Nuts Two Hour Wargames
Nuts Two Hour Wargames
“NUTS!”
The Game of Man-To-Man Combat in WW2
By Ed Teixeira
© 2005 Ed Teixeira
1
“NUTS”
Introduction 4 Dropping Or Rolling A Grenade 19
Equipment Required “Who’s Got The Grenade?”
Easy Figure Identification Melee
Dice Determining Damage
How Many Dice To Roll? 5 Continuous Melee
Scale And Figures Breaking Off Melee
Qualifying For Flank Or Rear Unarmed Combat
Charts And Tables Battlefield Casualties 20
Part One– Section 1 Basic Training - Infantry Retrieving The Wounded
Force Basics Moving Casualties
Stars And Grunts Wounded Way Station
Player Advantages 6 Reaction Checks Or Tests
Larger Than Life (LTL) How To Check Reaction
Cheating Death Heroes All
Free Will Type Of Reaction Checks
Defining Your Characters When To Take A Reaction Check
Reputation In Sight Check
Improving Rep Received Fire Check 21
Attributes 7 Reaction Fire Or Not
Other Squad And Enemy Attributes Wanting To Charge Check
Random Character Generation 8 Being Charged Check
Weapons 9 Surprise Check
List Of Weapons Rally Check
Outgunned 13 Overrun Check
Tight Ammo Recovery After The Battle 22
Hand-To-Hand Weapons Introductory Infantry Encounter
Yeah, But Where’s The … Part One– Section 2
Organizing Your Force Basic Training – Vehicles And Buildings 23
Groups 14 Force Basics
Leaders Defining Your Figures
Leader Dice Tracked Or Wheeled
Junior NCOs Open Topped Or Fully Enclosed
Turn Sequence 15 Type Of Vehicles
Actions Note On Machine Guns 24
Pick Up The Gun, Ready A Grenade, Reputation And Crews
Or Crewing A Weapon Five Man Crews And What They Do
Movement Fewer Than Five Man Crews 25
Normal Movement 16 Four Man Crews And What They Do
Fast Move Three Man Crews And What They Do 26
Going Prone Two Man Crews And What They Do
Entering And Exiting Buildings Movement
Fire And Move Basic Movement
Involuntary Movement Groups
Duck Back Stopping
Hunker Down Reversing Direction
Runaway Turns
Ranged Combat Turning On A “Dime”
Line Of Sight Running Over And Through Things 27
In Sight Or Hidden 17 Driver Disabled
Resolving Fire Firing
Shooting A Weapon Firing The Main Gun
Target Selection Special Overkill Rule
Swath Or Path Of Fire Hands Of Fate Firing
Explaining The Ranged Combat To Hit Table 18 Loading The Main Gun 28
Determining Damage Is It Armor Piercing Or High Explosive?
Covering Fire Anti-Tank Guns
Auto-Kill Or Capture Two Loaders
Throwing Grenades Special Anti-Tank Weapon Firing Procedure
Scoring A Hit With A Blast Effect Weapon Crew Smallarms 29
Missing With A Grenade APW Versus Personnel
© 2005 Ed Teixeira
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“NUTS”
Attacking Vehicles Army Lists 46
Damage Versus Penetration Germany
Reaction Tests USSR 48
In Sight Test USA 50
Clank Test Great Britain 52
Undergunned Infantry Unit Roster 54
Buildings 30 Vehicle/Gun Unit Roster 55
Building Areas Infantry QRS 56
Firing At Buildings Armor QRS 59
Introductory Combined Arms Encounter
Part Two – Campaigning “NUTS!” 31
Historical Timeline 32 THANKS TO:
Time In The Campaign Editor – Bob Minadeo
Where The Battles Take Place Researching the “Black Hole”
Setting Up The Battle • Ron “Baddawg” Strickland
Selection Of Battlefield Terrain • Bob Seagle
Terrain Features And Scenery • Bryan Shein
Missions 33 Artwork
Squad Actions • Chris Martinez (Cover & Interior Art)
Determining The Mission • Kim Allman (Interior Art)
Reconnaissance Patrol 34 Comedy Relief – Larry Leadhead
Perimeter Patrol • Doug Hamm
Fighting Patrol 35 • Eric Hotz
Raid And –
Determining Level Of Support
• Rich Spainhour, M.Sc., MAJ, USA
Large Actions 36
• Shaun Matthew Albert Austin
Attack Mission
Defend Mission • Sebastian Rogers
Large Action Support And Assets • Steve Winter
Generating Enemy Forces • Ron Pehr
Opening Moves For Large Actions 37 • Eric Stjern
Reinforcements • Alex Stjern
HQ Section And Platoon/Company Assets • The THW Yahoo Group for “pushing”.
Reinforcements 38 Dedicated to – Rosa B. Teixeira
Determining Available Reinforcements
When To Check For Reinforcements
German Reinforcements Table
Russian Reinforcements Table
US Reinforcements Table 39
British Reinforcements Table
Tank Availability
German Tank Availability 1944
Russian Tank Availability 1944 40
US Tank Availability 1944
British Tank Availability 1944
Snipers 41
Mortar Fire
Optional Armor Troop/Platoon Availability
Where Reinforcements Deploy
Continuing Play
After The Mission 42
Replacements
Medals And More
Final Thoughts 43
Where’s The Points?
How Do You Win?
Designer Notes
More From Two Hour Wargames 44
First Things First 45
Unit Organization – Platoon
© 2005 Ed Teixeira
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“NUTS”
INTRODUCTION Be sure to check out the Two Hour
A light machine gun has part of your squad Wargames Yahoo Group linked below for answers
pinned down. Two of your men are wounded and to questions and free downloads for “NUTS!” and all
screaming for help while one of your guys is “hunkered the other THW games.
down” behind that wall and isn’t moving anytime soon.
http://games.groups.yahoo.com/group/twohourwargames/
All hell’s breaking loose and everyone is looking to you
for the answer. Right about now you’re wondering what
the heck you’ve gotten yourself into?
Welcome to the world of “NUTS!” THE LEAST YOU NEED TO KNOW
What you hold in your hands may be the most At the end of most sections there will be a
realistic portrayal of man-to-man combat during World box like this called “The Least You Need To Know”.
War 2. If you have played Chain Reaction 2.0 (also This summarizes each section to assist you with
from Two Hour Wargames) then some of the getting into the game. So let’s get going.
mechanics used in this game will feel familiar. If you
haven’t, don’t worry, as “NUTS!” is an easy game to EQUIPMENT REQUIRED
learn. Yes, easy to learn but difficult to master. To play “NUTS!” you will need the following
“NUTS!” is tough to master because it places items-
you, the player, in a unique position. You are the leader • Three or more six-sided dice with at least one
of a squad to platoon size unit and are responsible for being a different color from the other two. The
the decisions that determine whether your men live or more the better.
die. Unlike other miniatures games, in “NUTS!” you • One ruler or measuring device. If you have
don’t have total control. Instead, you make the plan, set more the game will move faster.
it in motion, and watch as your men carry it out. In • Any combination of metal, plastic, or paper
short, “lead men” not “push lead”! figures in a consistent scale. This can be
You’ll see that when under fire your men 15mm, 25mm, or whatever you prefer.
behave in realistic ways. Place them under fire in the • A flat surface at least 3x3 feet.
open and watch them break. But place them in the right
• Material to represent buildings and other terrain
position and they can become heroes. It’s all up to you.
features. This can be as simple as felt cloth to
But the game doesn’t end with a one up battle.
as elaborate as resin cast buildings.
“NUTS!” has a unique and easy to use campaign
• A deck of regular playing cards.
system that allows you to personalize your men. Watch
them gain experience as each battle is linked to the
EASY FIGURE IDENTIFICATION
prior one. As casualties occur you’ll receive
Players are encouraged to use a system to
replacements. Green boys with no combat experience.
allow them to identify the Reputation or “Rep” of
It’s your challenge to blend them with your grizzled
any given figure from a distance. Here’s an easy to
veterans to form a coherent fighting force.
use system that we recommend.
If you’re looking for total control over all your
On the rear of each base, paint small
troops, then “NUTS!” isn’t for you. It’s all about placing
stripes to represent different Reps.
your men in situations where they can succeed. Go in
without a plan or hope to “hot dice” your way to victory, • Rep 3 = One stripe.
they won’t last long, and neither will you. However • Rep 4 = Two stripes.
apply good tactics, sound strategy and you’ll be • Rep 5 = Three stripes.
rewarded with victory and a fun time as well. • Rep 6 = Four stripes.
So sit back, give the game a quick read; pop in You can take this a step further by color-
the “Band of Brothers”* DVD, and prepare for hours of coding the stripes to represent different squads.
fun with this challenging yet simple game. And if you
don’t like it, well like the man said, DICE
Sometimes there will be a reference to
“passing” dice, as on the Fast Move Table. If the
“NUTS!” score on an individual die (d6) is equal to or less
than the target number, that die is said to have
“Just play the game…” “passed”. Example – The figure has a Rep of 5.
This means that "5" is the target number to
Ed Teixeira determine success. On a roll of 5 or lower the die
7/20/2005 has passed. On a roll of 6 it has not. During the
* Silly but probably needed disclaimer. “NUTS!” has game it is possible to pass 2, 1, or 0 dice. This is
nothing to do with BOB in anyway and we aren’t any explained in greater depth elsewhere in the rules
threat to their IP! especially in the section dealing with Reaction
Checks.
© 2005 Ed Teixeira
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“NUTS”
Other times, the score of a d6 is simply added • Part One – Section Two: Basic Training –
to a character's Rep. For example, ranged combat Armor
uses dice this way. Sometimes they are just added • Part Two - Campaigning “NUTS!”
together. • “NUTS!” is played with six sided dice.
Some times there will be a reference such as • You will need a measuring device.
“zero terrain (1-3) or one piece (4-6). This means that • One figure equals one man or vehicle.
1d6 is tossed with a result of 1-3 meaning one thing • “NUTS!” can be played with any figures from
and a result of 4-6 the other. any manufacturer.
HOW MANY DICE TO ROLL?
Scattered throughout the rules or on the Quick PART ONE – Section One
Reference Sheets (QRS), are a number of tables
needed for play. Notice that there is a number in the
BASIC TRAINING - Infantry
upper left-hand corner of each table. This indicates the In this first section you will be introduced to
number of dice used to resolve this action, or “check”. the Infantry rules. You will learn how to move your
A “1” means one d6 should be used while a ‘2” figures, fire with them, take reaction tests, and
indicates the use of 2d6. In addition, some tables have much more. Learning the rules will be a simple
a number followed by “LD”. This indicates that the process and you should be able to get started in 30
player taking the test may roll an additional d6 if a minutes or so. At the end of this section will be an
Leader is present as described under the Leader Dice introductory scenario to help you get acquainted
rules. with the rules.
The first thing you need to know is how to
SCALE AND FIGURES put your force together.
“NUTS!” is set up for man-to-man combat. This
means each figure represents one man. A model FORCE BASICS
represents one vehicle, while the crew inside count Players will recruit their force from the
individually. However, you may not need to use figures appropriate Army List located in the second part of
to represent the crew. Remember you can use any the book entitled Part Two - Campaigning “NUTS!”
figures from any manufacturer. The basic unit in “NUTS!” is the squad. As players
The easiest way to mount 25mm figures for familiarize themselves with the rules they can easily
“NUTS!” is 1 figure on a 1” square base. Vehicles do command multiple squads or a platoon. In time it
not need to be mounted but if they are then use the will be easy for players to even command multiple
smallest basing necessary. Figures previously platoons or a company.
mounted for other rule systems will also work. But no matter what size formation you
You should mount your figure carefully so that decide to use, the basic starting point is the
it is facing one flat edge. This defines the unit’s Front. individual soldier or character. And the first question
The opposite base edge is the Rear and the other two is, he a Star or is he a Grunt?
sides are the Flanks.
STARS AND GRUNTS
QUALIFYING FOR FLANK OR REAR There are two types of characters in
Being to the flank or rear, or shooting from a “NUTS!” They are called Stars and Grunts.
target’s flank or rear, depends upon the actual physical Stars – The character that represents you,
location of the attacker. the player. The Star is the main character around
To qualify as a flank attack the figure must be which the whole “NUTS!” campaign revolves. Stars
behind the front facing of the target. start with a suggested Rep of 4 (or whatever you
To qualify as a rear attack the figure must be choose) and your choice of one Attribute (more on
behind the rear facing of the target. this later).
Grunts – These are the non-player
CHARTS AND TABLES characters (NPC’s) that your Star will encounter.
Wherever possible all the charts and tables They will come and go as the campaign
that you will need during the game have been grouped progresses. Some of these Grunts will be under
in the back of the book. When reading a section it is your control while others will not. Example – You’re
recommended that you review the chart or table in a Leader of a US infantry squad. Your character is
question. a Rep 5, Born Leader, character with a submachine
gun. You have nine Grunts in your squad all of
THE LEAST YOU NEED TO KNOW various Reps and Attributes. You control yourself
• “NUTS!” is broken down into two parts. The first and your squad. While on patrol you run into a
part is further broken down into two sections. German infantry squad. They are all Grunts and not
These parts are entitled: under your control.
• Part One – Section One: Basic Training – Infantry
© 2005 Ed Teixeira
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“NUTS”
PLAYER ADVANTAGES Reaction Checks), recover from damage, and when
Being a Star in “NUTS!” has three important trying to move faster than normal speed. In “NUTS!”
advantages. They are: we will deal with a variety of Reputations.
• The Larger Than Life rule. Each is assigned a number with the higher
• The Cheating Death rule. number Reps consistently performing better than
• The Free Will rule. the lower ones. It should be understood that a
Players may choose to use all, some, or none squad would likely be composed of members with
of the following perks as desired. In addition, some differing Reps.
Grunts may be allowed to utilize any or all of the player Reputation 6 – These “heroes” are the stuff
advantages. An example of a candidate for this would of legend and are few and far between.
be the “grizzled old veteran”. Reputation 5 - These are veterans of
numerous successful combats.
LARGER THAN LIFE (LTL) Reputation 4 - These are reliable men of
“NUTS!” can be used to capture the flavor of some experience. Soldiers of any unit that have
World War II action movies where the Star is a "larger taken part in some combat would be examples of
than life" character. This is represented in the following Rep 4.
two ways. Reputation 3 – These are guys of unknown
1 – When LTL is used, a Star may not be killed quality who have seen little or no action. These
by anyone with a lower Rep than his own. The worst make up most of the recruits that come into the unit
damage he can receive will be a disabling wound or as replacements.
out of the fight result. Treat all results of obviously dead Reputation 2 - These are green or poor
as out of the fight. quality “targets” with little motivation or desire for
2 - When the Star is "legally killed" by a combat.
character of equal or higher Rep, he may choose To generate the Rep for a figure go to the
instead to cheat death. appropriate Army List in Part 2 and roll 1d6 under
the correct unit type. Example – A roll of “4” for a
CHEATING DEATH US Paratrooper would be a Rep of 5.
To cheat death the player declares his intent
and he is removed from play and allowed to IMPROVING REP
immediately end his involvement in the battle. This In “NUTS!” it is possible for your squaddies
represents some amazing occurrence that has (both Stars and Grunts) to improve their Rep based
happened allowing him to have cheated death. on their performance. As they improve they will
Example – You get waxed by a MG-42 and decide to accumulate Reputation Points (RP).
invoke the Cheating Death rule. You decide that you Each time a character has completed a
were knocked unconscious and left on the field but Mission he receives 1 RP toward improving his
found your way back to your unit safe and sound. Reputation. A completed Mission is one where the
However, cheating death does have character did not run away, did not score an out of
repercussions. Anyone cheating death will have his fight result, and engaged in either shooting or
Rep immediately reduced by 1. But don’t fret as you melee combat. Consult the table below for the
can rebuild your Rep and perhaps improve upon it! number of RP needed to advance to the next level.
© 2005 Ed Teixeira
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“NUTS”
• Tough: Treats Run Away as Duck Card Attribute Card Attribute
Back. Club 2 Slow Spade 2 Dumb ass
• Unlucky: If within 3 inches of a figure Club 3 Knifeman Spade 3 Poser
that is hit, has a chance of taking the Club 4 Runt Spade 4 Hard As Nails
hit instead. Example – Ivan is hit by
Club 5 Brawler Spade 5 Poser
fire but Boris is 2” next to him. Boris is
unlucky so rolls 1d6. On a score of “6” Club 6 Wuss Spade 6 Marksman
Boris is hit instead. Club 7 Poser Spade 7 Tank Killer
• Wuss: Will only roll only 1d6 if trying Club 8 Stealthy Spade 8 Ex - Con
to Rally, Charge, or Being Charged. Club 9 Unlucky Spade 9 Scout
Club 10 Slow Spade 10 Stealthy
RANDOM CHARACTER GENERATION Club J N of Steel Spade J Born Leader
When it is necessary to generate Club Q Tank Killer Spade Q Stone Cold
Grunts for your squad use this table in
Club K Slow Spade K Brawler
conjunction with the table in the Army Lists
found in the second part. After the number of Club A Tough Spade A Fast
characters needed is established roll 1d6 for
each one. This will give their Rep as noted on EVEN TABLES
the Army Lists. To determine their Attributes Card Attribute Card Attribute
roll another 1d6, note if the score is odd or
Diamond 2 Slow Heart 2 Clumsy
even, and consult the appropriate table. Next
draw a card to discover the Rep and Attribute Diamond 3 Ambidex Heart 3 Wuss
of the character. Diamond 4 Brawler Heart 4 Crackshot
Example – US player Jim Bob Joe recruits Diamond 5 Sickly Heart 5 Q Reflexes
another figure and rolls 1d6. His score is a 5 Diamond 6 Stealthy Heart 6 Ambidex
so this character is a Rep 4. Next he rolls Diamond 7 Ex-Con Heart 7 Knifeman
again and scores a 4, so he will check the Diamond 8 Shortsight Heart 8 Dumb ass
“Even” table. He next draws the 3 of Spades. Diamond 9 Fast Heart 9 Coward
The recruit is a Knifeman.
Diamond 10 Agile Heart 10 Looter
Diamond J Slow Heart J Wuss
Diamond Q Poser Heart Q Clumsy
Diamond K Born Leader Heart K Agile
Diamond A Runt Heart A Runt
© 2005 Ed Teixeira
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“NUTS”
Great Britain and the USA (for reasons of
economy and standardization) were the first countries
to produce one general issue rifle for everybody. These
were longer than a carbine, shorter than a rifle, making
them long enough to deliver the accuracy called for
and short enough to be convenient to carry. The USA
M1903 Springfield and the British Short Lee-Enfield
were the weapons issued to fulfill these requirements.
Meanwhile, the rest of the world continued to
issue infantry rifles and other carbines for almost 40
years before going to a one-size-fits-all rifle as
standard issue.
During WW II, some nations that had placed
their older rifles/carbines into reserve stock re-issued
these as substitute standard weapons. These standard
issue and substitute standard issue bolt-action
weapons were of many makes and models including
the well known Lee-Enfield (UK & Commonwealth),
Springfield (USA, China) Mauser 98 & Kar 98k
(Germany), Arisaka (Japan), and a variety of others. All
these weapons were chambered for 6.5-mm through 8-
mm full sized ammunition.
SEMI-AUTOMATIC RIFLES OR CARBINES- Most MACHINE GUNS – These were the killing weapons
nations had their own version of these weapons and of WW2. They came in a variety of calibers and
whether it was the Simonov SVT36 (USSR), Mauser were produced by a variety of nations. For simplicity
Kar-43 (Germany), or M1 Garand (USA) these were they have been classified as follows:
either general issue to some units or saw service as Light Machine Gun – These deadly
limited issue to others. weapons are crewed by a gunner and an assistant,
and are easily set up, taking one turn of Activation
Semi-Automatic Medium Caliber Carbine - to ready. Examples of this class would be the Bren
This popular weapon known as the M-1 uses a pistol Gun used by the British, the Lahti-Saloranta M/26
caliber round (.30-cal Carbine) and is magazine fed. It (USSR) and the famous German 7.92-mm MG
is semi-automatic with a fixed wooden or a retractable series (MG34, MG34S, MG34/41 and MG42) These
wire butt stock. The M-1 was issued only to the US weapons formed the back bone of most infantry
armed forces. squads. Also included in this group is the US BAR
or Browning automatic rifle.
Selective Fire Medium Caliber Carbine -
This unique weapon known as the M-2 uses a pistol Medium Machine Gun – These weapons
caliber round (.30-cal Carbine) and is magazine fed. It were formerly known as the Heavy Machine Guns
is a selective fire (semi-automatic or fully automatic) of the prior war (WW I). These positional weapons
weapon with a fixed wooden butt stock. The M-2 was were water-cooled, and either tripod or wheeled
issued only to US armed forces. carriage mounted. Crewed by two or three men.
Examples of the MMG would be the 7.92-mm
Selective Fire Rifles - Germany produced the Maxim MG08 and Bergmann MG10/MG15 used by
only selective fire rifles using full sized cartridges to some German military units.
see service in WW II. These weapons, using
detachable box magazines, were capable of semi-auto Heavy Machine Gun – These weapons
or full auto fire, and were limited issue only to units of also were effective against lightly armored vehicles.
paratroopers /special forces. These were called the Crewed by two or three soldiers and were often
FG-42, FjG-42, FG-42-1, and FG-42-2. found mounted on vehicles. An example of this
This category also covers the German Assault group would be the .50-cal Browning M2/M2HB
Rifle MP-44 and similar weapons. These 7.92-mm (aka MA DEUCE). Belt fed, air-cooled, tripod or
weapons were capable of semi-auto or full auto fire. vehicle mounted and the standard issue HMG of
US forces.
JUNIOR NCO’S
In addition to a squad leader, usually an
NCO or Non-commissioned officer such as a
sergeant, each squad will have at least one junior
© 2005 Ed Teixeira
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“NUTS”
NCO. His role is to lead the squad if the Leader activating units and all reactions caused by that
becomes incapacitated. The junior NCO can also lead Activation have ended, Red may activate any
a group that has been split from the squad. When this Rep 3 or higher figures, or any group with a
occurs he is allowed to activate all the figures in the Rep 3 or higher Leader. After any reactions
group using his Reputation. The junior NCO uses triggered by that group’s Activation have been
Leader Dice but does not roll 3d6 for his personal completed, Red may continue to activate
reactions. groups until all eligible Red groups have been
Whenever a squad loses its Leader and Junior activated once or Red simply chooses not
NCO as either killed in action (KIA) or out of the fight activate any more groups.
the squad member with the highest Rep will assume • After both sides have moved all of their eligible
command and function as a junior NCO. groups the turn is over and Activation dice are
rolled again.
THE LEAST YOU NEED TO KNOW • This system will mean that many times lower
• Groups are those figures within 4” and sight of at rep figures will not be able to move. This even
least one other figure of the same unit. includes vehicles. This reflects their lack of
• There is no limit as to the size of a group. confidence and hesitancy to engage the enemy.
• A Leader spending one turn “taking command”
may attach figures from one unit to another unit. ACTIONS
• The overall Leader (Platoon or Company When an infantry figure is Active, he may
commander) can activate more than one group at voluntarily do one of the following actions.
the same time. • Ready a weapon/change crew position.
• Leaders always roll 3d6 when taking personal • Move up to full distance and fire at any time
Reaction checks and allow their group to roll 3d6 while completing his move.
when charging and taking certain other tests. • Stay in place (allowed to change the
• Each squad has one or more junior NCOs that can direction faced) and fire if desired.
function as a Leader if need be. • Attempt to charge into melee.
• When all Leaders and junior NCOs are lost the
highest Rep in the squad will assume command. PICK UP THE GUN, READY A GRENADE, OR
CREWING A WEAPON
Figures may pick up dropped weapons or
TURN SEQUENCE “ready” a grenade to throw next turn but this will
“NUTS!” is played in turns. Although battles take one turn of Activation to do so. It also takes
can last an unlimited number of turns, each turn does one turn to “set up” a non-vehicle crew served
follow a strict sequence. weapon such as a machine gun as well as moving
• Select 2d6 of different colors. from one vehicle position to another. Example –
• Nominate one side as one color and the other side Sliding from the gunner position in a tank to the
as the other. loader position.
• Roll both dice. This is called the Activation score.
• If the dice are the same (doubles) nothing happens THE LEAST YOU NEED TO KNOW
and roll again. • Each turn in the battle follows a specific
• If the dice are not doubles then read each die sequence.
individually. The higher score determines which • Only one side at a time is Active.
side can activate their groups first. • A dice roll determines Activation.
• The die score also determines which Rep or higher • There is a minimum Rep for Activation
groups the corresponding side may activate. determined by the dice roll.
Example – A Black 4 is rolled. Only figures from • It takes one Activation phase to pick up a
the black side, that are Rep 4 or higher, or grouped weapon, ready a grenade, set up a crew served
with a Rep 4 or higher Leader, may move. weapon, or change crew positions in a tank.
• After all actions and reactions have been finished
for the first group the player is allowed to proceed
to the next group. Groups may be activated in any MOVEMENT
order desired but no group or figure may be There are two types of movement,
activated more than once per turn. voluntary (when the figure is active) and involuntary
• After all of the first side’s groups have been (caused by a Reaction check.) This applies to both
activated, the other side may activate one group at infantry and vehicle movement.
a time. This is based on the score of that side’s die, First let’s discuss Voluntary Movement.
under the above Rep restriction, and continues to
do so until all groups have been activated. To
continue the example from above – A Black 4 and
Red 3 were rolled. After Black has finished
© 2005 Ed Teixeira
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“NUTS”
NORMAL MOVEMENT that caused the Duck Back. This does not limit the
Normal movement for all infantry figures is figure’s ability to move or fire if called on to do so by
eight inches. Vehicle movement is covered elsewhere a subsequent Reaction checks. Next Activation the
in the rules. figure will function as normal.
© 2005 Ed Teixeira
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“NUTS”
10 and 8 on the first guy (Rep plus die score) and a 6 group pops into view from the same place, the LMG
on the last guy. is allowed to roll 2d6 for it’s In Sight.
On the US turn, Cpl. Jim Bob Joe decides
EXPLAINING THE RANGED COMBAT TO HIT to run along the wall, staying in cover, to a position
TABLE away from the original US group. He is now out of
• Miss! The attacker has missed the target but will the swath of the LMG. On his turn, he pops up and
still cause a “Received Fire” check. the LMG can only roll 1d6 for an In Sight test, as
• All Hit! The attacker has scored a hit on the target Jim Bob Joe is no longer in the suppression fire
and can possibly inflict damage. Roll on the swath of the LMG. The two men exchange fire.
Damage Table. Once the LMG fires at the new target he can no
• Some results apply to certain situations and are longer claim suppression fire at the original group of
treated on a case-by-case basis. If the situation US figures.
applies to the target or shooter then the result is
usually a Miss. AUTO-KILL OR CAPTURE
• Prone means the target is lying down to present as If a figure comes into physical contact with
small a target as possible. an out of the fight figure he may choose to either
• Concealed means the target is obscured but not automatically dispatch the figure or capture him (tie
protected from fire. Example – Hiding in bushes. up, etc.) instead. This can only be done when
• Cover is defined as; the target as a passenger in a Active.
vehicle, or behind a solid obstruction (such as a
wall) that reduces the area of the target exposed to THROWING GRENADES
fire. Grenades can be thrown up to 6” by using
• Fast moving means either the shooter or target is the Ranged To Hit Table as normal. Simply
fast moving. nominate a spot where the grenade is to land, roll
1d6, and add the score to the Rep of the thrower.
• Second (third) or higher target means that this
As the grenade is a weapon that defines it’s targets
target and all additional targets have been missed.
by using a ”blast effect circle”*, damage is handled
a bit differently.
DETERMINING DAMAGE
* A blast effect circle signifies the area
Anytime a figure is hit the shooter must roll on
where the blast and fragmentation of the grenade
the Damage Table. Roll 1d6 and compare the score to
can be lethal. An AOL CD works really well to
the Rep of the target.
represent this!
Example – Sgt. Slag (Rep 5) is hit with a round
from a LMG. The shooter immediately rolls 1d6. He
SCORING A HIT WITH A BLAST EFFECT
scores a “4”. The Impact rating of a LMG is 3 so Slag is
WEAPON
not obviously dead (OD). If the score had been a 3 or
Those figures in a “blast effect circle” after
less Slag would be dead. Had the score been greater
a “hit” from a grenade or similar weapon are all
than 5, Slag would have been out of the fight.
eligible targets and are hit as if from a single round
However, as he scored a 4 versus Slag’s Rep of 5,
of gunfire. This means each target in the blast area
Slag is knocked down instead.
must roll on the Damage Table.
Example - A grenade has been thrown and
COVERING FIRE
a score of “8” is scored. There are three targets in
Covering fire or suppressive fire is an option
the blast effect circle. However, one of them is in
that any infantry figure can use. Covering fire means
cover and counts a Miss. The others are not so are
that the shooter is firing as fast as possible at a target
hit. The grenade has an Impact of 2. The figures
in hopes of keeping its head down. This can only be
that were hit are Reps 4 and 3. The shooter then
used if the shooter starts the phase already knowing
rolls 1d6 for each target and consults the Damage
that there is, or could be, a target in view. To represent
Table. He scores a “1” on the Rep 4 figure and a “5”
this, use the following procedure.
on the Rep 3 figure. Consulting the table shows that
1 – When either active or in reaction declare
the Rep 4 figure is obviously dead while the Rep 3
the figure is providing covering fire.
figure is out of the fight.
2 – When the figure is allowed to shoot either
during Activation or in reaction, he is allowed to roll 2d6
MISSING WITH A GRENADE
for its In Sight test instead of one. He counts the best
If a Miss is scored when throwing a
score to determine when he is allowed to fire.
grenade, then roll 2d6 vs. the Rep of the thrower
Example- The US player is Active. His squad
and consult the Where’d the Grenade Go table.
comes into view of a LMG for the first time. The two
This table is only used when throwing a grenade by
sides exchange In Sight tests and the US squad Ducks
hand and not when using a grenade launcher.
Back. The German player now declares he is using
When using a grenade launcher the grenade just
suppression fire on that group. The next time the US
© 2005 Ed Teixeira
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“NUTS”
misses and explodes harmlessly. It can however, bayonet (Impact 2) while Von Browne is using a
cause an Outgunned situation. handheld knife (Impact 1). Von Browne counts a -1
for the Impact difference and counts as a Rep 3.
DROPPING OR ROLLING A GRENADE They now roll 2d6 each with Barnes scoring a “3”
Use this procedure when a grenade is being and “1” which means he passed 2d6. Von Browne
dropped over a wall, dropped through a window inside rolls a “5” and “2” so passes 1d6. Barnes has won
a structure, or rolled into a room. the melee by 1d6 more than Von Browne.
Do not use the Ranged To Hit table first.
Instead roll 2d6 vs. the Rep of the user and compare to DETERMINING DAMAGE
the Bombs Away table. Anytime a figure loses a melee the winner
must roll on the Melee Damage Table. Roll 1d6 and
“WHO’S GOT THE GRENADE?” compare the score to the Rep of the target.
This rule eliminates the need for bookkeeping
where grenades are concerned. So long as grenades Example – Cpl. Ivanovich (Rep5) loses a
are available to that force, whenever a figure needs to round of melee by one die and the weapon used by
use a grenade, it is assumed to have one. It is not the winner is a “fixed bayonet” with an Impact of “2”.
necessary to keep track of where the grenades are on Klaus, the winner, rolls 1d6 and scores a “2”.
an individual basis. Yes, it’s “fudging” but it makes the Ivanovich is “obviously dead”. If Klaus had scored a
game move more quickly! “3” through “5” then Ivanovich would have been
knocked down while a roll of “6” would have meant
THE LEAST YOU NEED TO KNOW he was out of the fight.
• Shooting is handled differently from melee.
• Line of Sight can be affected by a variety of things CONTINUOUS MELEE
from buildings to weather. If after a round of melee the sides are still in
• Firing between two figures will continue until one contact they will fight again on the next phase of
may no longer fire back. Activation regardless of which side is active.
• To shoot a weapon roll 1d6 and add to your Rep. However, the active player may decide to break off
• Some weapons allow for more than 1d6 to be the melee instead.
rolled.
BREAKING OFF MELEE
• Weapons can fire at targets to their front at a width
Anytime a figure is active it may choose to
of 1” per each point of Target Rating.
end the melee and move at least 1” away from the
• Some weapons, such as a grenade, have a blast
enemy unless blocked by terrain such as when
effect circle wherein all figures are eligible for
having a back to the wall. Once the melee has been
damage.
broken off, both sides take an immediate In Sight
• Shooting is affected by a variety of modifiers from
check. They may thus be allowed to shoot in the
Fast Movement to Cover and they are all figured same turn that they are breaking off the melee.
into the Ranged to Hit Table. Example – Ivan and Betts are in hand-to-
• Figures hit by fire will always go down whether hand combat. Betts becomes active and decides to
knocked down or out of the fight. “step back” 1”. Both immediately take an “In Sight”
• Out of the fight figures can automatically be check with Ivan counting as stationary.
captured or dispatched.
• It is possible to drop a grenade or have it hit the UNARMED COMBAT
wrong target. Not all damage in melee is lethal. Unarmed
combat will only result in the target being knocked
MELEE out but still out of the fight.
Hand to hand combat, or melee, is carried out
when two or more figures come into contact via a THE LEAST YOU NEED TO KNOW
passed Charge Reaction check. To fight a round of • All the figures in contact in a melee fight at the
melee, follow the procedure below. same time by rolling dice against each other.
• Each figure in melee will roll 2d6. • Melee is influenced by Impact of the weapon
• Modify the Rep of each figure by the following and number of enemies that are being faced.
factors if they apply. • Figures that fight one round of melee and are
• Compare each result vs. each enemy in melee. still in contact will fight again the next Activation
After the number of dice passed are regardless of whose it is.
determined for each figure compare the results to the • Active figures may break off a melee as
table below. desired.
• Unarmed combat is considered non-lethal.
Example – Pfc. Barnes (Rep 4) and Cpl. Von
Browne (Rep 4) are in melee. Barnes is using a fixed
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BATTLEFIELD CASUALTIES Taking a Reaction Check involves rolling
either 1d6 or 2d6 counting each die score
When your men get wounded you have to
separately versus the Reputation of the figure
decide what to do about it. If you want to recover them
testing.
this section will explain how to do it.
If a die score is equal to or less than the
Reputation of the figure then he is said to have
RETRIEVING THE WOUNDED
“passed” that die. It is possible to pass 2, 1 or 0
You may choose to use other figures to
dice. Check the number of dice passed under the
retrieve wounded comrades. When doing so they may
appropriate Reaction table.
not fire but may only concentrate on the job at hand.
Each test, or check, will have either a “1” or
However, when doing so they will receive benefits to
a “2” in the upper left hand corner of the test to let
their reaction test when fired at.
you know how many dice you should use. In
Retrieving wounded is up to the discretion of
addition, there will be a small LD next to it if the test
the player and is not mandatory. However, be sure to
allows for the use of Leader Dice.
read the section on Replacements.
HEROES ALL
MOVING CASUALTIES
Whenever a figure rolls double ones (snake
It will often become necessary to move
eyes), on any of the following tests, he will
wounded or “out of the fight” comrades out of harms
immediately go into Hero mode. This means he will
way. In addition, it may be desirable to prevent
automatically Pass 2 dice on these same tests
deceased comrades from falling into enemy hands.
whenever he is required to take them again. In
Any figure can help move an injured comrade
addition, the figure cannot be “Outgunned”. This will
when active. If several figures join together to transport
last only for the duration of the battle or until he is
a friend (or enemy for that matter) the group may
taken out of the fight. His Rep however, remains the
activate together. Use the following rules to transport
same. The tests are:
figures
• Received Fire.
One healthy figure can: • Wanting to Charge
• Drag an immobile figure at 2” per turn counting • Being Charged
prone when doing so.
• Carry one figure at half normal move rate. TYPE OF REACTION CHECKS
Two healthy figures can: There are a variety of Reaction checks that
• Carry an immobile figure at normal move rate. must be made in “NUTS!” Some are used a lot
Four healthy figures can: while others are rarely used. As you play the game,
• Carry an immobile figure at Fast Move rate. Roll you’ll internalize this and soon the Reaction tests
one pair of dice for the group and apply the worst will become second nature.
result to all four figures
WHEN TO TAKE A REACTION CHECK
WOUNDED WAY STATION Reaction checks are taken for the following
Players may choose to leave or group their reasons.
wounded in one place protected by at least one non-
wounded figure. This can be used instead of carrying “IN SIGHT” CHECK
them off the table. Anytime an enemy starts “out of sight”, and
comes “into sight”, use the “In Sight” Check. This
THE LEAST YOU NEED TO KNOW may result in BOTH sides taking the test
simultaneously.
• When a figure is out of the fight he can no longer
Example – Ivan is in the middle of the
move or fight.
street. Betts comes around the corner and they see
• Retrieving wounded is strictly voluntary but those
each other. Both figures take the “In Sight” check.
doing so will receive benefits to their reaction tests.
Note that sometimes only one side may
take the check due to being “hidden”.
REACTION CHECKS OR TESTS Example – Ivan is “hidden” in the window.
This is the most important part of the rules. Betts comes around into the street and is “in Sight”.
Understanding the how, when, and why of these tests Only Ivan takes the check.
will be the difference between victory and defeat.
Note: Popping into view in place is considered to be
HOW TO CHECK REACTION “moving”.
The Reaction Check represents the effect of Example – Smith and Jones come around
various stressful situations on a figure’s ability to the corner of a building. Klaus and Hoffman are in
perform tasks. sight while Otto is hidden in the church tower. All of
the figures are Rep 4 and all see each other with
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“NUTS”
the exception of Otto who has yet to be seen so counts “WANTING TO CHARGE” CHECK
as hidden. Next 1d6 is rolled for each figure of the A figure may only charge into melee if it is
visible figures while Otto tosses 2d6 as he is hidden. within its “Fast Move” distance of the target. It must
Here are the following results. then take the “Wanting to Charge” check. Figures
• Smith scores a “6” and passes 0d6. may only enter melee by taking this test. If the
• Jones scores a “2” and passes d16. figure charges and does not pass the “Fast Move”
• Klaus scores a “4” and passes 1d6. test with enough bonus movement to close, he will
• Hoffman scores a “5” and passes 0d6. stop at the end of his movement and fire instead of
• Otto scores a “5” and a “3” and counts only the continuing the charge.
“3” so passes 1d6. If a Leader is with the group and in sight
then the figure is allowed to use the “Leader Dice”
The figures will fire in the following order. bonus.
• Klaus fires first for passing 1d6 and having the
highest passing score. “BEING CHARGED” CHECK
• Otto can fire next as he has the next highest Anytime a figure is being charged to it’s
passing score but as he is hidden he may front and can see the enemy that is charging him it
instead decide to hold his fire until all others must take the “Being Charged” Check.
have fired.
“SURPRISE CHECK”
• Jones fires next as he has passed 1d6 and is
When a figure is charged, or shot at, to its
the lowest passing score.
rear by a previously unseen enemy it must a
• Smith may fire even though he passed 0d6
“Surprise” Check.
because he is active.
• Hoffman may not fire because he passed 0d6 “RALLY” CHECK
and is not active. Anytime a figure has Runaway or has
Hunkered Down it has a chance to rally and return
“RECEIVED FIRE” CHECK to the battle. Whenever they are confronted by a
Every time a figure is fired upon, it must take friendly figure within 4” they may try to rally and
the “Received Fire” Check. return to the fight. The figure attempting to rally
When an Active character is forced to take a them need not be a Leader.
“Received Fire” Check he may fire at any target he
desires. “OVERRUN” CHECK
When an inactive character is forced to take a Whenever an armored vehicle attacks an
“Received Fire” Check he is forced to return fire on any infantry figure, the figure must take an Overrun
figure that caused the check. Check. Note that an APW is any weapon that can
penetrate at least an AR 1 rated vehicle.
REACTION FIRE OR NOT
Anytime a figure is called upon to fire and has
only a melee weapon, he will charge instead. If it would
take more than one turn of Fast Movement to reach the
shooter, figure will instead Duck Back.
If the figure shot at has a ranged weapon, but
may not return fire due to range constraints, he must
Duck Back.
© 2005 Ed Teixeira
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“NUTS”
THE LEAST YOU NEED TO KNOW NORTH
• Rolling either 1d6 or 2d6, and comparing the
individual die scores versus the Rep of the figure is
taking a reaction check.
• Reaction checks are taken for various reasons.
• To “pass” a die roll the score must be equal or less
than the Rep of the checker.
• Even if more than 2d6 are rolled you can only pass
either 2, 1, or 0 dice. The extra die result is always
discarded.
• Rolling “snake eyes” when taking some reaction
checks can cause the figure to become a Hero.
• Being in buildings increases the chances of
passing a Reaction check.
Leader -NCO (you) Rep 5 Large Caliber SMG 1 – 2 = All are in the house.
Rifleman (Able) Rep 4 Semi-Auto Rifle 3 = The MG Gunner and Conrad are in the house
Rifleman (Baker) Rep 4 Semi-Auto Rifle while the NCO is in the small woods to the left.
Rifleman (Charlie) Rep 3 Semi-Auto Rifle 4 = The MG Gunner and Conrad are at the edge of
Your major concern is making it to the rallying the stone wall in place and ready to fire on the
point. You are now coming up onto a house. Here’s road/woods while the NCO is in he house.
what the area is like. 5 - 6 = The MG Gunner, Conrad, and the NCO are
It’s a 3’x3’ board. A road runs from west to moving to the house from the small woods to the
East, 12”in from the North. The whole area between left.
the road and north edge is wooded, reducing It takes one turn of Activation for the LMG
movement by ½ speed and counting as cover. Those to “set up” for action.
at the edge can look out while visibility within the
woods is reduced to 12”.
Across the road is a 6”x6” patch of similar
woods. In the center of the board is a small house with
a low stone wall on the north and west front yard.
There are doors on the north and south wall and
windows on all four walls.
© 2005 Ed Teixeira
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“NUTS”
armored personal carries called half-tracks. For
movement purposes half-tracks are treated like fully
tracked vehicles.
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“NUTS”
Tank Commander – The Tank Commander has the Loader – The Loader has the following role in
following roles in “NUTS!” “NUTS!”
1 - Takes the “In Sight” check whenever targets come 1 – Rolls on the “Loading” table immediately after
into view. the main gun has fired.
2 – Operates the AA machine gun when the tank is not
“buttoned up” (hatch closed). Radio Operator (RTO)
3 – Takes the “Clank” test. • Operates the tank's FM radios according to
the TC's orders (usually just flips
Driver (DR) frequencies while the TC transmits, but
• Moves and positions the tank according to the TC's may transmit actual messages if the TC is
orders. busy or incapacitated).
• Constantly looks for intervisibility lines in • Responsible for preventive maintenance
preparation for moving to a hull-down position on a and BDAR involving the tank's radios.
moment's notice. • Engages targets with the tank's bow gun
• Unless ordered otherwise by the TC or Gunner according to the TC's orders.
immediately turns the front of the hull towards • Serves as Loader in the Loader's absence.
incoming fire and seeks a hull-down position.
• Responsible for preventive maintenance, battle Radio Operator– The Radio Operator has the
damage assessment, and repair (BDAR) involving following roles in “NUTS!”
the tank's hull. 1 – Operates the Hull machine gun.
• Emplaces hasty obstacles (barbed wire and/or
mines), camouflages the tank, and mans FEWER THAN FIVE MAN CREWS
dismounted Observation Posts during long halts Sometimes there will be fewer than five
(w/Loader). men in the crew. This can either be by design or if
Driver – The Driver has the following roles in “NUTS!” members are incapacitated. When a crewmember
1 – Takes the “Run Over” test when wishing to go over, has more than one role he can only perform one at
or though, other vehicles, or structures. a time. The following sections will describe the roles
2 – Takes the “Lose Control” test if attempting a turn at of the various crewmembers in game terms in
over ½ speed. smaller crews or when other crewmembers are
incapacitated.
Gunner (GNR)
• Engages targets with the tank's main gun, or co- FOUR MAN CREWS AND WHAT THEY DO
axial MG, according to the TC's orders. Tank Commander – The Tank Commander has
• Responsible for preventive maintenance and the following roles in “NUTS!”
BDAR involving the tank's turret and weapons. 1 - Takes the “In Sight” check whenever targets
• Prepares range sketch cards of designated come into view.
engagement area to allow for engaging targets 2 – Operates the AA machine gun when the tank is
during limited visibility conditions. not “buttoned up” (hatch closed).
• Serves as TC in the TC's absence. 3 – Takes the “Clank” test.
Gunner– The Gunner has the following roles in Driver – The Driver has the following roles in
“NUTS!” “NUTS!”
1 – Declares whether firing at the turret or hull of a 1 – Takes the “Run Over” test when wishing to go
vehicle and rolls on the “Place Round” table to see if a over or though other vehicles or structures.
hit is scored. 2 – Takes the “Lose Control” test if attempting a
2 – Rolls on the “Firing at Building” table when firing turn at over ½ speed.
the main gun at a building.
3 – Operates the co-axial machine gun. Gunner– The Gunner has the following roles in
4 – Replaces the TC if gone or incapacitated. “NUTS!”
1 – Declares whether firing at the turret or hull of a
Loader (LDR) vehicle and rolls on the “Place Round” table to see
• Safes, loads, and arms the main gun according to if a hit is scored.
the TC's orders. 2 – Rolls on the “Firing at Building” table when firing
• Emplaces hasty obstacles (barbed wire and/or the main gun at a building.
mines), camouflages the tank, and mans 3 – Operates the co-axial machine gun.
dismounted Observation Posts during long halts 4 – Replaces the TC if gone or incapacitated.
(w/Driver).
• Aids Driver, Gunner, and RTO with maintenance Loader/Radio Operator – The Loader and Radio
and BDAR tasks. Operator roles are combined as follows in “NUTS!”
© 2005 Ed Teixeira
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“NUTS”
1 – Rolls on the “Loading” table when wishing to reload THE LEAST YOU NEED TO KNOW
the main gun. • Vehicles have from 2 to 5 crewmembers.
2 – Operates the Hull machine gun. • Each crewmember has a specific job.
• Smaller crews will result in one or more
THREE MAN CREWS AND WHAT THEY DO crewmember performing more than one roll and
Tank Commander – The Tank Commander and will affect the vehicles overall efficiency.
Gunner roles are combined as follows in “NUTS!”
1 - Takes the “In Sight” check whenever targets come MOVEMENT
into view.
The following sections describe the
2 – Operates the AA machine gun when the tank is not
movement mechanics for vehicles in “NUTS!”
“buttoned up” (hatch closed).
3 – Takes the “Clank” test.
BASIC MOVEMENT
4 – Declares whether firing at the turret or hull of a
A vehicle may move up to its maximum
vehicle and rolls on the “Place Round” table to see if a
speed as specified on the appropriate list when
hit is scored.
active. Treat the vehicle as a group made up of its
5 – Rolls on the “Firing at Building” table when firing
crew. The vehicle may be activated if the TC’s Rep
the main gun at a building.
allows. Should the TC be absent or incapacitated
6 – Operates the co-axial machine gun.
the vehicle may move if the Driver’s Rep allows.
The distance listed before the slash is for road
Driver – The Driver has the following roles in “NUTS!” movement while the distance listed after the slash
1 – Takes the “Run Over” test when wishing to go over is for cross-country movement.
or though other vehicles or structures.
2 – Takes the “Lose Control” test if attempting a turn at GROUPS
over ½ speed. All Group rules previously learned in the
Infantry section also apply to vehicles.
Loader/Radio Operator – The Loader and Radio
Operator roles are combined as follows in “NUTS!” STOPPING
1 – Rolls on the “Loading” table when wishing to reload Vehicles may stop whenever they desire. If
the main gun. they wish to move after stopping during a turn they
2 – Operates the Hull machine gun. must spend 2” of movement.
Example – A M4 Sherman with 18”
movement moves 10” forward and stops. It fires
TWO MAN CREWS AND WHAT THEY DO and decides to resume movement. This would
Tank Commander – The Tank Commander, Gunner, reduce its total movement by 2” so he could move
Radio Operator, and Loader roles are combined as up to another 6” if he desired.
follows in “NUTS!”
1 - Takes the “In Sight” check whenever targets come REVERSING DIRECTION
into view. Anytime a vehicle wishes to move in
2 – Operates the AA machine gun when the tank is not reverse, it may do so at up to ¼ of the speed
“buttoned up” (hatch closed). remaining to it that turn of Activation. The vehicle
3 – Takes the “Clank” test. must have previously been stopped prior to moving
4– Declares whether firing at the turret or hull of a in reverse.
vehicle and rolls on the “Place Round” table to see if a
hit is scored. TURNS
5 – Rolls on the “Firing at Building” table when firing A vehicle may make as many turns as
the main gun at a building. desired up to a 90-degree change of direction when
6 – Operates the co-axial machine gun. active. Turns may be made whenever desired
7 – Rolls on the “Loading” table when wishing to reload during their Activation so long as the vehicle moves
the main gun. forward half its body length between turns.
8 – Operates the Hull machine gun. However, if the vehicle is moving at over ½
speed and desires to make a turn of 45 degrees or
Driver – The Driver has the following roles in “NUTS!” greater the Driver must roll on the “Losing Control
1 – Takes the “Run Over” test when wishing to go over Table” below.
or though other vehicles or structures.
2 – Takes the “Lose Control” test if attempting a turn at TURNING ON A “DIME”
over ½ speed. There will be times when the tanker will
want to turn in place and proceed in another
direction. This is easily done as follows:
© 2005 Ed Teixeira
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“NUTS”
• The tank must have previously stopped prior to Next roll 2d6 versus the Rep of the Gunner
turning on the spot. and check the table below. This determines if the
• The tank may turn on the spot up to 180 degrees Gunner hit the spot he was aiming for, hit another
per Activation. portion of the target, or missed the target
Note that there is no need for a Driving roll of completely.
any sort. Once a hit has been made and the round
placed roll 2d6 versus the difference in value of the
RUNNING OVER AND THROUGH THINGS Armor Piercing Rating and the Armor Rating of the
Armored vehicles may run over or through target. Keep in mind that turret hits will increase the
things such a buildings, trees, non-armored vehicles, AR of the target by 1 point.
etc. To do so they compare their Armor Rating (AR) to
the AR or Defensive Value (DV) of the item being • Hits that cannot penetrate will cause a “Clank”
overrun. test instead.
If their AR is equal to or greater than the DV,
roll on the “Run Over” table with the Drivers unmodified Example – Panther 512 is firing at the T-34.
Rep. The Gunner nominates the hull as the target and
If the AR is lower, then subtract the difference rolls 2d6 versus his Rep. He scores a 1 and 2 for a
and apply it to the Rep of the driver. result of pass 2d6 and scores a hit on the hull.
Example – An AR 3 tank wanting to run The APR of the Panther’s main gun is a 7
through a DV 5 building, would test at –2 from the Rep while the T-34 frontal Armor rating is a 5. The
of the driver. difference is 2. The German player rolls 2d6 and
Note that running through a building will result scores a 1 and 5 or a result of pass 1d6. The
in a breech equal in size to the tank’s width plus 1” per vehicle is disabled and each crewmember rolls 1d6
side. versus the penetration difference or 2 in this case.
The four crewmembers each roll 1d6 with the driver
DRIVER DISABLED and loader scoring less than the difference (they
If the driver of a vehicle becomes disabled for are dead) and the tank commander and gunner
any reason the vehicle will continue on its current path scoring higher (they bail out.)
for 2d6 inches until it comes to a halt. If it hits
something prior to halting treat it as if passing 1d6 on SPECIAL OVERKILL RULE
the “Run Over” table. When penetrating a target and scoring a
result of pass 2d6, and either 5,5 or 6,6 is rolled,
THE LEAST YOU NEED TO KNOW this means the round went right through the vehicle.
• Vehicles may move up to their maximum speed Roll 1d6 per crewmember with highest score being
when active. hit and killed.
• Vehicles may perform a variety of movement Example – A JSU-122 with a main gun
actions from moving in reverse to executing high- APR of 9 hits a German PzKw IV H in the side with
speed turns. an AR of 3. The Russian rolls 2d6 on the
• It is possible to combine forward and backward “Penetration” table and scores a 5 and 5 or
movement in the same phase. pass2d6. Due to the Special Overkill rule, the round
• It is possible for armored vehicles to run over or passes through the tank killing only one
through buildings. crewmember, whomever rolls the highest d6.
© 2005 Ed Teixeira
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“NUTS”
commander, RTO, and gunner scoring higher (they bail and the AR of 1 is used. The difference is 4 and
out.) Boris rolls 2d6 for his attack. A 3 and 4 is scored,
2d6 is passed and the Panther is blown up.
THE LEAST YOU NEED TO KNOW Note that the under armor of a vehicle is
• The vehicle must be stopped to fire the main gun. used if it is attacked successfully from the front or
• Firing the main gun is a two-step process, rear. In addition, it is possible to move, throw the
declaring the target and rolling to place the round device, and continue the move.
on target.
• Not all main guns can penetrate all armor ratings DAMAGE VERSUS PENETRATION
and this can result in a Clank test instead. If a shooter does not have an APW it is still
• It is possible to achieve a “miracle” shot and possible to damage an AR 0 vehicle if armed with a
disable or destroy an otherwise invulnerable target. light, medium, or heavy machine gun. To do so, just
• The loader must test to reload the main gun carry out the attack as normal. If the result is a Hit
immediately after it has been fired. on a score of 10 or higher, then roll 1d6 and add it
to the Impact of the weapon firing. If the total is 7 or
• Towed anti-tank guns are easier to load than
higher the vehicle is disabled and the driver the
vehicle mounted main guns.
must now roll versus his Rep on the Losing Control
Table.
CREW SMALLARMS
Crews that abandon or leave their vehicle will
THE LEAST YOU NEED TO KNOW
either have a pistol (1-4) or SMG (5-6). They can
perform as a regular infantryman but at –1 to their Rep • Crews that abandon vehicles may not return to
at all times. them until after the fight is over.
• Infantry can attack vehicles with Satchel
APW VERSUS PERSONNEL Charges or “Molotov Cocktails”.
When using an APW versus personnel, count • It is possible to damage AR 0 vehicles without
its Impact as 4 or its APR, whichever is higher. an APW.
Vehicular main guns firing HE use a 5” blast-effects
circle similar to that of a grenade. Vehicular main guns REACTION TESTS
marked with an asterisk (*), lack HE ammunition and Reaction tests are taken by the Tank
may only be fired at a single personnel target with no Commander, or his replacement if he is
blast effects circle. incapacitated, and in the following circumstances.
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TERRAIN: RAID
• Terrain is “Any” and “may or may not” include MISSION:
urban areas. • Your squad is to capture one or more
• If playing against another player he sets up enemy soldiers.
terrain and you decide which table edge to GOAL:
enter from. • To do so you must either get them to
• If playing solo/same side then dice for which surrender* or take one via combat. The
table edge the patrol will enter from. prisoner must then be taken off of the near
DEPLOYMENT: table edge with all appropriate movement
• You may set up anywhere up to two feet from rules applying.
the near table edge. You can deploy within • *Soldiers will surrender if they are forced to
LOS of the far table edge, as that is the Hunker Down and are confronted by an
direction any enemy forces will arrive from. armed enemy within 6” and in sight.
• If playing against another player he is allowed FORCES:
to enter anywhere along the far table edge and • You are allowed one squad.
is immediately subject to an “In Sight” test as • If playing against another player they are
soon as they enter the board. allowed one squad as well.
• If playing solo/same side then enemy forces • If playing solo/same side they are allowed
are subject to the “Opening Moves” section one squad of infantry.
later in the book. TERRAIN:
• Terrain is “Any” and “may or may not”
FIGHTING PATROL include urban areas.
MISSION: • If playing against another player he sets up
• You are to move out to the center of the table terrain and you decide which table edge to
and prevent any enemy patrols from entering enter from.
your half of the table. • If playing solo/same side then dice for
GOAL: which table edge the patrol will enter from.
• To accomplish this Mission you must not allow DEPLOYMENT:
any enemy to remain in the center part of your • You enter the board from anywhere on the
half of the table at the end of the battle. table edge closest to you (near table edge)
FORCES: on your first Activation.
• You are allowed one squad. • If playing against another player he may set
• If playing against another player they are up anywhere within 24” from the far table
allowed one squad as well. edge and cannot not start in LOS of the
• If playing solo/same side they are allowed one near table edge.
squad of infantry. • If playing solo/same side enemy forces are
TERRAIN: discovered via the “Contact Table” found in
• Terrain is “Any” and “may or may not” include the Recon Mission section previously.
urban areas.
• If playing against another player he sets up DETERMINING LEVEL OF SUPPORT
terrain and you decide which table edge to To determine the level of “Support” roll 2d6
enter from. and count the lower number. If the Mission takes
• If playing solo/same side then dice for which place in a built up urban area then add 1 to the final
table edge the patrol will enter from. score. Example – Dodger is playing the US side
DEPLOYMENT: and is on a Recon Mission into a city. He rolls 2d6
• You may set up anywhere up to the center of and scores a three and a two. The two is the lower
the table. You can deploy within LOS of the far number and because it is an urban setting he adds
table edge, as that is the direction any enemy one so his level of activity is a three (2+1).
forces will arrive from. On the other side Jim Bob Joe is playing
• If playing against another player he is allowed the Germans. He also rolls 2d6 to determine the
to enter anywhere along the far table edge and level of “Support”. He scores a one and a three.
is immediately subject to an “In Sight” test as Adding a +1 for the urban setting his level of
soon as they enter the board. “Support” is a two.
In gaming terms with the US “Support”
• If playing solo/same side then enemy forces
higher (3 vs. 2) he can expect more reinforcements.
are subject to the “Opening Moves” section
Note that the level of “Support” will often be
later in the book.
different for each side.
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LARGE ACTIONS • If playing against another player he is
In these Missions the squad is part of a larger allowed to enter anywhere along the far
force such as a Platoon or Company. Large Actions table edge and is immediately subject to an
are divided into either Attack or Defend Missions. “In Sight” test as soon as they enter the
board.
• If playing solo/same side then enemy
ATTACK forces are subject to the “Opening Moves”
MISSION:
section later in the book.
• An Attack Mission has a clearly defined
objective that measures the success of the LARGE ACTION SUPPORT AND ASSETS
Mission. Large Action Missions have more Assets
GOAL: and Reinforcements allocated to them. They have a
• The attackers are to clear the area of enemy minimum Support Level for their force of a “4” and
forces, and occupy it by the end of the battle. start with a Reinforcement Card no lower than “10”
FORCES: which is explained later. Example – Jim Bob Joe
• See “Generating Enemy Forces”. pulls a “7” for his Reinforcement Card. Because this
TERRAIN: is a Large Action it is treated as a “10”.
• Terrain is “Any” but must include at least one
built up urban area GENERATING ENEMY FORCES
• If playing against another player he sets up When playing Squad Actions each side
terrain and you decide which table edge to begins the game with one squad each. In Large
enter from. Actions both sides will have additional forces at the
• If playing solo/same side then dice for which start. If playing against another player then each
table edge the patrol will enter from. side chooses their force.
DEPLOYMENT: When playing solo/same side then follow
• You enter the board from anywhere on the the procedure below.
table edge closest to you (near table edge) on
your first Activation. 1 – Pull 1 card for each point of “Support” the
• If playing against another player he may set up enemy has. If the non-player side is attacking a built
anywhere up to the center of the board, in up urban area then double this amount.
cover or buildings, but cannot not start in LOS 2 – Trade these cards into identical ones of the
of the center of the near table edge. same color.
• If playing solo/same side see “Generating 3 – For each card add two of the opposite color.
Enemy Forces”. 4 – Break the table into 6 different sections. Assign
any structure or other cover such as woods or
DEFEND urban area two pips instead of one.
MISSION: 5 – Roll 1d6 to determine where the cards will go.
• A Defend Mission has a clearly defined 6 – Roll 1d6 to determine number of cards to be
objective that measures the success of the placed.
Mission. 7 – Repeat until all cards have been used up.
GOAL: 8 – Begin game as usual conducting any In Sight
• The Defender must occupy a specified area r tests upon first Activation.
objective free of enemy units until battle’s end.
FORCES: Example –
It is determined that the German Level of
• See “Generating Enemy Forces”.
Support is 3. I draw three cards from the German
TERRAIN:
Reinforcements Table. They are a Jack of Hearts, a
• Terrain is “Any” but must include at least one
7 of Spades, and a 4 of Clubs. This results in a
built up urban area
tank, a LMG team, and one squad.
• If playing against another player he sets up I next turn the Jack of Hearts into a Spade
terrain and you decide which table edge to
so all three of the cards are black. I then add six red
enter from.
cards, two for each unit. I shuffle the nine cards and
• If playing solo/same side then dice for which place them down on the table.
table edge the patrol will enter from. Next I section off the table into 6 sections.
There is a house and small woods on the table. I
DEPLOYMENT: assign the house the 1 and 2, the woods a 3 and 4
• You may set up anywhere up to two feet from and the 5 and 6 go to open areas.
the near table edge. You can deploy within Next I roll 1d6 and score a 3 and draw
LOS of the far table edge, as that is the three cards. I roll again and score a 4. I take the
direction any enemy forces will arrive from. three cards and place them in the woods.
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Next I roll 1d6 and score a 2 and draw two • Having worked out the affects of the
cards. I roll again and score a 1. I take the two cards bombardment, play now proceeds with a
and place them in the house. Frontal Assault!
Next I roll 1d6 and score a 6 and I draw the
last 4 cards. I roll again and score a 5 and place them Outflanked!
in the open area. • (Left or Right): An upper echelon foul up
I roll Activation dice and the Germans go first. has resulted in the line being penetrated!
Any cards that are In Sight of an enemy are revealed • The attacking force will deploy on the table
and units deployed. In this case the last four cards edge to the left or right of the defender as
drawn are In Sight of a Russian tank. denoted after “Outflanked!” This table edge
I flip the cards over and find a tank, a LMG now becomes the enemy’s table edge for
team and two worthless red cards. The tanks and LMG all purposes.
team take In Sight tests
Frontal Assault!
OPENING MOVES FOR LARGE ACTIONS • The attacking force advances from the
Next we need to determine the opening moves expected direction.
for the attacking force when playing a Large Action.
This may either be you, another player, or enemy Overrun!
forces run by the rules. Roll 2d6 and consult the • Well ain’t this just typical? Enemy forces have
following chart to determine where to deploy the successfully bypassed or destroyed a
attacking force: neighboring unit and advanced elements of the
assault are now approaching from behind your
2 OPENING MOVES lines! You’d think someone would have told
you. Chalk it up to SNAFU. The friendly table
2 = Barrage! edge is now the enemy table edge. In turn your
3 = Outflanked! Left. friendly board edges are now to your left and
4 -10 = Frontal Assault! right. If you are lucky enough to get
11 = Outflanked! Right. reinforcements roll a d6 to determine which
12 = Overrun! friendly table edge they arrive from. An odd
result means “left” and an even result means
“right”.
Opening Move Results:
Barrage!
• Attack begins with a barrage. If playing a Large REINFORCEMENTS
Action then HQ has authorized an artillery In this section you will be introduced to the
barrage or perhaps carpet-bombing instead. other weapons that are available at higher levels of
Roll 2d6 vs. the Rep of each figure on the command. By using this section you can watch your
board at game start using the Artillery Barrage battles escalate into larger engagements on their
Effects table: own. Naturally you can choose to use or not use
this section and still have an enjoyable game.
2 ARTILLERY BARRAGE EFFECTS HQ SECTION AND PLATOON/COMPANY
2d6 vs. Rep ASSETS
Figures in cover or open topped AFV’s +1 to Rep Each player starts as a squad Leader. The
Pass 2d6 squad is composed of five to fifteen men depending
• No Effect upon the nation that you choose. The squad
Pass 1d6 organization is located in the part called
• Starts game in Duck Back CAMPAIGNING “NUTS!”
Pass 0d6 Each squad has other resources or assets
• The casualty is badly wounded, and “out of the that can be sent to support the squad in its Mission.
fight” due to the serious nature of his wounds! The These take the form of other squads that are in their
casualty cannot move without being carried or platoon, or other items such as anti-tank weapons.
dragged away to a place of safety by his buddies! These assets are either assigned to their Platoon or
their Company HQ. The assets are determined in
• In addition each vehicle on the table is subject advance based on the country of origin, but are
to a Hands of Fate attack. On a roll of “2” any doled out at random.
vehicle with a top AR of less than 2 is
destroyed, while those with an AR of 2 or REINFORCEMENTS
higher is disabled. Assets arrive on the battlefield as
reinforcements. The number of reinforcements that
you receive is in direct relationship to the level of
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“Support” you have and the Mission that you are 4 and German 3 which totals seven so there is a
assigned. Here is how reinforcements arrive. chance for reinforcements. The US player has
scored higher so he flips his cards over. He has a
DETERMINING AVAILABLE REINFORCMENTS two, a ten, and a three. He keeps the higher card so
In gaming, the players usually have prior the ten becomes his Reinforcement card. He
knowledge of the forces that they have available, and replaces the two and three into the deck and
sometimes an idea of what the enemy will have as shuffles it. He then draws a card. It is a Jack so
well. This is especially true when trying to play by same there are no reinforcements available at this time.
side or solo. In reality all that the squad Leader could Two turns later the Activation dice come up
be sure was available to him were his men. In theory seven again. This time it is a German 5 and US 2.
he had other forces and assets but these were doled The German player flips over his one
out by the higher ups based on certain priorities. Sure Reinforcement card and reveals a Jack. He next
you’d like to have a tank for support, but perhaps there draws a new card and scores a ten. This is his new
are pressing issues elsewhere that need it more. And reinforcement card and because it is less than the
as for knowing what enemy force you’d be facing, well original card he will receive reinforcements. Looking
good luck! on the German Reinforcement Table he sees that
To recreate this uncertainty we use he receives a Tank or Panzerschreck team.
“Reinforcement” tables and a common deck of cards.
Look at the following table to see how many cards GERMAN REINFORCEMENTS TABLE
each side is allowed to draw prior to the battle. Note K = Mortar fire (1)
that there may be more than one player per side but Q = Tank (2)
this does not affect the number of cards that are drawn. J = Tank
10 = Tank or Panzerschreck team (3)
Support Level # of Cards 9 = Rest of Platoon with Panzerfaust (4)
5 or 6 3 8 = Sniper (5)
3 or 4 2 7 = LMG Team
1 to 2 1 6 = One infantry squad w/Panzerfaust
After all cards are drawn, place them face 5 = One infantry squad w/Panzerfaust
down on the appropriate side of the table without 4 = One infantry squad
looking at them. After this is done the players are 3 = One infantry squad
allowed to deploy their forces based on the Mission 2 = One infantry squad
parameters. Once this is finished the game begins. (1) The side can call in for a Mortar Fire Mission as
outlined later.
WHEN TO CHECK FOR REINFORCEMENTS (2) Tank. When this result comes up the player will
Once shots have been fired there is a chance consult the appropriate Tank Availability table listed
of reinforcements arriving. in the section immediately following.
• When the Activation dice comes up “seven” for the (3) If the German player is fighting versus the
first time determine which side has the higher die Russians on what was known as the Eastern Front
score. That side will check for reinforcements. If then he receives a tank. If fighting against the
the side has more than one card then he may now US/British forces on the Western Front then he
look at them and keep the highest card while receives a Panzerschreck team.
discarding the others. This card is called the (4) If the German player has less than a full Platoon
Reinforcement card. on the board then the balance of the Platoon will
• Replace the discarded cards into the deck and arrive. If his whole platoon is already on the field
shuffle. then he receives a LMG team.
• Next the side draws a card from the deck. If the (5) Snipers are handled as outlined later in this
card drawn is equal or higher than the section and are either Rep 4 (1-3) or Rep 5 (4-6)
Reinforcement card then that side will not receive RUSSIAN REINFORCEMENTS TABLE
any reinforcements that turn. If the card is lower K = Mortar fire (1)
than the Reinforcement card then the side will Q = Tank (2)
receive reinforcements. Note that Aces are high, J = Tank
and so an Ace Reinforcement card will never signal 10 = Tank
the arrival of reinforcements. 9 = Tank
• Look at the appropriate list and match the card 8 = Tank or Engineer Squad (3)
drawn to determine what has arrived. 7 = Rest of Platoon (4)
• Discard the old reinforcement card and replace it 6 = Rest of Platoon
with the new one. Follow the procedure each time 5 = Sniper (5)
“seven” is rolled. 4 = One infantry squad
Example – Turn three of the battle has started 3 = One infantry squad
and the Activation dice are tossed. They come up a US 2 = One infantry squad
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(1) The side can call in for a Mortar Fire Mission as (1) The side can call in for a Mortar Fire Mission as
outlined later. outlined later in the Opening Moves section.
(2) Tank. When this result comes up the player will (2) Tank. When this result comes up the player will
consult the appropriate Tank Availability Table listed in consult the appropriate Tank Availability table listed
the section immediately following. in the section immediately following.
(3) If the Mission is in an urban area and there are no (3) If the British player has less than a full Platoon
German tanks on the field, the Russian player receives on the board then the balance of the Platoon will
an Engineer squad. Otherwise he will get a Tank. The arrive. If his whole platoon is already on the field
Engineer squad is a regular squad with one Satchel then he receives a LMG team.
charge for every three full figures and also a
flamethrower. They were used primarily against urban TANK AVAILABILTY
pockets of resistance after the Rifle Platoons pinned Whenever a result of “Tank” is drawn roll
the enemy in place. 1d6. Check the Tank Availability table for your
(4) If the Russian player has less than a full Platoon on nation and find the corresponding vehicle that
the board then the balance of the Platoon will arrive. If arrives.
his whole platoon is already on the field then he Assume that in the example above the
receives another squad from another Platoon. If German player was facing the Russians. He would
another result of Rest of the Platoon occurs then the receive the tank instead of the Panzerschreck team.
rest of this new Platoon will arrive. He rolls 1d6 and scores a three, which means he
(5) Snipers are handled as outlined later in this section receives a StuG III.
and are either Rep 4 (1-3) or Rep 5 (4-6)
US REINFORCEMENTS TABLE
K = Mortar fire (1)
1 GERMAN TANK AVAILABLITY 1944
Q = Tank (2)
J = Tank 1 = PzKw II L (Lynx)
10 = Tank 2 = StuG III
9 = Tank 3 = StuG III
8 = Rest of Platoon with Bazooka (3) 4 = PzKw IV H
7 = Sniper (4) 5 = PzKw V (Panther)
6 = One infantry squad with Bazooka 6 = Gutte Glück (roll on the following table)
5 = One infantry squad with Bazooka
4 = One infantry squad
3 = One infantry squad
2 GUTTE GLÜCK
(If you don’t have a model for the vehicle generated
2 = One infantry squad on this table, use a StuG III instead)
(1) The side can call in for a Mortar Fire Mission as “1-3”
outlined later. 2 = PzKw II L (Lynx)
(2) Tank. When this result comes up the player will 3 = PzKw III L
consult the appropriate Tank Availability table listed in 4 = PzKw IV H
the section immediately following. 5 = PzKw V (Panther)
(3) If the US player has less than a full Platoon on the 6 = PzKw V (Panther)
board then the balance of the Platoon will arrive. If his 7 = PzKw IV H
whole platoon is already on the field then he receives 8 = PzKw V (Panther)
another squad from another Platoon. If another result 9 = PzKw VI E (Tiger I)
of Rest of the Platoon occurs then the rest of this new 10 = PzKw III J
Platoon will arrive. 11 = PzKw V (Panther)
(4) Snipers are handled as outlined later in this section 12 = PzKw VI B (Tiger II)
and are either Rep 4 (1-3) or Rep 5 (4-6).
BRITISH REINFORCEMENTS TABLE “4-6”
K = Mortar fire (1) 2 = Nashorn
Q = Tank (2) 3 = PSW 234/2 (Puma)
J = Tank 4 = Hetzer
10 = Tank 5 = PSW 222
9 = Rest of Platoon with PIAT (3) 6 = StuG III
8 = LMG Team 7 = StuG III
7 = One infantry squad with PIAT 8 = PSW 232 (8rad)
6 = One infantry squad with PIAT 9 = Hetzer
5 = One infantry squad 10 = Marder III
4 = One infantry squad 11 = JgdPz IV/70 (Panzer)
3 = One infantry squad 12 = JgdPz V (Panther)
2 = One infantry squad
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1 RUSSIAN TANK AVAILABILITY 1944 2 ODD BALL
1 = T-34/76 (If you don’t have a model for the vehicle generated
2 = T-34/76 on this table, use an M4A3E2 instead)
3 = SU-76
4 = T-34/85 “1-5”
5 = SU-85 2 = M4A1
6 = Хорошее везение (roll on the following table) 3 = M3A1 Stuart
4 = M5A1 Stuart
5 = M5A1 Stuart
2 ХОРОШЕЕ ВЕЗЕНИЕ 6 = M3A1 Stuart
(If you don’t have a model for the vehicle generated on 7 = M4A1
this table, use a T-34/76 instead) 8 = M4A3E2 (76)
9 = M4A3E2 (76)
“1-4” 10 = M4A3E8
2 = M4A2 (Use M4A3 (76) stats from US list 11 = M4A3E8
3 = T-34/76 12 = M4A3E8
4 = IS/JS-2
5 = T-34/76 “6”
6 = T-34/85 2 = M10
7 = T-34/76 3 = M18 Hellcat
8 = T-34/85 4 = M18 Hellcat
9 = T-34/85 5 = M10
10 = T-34/76 6 = M10
11 = T-34/76 7 = M18 Hellcat
12 = M4A2 (Use M4A3 stats from US list) 8 = M10
9 = M10
“5-6” 10 = M36 Jackson
2 = IS/JSU-152 11 = M36 Jackson
3 = SU-76 M 12 = M10
4 = IS/JSU-152
5 = IS/JSU-122
6 = SU-76 M 1 BRITISH TANK AVAILABILITY 1944
7 = SU-76 M
8 = SU-76 M 1 = Stuart
9 = SU-85 2 = Sherman
10 = SU-100 3 = Sherman
11 = SU-122 4 = Sherman Firefly
12 = SU-152 5 = Wolverine
6 = Lucky Dip (roll on the following table)
1 US TANK AVAILABILITY 1944
2 LUCKY DIP
1 = M5A1 Stuart (If you don’t have a model for the vehicle generated
2 = M4 (105) on this table, use a Sherman instead)
3 = M10
4 = M4A3E2 “1-6”
5 = M4A3E2 (76) 2 = Sherman
6 = Odd Ball (roll on the following table) 3 = Sherman Firefly
4 = Stuart
5 = Sherman
6 = Sherman
7 = Sherman
8 = Wolverine
9 = Sherman Firefly
10 = Cromwell
11 = Achilles
12 = Churchill I
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SNIPERS As an option, once a tank has been
If the reinforcement indicates a “Sniper” it is generated, roll 1d6 each time another tank arrives:
resolved as follows. • 1-4 = Same type as last tank to arrive*
• Divide the table edge closest to the side • 5-6 = Roll on Tank Availability for type.
receiving the sniper into six equal sections. Players should decide whether or not to
• Roll 1d6 and place the reinforcement card employ this option before play begins.
denoting the sniper in that section.
• Next move the sniper card directly across the * UK tank troops contained a mix of vehicles.
table until it is centered across the depth of the Should the first tank to arrive be a Sherman Firefly,
table. and "Same type" is rolled for the next
• Note which enemy figure is closest to the reinforcement, a Sherman III arrives. If the last tank
sniper card. to arrive is NOT a Sherman Firefly, use these
• The sniper will take one shot at this figure. results for the d6 roll:
• If the sniper misses his target and does not • 1-2 = Sherman Firefly
cause a Duck Back or there are figures that • 3-4 = same type as last tank to arrive
can see the sniper and did not Duck Back • 5-6 = Roll on Tank Availability
then, remove the card and place the sniper
figure on the table. The sniper must have line WHERE REINFORCEMENTS DEPLOY
of sight to the figure just hit and should be Once it is determined what reinforcements
placed in cover if possible. Ideally the sniper have arrived you next need to find out where they
should be placed in cover as far as possible will deploy, or enter the board. To determine this
from the target while still maintaining line of consult the suit of the card that was drawn for
sight. reinforcements. Compare the suit to the table
• If the sniper hits his target return the card back below:
to the section of the table it started from and • Diamond means arrive on left flank of front.
repeat the procedure each time the sniper is • Hearts means arrive on right flank of front.
active. • Spades and Clubs means arrive to rear of front.
CONTINUING PLAY
2 MORTAR ATTACK EFFECTS Play proceeds following the regular
2d6 vs. Rep sequence of play until all enemy units have left the
Figures in cover or open topped AFV’s +1 to Rep table or no friendly figures remain in play.
Pass 2d6 Remember to check for reinforcement for
• No Effect both friends and enemies through out the game as
Pass 1d6 explained under Determining Available Assets and
• Starts game in Duck Back Reinforcements
Pass 0d6
• The casualty is hit and rolls on the Damage Table THE LEAST YOU NEED TO KNOW
counting an Impact of 2. • Missions make up the basis for campaigning in
“NUTS!” They are divided into small and large
If the closest unit is a vehicle then it is subject actions.
to a Hands of Fate attack. On a roll of “2” any vehicle • The better the Rep of the Leader the more
with a top AR of 1 or less is destroyed, while those with Missions the squad will be sent on.
an AR of 2 or higher is disabled. • Missions different by nationality and by which
“Front” the campaign is being fought on.
OPTIONAL ARMOR TROOP/PLATOON • Previous Missions may generate follow up
AVAILABILITY Missions.
The nations represented in "NUTS!" grouped
• Assets and reinforcements represent other
their armored vehicles into units called platoons, or
weapons and units that are available from
troops. Chances are that if one member of a platoon
higher formations such as a Company.
showed up, the rest of its unit wouldn't be too far
• Support is rated from low (1) to high (6) and
behind.
plays a direct role in what reinforcements are
© 2005 Ed Teixeira
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available. The suit of the card determines where • German units do not receive any replacements
reinforcements will appear. and remain in the field.
• Each side will have a Reinforcement Card that • Others at over half strength do not receive any
helps determine the level reinforcement available. replacements and stay in the field.
The higher the card the more, and better, • Others at half strength are pulled from the field
reinforcements you can get. for R&R. They will not go on a Mission next
• Tanks are limited to their actual availability based turn. When they return they will have received
on the year covered in this book, 1944. Rep 3 replacements to bring them up to full
paper strength.
AFTER THE MISSION
In addition to gaining Reputation Points for Once all replacements have been
completing a Mission there is also the chance that the determined draw a card for “Attributes” as outlined
Mission will trigger another one on the same battlefield. earlier.
Consult the table below to determine if this is the case.
FOLLOW UP MISSIONS
A Reconnaissance or Raid patrol:
• Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Attack Mission the next
campaign turn.
A Perimeter Patrol:
• Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Defend Mission the next
campaign turn.
A Fighting Patrol:
• Uncovering an enemy Support Level of 4 or higher
will cause a Large Action Attack Mission (1-3) or
Large Action Defend Mission (4-6) the next
campaign turn.
REPLACEMENTS
Units that lose casualties from wounds,
desertion, and death may receive replacements. After
each Mission roll 2d6 versus the Rep of the squad
leader and refer to the table below.
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FIRST THINGS FIRST UNIT ORGANIZATION - Platoon
This section will guide you through the game. # of Squads or Sections (not HQ)
1 – Choose which army you want to play (pg 46 – 53) • Equals number of squads or sections NOT
2 – Choose your Star and his Attribute (pg 7) including HQ Squad/Section.
3 – Generate your squad members (pg 8) # Men per Squad
4 – Choose the weapons you will use from the Army • Number of men in the squad at full
Lists (pg 46 – 53) and the weapons section (pg 9) strength. Often called “paper strength”.
5 – Fill out the Unit Roster Sheet (pg 54) Dice Generation
6 – Pick your Jr NCOs (pg 14) • Number of men actually present in the
7 – Choose any vehicles you may want to use from the squad. This number is generated at
Army Lists (pg 46 – 53) random. Note that all nations would always
8 – Determine the crew Reps from the Army Lists keep their LMG and other special weapons
(pg 46 – 53) intact in the squad as long as there were
9 – Fill out the Vehicle/Gun Unit Roster Sheet (pg 55) men to man them. This is reflected as
10 – Choose the Mission you want to play (pg 33) follows:
11 – Generate any enemy forces (pg 36) • The first men in the squad are always the
12 – Lay out the terrain (pg 32) NCO, Jr NCO, and LMG’ers. The next man
13 – Determine the level of Support (pg 35) is the LMG assistant. Succeeding men in
14 – Deploy the forces (pg 34 – 36) the squad will be the Grenade Launchers.
15 – Determine Opening Moves if playing a Large When all of the “specialists” as listed above
Action (pg 37) are accounted for the remaining men will be
16 – Begin the game. ordinary riflemen.
17 – Determine reinforcements as needed, starting Individual Rep
when the first shots are fired (pg 38) • Roll 1d6 per figure in the unit. The result
18 – Check for recovery of figures after the battle is scored corresponds to the figures Rep.
over (pg 22) • Reps for Tank crewmembers are in a
19 – Check for follow-up Missions (pg 42) separate chart on the Tank page. Cross-
20 – Check for Medals and More (pg 42) index the 1d6 die score to the Rep below.
• Remember to draw a card and consult
“ATTRIBUTES” when generating men for
your personal squad.
NCO
• What the NCO is armed with.
Jr NCO
• What the Jr NCO is armed with.
LMG
• How many LMG weapons and gunners
there are in the squad.
# Men w/G-Launcher
• How many Grenade Launchers there are
there are in the squad or in some cases
other special weapons.
# Riflemen
• How many ordinary riflemen there are in
the squad.
© 2005 Ed Teixeira
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“NUTS”
GERMANY
UNIT ORGANIZATION - Platoon Infantry Volks Grenadiers Airborne Panzer Grenadiers
# of Squads or Sections (not HQ) 3 3 3 3
# Men per Squad 10 10 11 9
Dice Generation (1) 5 + 1d6 5 + 1d6 6 + 1d6 4 + 1d6
Individual Rep* 1 = Rep 3 1 = Rep 3 1 – 2 = Rep 4 1 = Rep 3
* SS units always pass 2d6 when 2 – 4 = Rep 4 2 – 4 = Rep 4 3 – 5 = Rep 5 2 – 4 = Rep 4
Taking Reaction tests. 5 – 6 = Rep 5 5 – 6 = Rep 5 6 = Rep 6 5 – 6 = Rep 5
NCO SMG SMG/MP44 SMG/FG42/MP44 SMG
Jr NCO SMG SMG/MP44 SMG/FG42/MP44 SMG
LMG 1 2 2 2
# Men w/G-Launcher 1 1 2 1
# of Riflemen 5 BA Rifle 5 BA Rifle 5 FG42 5 SMG/BA Rifle
(1) Maximum number of actual
figures regardless of total rolled.
© 2005 Ed Teixeira
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“NUTS”
GERMANY
Vehicle Armor Main Gun AA MG Hull MG Co-axial MG Speed Crew
PzKw II F 2/1 4 N N Y 18”/12” 3
PzKw II L (Lynx) 2/1 4 N N Y 18”/12” 3
PzKw III D 3 5 N Y Y 18”/12” 5
PzKw III E 3 5 N Y Y (2) 18”/12” 5
PzKw III F 3 5 N Y Y 18”/12” 5
PzKw III J 4/3 5 N Y Y 18”/12” 5
PzKw III L 5/4 5 N Y Y 18”/12” 5
PzKw III M 5/3 5 N Y Y 18”/12” 5
PzKw IV C 3/1 6 N N Y 18”/12” 5
PzKw IV D 3/2 6 N Y Y 18”/12” 5
PzKw IV E 4/3 6 N Y Y 18”/12” 5
PzKw IV F 4/3 6 N Y Y 18”/12” 5
PzKw IV H 5/3 7 Y Y Y 18”/12” 5
PzKw V (Panther) 7/4 8 Y Y Y 24”/16” 5
PzKw VI E (Tiger I) 6/5 7 Y Y Y 18”/12” 5
PzKw VI B (Tiger II) 8/5 9 Y Y Y 12”/8” 5
Truck 0 0 0 N N 28”/14” 2
Half Track SdKfz 251 1 0 N Y N 33”/22” 2
Note: Top and bottom Armor Rating = side Armor Rating/2 rounded down
© 2005 Ed Teixeira
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“NUTS”
USSR
UNIT ORGANIZATION - Platoon Infantry Platoon SMG Platoon
# of Squads or Sections (not HQ) 4 3
# Men per Squad 9 10
Dice Generation (1) 4 + 1d6 5 + 1d6
Individual Rep* 1 - 3 = Rep 3 1 - 3 = Rep 3
* Red Guard units +3 to die roll 5 – 5= Rep 4 5 – 5= Rep 4
6 = Rep 5 6 = Rep 5
NCO SMG SMG
Jr NCO BA or SA Rifle SMG
LMG 1 0
# Men w/G-Launcher 0 0
# of Riflemen 6 BA Rifle 8 SMG
(1) Maximum number of actual
figures regardless of total rolled.
© 2005 Ed Teixeira
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“NUTS”
USSR
Vehicle Armor Main Gun AA MG Hull MG Co-axial MG Speed Crew
T-26 2/1 5 N N Y 12”/8” 3
BT-7 1 5 N N Y 18”/12” 3
T-34/76 5/4 6 N Y Y 24”/16” 4
T-34/85 5/4 7 N Y Y 24”/16” 5
KV-1* 6/5 6 N Y Y 18”/12” 5
KV-1 (S) 6/5 6 N Y Y 18”/12” 5
KV-85 6/5 7 N Y Y 18”/12” 4
IS/JS-1 6 7 Y Y Y 18”/12” 4
IS/JS-2 6 9 Y Y Y 18”/12” 4
IS/JS-3 9/6 9 Y N Y 18”/12” 4
BA-32 1 5 N N Y 33”/22” 4
Truck 0 0 0 N N 28”/14” 2
© 2005 Ed Teixeira
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“NUTS”
USA
UNIT ORGANIZATION - Platoon Infantry Armored Inf Rangers Paratroopers
# of Squads or Sections (not HQ) 3 2 2 2 or 3
# Men per Squad 12 12* 11 12
Dice Generation (1) 7 + 1d6 7 + 1d6 6 + 1d6 7 + 1d6
Individual Rep 1 = Rep 3 1 = Rep 3 1 – 2 = Rep 4 1 – 2 = Rep 4
2 – 5 = Rep 4 2 – 5 = Rep 4 3 – 5 = Rep 5 3 – 5 = Rep 5
6 = Rep 5 6 = Rep 5 6 = Rep 6 6 = Rep 6
NCO SMG or SA Rifle SA Rifle SMG SA Carbine or SMG
Jr NCO SA Rifle Jr NCO w/GL SMG (2) SA Carb or SMG
LMG 1 BAR BAR 1 1 LMG* and 1 BAR
# Men w/G-Launcher 2 (See above) 1 1
# of Riflemen 7 SA Rifle 8 SA Rifle 8 SA Rifle 7 SA Rifle
(1) Maximum number of actual
figures regardless of total rolled *12th man is driver * May sub 2 BAR
© 2005 Ed Teixeira
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“NUTS”
USA
Vehicle Armor Main Gun AA MG Hull MG Co-axial MG Speed Crew
M4 Sherman 5/3 6 Y Y Y 18”/12” 5
M4(105) 5/3 7 Y Y Y 18”/12” 5
M4A3(105) 5/3 7 Y Y Y 18”/12” 5
M4A1 5/3 6 Y Y Y 18”/12” 5
M4A3 5/3 6 Y Y Y 18”/12” 5
M4A3E2 6/3 6 Y Y Y 18”/12” 5
M4A3E2(76) 6/3 7 Y Y Y 18”/12” 5
M4A1(76) 6/3 7 Y Y Y 18”/12” 5
M4A3(76) 6/3 7 Y Y Y 18”/12” 5
M4A3E8 6/3 7 Y Y Y 18”/12” 5
M3A1 Stuart 3/2 5 Y Y Y 24”/16” 4
M5A1 Stuart 2/2 5 Y Y Y 24”/16” 4
M24 Chaffee 4/2 6 Y Y Y 24”/16” 4
M26 Pershing 8/5 8 Y Y Y 18”/12” 5
M7 Priest 1 7 Y N N 18”/12” 5
M10 5/2 6 Y N Y 18”/12” 5
M18 Hellcat 2/1 7 Y N Y 30”/20” 5
M36 Jackson 5/2 8 Y N Y 18”/12” 5
M8 1 5 Y N Y 33”/22” 4
Truck 0 0 0 N N 28”/14” 2
M3 Half track 1 0 N Y N 18”/12” 2
Note: Top and bottom Armor Rating = side Armor Rating/2 rounded down
© 2005 Ed Teixeira
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“NUTS”
GREAT BRITAIN
UNIT ORGANIZATION - Platoon Infantry Infantry 1945 Paratroops Commando
# of Squads or Sections (not HQ) 3 4 3 2
# Men per Squad 11 10 12 11
Dice Generation (1) 6 + 1d6 5 + 1d6 7 + 1d6 6 + 1d6
Individual Rep 1 = Rep 3 1 = Rep 3 1 – 2 = Rep 4 1 – 2 = Rep 4
2 – 5 = Rep 4 2 – 5 = Rep 4 3 – 5 = Rep 5 3 – 5 = Rep 5
6 = Rep 5 6 = Rep 5 6 = Rep 6 6 = Rep 6
NCO BA Rifle BA Rifle SMG SMG
Jr NCO 2 x Jr NCO BA Rifle BA Rifle 2 x Jr NCO SMG 1 SMG/2 BA Rifle
LMG 1 1 1 1
# Men w/G-Launcher 0 PIAT 0 Sniper Rifle
# of Riflemen 7 BA Rifle 6 BA Rifle 8 BA Rifle 5 BA Rifle
(1) Maximum number of actual
figures regardless of total rolled
UNIT ORGANIZATION - Platoon Glider Infantry
# of Squads or Sections (not HQ) 3
© 2005 Ed Teixeira
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“NUTS”
GREAT BRITAIN
Vehicle Armor Main Gun AA MG Hull MG Co-axial MG Speed Crew
Crusader I 3/2 5 Y Y Y 18”/12” 5
Crusader II 4/2 5 Y N Y 18”/12” 4
Crusader III 4/2 5 N N Y 18”/12” 3
Stuart 2/2 5 Y Y Y 24”/16” 4
Sherman 6/3 6 Y Y Y 18”/12” 5
Sherman Firefly 6/3 7* Y Y Y 18”/12” 5
Cromwell 5/3 5 N Y Y 24”/16” 5
Churchill I 6/5 6 N Y Y 12”/8” 5
Challenger 5/3 7* N N Y 18”/12” 5
Comet 5/3 7* N Y Y 18”/12” 5
Matilda II 4 5 N N Y 12”/8” 4
Valentine II, III 4 5 N N Y 12”/8” 3
Valentine VIII 4 5 N N N 12”/8” 4
Valentine XI 3 5 N N Y 12”/8” 4
Wolverine 3 6 N N N 18”/12” 5
Achilles 3 7* N N N 18”/12” 5
Humber IV 1 4 N N Y 32”/22” 4
Daimler AC 1 4 Y N Y 32”/22” 4
Staghound I 2/1 5 Y Y Y 32”/22” 4
Truck 0 0 0 N N 28”/14” 2
Scout Car 1 0 N Y N 28”/14” 2
© 2005 Ed Teixeira
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“NUTS!”
UNIT ROSTER HISTORY AND INFO
© 2005 Ed Teixeira
54
“NUTS!”
VEHICLE/GUN UNIT ROSTER HISTORY AND INFO
Designate Armor Main AA Hull Co-ax Speed Crew T Com Driver Loader Gunner RTO
© 2005 Ed Teixeira
55
“NUTS!”
MELEE SMALL ARMS
MELEE MODIFIERS Small Arms Range Targets Impact
• Prone and in melee -1 Small Caliber Pistol 6 2 0
• Each point of Impact less than enemy -1 Medium Caliber Pistol 12/24(1) 2 1
• In melee with 2+ enemies -1 Large Caliber Pistol 12 2 2
• In melee with 3+ enemies -2
Medium Caliber MP 12/24(1) 2/3 1
Medium Caliber SMG 24 3 1
MELEE RESULTS TABLE Large Caliber SMG 24 3 2
2 MELEE RESULTS TABLE Combat Shotgun 12 2 2
Pass same number of d6 BA Rifle or Carbine 48/60(2) 1 3
• All Miss and melee continues next turn. SA Rifle or Carbine 48/60(2) 2 3
One side passes 1d6 more than the other and “wins” the SA Medium Caliber Carbine 24 2 1
round of melee. SF Medium Caliber Carbine 24 2/3* 1
• Winner rolls on the Damage Table to inflict wound.
SF Rifle (FG-42 etc.) 48 2/3* 3
One side passes 2d6 more than the other and “wins” the
round of melee. SF Rifle (MP-44) 48 2.3* 2
• Winner rolls on the Damage Table to inflict wound (1) Range of 24” when used with a detachable stock.
counting “Knock Down” results as the casualty is (2) Range is 60” when used with a sniper scope.
badly wounded and out of the fight due to the * Target 3 applies only when weapon is being used
serious nature of his wounds! The casualty cannot on fully automatic mode.
move without being carried or dragged away to a
place of safety by his buddies! MACHINE GUNS
Machine Guns Range Targets Impact
MELEE WEAPONS LMG (MG-34/42)* 48 5/6 3
Melee Weapons Range Targets Impact LMG (Other) 48 4 3
Hand held Knife/Bayonet x 1 1 BAR 48 3 3
Fixed Bayonet/Sword x 1 2 MMG 48 5 3
HMG 60 4 5/APW2
MELEE DAMAGE TABLE * MG-34’s and 42’s served as light, medium, and
vehicle mounted MG’s. They are listed here for
1 MELEE DAMAGE TABLE convenience. MG-34 is Target 5. MG-42 is Target 6.
Score equal to or less than Impact of weapon:
• Obviously dead! Nature of the wound is so obvious
that there’s no question that he’s a “goner”.
ANTI-TANK WEAPONS
Score higher than Impact of weapon but equal to or Anti-Tank Weapons Range Targets Impact
less than Rep of casualty: Small Bore ATR 48 1 APW 2 (3)
• Knock Down! Figure is knocked prone and may not Large Bore ATR 48 1/2 APW 3 (3)
function normally until next Activated. Very Large Bore ATR 60 2/3 APW 4 (4)
Score greater than Rep of casualty: Panzerschreck 40 1 APW 9
• Out of the Fight! The casualty is badly wounded PanzerFaust 3/6 1 APW 7
and out of the fight due to the serious nature of his (30-60)
wounds! The casualty cannot move without being PanzerFaust 10/15 1 APW 9
carried or dragged away to a place of safety by his (100-150)
buddies! PIAT 10/30(5) 1 APW 7
Bazooka 20 1 APW 7
GRENADES/ OTHER WEAPONS Anti-tank Grenade 2/20
Grenades and Other Tossed/ Launched 1" circle APW 5
Weapons Range Targets Impact (3) Up to 24”, otherwise 1 APW less.
Grenade 6 5” circle 2/APW 2 (4) Up to 30”, otherwise 1 APW less.
Rifle Launched Grenades 20 5” circle 2/APW 2 (5) 10” versus vehicle and 30” versus large buildings
Flame Thrower 12 3” wide 5/APW 5
Molotov Cocktail 4 3” circle 5/APW 5
Satchel & Demo Charges 1 1” circle 5/APW 5
INFANTRY QRS:
© 2005 Ed Teixeira
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“NUTS!”
GRENADES
INFANTRY QRS: 2 “WHERE’D THE GRENADE GO?” TABLE
FAST MOVE Pass 2d6
• Total miss and grenade explodes harmlessly.
2 LD FAST MOVE TEST Pass 1d6
Pass 2d6 • Look out! Grenade may have landed on an
• Figure successfully Fast Moves up to 16”. intervening group either friendly or enemy. Pick
Pass 1d6 the next closest group to original target and roll
• Figure successfully Fast Moves up to 12”. on Ranged To Hit table counting a Miss result as
Pass 0d6 grenade explodes harmlessly. Any hits are
• Figure moves up to 8” counting as if making a Fast applied to the new target.
Move for shooting resolution. Pass 0d6
• Fire in the hole! Thrower “fumbles” toss. Each
figure in a blast radius centered on the thrower
RANGED FIRE must roll 1d6 vs. their Rep. and read below.
• If pass 1d6 then Duck Back (go prone) and
Ranged Combat To Hit Table
1 escape injury.
# Results • If pass 0d6 then roll on the Damage Table.
3 to 7 Miss!
8 Target is prone or concealed, GRENADES
in cover,
either side fast moving,
2 “BOMBS AWAY” CHECK
second or higher target count Miss, Pass 2d6
all others Hit! • Success! Roll on Ranged To Hit table counting
9 Target in cover, the target as if in the open. If a result of Miss
or third or higher target count Miss, occurs when rolling on the To Hit table count the
all others Hit! grenade as a dud or exploding harmlessly.
10+ All Hit! Pass 1d6
• Partial success! Roll on Ranged To Hit table
counting the target as if in cover regardless of
1 RANGED COMBAT DAMAGE TABLE actual circumstances. If a result of Miss occurs
Score equal to or less than Impact of weapon: when rolling on the To Hit table count the
• Obviously dead! Nature of the wound is so obvious grenade as a dud or exploding harmlessly.
that there’s no question that he’s a “goner”. Pass 0d6
Score higher than Impact of weapon but equal to or • Fire in the hole! Thrower “fumbles” toss. Each
less than Rep of casualty: figure in the blast radius with the thrower in the
• Knock Down! Figure is knocked prone and may not center must roll 1d6 vs. their Rep. and read
function normally until next Activated. below.
Score greater than Rep of casualty: • If pass 1d6 then Duck Back (go prone) and
• Out of the Fight! The casualty is badly wounded escape injury.
and out of the fight due to the serious nature of his • If pass 0d6 then roll on the Damage Table.
wounds! The casualty cannot move without being
carried or dragged away to a place of safety by his
buddies!
© 2005 Ed Teixeira
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“NUTS!”
WANTING TO CHARGE
INFANTRY QRS: 2 LD “WANTING TO CHARGE” CHECK
IN SIGHT “Star” may choose his reaction.
Pass 2d6
1 “IN SIGHT” CHECK • All will charge into hand-to-hand combat.
+1d6 if providing suppressing /covering fire. Pass 1d6
+1d6 if shooter is “hidden”. • Those in cover will remain in place and if possible
Pass 1d6 will fire instead.
• All fire with highest, passing die score going first and • Others charge.
so on. Ties go to stationary shooters, otherwise Pass 0d6
same passing die scores fire simultaneously. • All will remain in place.
• Hidden figures may opt to hold fire until after all other
figures have fired.
Pass 0d6 BEING CHARGED
• All figures may not fire. 2 “BEING CHARGED” CHECK
“Star” may choose his reaction.
Pass 2d6
RECEIVED FIRE • Those that can will fire and prepare for melee.
2 “RECEIVED FIRE” CHECK • Others will remain in place and prepare to melee.
“Star” may choose his reaction. Pass 1d6
Pass 2d6 • Those in cover will fire and prepare for melee.
• Chargers will continue. • Those charged to flank or rear will Runaway.
• Retrieving wounded will continue. • Others may not fire but will prepare for melee.
• Outgunned or unable to fire will Duck Back Pass 0d6
• Others finish move and fire. • Those in cover will prepare to melee.
Pass 1d6 • Others Runaway.
• Chargers armed with ranged weapons will stop in
place and fire instead while those not so armed will SURPRISE
continue the charge.
• Retrieving wounded will continue. 2 SURPRISE CHECK
• Those in cover will return fire counting –1 to Rep. Pass 2d6
• Others will Duck Back. • Those charged will turn to face enemy and
Pass 0d6 counts at –1 to Rep for first turn of melee.
• Chargers will Duck Back. • Those fired at will take “Received Fire” test at –1
• Those in cover will Hunker Down. to Rep.
• Retrieving wounded will go prone. Pass 1d6
• Others will Runaway. • Those charged are surprised and cannot react.
Counts only 1d6 in melee the first round.
• Those fired at will Duck Back.
OUTGUNNED Pass 0d6
OUTGUNNED RATINGS • Those charged are totally surprised, and counts
“Star” is never outgunned. 0d6 in melee the first round.
• OGR 5 = Flamethrowers, Grenades, Satchel • Those fired at will Hunker Down.
Charges, and all Antitank weapons.
• OGR 4 = HMG, MMG, and LMG.
• OGR 3 = MP and SMG
RALLY
• OGR 2 = Semi-automatic rifles and carbines. 2 LD “RALLY” CHECK
• OGR 1 = Other weapons not listed. “Star” may choose his reaction.
Pass 2d6
• All back in the fight. Carry on as desired.
Pass 1d6
• Those in cover/buildings back in fight.
• Others are removed from play.
Pass 0d6
• Remove figure from play.
© 2005 Ed Teixeira
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“NUTS!”
VEHICLE IN SIGHT PENETRATION TABLE
1 VEHICLE “IN SIGHT” CHECK – vs. TC 2 PENETRATION RESULTS TABLE
-1 to Rep if “buttoned up” (2d6 vs. Difference of APR to AR or DV*)*
-1 to Rep if “In Sight” is taken from Gunner position Defensive value of building.
+1d6 if shooter is “hidden”. Pass 2d6
Pass 1d6 • Round penetrates the vehicle and all crew killed.
• All stationary will fire immediately in high passing die Building area under fire collapses and all inside
order. area killed.
• Moving vehicles may stop and fires after above have Pass 1d6
fired. • Round disables the vehicle and each
Pass 0d6 crewmember must roll 1d6 versus the penetration
• All cannot fire. difference. If pass 1d6 then crewmember is dead.
Otherwise they must bail out. Treat buildings as
the same.
FIRING MAIN GUN Pass 0d6
2 PLACE ROUND TABLE VS. GNR • Round does not penetrate vehicle but crew takes
GNR Rep –1 at over 48” a “Clank” test on the table below. Occupants of
Pass 2d6 building area under fire take “Received Fire” test.
• Hit Target aimed for.
Pass 1d6
• Miss if target or shooter “Fast Moved”.
• Hit other targets if at 12” range or less. LOADING
• Otherwise Roll 1d6
Hit Turret* on 1 or 2 2 LOADING TABLE – vs. LDR
Hit Hull on 3 – 6 (If “hull down” then Clank test) (Taken immediately after the gun is fired)
Pass 0d6 Pass 2d6
• Miss, target ignores fire. • Reloaded and can fire in reaction or when next
Active.
*Turret hit increases AR of target by 1 point. Pass 1d6
• Reloaded, but can only fire when next Active.
• Deployed anti-tank gun reloaded and can fire in
SQUAD ANTI-TANK reaction or when next Active.
Pass 0d6
2 SQUAD ANTI-TANK FIRE TABLE • Failed – Try to load next Activation.
Rep –1 at up to half range • Deployed anti-tank gun reloaded but can only fire
Rep –2 at greater than half range when next Active.
Pass 2d6
• Hit Target Aimed for. CLANK TEST
Pass 1d6
• Miss “Fast Moving” target. 2 CLANK TEST - vs. TC
• Otherwise Roll 1d6 “Star” may choose his reaction.
Hit Turret* on 1 or 2 Pass 2d6
Hit Hull on 3 – 6 • Undergunned will Retire out of sight.
(If “hull down” then Clank test) • Unable to return fire, or unloaded carry on.
Pass 0d6 • If loaded return fire, rotating turret if necessary.
• Miss, target ignores fire. Pass 1d6
• Undergunned will Retire out of sight.
*Turret hit increases AR of target by 1 point. • If main weapon facing attacker, return fire.
• If main weapon not facing attacker carry on.
Pass 0d6
• Undergunned or fired on by penetrable enemy will
Runaway.
• Others Retire out of sight.
ARMOR QRS:
© 2005 Ed Teixeira
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“NUTS!”
FIRE AT BUILDINGS LOSING CONTROL
2 FIRING AT BUILDINGS TABLE – vs. GNR 2 LOSING CONTROL- VS. DVR
Pass 2d6 Pass 2d6
• Hit spot aimed for. • All vehicles continue at same speed making turn
Pass 1d6 - Roll 1d6 and consult below. without problems.
• (1-2) Wide 1d6” to the left. Pass 1d6
• (3 –4) Wide 1d6” to right. • Wheeled vehicles and half-tracks will turn and
• (5 – 6) Overshot one level up. then veer away outward from the direction of the
Pass 0d6 turn one body width. If a solid object is hit, test for
• What were you doing? Miss target completely! damage to the occupants of the vehicle. Each
figure rolls on Damage Table counting +1 to Rep.
• Tracked vehicles (except half-tracks) will turn and
RUN OVER TABLE then veer away outward from the direction of the
1 “RUN OVER” TABLE – vs. DVR turn one body width. If a solid object is hit, test for
Pass 1d6 damage to the occupants of the vehicle. If hitting
• If traveling at 1/2 speed or less, tank obliterates a solid object Driver must take an immediate
object and continues through. “Run Over” test.
• If traveling over ½ speed it’s a “rough ride”! Vehicle Pass 0d6
“hangs up” on object and does not move. Next • Wheeled vehicles and half-tracks will turn and
Activation will obliterate object and continue through. then veer away outward from the direction of the
One crewmember at random rolls 1d6 versus Rep. If turn one body width and roll over. Each figure
pass then carry on, but if fail count knocked prone rolls on Damage Table versus their Rep as
until next Activation. normal.
Pass 0d6 • Tracked vehicles (except half-tracks) will turn and
• If traveling at 1/2 speed or less it’s a “rough ride”! then veer away outward from the direction of the
Vehicle “hangs up” on object and does not move. turn one body width and throw a track. The
Next Activation will obliterate object and continue vehicle is disabled and may no longer move. If
through. One crewmember at random rolls 1d6 hitting a solid object must take an immediate
versus Rep. If pass then carry on, but if fail count “Run Over” test.
knocked prone until next Activation.
• If traveling over 1/2 speed then “Stuck!” Vehicle HERO
grinds to stop 1” forward and becomes immobile.
Cannot proceed and must attempt to reverse out 2 WHO WANTS TO BE A HERO?
next Activation. All crew roll 1d6 versus Rep. If pass Pass 2d6
then carry on but if fail count knocked prone until • Success! Resolve as a hit on the bottom of the
next Activation. vehicle.
Pass 1d6
• Fumble, device lost, and attacker must retire.
Pass 0d6
• Disaster! Attacker rolls on Damage Table
counting APR of the device as Impact.
OVERRUN
2 “OVERRUN” CHECK
“Star” may choose his reaction.
Pass 2d6
• Armed with APW will stand and fire.
• Not armed with APW will dodge 3” out of the way
without injury counting Duck Back.
Pass 1d6
• Vehicle rolls on To Hit Table using Rep of driver.
Pass 0d6
• Vehicle hits target inflicting 1 Hit per AR of
vehicle.
ARMOR QRS:
© 2005 Ed Teixeira
60
“NUTS!” General Anthony McAuliffe - US Army
Bastogne, Belgium December 22nd 1944
Half your squad is pinned down from light machine gun fire and two of
your men are wounded and screaming for help. Another one of your
guys is “hunkered down” behind that wall and isn’t moving anytime
soon. All hell’s breaking loose around you and everyone is looking to
you for answers. Right about now you’re wondering what the heck
you’ve gotten yourself into? Welcome to the world of “NUTS!”
z
“NUTS!” starts off in 1944 Europe and covers squad size actions. Want
to play something larger? No problem as once you’ve learned the
simple but elegant game mechanics you’ll soon be running a platoon or
more! All the info you need covering the infantry and armor of the major
powers in Europe ’44 is found here in “NUTS!” Free supplements will
be made available that will cover the other war years and combatants.
Everything you need to get started gaming in the most popular year of
the most popular gaming period is right here, right now!
2HW 1019
$20.00