I'm playing the Nuts! version 4 rules. When creating a new Star, how do you determine the starting REP? The army lists show a REP range for a give army unit, but page 6 of the rules states that a Star always starts with REP 5. How does this work when you're playing for instance US paratroopers, who have a REP range of 4-6? Does the new Star roll for REP on that range, start with 5 REP or perhaps even REP 6?
I don't have Version 4, but in the Final Version, the one before Version 4, making your Star Rep 5 is a suggestion. In fact almost all of my THW rule books that have Stars suggest starting with Rep %. The ones that don't are rules like Alien Fight Night, Friday Night Fights & Red Sand Black Moon where your Star starts as a rookie.
You can make your Star any Rep you want. If you believe your Star is a hardened grizzled Paratrooper squad leader, then by all means, make him a Rep 6. Nuts! Isn't a game like Warhammer 40K where invincible Chaos Space Marines stride across the field shaking off plasma canon blasts. A Rep 6 Star can get mowed down by a German MG-42 just as fast as a raw recruit if he isn't paying attention. You won't break the game if you choose to start at a Rep 6, it will still be a challenging game.
On the Fantasy board, there's one player who makes his Star a Rep 3. Often the Rep 3 Star dies a quick death, but it's exciting when he survives. I also know some grim dark DMs that start their players at level 1 & it takes many sessions before they advance to level 2.
In the end, it's your game, there's nothing wrong with believing that being tough enough to earn your jump boots is rewarded with a higher Rep.
Amado mio, love me forever and let forever begin tonight.
Post by Ed the Two Hour Wargames Guy on Nov 1, 2019 20:36:45 GMT
Yeah, I recommend Rep 5 so you survive as you learn the rules. I've played it as Rep 3 BUT wasn't in command of the group. I had a Rep 5 Grunt in charge and when I hit Rep 4 I rolled to see if I was promoted to second in command. It's up to you how you want to do it.