PresentationChain Reaction is the master ruleset from Two Hour Wargames. I also picked up NUTS (WW2) and FNG (Vietnam), all in PDF, but the differences were minimal. Rules seemed reasonably laid out.
Set-UpNo major variations, most weapons covered in generic terms in CR.
How It PlayedCpl Hore moved down to his favourite corner, and for once there wasn't an RPG waiting for him - just a PKM instead!
|Cpl Hore issuing commands|
|Carnage form the lone gunman|
|The lone gunman!|
The first night playing this was a real struggle as lots of rules seemed unclear. After watching a couple of painfully slow YouTube tutorials the second night was easier, but I can't say I liked the rules. The "chain reaction" bit of having one action causing some consequence that caused another action and another consequence and so on was nice in theory but never flowed for too long and did give some odd situations. The "AI" for the "potential enemy forces (PEF)" was dreadful with them leaving cover to get closer to the advancing Brits, the NPC AI once a PEF was revealed was far better. Kills generally seemed very easy - apart from the lone gunman! The inverse activation was odd - you win the activation roll, but because you had to roll high you cant activate anyone, so the enemy gets to activate instead! But at least it was at group level.
Some nice ideas I might borrow around the AI, but otherwise it really didn't gel for me. 6/10 maybe.