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We bring you the best miniatures wargames for entertaining and gaming at the same time. It is a fantastic system and setting for 2mm to 15mm miniature collections, but would admittedly bit a little tough (but possible) to do in 25-28mm (due to table size requirements).įor about $10, you can hardly find a better deal for a solitaire miniatures system that works and does it well. At Two Hour War Games, we create fantastic two-hour games playable in two hours or less. In the meantime, I highly, highly, highly, recommend you check out Rally Round the King. Tomorrow, my plan is to re-post some of the older map version that I had and then lost, but which will give me a rough geography to show where the major and several minor factions will be placed on my final map version.Īlong with that, I should be able to post a sample of the army lists per era, for at least one of the major factions.
to 1500A.D., essentially Hail Caesar's lists, plus a bit more. I'll need to finalize the themes a bit, which will be much easier now that I have remembered the historical lists for RRtK, as they span 3000B.C. And thus, this existing system almost seamlessly plugs into my strategic rules for army creation. 2 GET THERE (Taken versus Rep) D6 PASSED BY VEHICLE ON FOOT 2 Arrive. The next location will now count as your fifth location. As this is equal or lower than the urban ER of 5 you lose a turn. You roll on the Get There Table versus your Rep and score doubles fours. Each new campaign year, a faction may gain some new rolls, and I'll need to be able to generate those quickly, but thematically. Example You are in an urban area and on the way on your third location. The number of recruiting rolls, to start off, will be dependent upon a faction's economic rating from the strategic layer of rules (which I have in fragments, but need to organize them in order to post about here). With the other factions, that are revealed through play, I will be able to quickly generate an army with a matter of die rolls. When I first read these rules, about five or six years ago, I was enamored by the campaign sustem, solo rules, but most especially with the army creation mechanism.įor my Imagi-Nations, I am going to create something similar, for each faction of each era or at least the factions that start out needing an army. However, there this shines for my purposes is under the "Recruiting Rolls" as these provide a random method of producing starting armies for a campaign, depending upon the theme of the army in question. The # is the units of that type in a basic game. For example, Legends of Araby (2003) uses d10 whereas Chain Reaction 3.0 uses d6. DANCE WITH WHAT YOU BRUNG You can use any weapon that you bring through the Magic Door in any period with the following restrictions. The Two Hour Wargames (THW) games are based on the mechanisms of Chain. As muskets take a long time to load I choose to give it a Target Rating of 1 and force the user to spend one turn of activation to reload. I should explain what some of these all means, but I will keep it brief. Example I use Chain Reaction for the Muskets Period. I've snipped a screenshot of one part of the forty-odd pages of lists.