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This is one of my favorite rule sets and it's free! The rules provide a clearly explained tutorial on how the THW reaction system works. And, to my mind, does the best job of it since their very early releases like Six Gun Sound 1st ed and the various Mayhem titles. In fact, as much as I enjoyed Six Gun Sound 1st ed. I hadn't, until this release, enjoyed any of the successive rules THW put out. That has changed as a result of CR3: FV.
Download the rules, grab a couple of figures and follow the tutorial and you'll have a decent grasp of the game. Do not try to mentally guess how they will go. These rules can be hard to grasp from reading alone; the play is the thing.
The included "campaign" mean you have a complete game (minus vehicle rules) for no investment but the time to play through some scenarios (again, I can't emphasize that enough, you need to play the rules to really appreciate them).
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Very fun game, rule book is a little dull but the game more than makes up for it. Best payed as a small campaign over a few weeks at the end of your regular gaming session.
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Nice introduction scenario for the Chain Reaction rules. Requires the Chain Reaction 3.0 rules which are free from this site. Also introduces simple vehicle rules.
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This is a high quality piece of work! To be giving it away free is a wonderful thing you are doing. I just got it and haven't had time to use the rules yet but I am looking forward to digging into it in the next few days. THANK YOU!
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Vunny you schould azk...
I have just finished my second game of Chain Reaction 3.0. this is a good product, in my mind. It can be a lot more lethal then most gamers are acustomed to, but it doesn't have to be.
It is designed for skirmish gaming cops and robbers or military vs military or military vs insurgents patrol engagements. The arsenal runs from the introduction of cased ammo to modern and tomorrow. There are no science fiction or black powder weapons.
There are rules for characters, buildings and vehicles, as well as rules for setting up clear, mountanous and forest terrain. All of the rules are sketchy and simple.
It is intended as an introduction to 2 Hour Wargames. The idea is to get you interested in the Chain Reaction system which eliminates the perfect control other games give players over their forces.
I enjoy it. This is now my standard set of rules. But frankly, I cheated and bought some of the other 2HW products as well. It IS a complete game, but I wanted more.
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Competition is dog-eat-dog, and this race in NO exception! LITERALLY!
This game is not only WRONG on SO many levels, but cleverly thought out and FUN!
The game would benefit from "figures" instead of tokens, but with that minor exception, it is a great little game.
Some of the artwork is mind-blowing, and some is what it is. Overall, a pretty good beer and pretzels game.
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I was worried when I purchased this that another of the games Two Hour Wargames published (Rally Round the King) had made this Warrior Heroes outdated. Fortunately, that is not true.
The "character generation" in this is simple. Basically, after deciding what to play (and just about all fantasy choices are allowed to be played; my character for one campaign was a succubus and a human wizard the next campaign), you just assign a Rep, alignment, and equipment and that's it.
The campaigns are fun. This game is almost two games in one. The first option is typical adventuring. Looking on the map in the beginning of the book, you move around to different nations, possibly recruiting hirelings. Quests are offered, but it can be just as fun going into "enemy" territory and causing havoc. The second option is joining the army of a nation (it doesn't even have to be your home nation in some cases). You complete missions for the army. This route seems to be a precursor for Rally Round the King, with Warrior Heroes as a soldier/sergeant/lieutenant in small to medium military skirmishes and Rally Round the King as the character as a commander or ruler.
This game can be played solo, which is what I played it. The mechanics for how the opposing forces acts/reacts works well. Also, there is no need for you to run out and buy miniatures. As long as you have a fair supply of miniatures, you should be okay. I did have to improvise when the charts generated more mounted figures than I had, but it works out okay.
All in all, this is a good "tactical RPG" that can be played in an afternoon but is still simple so you don't spend all of that afternoon looking up how to resolve something.
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This game is inspired by the post-apocalyptic blood sport that is the theme of the movie "The Salute of the Jugger." I do recommend watching that or at least some trailers for inspiration.
You have two teams of five people trying to drive the "bean" (a dog skull) on a stake on the opposing team's end of the playing field. Only one player of each team, the "qwik," may touch the bean; the others are armed with clubs and chains and fight to protect their qwiks and attack the opponents.
The game uses a modified version of the reaction system found in other Two Hour Wargames products. The playing field is split into a number of squares or "zones." On each game round, characters may perform some actions based on their role in the team. Some of these actions (especially movement between zones) cause reactions from other characters and the result is a fluid simulation of the match.
Besides movement and positioning, there is also a strategy element in the bonus dice that characters may spend on any action -- think of it as their stamina or willpower. Choosing when to spend them can make a big difference.
The book includes rules suitable for two players, as well as a complete set of "behaviors" for solitaire play. I have tried them and they do work very well (I have a report here: http://fantalonia.blogspot.com/2011/05/qwik-game-of-wastelan d.html) as other THW games. You can play single matches, arrange a tournament between friends or try the campaign from the book -- lots of options and ways to play.
The best recommendation I'd have is: watch a trailer from the movie that includes scenes from the game matches. If you find yourself thinking, "I'd like to play a game based on that," then this game is for you.
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It takes real chutzpah to release a game set in a world like this to show off your miniatures rules. I really admire that.
I do wonder, though, why they used the real (copyrighted) names for all these characters. The names could be changed very slightly to remove all liability and also provide another level of parody.
Also, this game is begging to have its own (preferably crudely drawn) cardstock minis included. You're never going to find similar characters in another cardstock set or in metal ... well, maybe Chocula, but that's it.
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A fantastic free stand alone game which is also an intro to the mechanics of Two Hour Wargames. Piles of fan based material for these rules are in the THW yahoo group files section. These rules emphasize the SOLO game experience, instead of as an afterthought , they are also very playable co-operatively and VS.
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It is not allways easy to find people for a good long RPG campaign that will last for a month or longer. Therefore, unlike the wargames, I like to play my RPGs solo.
Therefore, my system of choice for noncombat encounters is definetly Mythic RPG. The only problem is that combat resolution with this system can be a bit boring.
Well, that is where WHA&A, mixed with free Chain Reaction 3.0 Swordplay (featuring somewhat improved mechanics) comes into action, becoming my system of choice for combat encounters. Reaction mechnics for controling NPCs in combat is just revolutionary.
What I like: Combat magic, Reaction system for NPC control.
What I do not like: the book is few years old, and has to be updated using CR3 Swordplay for optimum results. Having this in mind, 20 USD is too much. New edition or price reduction should be in order.
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Publisher Reply: |
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Actually Warrior Heroes is a stand alone and will not be updated. Looking closer you will see that the mechanics in WH are different the CR and that CR is just a free watered down version of THW games.
Thanks for the review! |
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ATZ uses the Chain Reaction rule system, which is free to download. If you want to see what it's like before purchase. The system allows you to play solo, coop, or head to head.
The ATZ rule set is fairly well written, but could use a little reorganization. However reading it through once and then sitting down with some miniatures to move around allowed me to figure it out with no issues. Two Hour Wargames also has a excellent Yahoo support group, if you have questions. The system is completely different than any other miniatures system I've played, so it may take some getting used to, but it really is great fun solo and coop. It has light rpg elements as well.
The ATZ game itself is excellent. It may be the best set of zombie plague rules out there. It plays fast and has lots of pop up surprises. I am using 15 mm figures from Rebel Minis, which are awesome in detail and price. My terrain is from World Works, and I printed it to 66% size which worked really nice. You can also use model train stuff which is very close to 15mm, can't remember the letter sacle at the moment. The game works with any scale miniatures, I just chose 15mm because it is much cheaper. Although there are many awesome paper miniatures on this site, as well great metal/plastic miniatures for zombies by a bunch of different manufacturers.
If you like zombie games and want to have a good time I highly recommend this rule set.
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A great start to a great game looking for more so have fun with it. :]
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A great start to a great game looking for more so have fun with it. :]
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THWG has a smoth running cinematic style of a game here. I own just about all of their titles. This one is easy to own 'cause it is FREE! Give it a try.
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