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Wednesday, March 30, 2022

Reading list for the cruise

 


Blog will go quiet again as the wife and I sail on the Carnival Mardis Gras for the first time. We cruise a lot, one of the advantages of having an empty nest, and will be spending a lot of that time in the steam room. (If you are a burglar, our kids will be house sitting for us, and my son in law has a Taurus Judge so good luck with that. Unless you are a Hobbit burglar, in which case have at it) 

I am trying to focus my reading for the trip, so will finish 1 fiction and 1 non-fiction work while we are gone.

I will be reading:




I am about 25% the way through already, but it is fascinating, and well written. It is a warm up for the Saxons and Vikings I am slowly painting up for my home brewed One Hour Skirmish Wargames Dark Age variant.

I will also finish:


I read an old paperback copy of Harold Lamb's history of the Crusades when I was 11, and it stoked my love of history even more.  He was a great writer and this is a rollicking story with wonderful historical detail. 

Good gaming to everyone until my return, when I suspect I will pick up OHSW again. 

Friday, March 25, 2022

One Hour Skirmish Wargame Resources and new site

 Ok, I am now fully immersed in One Hour Skirmish Wargames, it is my new favorite thing.  I have put together a fan site, with all the links to reviews and battle reports I can find. Also, I am posting house rules and scenarios.

One Hour Skirmish Wargames Resources

If you have any comments or anything you think should be added, let me know!

Tuesday, March 22, 2022

OHSW Task system, thoughts?

Non-combat tasks are cropping up in my One Hour Skirmish Wargames, and I need a fast way to resolve them.  Some may be defined in the scenarios and some may need to be worked out on the fly.  here are some proposed rules, what do you think?  


One Hour Skirmish Wargames

Task System


This quick resolution system is designed for figures performing any non-combat task or

covering anything that crops up during a game that is not defined in the scenario. 

Resolving a task uses action points just like other actions and ends a figure’s turn just like firing. 

Skill levels, task difficulty, and consequences may be defined as part of the scenario.


The most important rule is be a good sport and if you are not having fun, you are doing it wrong!


To resolve any non-combat task, agree with your opponent:

  1. How difficult is the task? (Easy, Medium, Hard)

  2. Unless the figure is specified by the scenario to have this skill, how competent is the figure

            at the task? (Novice, Ok, Expert)
        3. What is the consequence if the task fails? (None, Down, Instantly Killed, Something else…)


Now draw to resolve the action.  The player performing the action draws the number of cards indicated

below based on their skill:


Skill Level

Cards Drawn

Low

1

Medium

2

Expert

3


The opposing player draws the number of cards indicated below based on the task difficulty.


Difficulty

Cards Drawn

Easy

1

Moderate

2

Hard

3


Compare the highest card for each:

  • If the active player performing the task beats the opposing player, the task succeeds

  • Otherwise the task fails and the figure immediately sufferers the agreed upon consequence

  • If either player draws a Joker, the task is not attempted and the turn ends as usual.

Examples:

Diffuse a bomb

Ralph and Bob are trying to rescue some hostages from the bad guys / freedom fighters, but there is a

bomb that must be defused first. 


In the scenario, the following has been defined:

  • Bob is an EOD expert

  • The bomb has been rated a medium difficulty.  

  • If the task succeeds the bomb is defused.  

  • If the task fails, look at the highest card drawn for the attempt for the active player.  If Red, then

            the bomb explodes as a grenade from the rules.  If black then the bomb does not explode and it
            can be attempted again.


Bob attempts to diffuse the bomb. As he is an expert he draws 3 cards: 3 , 7, K.

His opponent draws 2 cards for the medium difficulty bomb: J , 6

As Bob’s Kbeats the opponent’s J, the bomb is diffused!


Now if Ralph tried to diffuse the bomb, he would only draw a single card, as he does not have any EOD

skill.  Ralph draws a 3

His opponent draws 2 cards for the medium difficulty bomb: J , 6

As Ralph does not beat his opponent's high card, he fails.  As his own card is Red, the bomb explodes!

Batter down a door

Olaf is pillaging a Saxon village with his Viking buddies.  He wants to batter down the door of a cottage

in order to plunder it and capture the farmers cowering inside.  There is nothing in the scenario

specifying how to batter a door down, so the two players quickly decide:

  • The door is pretty stout, so it is a moderate difficulty.

  • Olaf is a healthy viking, but not larger than average, and has a sword and not an axe, so he is

            rated as having medium skill. (If he had a two handed axe, you might rate him expert)
  • There is no consequence if he fails, other than standing there using up action points.  He may

            try again at any time.

Olaf draws: J , 6

His opponent draws: 7, K

Olaf may try again using more AP this turn or wait until the next one.


Monday, March 21, 2022

One Hour Skirmish Wargames Shootout with my wife!

 This was a replay of last week's game but with my wife.  The rules were a HUGE hit she likes them a lot and finds them very intuitive.  Her only complaints were my terrible QRS that only I can understand and "I really hate it when you just start making up rules."

She played the cops and I played the gangsters.  Ended in a resounding victory for law and order, although 2 police officers were killed in the action.

She is keen to play again, I am working on my next scenario, which may involve ships and Deep Ones.

Here are some poor quality pictures:







One Hour Skirmish Wargames: Wife Approved!

Wednesday, March 16, 2022

One Hour Skirmish Wargames Gangster Shootout

 I had a quick opportunity to get some stuff on the table and played a game of One Hour Skirmish Wargames.  I cannot over state how much I recommend these rules. They provided a fast game, with a lot of tension with the card draws.  Even though they are simple compared to many other rules, I felt they gave a good game and what felt like a realistic result.

The scenario was a group of cops led by two Treasury Agents (Agent Black and Agent Grey) raiding the illegal liquor storage facility of the infamous Bugsy and Bunny gang.  I kept it simple, the goal is to break the opponent's morale.  If the forces of Law and Order break, they will fall back to regroup and the gangsters will be able to escape.  If the gangsters break, they will surrender and face a lot of prison time.

Only special rule I made up on the fly was, police contacting any "down" gangster are considered to have cuffed them and taken them prisoner.  Prisoners require a guards (at some ratio I never defined)  I played the game solo, twice, so that was not an issue.  Both games the Police scored a win.


Here are some pictures, click to enlarge:

The table set up.  Cops block both roads exiting the booze warehouse.  They had to borrow a truck from the local university.  The cars parked about are Bugsy's covert distribution network for hootch. 

This is all the prep I had to do!


Agent Black ducks for cover and thinks about delicious Ovaltine.

Lots of moving about and shooting...
Don't be a hero, Johnny!

End fo the first game, Johnny is nicked, and Bugsy lay in a pool of his own blood.  Live by the sword, die by 00 Buck delivered at close range, as they say.

I will be playing more of this, it is becoming my go to for fast man to man skirmishes.

Good gaming!