Tuesday, 16 April 2019

A (very) small diversion.....




I'm currently suffering from an abscess so my ability to do anything game related at the moment is very much limited. However, I have dug out a very old project and, having re-read it and made a couple of tweaks, it is ready to go.

So, here is Simplicity in Hexes, an adaptation of Neil Thomas' Simplicity in Practice rules for use with his One-Hour Wargames scenarios. It is still subject to some further tweaking but views and comments most welcome as always.  

6 comments:

  1. Jay, that all looks fine. The 6" to one hex for a 6 x 6 grid is the ideal formula for his game. I did wonder whether the leader effect might transpire to be a little strong.

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  2. Hi Norm,

    My thinking about leaders was that it is nice to have them but you don't want them having an undue influence, especially in a very small game. I think this is the least you can do with leaders and might be quite interesting. Play testing will show whether this works or not!

    Cheers

    Jay

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  3. Hi Nobby,

    Thanks for your comment, I published it but it has disappeared into the sausage machine, so here it is:

    "Thanks for posting this. I like hex grids and the OHW rule sets and although I am not a H&M player these are very interesting. I mainly play his Machine Age rules and intend to use OHW when I go back to medieval. on Simplicity in Hexes
    nobby on 17/04/19"

    This raises the interesting question in my mind as to how much tweaking it would need to make SIH suitable for the other periods covered by OHW. I think that could keep me occupied for a while!

    Cheers

    Jay



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  4. What a fun-looking set of rules! I missed this when it was originally posted, but have been wprking back through your posts on the games and campaign. Thrilled to see I get an inspiration credit at the end as well!

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  5. I really like the look of these rules. But I have some questions:

    If I move a unit adjacent to an enemy unit, is it automatically assumed that I've charged? Or can I sit tight and opt to shoot when eligible.

    Also I'm guessing that a unit unable to charge an enemy that finds itself adjacent to such an enemy can still shoot at them.

    If a unit is obliged to retreat but can't, what happens?

    Finally, it says that Light Infantry can interpenetrate friendly units. But with a move of only 1 hex it can't do this without exceeding its movement allowance. So how is this possible?

    Many thanks.





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  6. Hi Kaptain,

    Good questions, thanks for asking them. I'll respond in a further post so they don't get lost.

    Very pleased that you gave the rules a go and I very much enjoyed your post!

    Cheers

    Jay

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