Rules

Wednesday, 30 December 2015

One-Hour Wargames for a W40K universe

While my interest is turning to historical wargaming for WW1 and AWI using house rule variations of One-Hour Wargaming (OHW). I do still like gaming with my W40K armies, but not using existing GW rule sets. I had one game of AWI with my visiting Son (which he won) and he suggested a W40K battle. So we adapted the OHW rules to a W40K universe (click here for link to the one-page rules). We found our challenge was to decide upon a unit's primary weapon and single ability which help define the use of the unit in a game. Here are some sample units defined using the rules for our Tau vs. Space Marine games...

Space Marine Tactical Squad


Unit type - Troop
Movement - Normal ground unit
Combat - Tactical weapons
Defence - Armoured troops
Ability - Veteran Leader

Dreadnought


Unit type - Medium Non-Troop
Movement - Walker ground unit
Combat - High Force (anti-tank)
Defence - 3 armour point
Ability - Veteran Leader

Jetbike


Unit type - Light Non-Troop
Movement - Fast Skimmer
Combat - High Force (anti-tank)
Defence - 2 armour points
Ability - Deep-strike

Tau Pathfinders


Unit type - Troop
Movement - Normal ground unit
Combat - High Force (anti-tank)
Defence - Lightly Armoured
Ability - Stealth

Scouts


Unit type - Troop
Movement - Normal ground unit
Combat - Tactical weapons
Defence - Lightly Armoured
Ability - Sniper

Tau Battlesuits


Unit type - Troop
Movement - Walker ground unit
Combat - Support weapons
Defence - Heavily Armoured
Ability - Droids

Whirlwind


Unit type - Non-Troop
Movement - Fast Ground Unit
Combat - Ordinance
Defence - 4 armour points
Ability - None

Kroot


Unit type - Troop
Movement - Normal ground unit
Combat - Combat weapons (hand-to-hand)
Defence - Lightly Armoured
Ability - Stealth

I found I quite enjoyed the game and we soon added some Psychics, Characters and Warlords. Treating them as non-troop units so they didn't get killed off too quickly and could influence the game, but forced to be attached to a unit of troops (followers/bodyguards) for their movement.

I'm now thinking about a mini sci-fi campaign after reading "The Solo Wargaming Guide".

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