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Clash on the Fringe.
by Anthony G. [Verified Purchaser] Date Added: 04/18/2021 09:35:37

This is a fantastic squad based skirmish rule set that allows for the inclusion of individual "hero" units as well. a great blend of individualism and squad. Squads can be highly customized or stock from the book. There is a lot of freedom to make this game specifically for you or get going quick with stock stats from the book. Clash also lets you use modern military minis all the way to sci-fi and aliens. It really covers a lot of ground and does it well. The activation is great at keeping everyone involved and there is still potential for units not to activate depending on opposed activation rolls being tied (which is the perfect opportunity to let the enviroment to do something... move aliens, zombies, throw a curveball etc.).

This really is a perfect hybrid of wanting a band of individuals and having individuals lead an attack with squads (think jedi leading clones in the clone war era).

I highly recoomned this title for anyone looking for this style of skirmish game.



Rating:
[5 of 5 Stars!]
Clash on the Fringe.
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Five Parsecs Bug Hunt
by Rhys H. [Verified Purchaser] Date Added: 04/07/2021 16:19:08

5 Parsecs Bug Hunt is a stand alone set of eules based on the 5Parsecs From Home solo RPG skirmish rules. You do not need any other NWG products to play this game. Everything you need to play is contained within this set -Bug Hunt. However, i highly recommend checking out ALL other NWG titles, they are full of great rules and inspiration that can be used across the different rule sets that you can plug and play to your hearts content.

On with the review.

As always with Nordic Weasle Games, the rules layout is excellent, logical, and eady to follow. Where alot of shiny over produced photo heavy expensive rule sets lose themselves and leaves the players scratching their head, tryinv to hunt down a single sentence of rules lost in 10 pages of guff, there is no fear of this happening with NWG titles, and Bug Hunt is no different.

Following from one proper read through, i set up a game with my newly painted, based, and varnished figures, and after just a few turns, i felt completely at home with the turn sequence and moving and shooting rules etc.

It was then, at this point, i realised i was physically grinning to myself. This rarely happens with a solo set of rules and should speak volumes for these rules. I am havung so much fun playing out encounters and the follow up RPG lite campaign turns as well. If you like more RPG heavy campaign turns i highly recommend purchasing Starport Scum and the expansions as well as obviously, all the 5 Parsecs rules and expansions. These titles have amazing rules and details and ideas for deeper RPG play that could easily be incorporated if you were so inclined.

The Rules

Its easy, set up your encounter by following the detailed encounter set up guide. Get your two sides together, the humans, and the bugs, imagine you are in a Hollywood scifi saga where creatures who are ill disposed towards human incursions in space/planets, pray to the dice gods, set your face in an expression of grim determination (stubby cigar optional), say something like "bugs dont surf" and hope for the best.

Bughunt will let you fight movie amd videogame inspired games solo and have great fun.

The rules are intuitive and become second nature after just a few turns.

The bugs on the board are first represented by contact markers which either move directly towards the nearest humans or in a random direction, once the marker is detected, a dice will be rolled according to the specific profile for the bug type included in the rules - there are many profiles for different types of bug enemies, then that many bugs will spawn on that marker. From then on, the bugs move directly towards the nearest human at a predefined rate in their phase.

Humans

Typically you will follow, in the campaign two to four main characters. Typically 3.

Then according to the mission prority rating you spend the priority points on additional troops - such as a 4 man fireteam. You automatically get 1 free 4 man fireteam to accompany the main characters in the encounter. You can spend points on additional combat teams or non-combatant specialist teams if you want, who have their own unique bonuses on the field of battle.

You will usually have 2 or 3 objectives to complete and then you have to call in evac which is not guarenteed to turn up when you want. The idea is to try and keep your characters alive whilst completing objectives as bugs continuously spawn and hunt you down.

There is also a difficulty system whereby you can make it easier or harder, if you so wish as well as variable encounter priority setting. Sometimes you will be fighting a low priority encounter, or medium priority, or high priority respectively. Obviously higher priority will be a harder fight but you will have more support points to buy support teams etc.

What is even better is that you only need approximately 20 miniatures per side.

For the humans you will need a couple of characters, a few 4 man fireteams, and a few groups of different specialists such as a recon team, engineer team, sniper, etc etc.

Overall, superb - soo much fun on your own! Highly recommend.



Rating:
[5 of 5 Stars!]
Five Parsecs Bug Hunt
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Knyghte Pyke and Sworde
by Christopher B. [Verified Purchaser] Date Added: 03/28/2021 17:07:55

This is a simple but clever Mass skirmish game for medieval warfare. Something sort of unique about it is you don't get into equipping troops. Just general unit types, like Light, Shield, Charger, Missile. Makes list building a breeze.

The dice system is pretty simple too. Usually your rolling 2d6 in order to detirmine outcomes, and if you fail once something bad happens. Fail twice something worse happens.

This is my favorite game for running my Fantasy armies quickly and easily without getting out for a full mass battle. Can't wait for the fantasy supplement coming out which should be a huge book of goodies.

Full disclosure I have been in contact with the author on development of this game. Ivan is a stand out dude, and loves to continue support for his games based on input from fans of his games.



Rating:
[5 of 5 Stars!]
Knyghte Pyke and Sworde
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Chrome Hammer
by Josh H. [Verified Purchaser] Date Added: 02/07/2021 21:48:32

This game is quite a bit of fun. Easy and logical solo play rules, you can string together multiple scenarios for campaigns. Fun, fast gameplay.



Rating:
[5 of 5 Stars!]
Chrome Hammer
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Five Leagues Scenario 1: The Sunken Temple
by Georgios A. [Verified Purchaser] Date Added: 01/02/2021 15:14:49

A well written scenario for Five Leagues from the Borderlands. It's laid out in 7 Chapters, and you can progress without reading the next part, keeping the surprise levels interesting. There aren't any punitive choices during the scenario (e.g. if you did X in Chapter 2, suffer Y in Chapter 5), rather going with the flow of the rolled events.
In my playthrough I got really stuck during the first chapter due a LOT of bad dice rolls, but thankfully, some skills in my party helped alleviate that a little. It has variety in it's encounters (terrain, enemy) and variety in addressing the situations at hand. It is meant for a new warband, so there are times where my battle hardened party (~7 sessions in) had it too easy and with some good dice rolls, after the first Chapter, it was mostly a walk in the park. The associated loot also is quite nice. It gave me many solo play sessions to deal with.

Recommended!



Rating:
[5 of 5 Stars!]
Five Leagues Scenario 1: The Sunken Temple
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Five Leagues from the Borderlands 2E
by Georgios A. [Verified Purchaser] Date Added: 12/31/2020 15:05:19

Low fantasy... check. Warband management with advancement elements... check. Skirmish wargaming...check. Solo player focused...check.

Five Leagues from the Borderlands succeeds at all the above and even more. This is a choose your own miniatures skirmish wargame with careful balance and some innovative mechanics.

It's low fantasy. The implied setting is medieval western Europe, where magic and monsters are rare. Elves, dwarves, orcs, undead exist in the game at just the right dose to make it interesting. Don't expect wizards riding dragons, shooting fireballs against laser shooting smilodons. It's poverty and ignorance. This is the middle ages, spanning from dark ages to rennaiscance.

It has warband management and you advance each and every one of your members. Rags to riches. Gutter urchin to warlord. You chose their unique gear, armor, weapons. The campaign turn reminded me heavily of old school computer games. They have just enough stats to be interesting and varied without becoming cluttered. There is a clear Follower and Hero distinction and you really want your members to advance to Hero status. Though as the publisher states, you make the game your own.

The skirmish part is very well designed. The average battle plays with around 15 figures for both sides, touching the upper solo limit capacity for me. I had a couple of battles at around 18 figures, which started as cumbersome, until first blood. The game plays really fast, and I always managed to finish a combat session in one seating, 1-2 hours at most, but I also take photographs and notes while playing for my blog reports, which severely increase game time.
The melee exchanges system is just brilliant. It gives an ebb and flow to the combat, with many different results and interesting outcomes.

The solo aspect is what really sealed the deal. The initiative mechanic is so easy to implement that I never looked back. Of course it wouldn't be a solo game without tables. All solo rpg players seek them out, and Five Leagues has them plenty. Tables for encounters, tables for random events, tables for backgrounds. Wherever you need a table, there is one.
Resolutions happen on the spot. There is only minimal notes for future reference.

Five Leagues won't win any stars on artwork or layout. There is just enough pictures to make things distinct. The rules are clearly laid out, and any rules interpretation confusion is usually minor, and usually hunted down on the regular updates. Bookmarking is at the bare minimum. There is a table of contents, with hyperlinks, but that's all there is. I'd like to see some pdf navigation bookmarks and an index at the end. This is a game which wins at gameplay, not at presentation. Though I must admit I've seen improvements over previous versions.

Coming at the game updates. I've followed Five Leagues for the past year. The updates are regular, and there is slight rules tinkering and extra content. The rules changes are either an improvement, or an 'one or the other' case. I haven't found a rule change that got me disappointed.

This is a skirmish wargame with rpg elements, not the other way around, and it's excellent at it. Grab your fantasy miniatures, grab your dice set and go hunt some outlaws ravaging the farms around the village.

5/5 Highly recommended!



Rating:
[5 of 5 Stars!]
Five Leagues from the Borderlands 2E
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Knyghte Pyke and Sworde
by John C. [Verified Purchaser] Date Added: 12/30/2020 19:16:22

A very simple and light game to learn but with a wealth of things to do that will keep you occupied for a long time including a full campaign system. It may not suit players looking for a more mechanically demanding game but is very much worth a look for most and would probably be a great introductory game to new players as well as narrative driven ones. Also worth noting is although written as a medieval setting it also works just as well for the Arthurian through Viking age.



Rating:
[5 of 5 Stars!]
Knyghte Pyke and Sworde
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Ballad of the Longbow
by Christian F. [Verified Purchaser] Date Added: 12/30/2020 13:00:38

There's a lot to like about Ballad of the Longbow, it's a fun little indie title that sits at a crossroads between wargame, OSR and PBTA and offers a refreshingly unique blend of the three as it tries to specifically tell the story of a band of gray-area outlaws taking on corrupt officials looking to enrich themselves at the expense of the people.

The system itself is a roll-under D20 with a skill list, 15 in total, available to all characters. They are pretty general but fit pretty well with the default setting, including things like Religion, Education and Etiquette, beyond the usual fight skills. Character Types in Longbow are more like PBTA playbooks in that they are strong archetypes from the type of story the game emulates. No generic fighters, instead you have Knights, Beggars, Yeomen and Outlaws. 11 in total, the Character Types are largely differentiated by their starting equipment list and their 'Abilities', which are actions characters can take without rolling. Some Abilities add combat mechanics, while others add narrative flair to things that could be otherwise be solved with a skill roll. Sure you could make a stealth check to try to eavesdrop on guards, but the Beggar could simply plop down in the square and Loiter.

Combat has an interesting fast/slow phase mechanic borrowed from the FiveCore games instead of traditional initiative. It shows its wargame roots, a successful strike doesn't always wound, but even two wounds are fatal. It's robust enough to use with or without miniatures and has reasonable tactical depth without being a slog. Barring extra bad dice, combat should go quick. One combat move I especially like is 'Bravado', a catch-all for anything fun in combat like kicking someone over a railing or leaping off an extra tall building.

For GMs, the advice is relatively sparse. It assumes a GM who's done it before. Still, it adds some fun ideas. The game has specific opinions on how to play a big bad. Villains (capital V) and Allies also have evocative Abilities like PCs, "Fueled by Malice" and "It was a Trap!". The setting itself is not explicitly detailed beyond "Robin Hood, you know, like in the stories" although some of the mechanics take care of that. Anyone playing this is probably not looking for hyper-detailed organizational structures of medieval serfdoms. Knowing a local magistrate with a hilariously petty goal and a bunch of willing goons of varying strength is probably enough.

All told, Ballad of the Longbow is a good system for medium length campaigns that don't want to get too bogged down in tedious combat while still keeping tactical combat entertaining. Another excellent entry from Nordic Weasel Games.



Rating:
[5 of 5 Stars!]
Ballad of the Longbow
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Knyghte Pyke and Sworde
by A customer [Verified Purchaser] Date Added: 12/21/2020 07:44:16

This game is a great entry point if you are looking to get someone started in wargaming like a child or a friend. It is accessible to play a single game and it is fast paced. Playing a game should come to a satisfactory conclusion after just five rounds. The campaign does add rules, and they do help generate a narrative as you play.

These rules are great for what they are. They are an affordable set of easy to learn and quick to play rules. If you already have a large collection of rules, then you might want to pass on this one. There is one disclaimer to this though; the scenario generator is simple, yet it can help you come up with a quick story on the fly. It could be worth printing out and keeping near your table for when you need a narrative for your game.

A full review and battle report is available here.



Rating:
[4 of 5 Stars!]
Knyghte Pyke and Sworde
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Five Klicks From the Zone Chapter 1
by Andrew C. [Verified Purchaser] Date Added: 08/28/2020 13:27:08

As a solo gamer, Nordic Weasel is my go-to producer of great rule sets designed for my particular gaming preference. The beauty is that games designed as solo experiences translate WAY easier to cooperative or opposed play than the other way around. For games meant to be played against an opponent, there is usually an "empty" feel to a set of solo play rules. Overly simplified AI, enemies that simply run full speed across the table like a pack of mindless zombies, and other oddities can make the enemy feel less "thinking" and lean towards random behavior.

I really appreciate that there is some ongoing support and development for this game as well, with the third expansion just being released. Expansions have created new enemy types, new locations, and (most important) new loot.

I'd give this 6-stars if I could.



Rating:
[5 of 5 Stars!]
Five Klicks From the Zone Chapter 1
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Knyghte Pyke and Sworde
by douglas m. [Verified Purchaser] Date Added: 07/02/2020 04:13:07

Medieval mass skirmish! That’s what it says on the cover!

If you are looking for an eloquent multiplayer rule set that enables fun skirmish situations from earlier eras of warfare then this rule system will suit you wonderfully.
The mechanics are easy, but not too simple. Based on d6 rolling higher than a target number. The basic rules get out of the way of the fun, and are simple enough to learn fast. However there is enough intricacy to keep it fresh, without becoming dive into hardcore simulation.

A basic game can easily be played with a handful of foot or mounted figures (typically 3 or 6 of each type per unit), and a couple of lone figures to represent individuals that are a cut above the rank and file. Worry not though, the rules can handle much larger scenarios and figure counts the only thing that will be affected is the game duration. You will find that there is nuance to the different types of unit classes that make for interesting strategic and tactical options. The terrain and environment handling is simple, but meaningful. I have personally tested the game at smaller engagement and figure scales (15mm) on a 2’ foot square play area, and it works just wonderfully. My personal preference is to have a few different types of markers on hand for the little bit of visual bookkeeping, although not required. You can easily get by with offboard tracking on paper.

Included inside are basic rules for battlefield situations. A nice simple, yet modular, point based force building system will allow you to get to the table quick. The author has added fun sections on bringing the battlefield to life with items like weather charts, persistent campaign play rules, and unit development. Much more is included also. Everything past the basic rules is optional. I WILL POINT OUT IN BOLD THAT THIS NORDIC WEASEL OFFERING DOESN’T HAVE AN INTRINSIC SOLO RULE SECTION. It is designed as is for multiplayer.

The layout is easy to read, and print. I personally sent it out to be printed and bound. It works well at my table. Maybe the weakest point might be the layout, although I prefer simple and easy to read, some may find the this book to be a little too light in the art and layout department. It’s not all text wall and such. Nice line art of weapons and other appropriate accoutrement are in there. Your mileage may vary in that aspect. I prefer it. Using the PDF on a tablet or laptop would work well too.

If you are looking for a good uncomplicated medieval skirmish game then this is it. The price is right. The rules are the right balance of crunchy and “out of the way”. The whole package is very easy to understand. As a bonus the author is receptive to rules questions (I know I bugged him a few times to clarify). GO get it!



Rating:
[5 of 5 Stars!]
Knyghte Pyke and Sworde
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Chrome Hammer
by telzy a. [Verified Purchaser] Date Added: 04/28/2020 21:45:08

First I love the cover. Really sets the mood. Second it's a skirmish cyberpunk game. RPGs can be really complex and some of the cyberpunk games on Wargame Vault too. This is an interesting fast playing game. The scenarios are the Classic rpg cyberpunk scenarios but playable in a few hours. The campaign mod is simple. There is no solitare option. You can play in meatspace or on the net and by that I mean this is a face to face game, not playable on the real net. Your cyberpunks versus the Corporation or 'punks vs 'punks. And for a big game with lots of stuff corp vs corp.

The book internal graphics are excellent. Organizatiion moves you along showing you how combat works, then how the net works and what edges are available. Edges are all the cool options you can add to your character.

It's all there and inexpensive. Why wait, go get it



Rating:
[5 of 5 Stars!]
Chrome Hammer
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Rules Pack Alpha for No End in Sight
by Victor D. [Verified Purchaser] Date Added: 04/17/2020 13:28:05

I bought this (at the writers recommendation no less!) as an add-on for No Stars in Sight - and it works just fine. It's mostly an array of additional game mechanics usable with No End in Sight that are equally usable with NSIS. They inlude rules variants, expansions and system add-ons to expand and increase detail. Some are of more limited use than others, but many can be uased at will - as a useful hint the writer provides comments on each new rule that explain what changes the new rule will have on the players game. This is a useful and eimple expansion, and is (like NSIS) simply & clearly written and quite useful.



Rating:
[4 of 5 Stars!]
Rules Pack Alpha for No End in Sight
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Five Men at Kursk
by Steven P. [Verified Purchaser] Date Added: 02/09/2020 23:20:47

I read throught he entire book last night. This game is intended for small unit actions...up to a few squads, witht he chance for some supporting fire or vehicles. The suggested starting force has six figures per side, on a small table. I used a 2x3 foot board, witha small village in the center. The first try saw the Germans and americans approch from opposite directions. dice are rolled by each side to determine the number of actions, and which actions, the soldiers are allowed. Not everyonne will be able to act(but just might get to react). As the americans moved into cover on their side of town, one German fired his rifle, missing, but disrupting his target. One the German turn they too tried to get cover from the buildings. Two americans were hit and went down, while one German did so. On the rally phase, one of the Americans was found to be alright, while the other was dead. As the firefight continued, the US sergeant had a chance to spray down the street, and put another german 'out of action'. Right right flank rifleman took out another German, and the remaining Germans picked up their wounded and left. (The practice scenario goes to the first side to inflict three 'out of actions'.

The game took ten minutes, checking charts for weapons ranges and #dice to throw, The next game will be quicker. I used "Axis and allies' figures, with no special basing required. I am going to play this scenario a few more times, then start rolling for random support troops, and othe options that the game includes. I like the layout, the Quick Refenrence Charts, and the fast flow of play. The lists of supporting weapons and vehicles is rather extensive, and most of what is not included, will be no trouble for most 'tredheads' to rate on their own,

Rating:
[5 of 5 Stars!]
Five Men at Kursk
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No Stars in Sight. Hard scifi platoon action
by Victor D. [Verified Purchaser] Date Added: 02/04/2020 14:35:07

No Stars in Sight is aimed at the sub-company level game, with players taking a platoon or two of infantry, with perhaps a vehicle or two in support. However, larger games are easily playable with these rules. Although the rules are intended for a near future hard sci-fi game setting, the rules also include full options for sc-fant & space opera games. As well as these optional rules NSiS also includes rules covering several types of alien races ... The Swarm, Warriors, The Many to name but a few. The basic rules are very simple and quick to grasp, but once more options and variant troop types become involved NSiS becomes a much more in-depth game, although care must be taken to make sure you know how your soldiers will 'work' in the rules - playing a few games will soon result in you knowing what (and how) to 'work' with them!

The infantry combat rules take a little getting used to if you're used to the idea that your little lead soldiers will do what you want each & every turn, no questions asked - in NSiS they'll quickly begin to lose effectiveness as a fight progresses; this means that each game can become increasingly tense as your soldiers get pinned own just short of their objectives, or as that horde of melee focussed bug warriors appears over the hill crest. Teamwork & proper use of all available cover is absolutely vital - trying an uncordinated mad dash across open ground, or the traditional line 'em up & march 'em forwards across that field approach, will quickly result in a hail of reaction fire and casualties galore that will stop your troops (dead) in their tracks ... As befits a smaller level game focussed on platoons & squads what happens to your wounded troopers matters (unless you're playing a swarm of uncaring alien beasties, that is).

The inluded vehicle rules are neat and tidy and work well within the rules without the (normal) problem inherent to smaller level games, that being the vehicles used in small scale games overpowering & dominating the infantry action - NSiS is very much an infantry platoons & squads game.

The rules themselves are clearly & neatly written & presented, with the occasional piece of artwork not detracting from or overwhelming the presentation - printed in greyscale & spiral bound with a laminated cover, it makes a nice little rulebook for a very reasonable price.

No Stars in Sight is a very impressive ruleset, a worthy compatriot to SG II, and way superior to Gruntz in almost all respects. Nuff sed ...



Rating:
[5 of 5 Stars!]
No Stars in Sight. Hard scifi platoon action
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