With few gaming opportunities arising due to the covid situation I have been tempted into some solo wargaming using the Neil Thomas 'One Hour Wargames' rules. I am currently reading the 'Vindolanda' series of books by Adrian Goldsworthy, excellent novels set in northern Britain during Roman times so it seemed appropriate to dig out my 10mm Romans and Britons.
The rules are quick and easy but even so, I could not resist playing around with them adding rules for Generals, heroes and replacing the effect of armour with varying saving throws. The book contains very good sections on quick and easy campaigns and plenty of scenarios which even tell you how many units each side can deploy. Once again added a few ideas of my own to create a series of 3 linked games based around rebel British chieftain Bodvoc running rampant around Northern Britain being pursued by brave Legate Albus CCassianus. Here are the rules I came up with...
One
Hour Wargames Ancients: Romans and Britons.
Unit
Type
|
Move
|
Missile
|
Melee
|
Save
|
Special
Rules
|
Heavy
Infantry:
Legionaries
Auxilaries
|
6”
9”
|
-
|
D6
+3
D6
+2
|
4+
5+
|
Armoured
|
Warband
|
9”
|
-
|
D6
+2
|
6+
|
No
armour
|
Archers
|
6”
|
12”/d6
|
D6
|
|
|
Skirmishers
|
9”
|
12”/d6
-2
|
D6
-2
|
|
|
Auxiliary
Cavalry
|
12”
|
-
|
D6
|
5+
|
Armour
|
Chariots
|
12”
|
12”/d6-2
|
D6
|
5+
|
|
Light
Cavalry
|
12”
|
12”/d6-2
|
D6
-2
|
|
|
Ballista
|
6”
|
24”/d6
-2
|
-
|
|
|
Movement:
turn/pivot units on their centre point.
Woods/Marsh:
only skirmishers may enter.
Rivers:
units may cross via bridges and fords only.
Roads:
add +3” to move if all movement on road.
Moving and shooting:
Archer units may not shoot if they moved, skirmishers, light cavalry and
chariots may move and shoot.
Interpenetration: only
skirmishers and light cavalry may interpenetrate.
Charge Moves: charging
units may turn/pivot once up to 45 degrees before charging.
Shooting:
arc
of fire + 45 degrees. Units in cover only suffer half hits.
Combat:
throw
1x D6 per unit with factors as in chart above...
Terrain
Advantage: defenders
in woods, on a hill, holding river crossing etc. suffer half hits.
Flank/Rear Attacks:
score double hits.
Units are eliminated
once they have acquired 15 hits.
Armies:
each
army is usually comprised of 6 units, with a minimum of 3 Heavy
Infantry or Warband.
Generals: each army
has a General figure (mounted on a round base) which must be attached
to one unit.
If the General and his
unit is involved in melee the unit adds +1 to hits inflicted.
If the General's units
suffers hits, throw a dice, on a 1 he may be amongst the casualties,
throw a dice again, a further score of 1 results in the death of the
general.
Scenario
Choice: throw
a d6 on the chart below to select a group of scenarios and dice again
to select the scenario to play.
1: Scenario 1-6
2: Scenario 7-12
3: Scenario 13-18
4: Scenario 19-24
5: Scenario 25-30
6: throw again.
Random
Events: at
the start of each turn both sides throw a d6, on a score of 6 a
random event occurs, throw 2xd6 and read along the chart below.
2: Confusion: 1xd3 of
your own units may not move this turn.
3:Ammunition Shortage:
1xd3 of your missile units may not shoot this turn.
4:Demoralization: one
unit on your side acquires 1xd6 hits.
5: Initiative: one unit
on your side may move twice this turn.
6: Rally: 1xd3 units on
your side may remove 1xd3 hits.
7: Enemy Panic: a
single enemy unit acquires 1xd6 hits
8:Your army gains one
unit of Legionaries/Warband (as appropriate).*
9: Your army gains one
unit of Light Cavalry.*
10: Your army gains one
unit of skirmishers.*
11:Heavy rain shower,
all shooting causes only half hits for the rest of the game.
12: Inspired: Your
General adds +2 hits in melee for the rest of this game.
*any
extra units gained should be deployed in their own half of the table
next to a randomly selected piece of terrain, as if emerging from
ambush.
The
fierce Carvetii warlord Bodvoc, fed up with increasing Roman taxes
and demands for tribute has roused the tribe in revolt.
Legate
Albus Cassianus is marching XX Legion to nip this rebellion in the
bud.
The
gods (dice) have decreed that the campaign is played using the
following scenarios:
29,
12, 24
Romans will be the red
player, Britons the blue player.
Heroes:(Optional
rule): Each side may select a single hero figure which can be
deployed with any (non-skirmisher) unit. Heroes may only be used once
in a game and allow the controlling side to re-roll the dice in a
melee attack (abiding by the second throw). Once used the hero figure
is removed from the table.
So starting with scenario 29, I deployed the units as in the top photo. In this scenario the British were disadvantaged by Bodvoc only being able to activate 2 units a turn. I decided to use the poor British activation to try and get the two units back by their base line up to the frontline. Meanwhile the Romans who were limited to just 4 units and a scorpion ballista felt it best to rush towards the Britons on the hill before the extra units arrived which proved to be a bloody exercise.
By turn 6 the Romans were gaining the upper hand and even managed to destroy the warband that Bodvoc himself was leading. In the photo below you can see Bodvoc in his chariot and his warband making a run for it, but we can be sure that Bodvoc will return.