I've had some requests to extend the 25% off sale. We've extended the sale through the weekend. Use coupon code bf25 and get 25% off of your entire order. Great time to try something new or fill out your collection.
Into the Tunnels is the first of three Kickstarters with Acheson Creations. We'll be doing the rules and they'll be doing the 15mm minis and resin terrain sections. Here's a sample of the game. I start with two Star Army Squads.
Into the tunnels. Each tile section is 4" wide and can be used with 15mm or 28mm figures. Tiles are 3 to 4" deep depending upon the type.
When it's time to move into the next section you roll on the Tunnel Table and it tells you what tile to lay down next. There are 9 different tiles. If you roll a tile that you don't have, there's a second and third column telling you what to replace it with. Enter a new section, roll for Bugs!
WTF?! Included in the rules are color card stock counters and a 24 card color deck of tiles. You can play with minis or with the counters.
When you enter a new tile just draw a card. If you draw a card with a Bug on it, like the one in the picture, you've met Bugs. Just like using the resin tiles, once contact is met roll on the Resolution Table to see how many Bugs you've met.
Bottom line, you can play with minis and resin tiles or with counters and the tunnel deck. Either way, no two tunnels will ever be the same.
Rules, color counters, resin tunnel pieces, and 15mm miniatures.
Two Hour Wargames has partnered with Acheson Creations to
bring you 5150: Bugs – Into the Tunnels, the
first of our three 5150 Kickstarters. Into the Tunnels is a complete game
playable with our minis and resin tunnel sections. Let’s talk about the rules:
Complete rules covering
five types of Bugs – Warrior, Worker, Flyer, Puker, and Brain.
A Tunnel Building
system that allows you to construct a wide variety of tunnels where no two
are exactly alike.
Ten different Scenarios
that are linked together, building your Story.
Army Lists for the Star
Army, Star Marines, and Planet Defensive Force.
Simple Campaign Rules
that tie your Mission’s together, giving you a reason to play, with little
Easy yet realistic
rules allowing you to play solo or cooperatively against the game, or
head-to-head against your friends.
“Captain says we’re
looking for a secret laboratory that may be housing a German scientist creating
zombies.” Sarge replied “Zombies…undead creatures.”
“Right… Maybe some
vampires and werewolves too?” Randall said with a smile.
Sarge scowled and said
“Be serious. Although there have been reports of werewolves; vampires? Really;
vampires? Now grab Wilks and let’s go”.
Randall shook his
head. “What have I signed up for?”
Here's a look at some of the cards included in the game. You can use minis if you want.
I have 21 days to complete the Campaign – find Herr Doktor and
destroy his laboratory. Here’s a quick AAR of my first Mission of WWZ. It’s a Raid
and will burn up one day of time.
Each Mission you can resolve up to 3 Contacts – a chance to run into
someone or something. I roll 2d6 versus the Contact number of 5 – the Campaign
starts out with a high chance of Contact – and score a 1 and 1. As each d6 is
equal or lower than the Contact number, I pass 2d6. Looking on the Contact
Table I see there’s been contact. Something new on the table – I add the scores
of the passed d6 (2) and it tells me how many I have run into – two more than
my group (3) so five characters. One less table to roll on!
Missions are either in the City or in the Lab. I roll 1d6
and add the result (6) to the Contact number to see what I have run into. Uh, oh
– 5 German soldiers. As there’s only 5 German soldier cards no need to randomly
draw for them. I set up the fight on a 12" x 12" table space.
I’ve just run into 5 German soldiers, but who was moving and
who was in cover? I roll 1d6 on the Action Table. 1, 2 or 3 I have the
Advantage – am stationary and in cover. 4, 5 or 6 and they have the Advantage –
they are stationary and in cover. Note that after the first round of firing, ALL characters are considered to be in cover. I score a 2. I have the Advantage.
I now roll 2d6 versus Sarge’s Rep of 5 and pass 2d6. Klaus,
the German Leader rolls 2d6 and also passes 2d6. Looking on the Action Table the
side with the Advantage acts first – I open fire. Each of my soldiers have a TR of 2 so can fire two shots. I split them up as shown and roll 2d6 versus Rep.
As no terrain is needed the placement of the cards tells the story.
·If you’re ready to fight, place the card with its head towards the enemy so the player can read its info.
·Placing the card with the bottom facing the enemy means it’s in Duck Back – can’t see or be seen.
·Lay the card sideways and it’s Out of the Fight.
·Place it face down and its Obviously Dead.
Here's what happens after the first round of SAS fire. Note that the two Germans that were missed can immediately return fire on the soldier that shot at them. They do.
And miss. The soldier fired on can now return fire and scores 2 hits.
Damage is taken, one Out of the Fight and one Duck Back. As all firing is done, both active and return fire, both sides take the Will to Fight Test. Both sides pass.
The Germans are now active and spend their turn recovering from Duck Back. They are now in sight and can see and be seen. However, recovering takes up their whole turn. It's now the SAS turn and they fire.
Here are the results. Note the placement of the cards. Again, no need for terrain.
As the Germans cannot fire it ends the turn and time for the Will to Fight Test. The Brits pass and the last German leaves the table. Fight over, but...
The fight is over and there are two German soldiers left Out of the Fight. These are captured and interrogated on the spot. Neither soldier provides any info. Now what to do with them? We'll quit the Mission, take them back to HQ and reap the benefits.
Each captured German soldier returned drops the Contact number by 1 so it's now 3, the lowest it can be. The Mission wasn't a success as I didn't resolve all 3 Contact, but reducing the Contact number to 3 was worth it.
Your Role: Players can command from one vehicle up to a company of vehicles.
Playability: Designed for solo, same side and head to head play.
5150: Hammer & Anvil can be played in a variety of ways: • You can play as a Tank Commander with one vehicle. • You can play as a Platoon Leader with a platoon of 3 - 5 vehicles. • You can play as a Company Commander with 2 or more platoons. • You can play one-off battles. • You can play a full campaign with up to ten scenarios.
The bottom line is you can play it any way you like, with any models or counters you like.