House Rules For Nuts 1 2
House Rules For Nuts 1 2
House Rules For Nuts 1 2
Final Version
Version 1.2
by Jeff Glasco
1. The basic game uses a 3' x 3' table. This is fine for very dense combat, like in a major urban
campaign, but is too small for a larger attack, like a platoon attack. A platoon attack would be on
an average frontage of 100-150 yards, as 1" in the game = 2 yards, that is 72". Likewise, a squad
defending zone might also be 100-150 yards. To reflect this, make the table 6' x 4'. Generate
terrain for each 12" square area. That would look like this:
1
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
*For a Patrol mission where the player is patrolling: put 3 PEFs in areas 1-12, the patrolling
player sets up in areas 19-24.
*For an Attack mission where the player is attacking: put 3 PEFs in areas 1-12, the attacking
player sets up in areas 19-24.
*For a Defense mission where the player is defending: put 5 PEFs in areas 1-6, the defending
player sets up in areas 13-24.
*See rules 3 and 4 for increased forces if the overall table type is Urban.
Discussion: The battles seem far too cramped, especially with a platoon+ in play. This will
allow more maneuver, especially for the attacker. I got this idea from a person named "John
Paul" on the Two Hour War Games forum (see:
http://site.twohourwargames.com/forum/viewtopic.php?f=8&t=2708&sid=689cc91d51ddf1023c
ecc26afe0be5fd), also see the Italy After Normandy supplement rule book. I think the 4'x6' table
(for 25mm figures) is the right size for a platoon sized battle. If you think that the forces are too
sparse keep in mind that fairly modern American light infantry doctrine called for a single squad
to defend 100 yards (48" on the table). World War Two doctrine called for a platoon to attack on
a 100-150 yard frontage and defend on a 200-300 yard frontage. If playing an urban attack, you
might reduce the table to 4' x 4' with the same number of forces and PEFs as that would produce
12. Add the following modifiers to the number of dice rolled during an In Sight Check:
*Enemy is Prone, including crawling = -1d6
Discussion: Prone or crawling figures are harder to see, even if in concealment.
*Enemy is camouflaged = - 1d6
Discussion: This means extensive camouflaged such as a sniper suit or fighting positions or
in a building where the defender has a long time to camouflage his position.
13. Add to Received Fire Test: Any figure within 4" and LOS to this figure will also take the
test. Thus, even if a figure is not directly targeted, he can return fire against an enemy figure that
shot at a figure within 4" of him. Also apply a crisis test to any figure that is within 4" of a figure
that is fired on.
Discussion: The new rules of only the figure fired on possibly returning fire just didn't work
for me. This also allows a group to return fire and not just one individual. For the second part
(taking a crisis test if a figure within 4" is fired on), if someone within 8 yards of me is shot at,
that is close enough to me for me think about if I want to stick around or move to cover.
14. Roads in Terrain Generation: If a road is not generated on the battlefield due to buildings,
roll 1d6 and a road is present in clear (1-3), woods (1-2), mountain (1). Randomly decide if runs
north-south or east-west and which areas it enters in and exits out of.
Discussion: These roads represent the roads connecting major places not shown on the
battlefield map.
15. For tied In-Sight checks rolls, the stationary groups wins the In-Sight Check.
Discussion: I think I saw this on the Two Hour Wargame Forum someplace. It means that
you don't have to spend a lot of time rerolling tied In-Sight checks and gives the stationary side a
bit of more of an advantage.
16. Assigning REPs to figures. Rather than rolling a REP for each figure after you assign it a
position, roll all of the REP dice for the Squad, so if you have 12 squad members, roll 12d6, and
then assign the dice to the specific figures. This allows you to give the highest REP to key
figures such as leaders and machinegunners. Once you have assigned the REPS to your figures,
then roll for their attributes.
Discussion: This helps the higher REP members of the unit be in the key positions. I had
some issues with REP 3 figures being key figures, which didn't make sense. Through training,
units figured out who was a better soldier and put them in key positions. With the attributes you
can still have a flawed figure, such as a REP 5 assistant squad leader who has the Poser or
Dumbass attributes, so roll attributes after you assign the figures to positions.
German Vehicles:
Vehicle
Front Side Top
234/1 Armored
4
2
1/OT
Car
234/2 Armored
4
2
1/OT
Car
234/3 Armored
4
2
1/OT
Car
234/4 Armored
4
2
1/OT
APR
5
(ROF2)
9
---
---
MMG
32/16
9* or 12
6/3
---
---
MMG
32/16
10
5/3
---
---
MMG
32/16
1/OT
5
(ROF2)
---
---
---
MMG
32/14
Guns
APR HE Crew DV
Notes
7.5 cm IG 9*
6/3
4
3
Light Gun
15 cm IG 12* 12/4
6
3 Medium Gun
20. The reinforcement chart allows you to field very reasonable reinforcements. However, odds
and ends things do show up in battles now and then. If you roll a modified 10 or higher on the
Reinforcement table, roll again. On a 1-5 you get a Fighting Vehicle, on a 6 you get something
special that isn't on the chart. I'll leave it up to you to figure out what that "special" unit is, but it
should be a single vehicle or a squad or smaller sized element. Examples of that could include a
towed anti-tank gun and crew, a battalion or regimental infantry gun and crew, an engineer
squad, the company commander and a few men from the company headquarters, an armored car,
a self-propelled infantry gun, or another unit from the type of division the player's force is from.
Discussion: This allows for some sort of unique reinforcement. Just use whatever unique
figures or vehicles you might have.
21. The Italy After Normandy has many good rules in it. I recommend the following:
*Medics/Outgunned (page 3)
*Hiding (page 8)
*Plowed Fields (page 10)
*Low Crops (page 10)
*Heavy Mud/Soft Ground (page 10)
*Foxholes and Ditches (page 11)
*Ruins (page 11)
*Rubble (page 11)
*Barbed Wire (page 11)
*Call For Surrender (page 15)
*Mass Surrender (page 15)
*After the Battle Recovery (page 15)
*Hospitalization Returns (page 17)
*Walking Wounded (pages 17-18)
*Exhaustion (page 19)
*Ending a Mission - Retreat (page 20)
*Swimming (pages 40-41)
*Mortars (page 45-48)
Discussion: The Italy After Normandy supplement book is very well done and worth
purchasing.