War Zed is a fast play card game (but you can use minis) that puts you in the middle of a World War II nightmare. Things are going badly for the Reich, but Herr Doktor has the cure...

Zombies and Werewolves
Click here to know more. 
Order here.
Categories: Tabletop Gaming Blogs

Free Mechs Add On for 5150: Hammer & Anvil

Sat, 12/23/2017 - 01:31
Download the free PDF found here to add Mechs to your Hammer & Anvil Games.

Categories: Tabletop Gaming Blogs

5150: Hammer & Anvil - Now on Sale!

Thu, 12/21/2017 - 00:11
5150: Hammer and Anvil


Includes 40 full color counters! 

What: Vehicle specific wargame/RPG rule Sci-Fi vehicle. combat 

Scale: Vehicle combat. 1 model/figure equals 1 vehicle.

Your Role: Players can command from one vehicle up to a company of vehicles.

Playability: Designed for solo, same side and head to head play.5150: Hammer & Anvil can be played in a variety of ways: • You can play as a Tank Commander with one vehicle.
• You can play as a Platoon Leader with a platoon of 3 - 5 vehicles. 
• You can play as a Company Commander with 2 or more platoons.
• You can play one-off battles.
• You can play a full campaign with up to ten scenarios.

The bottom line is you can play it any way you like, with any models or counters you like.

Categories: Tabletop Gaming Blogs

Play Miniature Games without Minis?! Part 3 - 5150: Hammer & Anvil...Uh oh!

Mon, 12/18/2017 - 21:49
Part Two

Activation dice are rolled for turn 2 and the PEF can move first. The 6 on my score means I won't be moving this turn, but I can react so no worries.

The PEF rolls for movement and comes over the hill and into LOS onto my flank. But this high tech stuff allows for a 360 degree In Sight so we will roll off if the PEF is resolved as enemy. I roll 3d6 to resolve it and it's resolved as two Hishen HE 6 Heavy Tanks. 

The Hishen win the In Sight and open fire on my Thunder 1B on the left. With an APR of 13 and my side armor of 2 it's no contest if they score a hit. 

 Both do and my tank blows up. I take a Friend Brewed Up Test and continue on.

 I whip my  two tanks around to face the enemy and we roll In Sights. I win and we open fire...and the error of my ways becomes obvious.
My Armor Piercing Rating is 10. The Hishen frontal armor is 11. I can't penetrate their armor and must try Hands of Fate shots. When your APR can't penetrate you can still fire, but you have to roll "snake eyes" to hit and penetrate. Fat F&*^#ing Chance.  Clank and clank.

I still have movement left and slam the tanks into reverse, but can't get out of sight. The Hishen activate and active fire as I am already in sight. Two hits and both tanks are disabled. Luckily the crews can now bail and we run off the field.

KNOW YOUR ENEMY! I wrote the damn rules, but didn't take the time to learn them. Yes, if you get approached from the flank or rear you still get an In Sight, but you're also presenting your weakest armor! 
My tanks had no chance in a fair fight with the Hishen Heavies. As soon as I activated I should have run for it instead of whipping around and firing. 
Next time I'll know better. 

Categories: Tabletop Gaming Blogs

Making Counters the Easy Way

Mon, 12/18/2017 - 21:06
Here's how I make the counters for my own use as seen in Hammer & Anvil. I use card stock/poster board. Here's more info on putting them together after they are finished. 

Junior General is a great place to get artwork for your own personal use.

The ones found in our books are professionally put together. 

Categories: Tabletop Gaming Blogs