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Post by pilot1515 on Jul 29, 2019 15:55:32 GMT
Hello everybody, i just got into wargaming a few month ago because i got plenty of 1/72 tanks and figures on the shelf :-) I choosed NUTS! over Bolt Action because NUTS! feels way more realistic and not so fast paced as Bolt Action, plus i´m a solo gamer. After playing the lovely game a lot in the past weeks, i came up with some questions i couldn´t answer myself: 1. Are there any rules on smoke grenades? Or smoke grenades from tanks, artillery? I think it would add even more tactical thinking to the game. You could smoke up a street to run your troops from one side to another when theres a tank looking down the street.
2. I like the job of the combat engineers and was thinking about a way of implementing them into the game. They might perform different tasks like setting up hedgehogs or barbed wire, operating special tanks such as the Sherman "Dozer" to clear the way or laying and detecting mines. I know it sounds tough but i would love to get them into the action. Is there any chance to get additional rules for this? 3. One last simple question: Group A enters the line of sight of the enemy Group B. Group A is out of the weapon range of Group B. Will Group A still trigger an In Sight Test? Thank you for the answers! Grettings from Germany M. Gobrecht
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Post by easyeight on Jul 29, 2019 17:14:23 GMT
Hi, Welcome to NUTS WW2!!
Yes, smoke grenades and smoke rounds (arty) are included in the NUTS Compendium (page 46), which has a huge range of optional rules, new terrain types and so on.
Also explained in more detail in the NUTS Compendium (page 7 and more) - they can place and clear mines & explosives, set up and clear traps, knock down trees and power lines to create road blocks (or blow them up to remove a roadblock), cut gaps in wire, and may also be equipped with special equipment like flamethrowers and satchel charges.
Yes, when an enemy PEF or unit enters LOS regardless of range, it triggers an In Sight test. Interesting question -- given that rifles can shoot 48" to 60" (in 28mm scale), it's rare that a unit would sight another and not be able to fire. In this case, since they are not in range and not being fired upon (so they are not have to Duck Back or Return Fire), I would treat it as "Carry On" and just keep moving normally.
Cheers!!
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Post by pilot1515 on Jul 29, 2019 17:58:35 GMT
Thank you very much for the quick answer! Seems like i will get myself a copy of the compendium soon. It feels like this game makes all my wishes come true :-)
Cheers!
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Post by easyeight on Jul 29, 2019 18:17:16 GMT
Thank you very much for the quick answer! Seems like i will get myself a copy of the compendium soon. It feels like this game makes all my wishes come true :-) Cheers! My pleasure! There are a couple of good game blogs with NUTS after action reports and other interesting bits that show how you can put together your games. Here's a D-Day co-op game I did last Summer using a range of NUTS rules to do an amphibious landing game -- using the Chocolate and Cigarettes rules the players even resolved a PEF as French civilians and gain valuable intel from them. Part 1: The Beach - h ttps://sbminisguy.wordpress.com/2018/08/14/two-hour-d-day-the-beach/Part 2: The Town - sbminisguy.wordpress.com/2018/08/16/two-hour-d-day-the-town/
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Post by pilot1515 on Aug 4, 2019 21:02:39 GMT
I read through some of the mentioned battle reports to improve my game experience an they actually contain some usefull information on how to keep the flow while checking all the tables:-) Also the pictures are helpful when it comes to point where i think about the terrain layout. I got my hands on the compendium and iam blown away. It contains everything i wanted to be in the game! But when playing some games with the new rules, i was asking myself how to solve an "In Sight Test" between a vehicle and a figure? Do i mix the infantry and vehicle "In Sight"? Or will the infantry (not counting Bazooka Teams or so) automaticly "Duck Back" in cover?
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Post by Ed the Two Hour Wargames Guy on Aug 5, 2019 20:41:12 GMT
I read through some of the mentioned battle reports to improve my game experience an they actually contain some usefull information on how to keep the flow while checking all the tables:-) Also the pictures are helpful when it comes to point where i think about the terrain layout. I got my hands on the compendium and iam blown away. It contains everything i wanted to be in the game! But when playing some games with the new rules, i was asking myself how to solve an "In Sight Test" between a vehicle and a figure? Do i mix the infantry and vehicle "In Sight"? Or will the infantry (not counting Bazooka Teams or so) automaticly "Duck Back" in cover? Just take the Infantry In Sight with the Tank Commander and if the tank win, they fire MGS, if the infantry win go down the list and Duck Back makes the most sense. If they had a Satchel Charge they could charge, but Duck Back unless they have an anti-tank weapon.
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Post by pilot1515 on Aug 6, 2019 14:25:14 GMT
Thank you! Works just fine. I normally use the new In Sight Test from the Compendium but the old one seems to be better here. Do tanks have the same 180° Field of View to the front like the infantry?
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Post by Ed the Two Hour Wargames Guy on Aug 6, 2019 19:31:07 GMT
Thank you! Works just fine. I normally use the new In Sight Test from the Compendium but the old one seems to be better here. Do tanks have the same 180° Field of View to the front like the infantry? Yes, unless buttoned up then 90 degrees.
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