V1.2 of these rules is also featured further down the Home Rules List
UNIT
TYPES
The game features the following unit types,
Infantry, Archers, Cavalry, and Command. “Cavalry” for each species are as
follows; Dwarves mounted on hill ponies, Orcs mounted on wolves, and Goblins
mounted on Boars.
SEQUENCE
OF PLAY
Roll D6 to determine which side goes first.
Undertake actions 1-4 for the side with highest role first; then the second
side. Then test morale for both.
1.
Movement
2.
Firing
3.
Hand-to-hand combat
4.
Eliminate Units
5.
Morale check
1. MOVEMENT
Allowances: Movement in grid squares is as follows
Unit
|
Normal
|
On road
|
In wood
|
Hill
|
Infantry
|
2
|
3
|
-
|
1
|
Archers
|
3
|
4
|
3
|
2
|
Cavalry
|
4
|
6
|
-
|
3
|
Command
|
3
|
4
|
-
|
2
|
Direction/turning: All units may turn once (90o to face) at either the
start or finish of movement. Infantry, Command and Archers are restricted to
moving through the sides of grid squares; Cavalry may move diagonally to left
or right of face and still make a single 90o turn at the start or
finish of move.
Terrain: See above for how terrain affects movement.
Woods – only archers may enter
Hills – Infantry, Command and Archers
require a full turn to climb a hill contour. On a hill all units’ movement
allowances are restricted (see movement table).
Villages – no restrictions
Marshland/Lakes – impassable
Rivers – require bridge/ford to cross
Moving
and Shooting: Units may either move or shoot in a
given turn.
Interpenetration: Only Archers may move through other friendly units.
Charge
move: All units may elect to charge an enemy that
is in range. Infantry, Command and Archers may not turn prior to charging; Cavalry
may charge diagonally (45o to face). Combat is resolved during
Hand-to-hand phase below.
2.
FIRING
Only Archers fire, as follows.
Field
of fire: A single target may be fired on up to 45o
to front face.
Range: 4 grid squares.
Assess
casualties: Archer unit rolls 1D6 to determine the
number of hits the target acquires, with the following adjustments
Cover: Units in woods or villages suffer 50% of hits (rounded up in
favour of shooter).
Infantry
& Command: Infantry and Command suffer 50% of
casualties as they are deemed to have armour/shields (rounded up in favour of
shooter).
3. HAND-TO-HAND
COMBAT
One
sided combat: Units only inflict hits during their
turn.
Assess Casualties:
Assess Casualties:
Unit
|
Value
|
Charging
turn
|
Dwarf Infantry
|
1D6
+ 3
|
1D6
+ 5
|
Orc/Goblin Infantry
|
1D6
+ 2
|
1D6
+ 4
|
Archers
|
1D6
- 1
|
1D6
+ 1
|
Dwarf/Goblin Cavalry
|
1D6
|
1D6
+ 2
|
Orc Cavalry
|
1D6
+ 2
|
1D6
+ 3
|
Command
|
1D6
+ 3
|
1D6
+ 5
|
Modifications:
Terrain: Units in woods, village, uphill of attacker or holding a bridge
suffer 50% casualties (rounded up in favour of the attacker).
Infantry: Infantry suffer 50% of casualties as they are deemed to have
armour/shields (rounded up in favour of attacker).
Flank
or Rear: Units attacking to flank or rear double
the number of casualties rolled.
Orc
Cavalry: Orc Cavalry have a bonus as their wolf
mounts are deemed to be attacking also.
Movement
in combat: During their turn, units may move to
face an enemy attacking to flank/rear only if they are not being simultaneously
attacked to front.
4. ELIMINATING
UNITS
Units are eliminated once they have accrued
15 hits.
5. MORALE
Units at 50% strength or less roll 1D6 each
turn and act as follows:
5 or 6 – continue as ordered
4 – Halt for one turn. Unit may engage in hand-to-hand combat if attacked. Archers may not fire. 2 or 3 – Retreat: turn 180o, move one full turn (if movement takes the unit off the board it may not return)
1 – Rout: turn to rear, move full moves until off the board, do not take further morale checks.
4 – Halt for one turn. Unit may engage in hand-to-hand combat if attacked. Archers may not fire. 2 or 3 – Retreat: turn 180o, move one full turn (if movement takes the unit off the board it may not return)
1 – Rout: turn to rear, move full moves until off the board, do not take further morale checks.
If a Command Unit is within 3 grid squares in any direction, add 1 to the D6 score.
I've been noodling around how to deal with magic for a fantasy version of OHW, similar to how I did it for Book of War. It would have to be large scale magic, mostly high level stuff. Have you done anything with that?
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