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Now, year later, he managed to cover 99% of the building (a rather simple building)! When it had dried, we did the rough flocking together, and I added some details later. I had to smooth out all the blobs,and paint all details and edges. When he was three he had a go at base coating a ruin, under my supervision. At about two, he got a Pz III at 1/100th scale, that I had received for my birthday and of course didn't fit with all the 1/72 stuff, that we assembled "together", and he got to paint, using any colors he liked. I hope to have a test game played next week and you can look for the AAR then.Samuel: At first he just admired models and terrain from a distance. I’ve added a link to Two Hour Wargames to the Link list. Just letting you know what I’m trying and I’ll post on how the rules are working probably not separately, but as a part of the AAR on the first couple of battles. But, that’s a ways down the road and I’m not writing a blog of wargames rules reviews. He’d probably tell me that one of his other rules sets works better than an add on if he does (and if I like the Long Rifle rules) I’ll probably buy another rules set from him for the 20th Century.
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Or, I could always ask Ed to give me an ‘expansion’ to Long Rifle.
![two hour wargames tabletop sim two hour wargames tabletop sim](https://i.imgur.com/v8I6XPE.jpg)
I’ll have to see if the system is good enough to want to write ‘add-on’ rules. It would be tremendous if the Long Rifle rules could be adapted to skirmish warfare in the 19th and 20th Centuries as well as the 18th. After all, I played original D&D and all those other games (yes, including Pratt’s naval rules, which required about a basketball court to play successfully btw), and rolled bunches of ten-sided dice and twenty-sided dice and twelve-sided dice … get the point? Just as with looking up the table results, I’m sure I’ll be patient enough for me to get the hang of how many dice each thing requires and if I am not, then I’ll probably leave myself and go play somewhere else won’t I? I do not forsee any problems with the dice-rolling, except the usual of rolling them on the floor or knocking over trees, figures, horses, etc and to forstall that, I’ll use a small wooden box to throw the dice into. But, one could roll as many as 7 or 8 six-sided dice at once and read through looking for successes or misses. Long Rifle doesn’t use nearly as many dice as does Fletcher Pratt’s naval rules. How many dice to roll? Yes, the game system uses six-sided dice and sometimes a lot of them. Yes, of course it does, but I’m playing solo and if I get fussy with myself, well, I’ll just have to wait for the other guy to hurry up and read the tables, won’t I? There aren’t a lot of tables, so I expect that once I am familiar with the flow of play and the tables and how many dice to roll, the game will play at a satisfactory pace. Not just who does what, first, but literally who does what.
#Two hour wargames tabletop sim series
Instead of initiative rolls or card draw activation, there are a series of reaction tests that determine who does what. So far I have only read through them, but they look to be a good set for solo play. I’m trying out the Long Rifle 18th Century skirmish rules from Two Hour Wargames.