Monday, March 25, 2024

One Hour Wargames, Heroes, and Spell Casters

The game is afoot! Actually, it was two feet. I'm playing on a 24" square. I'll see myself out.
 

I have been considering how to handle Heroes and Spell Casters in my fantasy version of One Hour Wargames (my fantasy version just combines the units from Ancients, Dark Ages, and Medieval, and then adds heroes and casters). 

This past weekend I put them to a (very limited) test.

My ideas for Heroes worked well - they aren't *too* powerful, but they can do a lot. I'm thinking perhaps they should all receive 1/2 Damage in addition to the re-roll, so they can go toe-to-toe with Ancient heavy infantry.

The spell casting concept worked but I'm not convinced casting should cost the caster their regular strength points. I like it in theory mind you but it may be better to use the One Page Rules Age of Fantasy : Skirmish idea of spell points, managed separately from the health of the caster. It would be something else to manage though - and as a solo gamer, I try to minimize that.

Heroes

All heroes may re-roll attack die, but must keep 2nd score (this is taken from the OHW FB group)

For each hero, prior to the start of the game:

  • Choose one of:
    • 1/2 Damage Received (armor, dodge, luck)
    • +2 to Range Attack
    • +2 to Melee Attack
    • Quick(9" movement rate on foot)
  • Choose one of (these have no cost to the Hero): 
    • Inspiring (friendly unit in base contact prior to unit action recovers1d3 points) 
    • Combat Leader (friendly unit in base contact may reroll attack die, but must keep 2nd score)
    • Tactics Master (friendly unit in base contact at start of that unit's movement may move up to double their movement rate)

Spell Casters


  • Casting takes a toll on the caster. Each time a spell is cast, the caster takes damage. The "Cost" in the list below is the damage the caster takes.
  • A Caster reduced to 0 points by casting is exhausted and removed from the battle.
  • Each time a caster casts a spell, they may choose one spell from the following ten spells.  
  • Casters may cast any spell from the list below.
  • Casters may only cast one spell per turn.
  • Target units, be they friend or enemy or self, cannot be in melee when the spell is cast on them. 
Optional: Casters melee at -2. This is the way the Fantasy rules on the OHW FB group do it. I don't like this, because my casters are warrior-casters, but if your concept is more like a DnD Magic-Users, then by all means.

Attack

Give the options descriptive names that fit your concept of the caster. For example, a Fire Mage might have Fire Ball, Rain of Fire, and Storm of Fire.

  • Long Range Attack, range 48", cost 1, causes d6-2 damage
  • Standard Attack, range 12",  cost 2, causes d6 damage
  • High Power Attack, range 12", cost 3, d6 + 2 damage

Defense

  • Shield (Self), range 0", cost 1, lasts until next turn
  • Shield (Unit), range 6", cost 2, lasts until next turn
  • Breathing Room, range 12", cost 3, enemy unit pushed back 3"

Utility

Call them what you will but these are the effects:

  • Haste (Self),  range 0", cost 1, move double-sped
  • Lesser Healing, unit within 6" cost 2, unit restores1d3 strength points
  • Haste (Unit),  unit within 6", cost 3,  unit advances one move, does not count as their action
  • Greater Healing, unit within 6", cost 4, unit restores 1d3 + 2 strength points

Many more spells are possible of course - in fact while typing this up, I thought of several more that might be fun. It ultimately depends on how much time you want to spend reading spell lists!


Sunday, March 10, 2024

One Hour Wargames : Fantasy

Continuing the thread of "rebasing IS my hobby", at some point, a few weeks ago, I decided to base my Tanitians, Dies-Nox, and Gokrug Confederacy as multi-figure bases except for heroes, spell-casters, and monstrous creatures.

Although I am using One Hour Wargames, I like to imagine it has a very Hordes of the Things-vibe (although I've never played it). Besides the size of my bases, the other notable aesthetic difference is that I left my "personality" figures on round bases. 

I may put them by themselves on a rectangle, maybe with some kind of scenery or vignette. 

Tanitia attempts to invade a remote region of Dies-Nox. The D-N general reacts aggressively - moving out to meet the invaders. Unfortunately, almost half of their force is archers.

For rules, I have been using Ancients (Tanitia, Gokrug skirishers), Dark Ages (Gokrug), and Medieval (Dies-Nox) from One Hour Wargames. Each army uses the rules that are appropriate to the era it is assigned. This makes for an interesting variety and a potential difference in tactics by nationality. 

For example, Tanitian heavy infantry receives +2 on attacks, and halves damage received, but those benefits are split in the Medieval era, so that Dies-Nox knights get +2 on their attack, while the men-at-arms 1/2 damage received. Dies-Nox archers range attack with +2, while Tanitian archers have no die-roll modifier.

Tanitia dominates and in the swirling melees, manages to flank and destroy multiple Dies-Nox units.

For the single-figures, I bolted on the "personality" rules from a set of Fantasy modifications from an OHW Facebook group. I'm not sold on those- they feel a bit too generic and not at all like I imagine things. For example - spell-casters have but one spell (fireball). I enjoy having a variety of spells to choose from: utilitarian, defensive, and offensive - as the situation merits. 

Similarly, I think, if I keep heroes independent of infantry/cavalry units, then I think they too should have special abilities. Although a lone hero (or hero and their retinue) attacking an entire infantry unit is pretty special in its own right.

So, I have some rule modifications to try. At least until I rebase again.

Tuesday, March 5, 2024

Novokh Dynasty Necrons

 The first batch of Necrons is done! The color scheme is Novokh Dynasty - whatever that means. To me it means I can use the same reds as my Blood Ravens and get more use out of those expensive paints.

I had trouble getting an in-focus picture where the scarabs were equally in view. I blame the fact that I really need to get new glasses. I can't remember how long it's been.

Speaking of focus, I've been more focused on my guitar teaching in an effort to ramp up operations so to speak, so painting, and gaming generally, has moved into a more casual, less obsessed?, mode. It has had the odd effect of making painting a relaxing activity rather than something I'm doing solely to get a game on the table.

Between playing games while not taking pictures and painting to relax, it all feels very "retro"!