# Hell Hath No Fury
tags: #game/wargame/hell-hath-no-fury
![[Hell Hath No Fury (cover).jpg|600]]
![[Hell Hath No Fury (2014) (cover).jpg|600]]
**Hell Hath No Fury** is [[Two-Hour Wargames|Two Hour Wargames']] tank-versus-tank game, spun out of the [[NUTS!]] engine and pointed squarely at the armour. It puts you in the cupola as a tank commander and then spends a hundred pages patiently arguing that this is "The Best Job Ever" — about as on-brand for THW as it gets.
## Setting
The prologue is a Tiger commander drinking his last canteen somewhere short of the Rhine — a 76mm round to the side, and "a Tiger was just another tank, if you knew what you were doing." That sets the theatre: the Second World War's armour war, from D-Day through "the Big Hurt" and the Bulge to the crossing of the Rhine, with Western-front American and German steel doing the talking. You take the role of a **Star — a Tank Commander** — and every member of your tank's crew has a job, each covered in the rules. It plays against friends, co-op on the same side, or solo, same as the rest of the line.
## Mechanics
Built on the **NUTS!/Chain Reaction** engine — Reputation, reaction tests, In Sight — with the infantry quietly abstracted away so you can concentrate on commanding your tank instead of herding squaddies.
### The crew
You're the Star; every crewman is an individual with a **job** (driver, gunner, loader, radio or bow operator — depending on the tank and its doctrine), a Reputation, and potentially an attribute. The star advantages familiar from the rest of the engine — **Star Power**, **Larger Than Life**, **Cheating Death**, **Free Will** — keep your commander alive past the point good sense would allow, and personal crew weapons cover the moments when "tank" stops. Crew sizes vary, and the rules handle five-, four-, three-, and two-man crews, since not every tank carried a full house.
### Your vehicle
Tanks are defined by **type** (tracked or wheeled, open-topped or enclosed), an **Armor Rating**, the **main gun**, **speed**, and **crew**; hull-down and facing matter. The book ships **vehicle lists** for American and German tanks, plus anti-tank guns, with stats and counters for the likes of the Sherman and the Tiger.
### Resolving fire
Firing runs on line of sight, range, and **targeting vehicle facings** — where a shot lands on the hull or turret determines which armor rating applies, and hit location is rolled from the shooter's position. **Penetration** is a function of range and target aspect, comparing the weapon's AP rating against the target's armor value; a miss sends the victim into a **Vehicle Crisis Test**, and a clean over-kill (doubled high results on the penetration roll) can punch a round clean through and kill a crewman outright. Special ammo types are in. Vehicle, crew, and recover tests handle the bailing, burning, and limping home.
### Campaign
A deliberately light **campaign system** links your battles together — the result of one fight feeds the next — and lets you rise from commanding a single tank to a **platoon or even a company**. Ten scenarios ship with the book to get your crew into trouble.
## Editions
- **Hell Hath No Fury: Tank-to-Tank Combat (2014)** — Ed Teixeira / Two Hour Wargames, the original, its cover marked "compatible with NUTS!". *In the library.*
- **NUTS! – Hell Hath No Fury: WW2 Tank Combat Rules (2023 FINAL)** — Ed Teixeira & John Cunningham, the current expanded edition, reframed inside the NUTS! line with comprehensive vehicle lists, the campaign system, and ten scenarios. *In the library (current edition).*
The two are versions of the same game; the 2023 FINAL is the one to play.
## References
- **NUTS Hell Hath No Fury - DriveThruRPG**: https://www.drivethrurpg.com/product/435887/NUTS-Hell-Hath-no-Fury
- **NUTS Hell Hath No Fury - Two Hour Wargames**: https://www.twohourwargames.com/products/nuts-hell-hath-no-fury
- **Two Hour Wargames - official site**: https://twohourwargames.com/