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Post by bonzaidoggo on Oct 11, 2023 13:43:03 GMT
Hello I have two questions. First, I have seen that there is a book from THW called Hell hath no fury, how is it different from NUTS when it comes to the subject of tanks? Is it just the "tank module" of NUTS or would it be worth getting in addition?
Second, if I create a tank commander as a hero in NUTS, can I use this Unit to call in artillery strikes?
Thank you in advance
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Post by Ed the Two Hour Wargames Guy on Oct 11, 2023 15:26:07 GMT
It is much more detailed than the rules in NUTS! Where NUTS revolves around the infantry squad and vehicles are an add on, HHNF is tank centered with infantry handled in a more abstract way. The Platoon Leader can call in support, there are rules that cover that in detail. Here's the TOC. HHNF TOC 10112023.pdf (939.35 KB) Hope this helps.
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Post by bonzaidoggo on Oct 12, 2023 20:07:22 GMT
It is much more detailed than the rules in NUTS! Where NUTS revolves around the infantry squad and vehicles are an add on, HHNF is tank centered with infantry handled in a more abstract way. The Platoon Leader can call in support, there are rules that cover that in detail. Here's the TOC. View AttachmentHope this helps. Thank you very much, I have now ordered HHNF ,as well as 2 campaign books. But I still have a question that I do not quite understand, it is written that there are 3 REP values 3,4,5 On page 10 of the basic rule book NUTS! Is with "individual rep" also the value:6 ( Rangers,paratrooper) How do I deal with it exactly? Does this charackter automatically pass every rep test?
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Post by Ed the Two Hour Wargames Guy on Oct 12, 2023 21:20:01 GMT
In the optional NUTS rules in the back it says 6 is an auto failure. Apply this rule to the basic rules as well. Hope this helps.
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Post by bonzaidoggo on Oct 24, 2023 11:53:05 GMT
And another question Regarding tank battle .
NUTS Corebook page 52 " Example – The TC (Rep 5) of Panther 512 spots a T34/85 as it rounds a corner. The Vehicle In Sight Test is taken and the Panther wins. He will fire. The Gunner (Rep 4) rolls 2d6 versus his Rep.
He scores a 1 and 2 for a result of pass 2d6 and scores a hit on the hull. The APR of the Panther’s main gun is a 14 while the T34/85 Front Armor Rating is 9. The difference is 5.
The German player rolls 2d6 and scores a 1 and 6 and passes 1d6. The vehicle is disabled and all inside roll on the Shooting Damage Table (page 27). The survivors will Duck Back away from the vehicle. "
So far i get it ,but what happens if my cannon has the exact same value as the armor of the enemy? theoretically, you have penetrated the armor, do I have to roll 1? To have made it?
Something else: If my cannon has a value of 5 and the opponent has an armor value of 7 - I can assume that the projectile does not go through and then the HANDS OF FATE SHOT rule comes into play, right?
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Post by Ed the Two Hour Wargames Guy on Oct 24, 2023 14:00:56 GMT
So far i get it ,but what happens if my cannon has the exact same value as the armor of the enemy? theoretically, you have penetrated the armor, do I have to roll 1? To have made it?
Yep, can't penetrate so Hands of fate as you are saying.
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Post by easyeight on Oct 25, 2023 18:01:27 GMT
Other fun rule:
1. Over Kill: If you roll double 6s or double 5s on "Pass 2" penetration the round passes through without exploding inside, causing crew injuries but the tank can still function.
2. Non-Penetrating damage. In your example, if you use the optional Non-Penetrating Damage rules from Hell Hath no Fury, if you fail to penetrate the target's armor you could still do some damage - damage a track or wheels to reduce mobility, set stowage on fire causing an In Sight penalty to that vehicle, etc.
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