A lot of people reading or playing OHW for the first time are left with the impression that it’s a bit too deterministic and predictable. I don’t personally have a problem with that (it’s perfect for a specific style of solo play as I explained earlier)
However, I
understand it can generate a sense of detachment if one is used to systems with
more ‘handles’ and/or bells & whistles. Here’s a perfect description of the
phenomenon:
Battlefields and Warriors: Black
Powder and One Hour Wargames (battlefieldswarriors.blogspot.com)
"The OHW
combat system can give a generic sense that one doesn't care about their units
too much. You push them into action and as they rack up hits (towards the 15
that simply removes them from play), you start to feel 'can I get one more
round of shooting out of them before the melt away'?"
The most
widespread answer to this is to modify the rules introducing extra mechanisms which
make the game more unpredictable. Many players also dislike rosters (again, I
don’t have a problem with that, but I understand it might feel clumsy in play).
Here you’ll find some especially clever solutions
for both problems:
A modification…or two…of 1 Hour
Wargames. | John's Wargame Page (wordpress.com)
However, all rules mods I’ve tracked so far change at least somewhat OHW’s RAW result variance or even balance. Since I’ve found that most OHW scenarios are very finely tuned for balance, I’d prefer to find a way not to do that… And I think I’ve found a workaround.
OHW ‘Same Chaos’ variant
You’ll need
four types of tokens, labelled “4”, “6”, “8” and “x2”. Every time you attack an
unit, put a token corresponding to the maximum damage that attack could do. So
an 1d6-2 attack on the flank would put a “4” token stacked with a “x2” token on
the damaged unit, while an 1d6+2 attack from the front would inflict an “8”
token, etc etc. The numbers on the token record the maximum amount of hits the
unit could have received under RAW, so I call them ‘potential hits’.
Every time
you acquire a new token, tally the total of potential hits so far. The above
unit would have a total of (4x2)+8=16 potential hits on it. Only if and when the
total potential hits reach or surpass 15, actually roll the dice corresponding
to tokens. So in the example above, you would roll [(1d6-2)x2]+1d6+2. If those
‘actual’ rolled hits total 15 or more, the unit is destroyed. If you roll a
lower number, the unit is still fine – but it still keeps all the tokens it
acquired so far.
The effect
of all this is that you won’t know exactly how close your units are to
destruction when you activate them – you won’t have those 14-hits ‘dead unit
walking’ situations in which you just want to squeeze one last suicidal attack
from your little warriors. This also increases the fog-of-war in a sense, since
you’ll never know how close to destruction the enemy’s units are – just the
amount of pressure you’ve put on them. On the other hand, OHW’s RAW statistics
and variance is fully preserved. In fact, the only difference is that you pack
all the randomness in one big chunk when it actually matters, rather than parcelling
it on a turn-by-turn basis and then being constantly updated with full
information about an unit’s status.
It works
for me!
Hmmm, this is a really interesting idea. I have seen this in another set of rules but never applied to OHW.
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