

ImpressionsĪt it’s core, the rules are quite simple. There is a short chapter at the end of the book on solo wargaming. There are also special rules for elite troops. Others will be such engagements as river crossings or seizing a vital objective. The scenarios outline the opposing forces (3, 4 or 6 units per side) and the objectives. These scenarios are based around the 3 foot table top but could be used for any game system with little modification. This is deliberate to show that there were very few instances of pitched hand to hand fights in these eras. In the ACW rules, there is no hand to hand combat. As the time line progresses, cavalry becomes even weaker and firepower reigns supreme. Once you reach the Horse and Musket era, infantry may no longer charge into hand to hand combat. For instance, in the Ancient and Medieval periods, hand to hand combat is the deciding factor. The rules are tweaked to support the period being played. Each chapter gives an introduction to the time period and a synopsis of the units of the game. The periods covered are Ancient, Dark Ages, Medieval, Pike and Shot, Horse and Musket (Napoleonic), Rifle and Saber (European 19 th Century) ACW, Machine Age (1900-1939) and WW2/Modern. Units that are contacted in the flank or rear take double damage. It is unclear if armor and terrain modifiers “stack” but I would think not.

Usually this will reduce the result by half round up. The result can be modified by armor or terrain. A unit that takes 15 or more hits is eliminated.

Note that only the attacker fights in the player’s turn.įor shooting or melee, the attacker will roll a die and the result is the number of hits scored. Melee: Any units in contact with an enemy may melee.Shoot: Any units in range of an eligible target (to the front and 45 degrees to the left or right of the shooter) may shoot.Units move forward in a straight line but the player may make up to a 45 degree turn at the beginning and/or at the end of the unit’s move. Move where the player is allowed to move any or all of his units.The game turn is played in the following sequence. The rules are to be played on a 3X3 wargame battlefield. He sets some arbitrary limitations on the rules in that there will be only 4 unit types and not more than 6 units on each side. The next 9 chapters outline a time period in military history and provides a very simple set of wargame rules to in which to game that time period. The book starts out with an introductory chapter which the author puts forward the goals of the book. Like all of his books, the author’s suggests in this book that wargaming need not be complicated in order to be accurate or fun. The book aims to provide a simple and engaging wargame solution for those who are pressed for time, money, space or a combination of the three. My order from On Military Matters came in the other day which contained my copy of One Hour Wargames by Neil Thomas.
