Post by easyeight on Mar 20, 2020 22:57:32 GMT
I think many people have to adjust to the idea that NUTS is not a strict IGOUGO game, that there’s a reaction system that means your figures on the table will sometimes do things without you deciding what to do. In general the game flow is pretty straight forward, but because it’s dynamic it can be confusing sometimes.
Continue, repeat, etc. There are lots of layers to the game like the campaign system, after the battle recovery, using the Chocolate & Cigarettes liteRPG rules to add flavor to the game, and a Compendium with a ton of optional rules for the game. I’ll see if I can find or make an updated player aid and post it here.
What I really like is that that figures engaged in combat *always* take some kind of action, there’s never a time in the game where you’re lined up to nail your opponent…but your card didn’t come up in time and you stood there and got shot, or the guy playing the “leader” didn’t have enough action points to let your unit move.
Here’s a Player Aid with some Combat Flowcharts to help keep your NUTS games moving. Happy gaming!!
Nuts 4 combat flow charts v032020.pdf (1023.18 KB)
- Roll for Activation. This is basically like an initiative roll. Each Leader roll 1d6 vs REP. Highest roll closest to, or equal to REP wins and moves first, then the other side. If you fail your role you basically stall and cannot act, but will react to things that happen.
- Do stuff – your groups and figires can Move up to full distance and Shoot; Stay in place, face any direction and Shoot; Charge to Melee or Close Assault vehicle; Recover /Rally (2d6 vs REP to recover figure).
- Things that can happen during your active turn are highly dependent on when figures see each other or things happen that could cause a test. The most common is the In Sight test. Basically whenever figures that haven’t been spotted before are moving and come into Line of Sight of an enemy unit, then both sides make an In Sight test to see who acts first and what happens (do they fire, do they charge, or do they duck back or hunker down).
- If your shoot at an enemy, you resolve the fire. based on the results, the surviving enemy figures may return fire or duck back into cover, until the firefight ends after 2 rounds. All figures that have been fired on and missed twice will Duck Back. This is different for vehicles that will remain in place.
- After shooting, any figures shot at or who see friendlies hit take a Man Down morale test, apply the results.
Continue, repeat, etc. There are lots of layers to the game like the campaign system, after the battle recovery, using the Chocolate & Cigarettes liteRPG rules to add flavor to the game, and a Compendium with a ton of optional rules for the game. I’ll see if I can find or make an updated player aid and post it here.
What I really like is that that figures engaged in combat *always* take some kind of action, there’s never a time in the game where you’re lined up to nail your opponent…but your card didn’t come up in time and you stood there and got shot, or the guy playing the “leader” didn’t have enough action points to let your unit move.
Here’s a Player Aid with some Combat Flowcharts to help keep your NUTS games moving. Happy gaming!!
Nuts 4 combat flow charts v032020.pdf (1023.18 KB)