Post by chgowiz on Mar 9, 2020 14:43:56 GMT
I'm a huge fan of Neil Thomas's One Hour Wargames book, not only for the rules, but for the 30 scenarios that he lists in the back. They are easily worth the price of the book. They are generic enough that I've started running them using HOTT rules.
A couple of modifications that I've had to make:
* No strongholds - that's an easy one to adjust to.
* Different effects on sides, how to translate. Example: Scenario 29 - Shambolic Command - the idea is that the Blue commander is so inept, that out of 6 units, they can only activate/use two units to move/fight. I interpreted this as that for HOTT, the Blue commander would get no more than 2 PIPs. I didn't limit the combat to two units, if they were in contact, they would fight.
* Victory conditions are usually based on objective and time. This has been a harder one. NT's rules are based on different movement rates, a battle of attrition once units come into contact. I think the number of turns for a victory condition is harder to stick to. I've not quite figured out how to translate that aspect to HOTT bounds or, perhaps, on AP loss.
Example: With that same scenario 29, it's supposed to end after 15 turns for OHW. I didn't have a good feel for how long this would take for HOTT, so I just played it out till either Blue was shoved off the hill with no hope of retaking it, or Red would have lost 2/3ds of their force.
* Different army sizes - Neil goes with 6 on 6 units, or 6 to 4 units, so this plays out to 24AP and 16AP sizes. Still a fun enough battle when that happens.
* Terrain - I stick to the terrain as laid out in the scenario.
* Reinforcements or Unit arrivals - I stick to the schedule as laid out in the scenario. I allow Hordes to be respawned. I haven't considered Gods or Dragons yet, as NT's scenarios are decidedly based on non-magical encounters. I might try it in the future, just to see how it works.
Have you done this, with either NT's book or Grant's Scenarios book? How have you interpreted the rules and victory conditions for HOTT?
A couple of modifications that I've had to make:
* No strongholds - that's an easy one to adjust to.
* Different effects on sides, how to translate. Example: Scenario 29 - Shambolic Command - the idea is that the Blue commander is so inept, that out of 6 units, they can only activate/use two units to move/fight. I interpreted this as that for HOTT, the Blue commander would get no more than 2 PIPs. I didn't limit the combat to two units, if they were in contact, they would fight.
* Victory conditions are usually based on objective and time. This has been a harder one. NT's rules are based on different movement rates, a battle of attrition once units come into contact. I think the number of turns for a victory condition is harder to stick to. I've not quite figured out how to translate that aspect to HOTT bounds or, perhaps, on AP loss.
Example: With that same scenario 29, it's supposed to end after 15 turns for OHW. I didn't have a good feel for how long this would take for HOTT, so I just played it out till either Blue was shoved off the hill with no hope of retaking it, or Red would have lost 2/3ds of their force.
* Different army sizes - Neil goes with 6 on 6 units, or 6 to 4 units, so this plays out to 24AP and 16AP sizes. Still a fun enough battle when that happens.
* Terrain - I stick to the terrain as laid out in the scenario.
* Reinforcements or Unit arrivals - I stick to the schedule as laid out in the scenario. I allow Hordes to be respawned. I haven't considered Gods or Dragons yet, as NT's scenarios are decidedly based on non-magical encounters. I might try it in the future, just to see how it works.
Have you done this, with either NT's book or Grant's Scenarios book? How have you interpreted the rules and victory conditions for HOTT?