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AAR / Preview for NUTS! Final Edition WW2 Wargame Using Roll20

Heya Folks, I’ve been playtesting Two Hour Wargames’ upcoming 2nd World War ruleset “NUTS: Final Edition” using Roll20 and its author, Ed Teixeira, asked me to post my AARs so here’s the first one. It’s more of a narrative scrawl through my experience so it includes a bit of mechanics, a bit of story and loads of pictures. NUTS: 1st Mission AAR Keep the Flag Flying! Craig Andrews Editor Orcs in the Webbe <a href="http://www.orcsinthewebbe.co.uk" rel="nofollow">http://www.orcsinthewebbe.co.uk</a>
Awesome! Great read - makes me even more anxious for it to be released. Coincidentally, I just started up a FNG game with the USMC.
I've been looking for an easier way to play FNG and Nuts! without any miniatures. i never thought roll20 could work. Could you please share what settings you used for your map layout? I'm a beginner to the GM tools, and I'd like to know what works best.
Agreed. Would be interested in knowing how I set this up. I would like to set up many miniature games this way.
Heya Folks, I'll do a series of tutorials over the next few days - maps, terrain, miniatures, macros etc Craig
What are the hang ups y'all are running into? Part of the philosophy of Two Hour Wargames is to run with what you have around. It's distinctly possible to have a fun game just using Roll20's included drawing tools and pictures of minis from the internet.
I just started using Roll 20 for a Call of Cthulhu campaign, but have been thinking it would be a great way to play distance games of THW. I'll check out your blog post. Do you have any tips for things to watch out for?
My hang ups are mostly just getting a reasonable map size like the one in the AAR. And since I've mostly been looking to play FNG 2nd Tour, which has a (at least to me) bizzare table layout. I can just draw counters myself, I'd just need to know how big they should be.
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I had good success with a map 60x60 hexes wide and setting the units to 1". From there, I whipped up some plates of terrain that are 1400 x 2100 pixels and then stretch them a little bit as desired - it gives you a little room to make the grass and scrub areas a bit larger than the dense jungle. I then turn the grid off and make good use of the waypointing feature with the space bar. If you want to keep the hexes on (which does make things a bit easier and more orderly), I'd think about increasing the game length by 10% since you do lose some efficiency.
So I figured that for FNG, a 60X90 unit map, at 1 unit=70 pixels, with a 30 unit grid roughly divides the map into the right number of sectors for FNG. Although I feel like it being a 90X60 would work better, if I do it that way, the grid doesn't line up correctly. Right now I'm working on some very simple Infantry counters, which I'll shrink down to a 70X70, making them about 1 inch and thus one unit in diameter. I'd also like to do some vehicles as well, but I'm having some trouble figuring out how wide and long they should be at that scale. But that being said, I'm also not sure if the 70X70 would even be an appropriate size for the counters where the map scale is concerned, because I pre-shrunk them from the much larger size (700X700) that I'm drawing them at, and when I compared them to 100% zoom in roll20, they looked sort of tiny to me. If you're planning to share more of these AARs and do tutorials for map making, I'd like to request some info on how you're handling things like Vehicles as well as handling line of sight for multi-story buildings and hills.
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Gauss
Forum Champion
MechaMaestro , if you have problems with grid alignment please send me a PM and I can come help.