Today, I’ave mostly been … re-drafting my own World War II variant of Neil Thomas’s One Hour Wargames rulesPosted: September 6, 2015
- Moving and Fighting: I have changed the rules so that units that move into a hex that is adjacent to a hex occupied by an enemy unit may fight the enemy unit that turn.
- Cavalry Weapon Range: This has been increased to 2 hexes so that Cavalry Units are not obliged to move into a hex that is adjacent to a hex occupied by an enemy unit in order to fight that unit.
- Casualty Results: These have been amended to make Artillery less devastating when firing at Infantry and Cavalry.
OHW World War II: Hexed version (Working Draft: 6th September 2015)
- Infantry: Represents an infantry unit of between 500 and 1,000 men.
- Cavalry: Represents a cavalry unit of between 350 and 700 men
- Anti-tank Guns: Represents an anti-tank gun battalion/regiment.
- Artillery: Represents an artillery battalion/regiment of artillery.
- Armoured Cars: Represents an armoured car/reconnaissance unit with between 50 and 75 vehicles.
- Tanks: Represents a tank unit with between 50 and 75 tanks.
Units are allotted a pre-battle strength. This is normally 15, but this may be increased or decreased depending upon the unit’s status (e.g. elite = 20; regular = 15; militia = 10) and/or equipment (e.g. light tanks = 12; medium tanks = 15; heavy tanks = 18).
- When a unit is activated it follows the following sequence:
- Combat (if it has not moved or if it has moved into a hex adjacent to an enemy unit);
- Unit elimination (any unit that has been eliminated is removed immediately).
- A unit may only be activated once per turn.
- Movement rates:
- Infantry: 1 hex
- Cavalry: 2 hexes
- Anti-tank Guns: 1 hex
- Artillery: 1 hex
- Armoured Cars: 2 hexes
- Tanks: 1 hex
- Changing direction: Units may change direction as many times as they wish during a move.
- Terrain effects:
- Woods: Only Infantry units may enter woods.
- Towns: Only Infantry units may end their move in a town.
- Marshes and Lakes: Marshes and Lakes are impassable to all units.
- Rivers: Rivers may only be crossed via bridges or fords.
- Roads: Units who make their entire move along a road increase their movement rate by 1 hex.
- Moving and Fighting: Units that have moved may not fight during the same turn unless they have moved into a hex that is adjacent to a hex occupied by an enemy unit. In this case the unit that has moved may fight the enemy unit in the adjacent hex.
- Unit Interpenetration: Units may move through friendly units without penalty.
- Observation Range is 3 hexes.
- With the exception of Artillery units, units may only fire at enemy units they can see.
- Artillery units may fire at enemy units that can be seen by a friendly unit or whose position has already been identified.
- Line-of-Sight: Line-of-sight is blocked by hills, towns, woods, and enemy units.
- Units have a 360° arc-of-fire.
- Weapon Ranges:
- Infantry: 2 hexes
- Cavalry: 2 hexes
- Anti-tank Guns: 2 hexes
- Artillery: 8 hexes
- Armoured Car Guns: 2 hexes
- Tank guns: 2 hexes
- Casualties: One D6 per unit fighting.
- Casualties (i.e. reductions in an enemy unit’s strength) are per the dice score as modified below:
- Infantry vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6-2
- Cavalry vs. Infantry, Cavalry, Anti-tank Guns, Armoured Cars, & Tanks = D6-2
- Anti-tank Guns vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6-2; vs. Armoured Cars & Tanks = D6+2
- Artillery vs. Infantry & Cavalry, Anti-tank Guns & Artillery = D6; vs. Armoured Cars & Tanks = D6-2
- Armoured Cars vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6+2
- Tanks vs. Infantry, Cavalry, Anti-tank Guns, & Artillery = D6; vs. Armoured Cars & Tanks = D6+2
- Cover: Units in cover or ‘hull down’ only suffer half casualties. (Fractions are rounded up.)
- Units are eliminated once their strength is reduced to 0.
Not a lot of changes but necessary ones … I think.