Great Northern War Wargames Rules
(Being a variant of One Hour Wargames
rules by Neil Thomas)
Unit Types (based on 15mm figures)
This game features the unit types of:
Infantry – 4 25x25mm bases each with 4 figures
Cavalry – 4 30x30mm bases each with 2 figures
Dragoons – 4 30x30 bases each with 2 dismounted figures
Artillery – 1 40x40mm base with one gun and crew
Table Size used 36cm x 36cm
Formations
Infantry in line – 4 bases across by 1 deep.
Infantry march column – 1 base across by 4 bases deep.
Cavalry – 2 bases across by 2 bases deep.
Cavalry in march column – 1 base across by 4 bases deep.
Dragoons – a line of four bases across
Artillery – Limbered artillery has the gun pointing to the rear of the
base. Unlimbered artillery has the gun pointing forward.
Sequence of Play
Each complete turn comprises two player turns. Each wargamer follows the
sequence listed below in his or her player turn:
1. Command
2. Movement
2. Shooting
3. Hand to Hand Combat
Command
Players may attempt to rally units that generals are in base to base
contact with. Roll a d6 and subtract this number of hits from the unit’s
casualties.
On the roll of a 1 the general is injured or killed and is out of the
game. The general may not recover a lost base.
Generals move as cavalry.
Movement
Unit Type
|
Movement
|
Infantry
|
15cm
|
Cavalry
|
30cm
|
Dragoons
|
20cm
|
Artillery
|
15cm
|
Turning
Units turn by pivoting on their central point. They may do so at the
start and/or the end of their move.
Marching. Units marching
double their movement but may not march within 20cm of the enemy. Units
marching must be in march column.
Terrain
Units are affected by terrain as follows:
i. Woods. Half Movement, Artillery can not enter.
ii. Towns. Cavalry may not end their moves in a town. Artillery can not
enter.
iii. Marshland and Lakes. These are impassable to all units.
iv. Rivers. These may only be crossed via bridges or fords.
v. Roads. Units moving by road increase their movement distance by 3cm
if their entire move is spent on the road. This bonus may not be received if
charging.
vi. Hedges, walls etc. impassable to artillery, other troops Half Move.
Moving and shooting. Units may not
shoot if they moved in this turn.
Interpenetration
Units may never pass through each other.
Formation changes.
Units may either move or change formation.
Charge Moves
All units except artillery and dismounted dragoons may charge. Infantry
cannot charge cavalry.
Charges are resolved by moving the attacking unit into contact with its
target.
They are subject to the following restrictions:
i. Turning. A charging
unit may turn once, at the start of its move. This evolution may not exceed 45o.
ii. Limited Engagement. Only
one attacking unit may contact each face of the target (these being Front, Left
Flank, Right Flank, and Rear).
iii. Fighting. Combat is
resolved during the Hand-to-Hand Combat phase.
iv. Outnumbered. A unit may
not charge if its opponent has more hits remaining. Swedish troops ignore this
rule.
v. Frontal charges on artillery. Units may not charge the front of artillery so long as it has a
friendly unit within 10cm.
Shooting
Only Infantry, Dragoons and Artillery can fire. The procedure is as
followers.
Adjudge Field of Fire.
Units may only shoot at a single target within 45o of their
frontal facing.
Measure Range
Troop type
|
Close Range/Damage
|
Long Range/Damage
|
Infantry
|
15cm/D6
|
30cm/D6-2
|
Dragoons
|
15cm/D6-2
|
30cm/D6-3
|
Artillery
|
15cm/D6+1
|
60cm/D6-2
|
Assess casualties. Units roll a
die when shooting. The result gives the number of hits the target acquires,
which is modified by the following:
i.
Cover. Units in
woods, fortifications or towns only suffer half the registered number of hits
(any fractions are rounded in favour of the unit shooting).
ii.
Unit
deterioration. Units that lose half their strength (8 hits) subtract 1 from all
dice rolls for shooting.
Check Ammunition (Optional
Rule).
Units roll a second die whenever they fire. If this scores 1 the unit
has run out of ammunition, and may not fire for the remainder of the game.
Hand to Hand Combat
The procedure for Hand to Hand Combat is as follows:
One Sided Combat
Units only inflict casualties during their own player turn.
Assess Casualties.
Units roll a die.
Unit Type
|
modifier
|
Swedish Infantry
|
+2
|
Cavalry
|
+2
|
The final score gives the number of hits the target acquires, which is
modified as follows:
i. Cavalry. These units only inflict half the number of registered hits
if attacking Swedish and Russian infantry (rounding any fractions in favor of
the attacking unit).
ii. Terrain Advantage. Defenders in woods, towns, on a hill, or
defending a river crossing, only suffer half the indicated number of hits
(rounding any fractions in favour of the attacker).
iii. Flank or Rear Attacks. Units engaging the enemy flank or rear
double the registered number of casualties.
iv. Unit deterioration. Units that lose half their strength (8 hits)
subtract 1 from all dice rolls for combat.
v. Artillery are eliminated if contacted by the
enemy.
Retreat. A unit that loses an
element as a result of hand to hand combat must withdraw 10cm from combat
facing the target. If the attacking unit fails to remove an element from its
opponent then it remains in combat if infantry or withdraws 10cm from combat
facing the target if it is cavalry.
Movement within Combat
Hand-to-Hand Combat only concludes with the elimination of one of the
contesting sides. Units may however turn to face an
attack upon their flank or rear, but only if they are not simultaneously
being engaged frontally and there is room to turn.
Eliminating Units
Units are
eliminated upon the acquisition of 16 hits. A base is removed for every 4 hits.
Army
Generation.
6 units
Die Roll
|
Infantry
|
Dragoons
|
Artillery
|
Cavalry
|
1
|
3
|
1
|
0
|
2
|
2
|
3
|
1
|
1
|
1
|
3
|
3
|
0
|
1
|
2
|
4
|
4
|
1
|
0
|
1
|
5
|
4
|
1
|
1
|
0
|
6
|
4
|
0
|
1
|
1
|
4 units
Die Roll
|
Infantry
|
Dragoons
|
Artillery
|
Cavalry
|
1
|
2
|
1
|
0
|
1
|
2
|
2
|
1
|
1
|
0
|
3
|
2
|
0
|
1
|
1
|
4
|
3
|
1
|
0
|
0
|
5
|
3
|
0
|
1
|
0
|
6
|
3
|
0
|
0
|
1
|
3 units
Die Roll
|
Infantry
|
Dragoons
|
Artillery
|
Cavalry
|
1
|
1
|
1
|
0
|
1
|
2
|
1
|
1
|
1
|
0
|
3
|
1
|
0
|
1
|
1
|
4
|
2
|
1
|
0
|
0
|
5
|
2
|
0
|
1
|
0
|
6
|
2
|
0
|
0
|
1
|
Big fan of OHW rules.
ReplyDeleteThey're so adaptable. The trick is not to overdo it, or one hour wargames becomes two hour wargames.
DeleteHi--
ReplyDeleteBravo for an excellent variant! Naturally, being a war gamer in good standing, I could not resist making a couple of changes:
> I cut artillery movement by half (guns were not very mobile at that time, even for the Swedes, as they had long since abandoned Gustavus Adolphus's light artillery innovations).
> I doubled hits if firing into the full flank or rear of the target, or into the head of a road column (the only way a unit can move by road);
> Since I'm using the base removal option, the rallying roll for generals is 1-2 = 1 hit recovered; 3-4 = 2 hits recovered; 5 = 3 hits recovered; 6 = 0 hits recovered + general is killed.
> If the Russian player gets the extra artillery Unit rather than Cossacks, the Swedish player rolls: 1-3 = he gets a Cossack Unit; 4-6 = he gets zip.
> For 6-Unit armies only, each player rolls 1d6: Swedish 6 = 1 of the Swedish player's Cavalry Units is elite (the Drabants); Russian 6 = 1 of the Russian player's Infantry Units is elite (the Guards). [Elites add =1 to all die rolls.]
> The dragoon stats apply only to Russian, Saxon, Danish, etc. units; Swedish Dragoons operated like Cavalry, not fighting dismounted.
As you noted, it's so easy to add chrome that the simplicity of OHW can get lost, but these changes have worked out OK for me so far.
Best regards,
Chris