No really big changes here, I've spent the last two nights cleaning up the bases and trying to get all the minis to the same level of completeness. So I'll start to work on minis a squad at a time now.
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I don't know if we'll play Peiper as is but we're going to use it as the watermark by which we play all our future games. Although it probably won't be too hard to just substitute US troops for British and play as is.
I'm very curious to see if the "Focus" test from Chain Reaction 3 makes it's way into the new Nuts! rulebook. Not being able to just pick the most tactically advantageous target every turn will make the games way more interesting and unpredictable. And let's face it: that's why we play Nuts! right? Otherwise we'd just play some *cough*hammer based system.
Where the two systems differ actually can make a big difference to how you play the game. The biggest change I can see is that in TW&T a unit can only move if ordered to do so by a big man. Units using their unit initiative dice can only spot, take cover or fire. That is fantastic, I can see this causing players to really think their tactics through. Yeah sure you can just put the Lieutenant with a couple fire teams and send them off down the table but you had better look after him or you could find your troops hunkered down waiting for orders.
The rest of the rules look similar to what I've seen in the IABSM rulebook but I'm sure Rich and the guys at Lard Island have a few surprise nuances thrown in there that I haven't seen yet. At £10 it's one of the more expensive rulesets from the Lardies but it's worth every penny... I mean cent.
Like most (all?) of the Too Fat Lardies games TW&T uses a card based activation system. I've mentioned before in discussions about Bag the Hun that I hated the idea but loved the implementation. What can make or break the game though is the cards themselves. To keep the game going nice and smoothly you either need to memorise the rulebook or put the rules on the cards (or at least have page references on the cards).
I had a lot of fun making the cards for Bag the Hun so I'm taking my time with these ones and I'm trying to make something that is functional yet has that wow factor. So far I'm very happy with the results. I'll post the complete set here once I've got them all finished.
I'll still use the other mat for games like Action Stations and Scramble!, but for Bag the Hun it's hexes all the way.
It's going to take a while to get them all done. Definatley going to be a job that requires headphones and some good music. A long album too, maybe The Clash's Sandinista! or better yet Helloween's Keeper of The Seven Keys Parts I through III. Better be on the safe side and queue them all up.