These rules require the use of the One Hour Wargames book written by Mr. Neil Thomas.
Compiled & Edited by A. JEFF BUTLER, aka Brigadier General/Wargamer1972
Movement
2
8 Flying
8 Flying
2
3
2
2
Turning. Units may turn as specified in the OHW period rules you have chosen.
Terrain. Units are affected by terrain as shown in the OHW period you have chosen as well as what follows.
# for Dragon
6
5
4+
3. SHOOTING
Besides Archers which are described in the OHW book, Dragons & Wizards have a shooting attack.
Adjudge Field of Fire. The Dragon & the Wizard may only shoot at a single target within 45 degrees of their frontal
facing.
Measure Range. Dragons have a breath attack range of 6. Wizards can magically shoot any target they can see.
Assess Casualties. Dragons & Wizards add +2 to their shooting attack roll.
4. HAND-TO-HAND COMBAT
The procedure for fantasy units in H-t-H Combat is as listed in the 1HW book with the exceptions below.
Assess Casualties. Units roll a die. Gargoyles add 1 to the score. Wizards subtract 2 from the score. Dragons roll 2 dice.
Dragonriders, Orcs, Ogres & Titans add +3 to the score. Demons, Foot Knights & Pike add 2. The result gives the hits the
target acquires which is modified as follows:
Terrain Advantage. All foot in woods only suffer half the indicated number of hits (fractions rounded in
favor of the attacking unit.) Gargoyles & Demons in towns suffer double hits.
Movement Within Combat. Gargoyles & Demons may leave H-t-H Combat on their next turn during their movement
sequence but must move their full movement away from their current target.
5. ELIMINATING UNITS
Fantasy units are eliminated upon the acquisition of 15 hits.
6. EVIL ARMIES WITH 6 UNITS
DIE ROLL
1
2
3
4
5
6
GARGOYLES
DEMONS
3
3
3
4
4
4
ORCS
UNIT TYPE
OGRES
TITANS
2
1
1
1
1
0
0
2
1
0
1
1
1
0
1
1
0
1
DIE ROLL
1
2
3
4
5
6
PIKEMEN
MEN-AT-ARMS
3
3
3
4
4
4
ARCHERS
FOOT KNIGHTS
2
1
1
1
1
0
UNIT TYPE
DRAG.RIDERS WIZARDS
0
2
1
0
1
1
1
0
1
1
0
1