The die is not modified, rather cover, and other factors are in the table itself. The result is checked on the Ranged Fire table. The firing unit rolls 1d6, and adds the firing figure’s rep to the score. Ranged Combat: Ranged combat is very fast, and rather deadly. This usually leads to the group being strung out as some figures get more bonus movement than others. Additionally, groups may attempt a Fast Move, but have to roll 2d6 against the rep of each figure. All foot figures move 8” Figures may also fire during movement.
Movement: When a group activates it may move. The general principle remains the same but the details are under constant revision. As such it has gone through the most revisions and varies considerably from one 2 Hour rule book to the next. Note: The reaction test system is easy to play but hard to understand in a vacuum. She takes an “In Sight” test and rolls 2d6. For example: GI Jane is in a window when a VC group moves in to view. The number of passes determines the options the figure has.
Checking each die against the REP a figure gets 0, 1 or 2 “passes” where teh die roll is equal to or less than the figure’s rep. To perform a test 2d6 are rolled and compared to the REP of the reacting figure. Instead of a fixed IGOUGO turn, inactive figures will react. Reaction Tests: The core of the game system is the Reaction Test. Your side includes one or more leaders called “Stars.” Besides a higher rep they are harder to kill (important in mini campaigns). You might have a few “weak links” with a rep of 3, and a Rambo-like stud would have a rep of 6. The typical REP of most soldiers will be 4s for grunts and 5s for NCOs. Groups activate by the REP of the highest rated figure in the group. A group is nominated, and performs various actions - movement, shooting, searching etc.
When figures activate they do so in groups. REP is a value from 3 to 6 and reflects the ability of each soldier. REP & Groups: Each figure is rated for Reputation or REP for short. If the players tie for initiative neither may move or fire, but both may rally, reload and perform a few other such tasks. So if you roll a 5 you win initiative but many of your figures might be unable to activate! Once the first player has activated, the second player does likewise, using his activation die. However, he may only activate figures or groups with a REP (see below) of that number of higher. The player with the higher roll activates first. Game Length: Most games should be playable in 2-3 hoursīASING SIZES: Figures should be based individually, base size is unimportant.įNG uses the standard Two Hour Wargames skirmish turn structure.įirst players each roll a die.Table Size: FNG can be played with small forces on a small table and give a fun game, but 4圆 is typical, and bigger is definitely better.Recommended Figure Size: Not stated, but any size figures will work.Time scale: Not stated but 1 turn = roughly 2-5 minutes.(ranges are noted as being deliberately distorted)
A very large game might see a full company deployed, but would require multiple players on each side.īASE UNIT: In FNG the units are squads and platoons, but figures activate in “groups” which are formed on the fly and may change from turn to turn. SCOPE: FNG is designed for small skirmish actions.ĪRMY SIZE: Players typically control a squad, up to a platoon. The remainder of the book is devoted to the army lists. The rules take up 60 pages, with a few pages of notes and charts. 78 pages long, it features a full color card stock cover, with simple black and white interior. įNG is the typical comb-bound offering from Two Hour Wargames. Player support can be obtained on the 2 Hour Wargames forum. TITLE: FNG: The Game of Man to Man Combat During the Vietnam War The Rules Directory only works if you help.