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02 Hundred Hours

Grey For Now

Official website
Skirmish/Campaign28mmWW2

02 Hundred Hours is a fast paced game with roughly 10-20 models on either side. The game’s Alert system makes stealth a core part of the action – spotting your enemy in the darkness is key to victory! Field an elite force of SAS Commandos to infiltrate the enemy lines under cover of darkness. Recruit SOE spies and local resistance fighters to bolster your chances. Sneak past sentries, take them out with silent attacks, or open fire with a devastating ambush. Plant charges to destroy your objective, assassinate a target or grab vital intel, then fight your way to safety before reinforcements arrive. Or play as the defenders, carefully setting patrol routes so your sentries can spot raiders in the shadows, utilise guard dogs, officers or even the dreaded Gestapo and make use of informants and intercepted transmissions to thwart the attackers’ plans.

Players
2
Avg. game time
120 min
Movement
Free Measurement
Base type
round
Chance
Mixed: Custom Dice, Event cards, Action Cards
Complexity
2 / 5
Cost to start
1 / 5

Reviews

1 review

  • Community review · Sep 1, 2026

    4.0

    Honestly a blast to play for both sides. The detection system works for great narrative missions, like running a tabletop version of a ww2 spy movie where it all goes wrong, like the ungentlemanly warfare movie. I actually end up playing a few solo games being both sides, because the defender control system lets me step back a bit and leave some of the decisions to the dice, so that's great for playing as well as learning. Found it was a little slower to pick up than bolt action, mostly just because of the rules arrangement and the quantity of special rules to remember, but now I really only need the quick reference sheets, because there's still less rules than bolt action all up. The starter bundle minis are just Wargames Atlantic Sentries, which is great, but there's just slightly not enough to build the full list of German unit cards which makes me sad. I'll definitely keep bringing mates over to have a few games, and I'm planning on using it as a prequel to a bolt action game, like the first spy act of a movie before the battle act.

    Pros

    Good for not letting the defender metagame, but also letting the defender cause problems for the attacker with the card system. Stat and dice system is quick and easy.

    Cons

    Can be frustrating for the defender when you spend 3 turns always being a hair away from acting because your sentry is turned 15° too far. A couple rules can be a bit over the place, sometimes having to flip 10 pages just to find something else connected, and I find they're not ordered in the best way through the book.

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