Over the last two days I have played a few sci-fi skirmish games using rules from the book "One-Hour Skirmish Wargames" by John Lambshead. The book came as a Christmas present along with a Games Workshop's Orlock gang to add to my current set of Necromunda models.
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A trial Necromunda model of the Orlock gang |
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A Christmas present |
An in-depth review of the book and rules can be found on
Dale's Wargames. There two parts to Dale's reviews plus a follow-up post with responses from the author. They are well worth the read if you are considering buying the book.
So far with the games I have played I am really enjoying the card driven approach. I find it is much quicker than rolling dice and quite fun. The book has a number of chapters after the core rules for different periods to skirmish in (musket through to pulp sci-fi). These provide ideas for different types weapons which helped me with some add-on rules for a few of the different types of weapons used by my gangs.
The rules worked well adapted to a 6 inch square grid.
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A few members of the Goliath prepare for a hit and run-on the Escher gang. |
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A fire-fight quickly developed between the gangs |
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Some hand-to-hand fighting proved to be quite decisive |
If you like straightforward rules without clutter, almost the bare-bones rules, which allow a wargamer to flesh out with add their own few rule modifications. Then they certainly fit the bill. I am going to be using these rules with a few additions here and there to provide flavour for my skirmish gaming in the Necromunda world.
That's a really nice table for subject atmosphere.
ReplyDeleteThanks. This year I am planning to do some more sci-fi scenery for my wargaming.
ReplyDeleteHey, thanks for the blog plug. I appreciate it.
ReplyDeleteI agree that, if you are playing an all-infantry game, a six inch grid would work fine. In this case do you allow for a diagonal move? Have you considered how you would handle Fast troops or cavalry? I was thinking no diagonal move if you have a 6" move, but you could if you have a 9" move. Either that or one square for one Move action and two squares for the second Move action.
Hi - I was really pleased I received the book as a present after reading your review. To your questions. 1) Yes, I do allow diagonal movement as I treat each square as a zone so models can move into a zone and be placed anywhere within the square. I bit abstract, but it is a personal preference. 2) For fast units in a skirmish I am thinking elusive, and allowing them one move after shooting if their last shooting card is a red suit. I did think about just letting them have one move, but this provides a level of risk that they get caught in the open. The idea is fast models are hard to target and would shoot and scoot making themselves difficult targets. Note, I have not tried this approach out yet, it is just an idea.
DeleteHi Peter
ReplyDeleteI intend to use these rules for Necromunda as well so I was fascinated to see your blog. More power to your elbow. I would never have thought of using the system for grid based games but...why not. The book is supposed to be a tool kit.
Thanks John, The book has really got me going again with my skirmish wargaming. The card driven mechanism is great fun. The use of a grid speeds up the games, no measuring, so they are fast and furious.
ReplyDeleteI bought this book myself just before Christmas, but haven't had a chance to try out the rules yet. How many figures per side were you using?
ReplyDeleteI was using 10 figures per side and the rules are well geared to that number, and would most likely cater for a handful more.
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