Wednesday 3 February 2016

WW2 One Hour Wargaming

I am now in sight of finishing my WW2 forces and I have started jotting down some rules. As I mentioned a few blogs back, I am looking at some rules which will be a mash up of PanzerBlitz and One Hour Wargames (If such a thing is possible). There are also some interesting ideas from John's Wargaming Page which takes the Captain Kobold approach for hits in a One Hour Wargame format and expands upon them with some additional options for determining hits.
German Motorised Infantry, Armoured Infantry and Reconnaissance units
One aspect of One Hour Wargaming I have come to appreciate is the basing. It removes the need to move multiple individual miniatures speeding up the game. All my WW2 units are based with a 3" frontage and represent a company of infantry, armoured infantry, reconnaissance, tanks, artillery, etc.  The models are 20mm scale, vehicles fit nicely on a 3" x 4" base and 5-6 figures fit on a 3" x 3" base without looking crowded.

I have taken a very rough and ready approach to painting these miniatures as I didn't want to take too long to complete them, and secondly, I'm finding as I get older my eye-sight does not pick up detail unless they are 28mm miniatures. This approach uses a base colour, a dark brown wash, a light brush over with the base colour slightly lightened, any details are painted (guns, boots, hands and faces) and a final dry brush in light sand colour.
British units advance supported by 25 pounders and Sexton (Airfix Sherman conversion)
My jottings on the rules so far have...

Sequence of play - a series of turns with control passed between players as they roll for the initiative & activate units. This continues until all units have been activated. Ties are rerolled.

Reactive attacks - units not yet activated can attack any enemy unit moving into range. They are treated as activate for the remainder of the game turn.

Attacks and Hits - Yet to be decided.

Supply - For each unit requiring supply roll a D6, if the resulting score is greater than the calculated supply difficulty the unit is successfully resupplied. Supply difficulty is calculated by measuring the distance of the unit from the player’s deployment table edge and divide by 10 rounding up. For example: an out of supply unit 28” from its deployment table edge has a supply difficulty of 2.8 rounded up to 3. A roll of 4 or more is required to resupply. Problem - I am yet to determine what trigger will cause a unit to be out of supply.

Varible Movement - a unit will have a set move allowance to which the score of an average dice (2,3,3,4,4,5) is added.

Overruns - some mobile units will be able to move and attack an enemy unit within their movement range (e.g. Tanks and Armoured Infantry units).

Artillery/Mortars - same approach as One Hour Wargames for observation and indirect fire. In addition units can use up all their ammunition with intensive fire allowing them treble their attacks for an attack before being removed from play.





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