FP3X3 V2 – OHW battle rules
3/2/24
Author: Dale Munz
- Forces = 4 Infantry, 1 Cavalry, 1 Artillery in non-specific-period 1800’s type (horse & musket/rifle) warfare.
- Like OHW, units take 15 hits max then are removed.
- I use these as part of a quasi-Colonial period home-made solo campaign.
General:
- Based on FastPlay3x3PortableWargame rules discussed in “Portable Wargame” FACEBOOK group.
- Battlefield is like OHW scenario 3’x3’ grids but scaled down to any size that fits your forces.
- Reserve area is behind baseline. A unit in Reserve Area can first move into any baseline grid then move
normally from then on.
- Will describe movement/shooting range in inches as in OHW rules; you change to the scale you are using.
- Victory condition: enemy cannot continue or any other scenario you choose.
- I use these rules as part of a home-made quasi-Colonial period campaign.
SEQUENCE
Option a) IGOUGO and OHW rules – move OR shoot/charge
Option b) 3-card activation. 3 red (side A), 3 black (side B) cards in a deck. A draws card, then B. Repeat.
Your 1st card drawn = I,A units all shoot
Your 2nd card drawn = I, A units move. If I unit is charging, do it on this activation.
Your 3rd card drawn = C can charge
Movement / Shooting:
Unit Movement Range Hits
I 6” 12” D6
C 12” --- D6+2
A 6” 48” D6-2
-
Note1: use of square formation by Infantry is optional. I don’t use it.
-
Note2: I don’t use Skirmishers. Your choice.
-
Note3: Units cannot interpenetrate.
Charging:
a) Cavalry
2x hits if charge flank/rear
1⁄2 hits if charging enemy Cavalry
Withdraw 6” if charge does not destroy enemy unit.
b) Infantry
Can charge enemy Infantry ONLY if it has 2x remaining strength of enemy.
Attacker rolls first. Record D6 hits. Defender can roll to attack back if it is still standing. After that turns are simultaneous dice rolls. Once combat is initiated it will end when one unit is destroyed.
No comments:
Post a Comment