Advisory Note

Please Note: This blog contains poorly painted toy soldiers that may offend those of an aesthetically sensitive disposition.

One Hour Wargame - Gridded Board - Fantasy Variant (after Neil Thomas)

Version 1.1 These rules were written for use with 10mm figures from Irregular Miniatures


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:


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.

If a Command Unit is within 3 grid squares in any direction, add 1 to the D6 score.


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