Sure! Co-
op play is my preferred option when playing NUTS. NUTS uses a Non-Player paper & pencil decision system, combined with a hidden unit marker that represents a "Potential Enemy Force", or PEF, to let the system run the Enemy forces while you and friends play same side.
1. At the start of the game, after terrain set-up, you place down a number of these PEFs based on the scenario (minimum of three).
2. These PEFs will "activate" during the initiative phase, and then you roll on the appropriate mission table to see what they do. If it's a Patrol or Attack, the PEFs will move around (usually towards the closest player unit, staying in cover, etc.)
3. When a PEF marker comes into Line of Sight of some of your figures (remember, the PEF markers may come to you!), roll
2d6 on the appropriate PEF Resolution Table against the Target Number of the average quality of your Enemy force (this is represented by "Reputation" which ranges from 3 (green, untrained) to a 6 (elite veterans) to see what you encountered.
4. That could turn out to be enemy infantry, an
MG nest, AFVs, a random event like an Artillery strike– or nothing but the jitters!
5. So you may not run into the full power of an Enemy Force, you might luck out and encounter fewer troops – maybe they got assigned someplace else, or just got lost on the way – who knows, it happened all the time in WW2.
Here's a battle report of a co-
op D-Day game:
https://sbminisguy.wordpress.com/2018/08/14/two-hour-d-day-the-beach/
Automatically Appended Next Post:
Garfield666 wrote:I would suggest you check out THWs free rules
https://www.twohourwargames.com/free.html
Their rules all follow pretty much the same basic concept, adjusted as per the setting.
I have NUTS and couldn't stand the basic mechanics. To me they felt unintuitive, clunky and unrewarding. I often read that people like them though, so your mileage may vary, best look into them yourself.
It took me a few tries to "get" the NUTS system after having been a steady BGWW2 player (also played Iron Ivan, etc.) - but I was getting pretty tired of games were my unit card or counter didn't get pulled and my figures just stood there and watched an enemy unit come into view, maneuver and then proceed to blast me. Then a buddy of mine wanted to play a scenario from the NUTS Peiper at the Gates book (Battle of the Bulge). I came to appreciate that in NUTS you don't have total control over your figures (based on their training and morale they may not do what you want), but your figures *always* get a chance to react! That was cool, bad guy comes into sight and we dice off to see who reacts first (which you can play with in that freebie you posted).
Also, the first (only time!) I ever used proper infantry tactics against a tank in urban combat, and it worked, was using NUTS. In a Bastogne scenario a Panther pushed into a US-held town, where it finished movement near a squad of mine. Part of the squad were in an upper story and fired from the flank of the Panther, suppressing the
TC and forcing the tank to button up so the tank's reaction test was nerfed, while another element charged the rear of the tank, chucked a demo pack underneath and BOOM! Dead Panther! After that all players saw the value of combined arms.
II play lots of different rules, but its become my default skirmish system. Anyways, here's my write up on NUTS, hope it makes sense.
https://sbminisguy.wordpress.com/2019/01/10/nuts-for-ww2-skirmish-gaming/