Showing posts with label One-Hour Skirmish Wargaming. Show all posts
Showing posts with label One-Hour Skirmish Wargaming. Show all posts

Tuesday, 27 June 2023

A Sci-Fi wargame campaign in a day

Whenever my daughter visits us from New Zealand she is kind enough to play a wargame. Our go-to game choice is One-Hour Skirmish Wargaming by John Lambshead which she enjoys playing. It's a rapid-paced and simple skirmish game that involves commanding 5-10 figures on a 4x4 foot tabletop. The rules use a card deck instead of dice for variables and game turn lengths are uncertain, ending when a joker is revealed.

A game in progress.

The rules used

Due to the fast-paced and fun nature of these games, we often find ourselves playing multiple games throughout the course of an afternoon. On this occasion, we decided to setup a small campaign using a Necromunda theme as most of my figures are from Games Workshop. The choice of campaign was a variation of the snakes and ladders game I have used before for a Jacobite Rebellion game (see here) and is also described in the Portable Wargame Compendium. However, instead of going up the board, the players had to descend into the depths of Hive Quartus. 

The campaign board.

To help immerse ourselves in the campaign we decided to create the campaign board using a collage approach of sticking pictures from the original set of rules which I had downloaded and printed. The board represents Hive Quartus and the objective of the campaign is for a player to get their gang from the top left corner to the bottom right corner.

Hive Quartus is a hive city built upon the remains of an ancient hive destroyed in a cataclysmic event. The ruins of the previous hive serve as a foundation for the new hive, with remnants of crumbling spires and shattered walkways interspersed with newly constructed structures. The hive is a testament to the resilience and resourcefulness of its inhabitants, who have built a thriving community amidst the ruins. Gangs in Hive Quartus often emerge as scavengers and explorers, venturing down into the unexplored sections of the destroyed hive in search of hidden treasures, forgotten technologies, and the remnants of the past.

The making of the campaign board.

As we embarked on our quickly setup campaign, we began with a basic set of campaign rules that served as a starting point. However, as we progressed with the campaign, delving deeper into the depths of Hive Quartus, we found ourselves modifying one or two of the rules to better suit the campaign and narrative. The rules written below are the final rules with all the modifications we made along the way. 

The Shadow Syndicate gang moving forward cautiously.

The Campaign Rules

In this board game, both players have the opportunity to create and name their gangs. Each gang consists of 7 figures, including one designated leader, who should also be named. The game begins with both players placing their gang token on the starting point of the campaign board.

During each campaign turn, a player can choose between rolling a dice to move their gang token forward a number of squares equal to the dice score or staying in place to recruit a new gang member as a replacement for a figure lost during a skirmish game. It's important to note that a gang cannot exceed 7 figures.

If a player lands on a square with a hazard symbol (depicted as a yellow and black arrow), they must follow the arrow and move their token to the indicated square.

Whenever a gang token moves down to a new level (not upwards), a skirmish game is triggered. The opponent in the skirmish game depends on the following situations:

  1. If there is another gang token on the same level, a skirmish game is fought between the two gangs using all their available figures.
  2. If there is no other gang token on the level, an opponent needs to be created. Before starting the game create various pre-designed gangs to choose from, such as cultists, local law enforcers, Mechanicus explorers, or hell spawn. The opposing gang which can be randomly selected from the available opposition will consist of the same number of figures as the player's gang.

Skirmish games are best played using predefined scenarios or custom-made scenarios.

After a skirmish game, any figures removed from play will have a dice rolled to determine if they survived. On a dice score of 3 or higher, they recover and rejoin the gang. Otherwise, they are considered dead. A player can recruit new gang members my choosing not to roll to move his token during his campaign turn.

If a leader is lost during the game, a new leader must be selected and given a name.

If a gang wins a skirmish game, they have the opportunity to promote one of their gang members to a veteran attacker or a crafty defender. These traits provide combat advantages in either attacks or defence. In the One-Hour Skirmish Wargames rules we used, the promoted figure is allowed to draw an additional card during combat for defence or attack depending on their choice.

After each skirmish game, players return to the campaign map for another turn.

The first token to reach the end square is the winner.

Local law enforcer may have met his match.

A Campaign Run Through

We both decided upon our gang names and leader names. My daughter’s gang was called the Shadow Syndicate lead by Gregor and mine were the Rust Reapers lead by Vorrik. We each selected 6 followers to make a total of seven gang members.

Gang tokens placed on the board at the start.

Turn 1

The Shadow Syndicate rolled a score of 4, allowing them to move their gang token 4 squares on the board. Similarly, the Rust Reapers rolled a score of 6, enabling them to move their gang token 6 squares. As both gangs have reached a new level, a skirmish game will take place between them.

Campaign turn 1

During the skirmish game between the gangs, the Shadow Syndicate emerged as the victors. As a result, they promoted one of their gang members to the status of a veteran attacker. However, they did suffer a loss as one of their gang members was eliminated during the game and failed to recover, rolling less than 3. 

On the other hand, the Rust Reapers may not have been successful in the skirmish, but they did manage to come out unscathed. All of their eliminated gang members successfully recovered and rejoined the gang.

Turn 2

The Shadow Syndicate opted to forgo rolling the dice, remaining stationary so they could recruit a replacement gang member for the one they lost in the previous skirmish.

Meanwhile, the Rust Reapers rolled a score of 2, granting them the ability to advance their gang token by 2 squares on the game board. As a consequence of descending to a new level, a skirmish game is triggered between the Rust Reapers and a randomly chosen gang of equal size.

The Rust Reapers advance 2 squares and the Shadow Syndicate stay put to recruit a replacement.

During their skirmish with a gang of Cultists, the Rust Reapers were unable to achieve victory and suffered a loss. Unfortunately, their gang member fails to roll a 3+ to recover and rejoin the gang. They are now down to 6 members.

Turn 3

With a roll of 3, the Rust Reapers successfully advanced their gang token by 3 squares on the board. Unfortunately, they landed on a square with a hazard arrow, which compelled them to move back to a higher level. 

On the other hand, the Shadow Syndicate rolled a score of 2, enabling them to move their gang token 2 squares.

Since neither gang descended to a new level, the Rust Reapers merely returning to a previously visited level, there was no skirmish game taking place this turn.

Campaign turn 3

Turn 4

The Rust Reapers made the decision to dedicate their turn to recruiting and chose not to roll the dice for movement.

While the Shadow Syndicate rolled a score of 4, granting them the ability to move their gang token 4 squares on the board.

As a result of the Shadow Syndicate descending to a new level, a skirmish game takes place between them and a randomly selected gang of equal size.

Campaign turn 4

In their skirmish, the Shadow Syndicate encountered a gang of Cultists, possibly the same ones who had previously clashed with the Rust Reapers. Unfortunately, the outcome remained unchanged, with the Cultists emerging as the victors. However, there was a bright side with the Shadow Syndicate managing to successfully recover all their lost gang members following the skirmish.

Turn 5

The Rust Reapers rolled a score of 2, allowing them to progress by 2 squares on the board.

The Shadow Syndicate rolled a score of 3, enabling them to move their gang token 3 squares downward to a lower level.

As the Shadow Syndicate descended to a new level, a skirmish game takes place between them and a randomly chosen gang of equivalent size.

Campaign turn 5

During the skirmish, the Shadow Syndicate faced off against a group of local law enforcers. Fortunately, the Shadow Syndicate emerged as the victors in the clash, without suffering any losses. As a result of their victory, a second member of their gang will now benefit by having a veteran attacker trait.

Turn 6

The Rust Reapers achieved a roll of 5, allowing them to advance their gang token by 5 squares, ultimately descending to a lower level.

While, the Shadow Syndicate rolled a score of 4, allowing them to move their gang token 4 squares, but still remaining on the same level.

Due to the Rust Reapers descending to a new level, a skirmish game is fought between them and a randomly selected gang of equivalent size.

Campaign turn 6

During the skirmish, the Rust Reapers confronted a gang of Cultists (they are everywhere). Despite emerging victorious, the Rust Reapers suffered a significant loss as their leader, Vorrik, fell in battle.

Turn 7

The Rust Reapers made the decision to focus on recruitment and selecting a new leader after losing Vorrik in their previous turn.

On the other hand, the Shadow Syndicate rolled a score of 6, so they progressed their gang token 6 squares and descend to a new level.

As a result of the Shadow Syndicate descending to a new level, a skirmish game takes place between them and a randomly chosen gang of equal size.

Campaign turn 7

The Shadow Syndicate came across a group of Mechanicus explorers scouring the depths of the hive for ancient technologies. In the ensuing skirmish, the Shadow Syndicate emerged as the victorious gang, achieving the win over the explorers without suffering any losses. As a result, another member of the gang was chosen to acquire the veteran attacker trait, enhancing their combat capability.

Turn 8

The Rust Reapers successfully rolled a score of 6, enabling them to progress by 6 squares on the board and descend to a lower level.

Similarly, the Shadow Syndicate rolled a score of 2, allowing them to move their gang token 2 squares and move to a new level below.

As both gangs have descended to a new level, two skirmish games are fought between each gang and a randomly chosen gang of equal size.

Campaign turn 8

The Shadow Syndicate encountered a group of Hell Spawn, creatures that dwell in the depths of Hive Quartus. These fast-moving have monsters have razor-sharp talons and teeth, making them formidable opponents in close combat. In the skirmish against the Hell Spawn, the Shadow Syndicate emerged as the victors without suffering any losses. Another member of their gang was chosen to acquire the veteran attacker trait, making them a very formidable gang.

A couple of levels above, the Rust Reapers, now under the leadership of Loric, battled a unit of law enforcers who they managed to successfully defeat, but unfortunately lost one of their own gang members in the process.

Turn 9

The Shadow Syndicate achieved a high roll of 6, which enabled their gang token to be advanced 6 squares and to reach the end of their journey as they discovered hidden treasures and ancient technology. A  victory for both the Shadow Syndicate gang and my daughter. Congratulations on their success!

Campaign turn 9

End of Game

The campaign was wrapped up in one day and provided 8 enjoyable skirmish games against a range of opponents and in a variety of scenarios. Throughout the campaign, the opposing player took on the role of the opposition whenever random gangs were encountered.

Initially, the plan was to have a final showdown between the gangs upon one of them reaching the end. However, we decided that simply reaching the end itself was a significant achievement, making it a satisfying conclusion to the campaign.

A member of the Shadow Syndicate.

My daughter and I set aside an entire day to gaming. The morning was devoted to creating the campaign board, and the games themselves were fought throughout the afternoon and evening with breaks for tea. Although we were both tired by the end, we found it to be a most enjoyable day.

Wednesday, 22 February 2023

Three books arrive

Three books have arrived over the past week or so. 

Recent purchases

So far I have just read Sci-Fi Skirmish Scenarios by John Lambshead with the subtitle of “Small-unit missions for use with your favourite wargaming rules”. I like the book for the following reasons:

  • I especially found the chapter on creating your own world and settings particularly useful with its  tips and techniques. The example provide is interesting as you see the tips being used.
  • There are 36 scenarios and a random scenario generator as well. Finally, there are two solo scenarios. Lots of scenario options all around.
  • The chapter on designing scenarios and campaigns has 6 guiding principles to assist you in setting up your own campaign. This is followed by 3 example campaigns.

I often use One-Hour Skirmish Wargaming rules (by the same author) for my Necromunda style games, and will be using this book for setting up the games and adding to the background setting for my gangs.

I will no doubt be getting my AWI and ECW armies on to the tabletop after I read the other two books.

Saturday, 22 October 2022

A few Sci-Fi skirmish games with visitors

The medieval armies got a bit of a rest this weekend as some Sci-Fi skirmish games found their way to the tabletop. Our Daughter is visiting from New Zealand and she is quite happy to play a game or two of One-Hour Skirmish Wargames. The rules use cards to determine figure actions and combat outcomes and are very entertaining to play. Our previous games have used a Necromunda style setting in the wastelands surrounding the hives. However, it was different this time as we ventured into the under-hive. This setting provided the opportunity for me to use a boxed terrain set I have.

We both selected 7 miniatures. I picked some local law enforcement figures who were trying to quell the gang activity in the under-hive while my Daughter selected a group of gang figures.

The local law enforcers

The gang or undesirables

A couple of games were played using different terrain configurations. We both won a game so honours were even.

The first setup

The second game setup

I have posted about this terrain by Tenfold Dungeon earlier this year. It has proven to be very useful on a couple of occasions, and can be setup and packed away very quickly. As you open one box there are more boxes inside, all or which can be come rooms, and finally you come to the doors and barricades. Although I tend to use my Games Workshop scatter terrain.

The Facility by Tenfold Dungeon

Opening the boxes reveals more boxes for rooms and corridors.

There is a lot packed into one of these boxes

Some of the other rooms

The 28mm figures fit quite nicely into the terrain.

A game underway

We came up with some house rules for shooting through doors and moving, to avoid having to measure movement distances in confined spaces.

Sunday, 20 March 2022

Unboxing some Sci-Fi terrain while on a short break

Browsing the local games shop I came across Tenfold Dungeon's compact tabletop terrain. They mainly produce fantasy style dungeons, but also produce one set with a Sci-Fi theme. The terrain is essentially a series of cardboard boxes of different sizes from which you construct a series of rooms and connecting corridors. I was going away on a short break and thought it would work well as portable scenery for my Necromunda under-hive collection.

A recent purchase

The boxes are revealed once the outer cardboard sleeve is removed.

One of the advantages of the boxes is the ability to store within my various figures and some extra terrain.

Inside the larger boxes there more boxes to be revealed.

All the boxes and their contents laid out.

I cut some foam to fit inside some of the boxes to help protect the models.

Along with the various sized boxes there are printed doors which fit into plastic clips. These are then used to hold the boxes (rooms) together. A very clever design. There were barricades as well which slot together. I opted not to use these as I was able to fit all my Necromunda scatter terrain into the boxes.

The doors are part of the clips used to hold the boxes (rooms) together.

The barricades on the right compared to my existing Necromunda terrain and figures.

A few dividing walls are included which are attached with clips.

A facility I have created for a game.

A closer view

Figures are setup in their starting positions for a quick skirmish game.

The opposition arrives.

And the game begins - "who is going to open the door?"

I use One-Hour Skirmish Wargames as my goto rules with a few modifications to suit the Necromunda under-hive setting.

Rules used

I suspect I will be using this terrain at home as well as when away.

Thursday, 20 August 2020

Sci-Fi terrain project is slowly taking shape

I have been slowing working away at some smaller scatter terrain pieces for my sci-fi terrain project. Adding the all the scatter terrain that came with the Necromunda boxed set and added a few extra pieces made up from leftover pieces saved in my bits-box.

Build blocks with various scatter terrain added.

My aim with all this wooden block terrain (see previous posts) is to try and create a multi-level tabletop similar to the original Necromunda set without spending much.

The inspiration for the multi level building blocks

On my to do list of remaining items are the following:

  • A few more low walls (you can never have enough cover)
  • A large cargo crane (from wood off-cuts)
  • A large storage tank (from a large coffee tin)
  • Pavements on which to sit the buildings. 

By pavements, I mean grey sheets of MDF board to cover up more of the tabletop which has a tad too much green for an urban setting. Well, for my liking anyway. I will take the opportunity to add some black and yellow hazard lines to introduce more colour to terrain.

Scatter terrain in the top levels

Scatter terrain at ground level

Tin cans and round wooden dowel for pipelines


The terrain covers a 4x4 foot tabletop

Low wall pieces are added to the tops of buildings and walkways (just need a few more)

If you are wondering which rules I will be using? It's the "One-Hour Skirmish Wargames" by John Lambshead. I have used them previously with a few additional character and weapon rules to reflect the Necromunda setting, and find the rules play fast, are easily remembered, and fun to play. They use playing cards rather than dice which I quite like.

Once I have completed the terrain and possibly a few more figures. A campaign will be setup using the snakes and ladders approach (last used with a Jacobite campaign - see here) which seems most appropriate as the gangs will work their way up the city hive to find riches.

Saturday, 12 January 2019

One Hour Skirmish Game

My wargaming effort is currently rotating between:

  • ECW Campaigning
  • WW2 Tank on Tank Western Desert, and
  • One-Hour Skirmish Wargames using Necromunda figures

This weekend I plan to prepare for the next ECW campaign game. First up though is a quick One Hour Skirmish game report using a couple of my very recently painted Orlock gang figures from Games Workshop's Necromunda range.

The game scenario has two undercover Adeptus Arbites, Tango and Cash, along with a squad of Arbites from the local precinct and supported by two Ogryns. They are raiding a local gang's stash of supplies. The Ogryns are slow and can only make one activation, other figures can make multiple activations.

Tango and Cash and their Arbite friends
A brutal looking gang typical of the outer hive sprawl.
The tabletop area is 3x4 foot with a six inch grid. Squares are categorised as open, rough terrain, or buildings. Both rough terrain and buildings provide figures (within the square) with an extra resolution card. However, with buildings it is possible to hide out of view. Also, if firing from an elevated position cover is ignored. There is a definite advantage to the building levels in this scenario.

The rules for the weapons were kept simple and scribbled down on a piece of paper. The later chapters in the book provided useful examples from some modern scenarios upon which I based the weapon rules.

A view from the gang table side. Their stash is on the ground floor of the large building.
The Arbite view from their entry side.
When setting up the gang, two figures were allowed in each flank building and the remaining six started in their base, the large building complex.

A couple of the ganger on guard.
The other flank had a couple for guards.
The Arbite plan was to split their forces and move down either flank. Take control of the buildings before both assault the main complex and gang base.

The Ogryns create a shield wall behind which Tango and Arbite armed with a shotgun move forward.
On the left flank the remaining Arbite squad arrives without Tango who was running late.
Tango and Arbite provide covering fire from behind the shield wall.
Cash turns up late...
...And charges forward with both pistols firing. All shots missed, but covering fire by the Arbite squad downed the ganger.
Cash was able to continue his sprint and dispatches the downed ganger. I like the rule where any downed figure is an automatic casualty in a close combat action. As I am using a square grid I use a rule variant where if another figure is in the square they must be attacked before downed figures.
The squad starts to move forward in support.
Tango, not to be out done by Cash, has cleared the balcony and gives a wave to Cash. As buddy undercover Arbites do.
Surprise! A ganger in hiding gets the jump on Tango. 
Things not going well for Cash either and he has been downed.
Cash survives, he had just hit the dirt to avoid the shots. Whenever a joker is drawn the turn ends and checks are made for all downed figures and force moral.
The gang decides to retire. They drew a 2 of Heart, but Tango ended up a casualty and was rushed to the nearest Orders Hospitaller to receive attention.


I actually played this game a couple of times. In the game described above I made a variation to the action costs. Instead of 1st action = 1 action point, second action = 3 action points, and 3rd action = 5 action points. I went with 1st action = 1 action point, second action = 2 action points, and 3rd action = 4 action points. It meant the game moved along a fraction quicker, and I will see how other games will go.

I am enjoying the book and rules, which are designed to be a toolkit, and do deliver on fast "Hollywood movie speed" action games.