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Home › Forums › Fantasy › General Fantasy › One Hour Wargame rules for Fantasy
Hello, I am thinking to try the One Hour Wargame rules for fantasy battles, using one of the historical settings (ancient dark age medieval) or a combination of them; did anybody do the same? What could be added to represent wizards, beasts and heroes? Thank you
Checkout the blog “war in a box” for an excellent series of articles on using OHW to play a fantasy campaign with Warren’s kids. They just used the rules straight more or less with the visuals changing. That is where I would start, then ask do you need a new unit to capture the feel of your fantasy setting or can a hero/beast be a single model or two on a base having the same strength as a dozen men
For wizards maybe you could just use a version of the artillery rules from the later periods or heal an adjacent unit; heroes re-roll a set number of dice each turn; beasts ignore terrain penalties or regenerate a set number of hits each turn. I’d keep it simple, and only add a unit or two for each side.
There are few fantasy versions over on the [email protected] generic to WHFB.
I would use a combination of the dark age and medieval rules with wizards represented as either a shooter (fire balls and the like) or can heal nearby units (D6 hits removed) as you have suggested.
Tally-Ho! Check out my blog at…..
http://steelcitywargaming.wordpress.com/