Having enjoyed a game of my (version 2) fantasy variant for One Hour Wargames on Friday, I gave it another go yesterday with the aim of testing out the Magic Use system. The version 1 rules had included magical creatures but no actual magic use so I have adopted the Magic from Swords, Sorcery & Spells (see Portable Wargame Compendium by Bob Cordery - here).
The game featured an attacking army of Wild Men with their Druid and a defending Dwarf army including their Wizard. The scenario was #3 from OHW, Control the River. The objective for both sides was to be in control of the two crossing points by Turn 15.
Both sides arrive |
Fighting on both bridges |
The Dwarf Wizard lobs a fireball across the River |
The Dwarves have cleared the West bridge but have left the East crossing poorly protected |
The Dwarf attack seems to be gaining momentum in the West, while the East bridge is still held |
Magic Users are vulnerable, especially to lucky throws from Infantry Units! |
The Dwarves press home their advantage |
While the Wild Men run out of options |
The Dwarves control both bridges, the Wild Men are down to 1 hit point and call it a day |