John Y over at the 54mm or Fight! blog kindly shared ideas and mechanics he uses to adapt Neil Thomas's One Hour Wargames (OHW) rules to Fantasy Wargames. I've tried some of them out this morning in a little game using some 10mm figures; here 2 foot, or 1 horseman on a base equates to a unit.
I have included a Hero on each side (Knight on the Human side, Ogre on the Orc/Goblin side) as defined by John and used the Advantage/Disadvantage mechanic that John discusses for Heroes and for flank/rear attacks instead of a bonus, which seemed to work. For this game I gave all units 8SP to start with (this is convenient as I have some small 8 sided dice to track damage). I used d3 instead of d6 for firing and combat. In true OHW style I didn't use a morale check in this game so it was a bloody fight to the finish. The types of unit are a mix of different rule sets from OHW, as John states in his post, but as this is Fantasy that's par for the course!
The Army of men comprised:
A Knight, a company of horsemen, 3 Heavy Infantry units, a unit of archers and a unit of peasants.
The Orc/Goblin Army comprised:
An Ogre, a company of wolf mounted orcs, 2 Orc Heavy Infantry, 1 Orc archer unit and 2 Goblin Light Infantry units.
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First encounter |
The Orc army is blocking a pass through the hills through which the Army of Men must move. A pitched battle ensues. (Note: a grid square with a tree counts as wooded and has a defence bonus). Things started off well for the Men (apart from the peasants who were pitted against Goblins hiding in a wood).
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Orcs attempt to out flank the Army of Men |
The Orc Army began to fight back, and as so much depends on which side has initiative, a run of good luck meant that the Orcs could equal the early damage done by the Men.
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Hero v Anti-Hero |
Both sides lost their Heroes but fought on desperately.
The last remaining company of Orcs fought to the finish in true Fantasy style.
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Two units of men were all that left the field |
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