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"One Hour Wargames for Colonial Period" Topic


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jhancock27 Mar 2018 9:58 a.m. PST

Anyone developed a variant or house rules to use OHW for Colonial battles with trained European troops (Rifle and Saber) versus native troops ( Horse and Musket or Medieval?)

coopman27 Mar 2018 4:05 p.m. PST

The Men Who Would be Kings covers this period pretty well for a quick pick-up game, IMO.

Jozis Tin Man27 Mar 2018 5:25 p.m. PST

I think you could make it work easily with some fiddling. Maybe this:

I am spitballing here for Sudan, literally making it up on the fly. Maybe 1 unit = 1 battalion or 1 company

British Line: Move 6, Fire 12", d6+2 damage
Egyptians: Move 6", Fire 12", d6 damage
Camel Corps: Move 9", Fire 12", d6 Damage
Gatling / Gardner Gun: Move 6" Fire 12", d6+2 damage (on half width base so you get twice the firepower per frontage)
British Cavalry (Dragoons), Move 12". no fire, d6+2 damage, "bounce" like cavalry in Napoleonic rules

Mahdist Infantry: 9" move, No Fire, d6 Damage
Mahdist riflemen skirmishers, 9" Move, Fire 12", d6-2 damage
Fuzzies 9" move, no fire, d6+2

Maybe some special rules like British units that did not move in their own turn are automatically assumed to form a square and are not subject to flank attack double damage?

What do you think?

jhancock27 Mar 2018 5:45 p.m. PST

All good ideas, Tin Man! I will print them out and review them with the Rules.

Thanks, Jeff

mikec26027 Mar 2018 5:52 p.m. PST

Good "on the fly"

Jozis Tin Man28 Mar 2018 6:40 a.m. PST

Thanks, but give the credit to Neil Thomas! It is a simple flexible system. I figure you would also really want to use event cards for some good classic colonial flavor.

Here are the ones I use for AWI, feel free to rip them off, scroll down to:
AWI- CARDS BRITISH_v6.docx
AWI- CARDS Patriot_v6.docx

link

SgtGuinness06 Apr 2018 6:44 a.m. PST

Jozis, great event cards! Thanks for sharing.
Cheers,
JB

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