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"Collection of WWII Miniature Wargaming Rules" Topic


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159 hits since 7 Nov 2009
©1994-2009 Bill Armintrout
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Personal logo sapper joe Supporting Member of TMP07 Nov 2009 4:59 p.m. PST

"Nuts, 1st edition" – Miniature Skirmish Rules from Two Hour Wargames
Book is in good shape, almost as new. The game is designed for any scale and any manufacturer of WWII late war Europe. Description from Two Hour Wargames, "NUTS! starts off in Europe ‘44 and is the first volume from Two Hour Wargames that will cover World War 2 in its entirety. All the countries, all the weapons, and all the theaters will be covered in subsequent volumes and free supplements.

NUTS! is different from other rules sets because we've developed NUTS! to be played solo or with all the players on the same side. Other games may say that but this game was made with this in mind yet still retains the ability to be played head to head. Now you can play with your friends and not against them! That is, unless you want to.

NUTS! generates your scenarios and provides a seamless campaign system that allows you to link them together where the results of one affects the results of the other.

Easy to learn, this elegant system is the closest thing to being on the battlefield."

"Rapid Fire, 1st edition" – Miniature gaming rules from Colin Rumford and Richard Marsh. The book is worn on the covers, with some large creases on the back cover, but all of the interior pages are in good shape. It contains eight scenarios. The rules are set up with companies being the main combat group, usually of 8 figures and battalions or a regiment being the largest force on the table. It states that it is for 20mm gaming, but it can be used for any scale.

"Panzer Marsch!" – Miniature gaming rules by North Hull Wargames Club and Graham Birkley & Steve Dunn. The book is in good shape with the exception of a large crease on the back cover only. Two Quick Reference Sheets are included. The scale is for one figure / vehicle to be 1 figure / vehicle. Description from North Hull Wargames Club, "These are W.W.II era Wargames rules using alternate movement and firing. There are limited written orders to enable the command structure, radio links, call of fire etc to be reproduced without slowing the game down.
Limited ammunition is also a feature of the rules, which means players make their shots count, and don't waste time and effort firing at everything in sight like in an arcade game. Coupled with the command structure, artillery and air strikes are called where they are needed most, and not used every turn just because you have them.
Vehicle damage can be cumulative as well as a straight KO, for example a Sherman tank cannot KO a Tiger tank through it's frontal armour at all. The Sherman must get around the side or rear. However there is a remote chance of a lucky hit causing track damage, or a turret jam. The chances are slim, and with limited ammunition are you going to take the chance?
Aircraft, anti-aircraft and air to air combat are covered but extremely simplified to get a quick result as this is a ground battle.
There is an easy to use variable ground scale, so a game can be quickly adapted for a small or large gaming area, or the use of different scale figures.
These rules use a scale where 1 figure represents 1 man and 1 model represents 1 vehicle. Typical 15mm and 20mm scale battles require 50 to 120 figures, and 10 to 20 vehicles with no upper limit. Numbers can be in the 100's if 6mm scale is used.
There is a points system for those who need one."

Buy it all – $20.00, PayPal only and buyer pays for the shipping

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