- These house rules are based around rules from the book One-Hour Wargames by Neil Thomas.
- They are for designed for play on a 6” gridded tabletop. However, the rules use the term ‘bound’ for a distance of 1 square, so If you prefer free movement convert each bound to a 6” distance for measuring.
- The game is played in a series of turns where players roll a D6 with the highest ordering units for one of their commanders. Re-roll any ties.
- A turn ends when all commanders have had an opportunity to order units, or two passes are declared. Once a pass is declared by a player they cannot issue anymore orders that turn.
- A commander may order units within 1 bound to move or shoot. The number of orders allowed is the winning difference.
- For example: the blue player rolls 5 and the grey player rolls 3. Blue player’s commander 2 orders one of their commanders.
- Commanders are only able to issue orders once per turn.
- To move a unit must start its movement within 1 bound of a commander.
- Infantry - 1 bound
- Cavalry - 2 bounds
- Artillery - 1 bound
- Commander - 3 bounds
- Units may move forward on an angle of 45 degrees.
- Units may perform one turn as part of a move, but not when shooting. (If playing on a square grid a unit must always face a side of a square.)
- Commanders that are attached to units move with their attached unit.
- Commanders can attach themselves to another unit within 3 bounds before issuing orders. If there is no other unit within 3 bounds and with line of sight they cannot switch units.
- Units within 1 bound of enemy units may only move if it is to retire or face the enemy.
- Open - Units only moving across open terrain may move an additional bound if a commender is attached.
- Field - Must stop upon entry. Units do not retreat when a 6 is rolled to hit.
- Woods - Shooting ranges are halved when shooting at units in woods. Only Infantry units can enter woods.
- River - impassible except at bridges and fords
- Stream - only infantry and cavalry can cross. Must stop upon entry. Less 1D6 when shooting.
- Hills - artillery position on a hill can fire over units.
- Town - Shooting ranges are halved when shooting at units in towns. Only Infantry units can enter towns.
- Fieldworks - Shooting ranges are halved when shooting at units behind fieldworks. Units do not retreat when a 6 is rolled to hit. Cavalry units may not use earthworks.
- Line of sight - All terrain features block LoS.
- All units hit on a 4+ roll regardless of whether a unit is in cover or not. Cover is dealt with by halving the shooting distance.
- Infantry - Range 2 bounds rolling 2D6
- Cavalry - Range 2 bounds rolling 1D6
- Artillery - Range 4 bounds rolling 1D6
- Units can only shoot directly forward at a 45 degree angle.
- Units in buildings have a 360 degree field of fire.
- Units can only shoot at one target and they must shoot at the closest enemy unit.
- Commanders are required to issue orders for units to move and shoot.
- If a commander wishes to attach themselves to another unit, they must do so before issuing orders.
- A commander attached to an infantry unit can lead an attack. If they choose to do so, roll 1D6 hitting on 2+. Otherwise if a 1 is scored the Commander is killed.
- An artillery unit with attached Commander can re-roll failed to hit D6 rolls.
- A cavalry unit with attached Commander can move an additional bound.
- Commanders may not be attached to units already with a commander.
- If an attached unit is eliminated or retreats the commander must move to another unit (without a commander) within movement range. If not possible the commander is killed.
- As a rule of thumb use 1 commander for every 3 units.
- Units are removed after taking 6 hits.
- If a 6 is rolled for a hit and the target unit is within 1 bound it retreats 1 bound unless the unit is in a field with fences or behind earthworks.
- If a retreating units path is blocked by a friendly unit, it moves another bound and takes 1 hit.
- If a retreating unit’s path is blocked by enemy units or impassible terrain it is eliminated.
Game Clock (Optional)
- For each tie rolled when determining the ordering sequence, progress the game clock 30 minutes.