One-hour Wargames: Practical Tabletop Battles for those with Limited Time and Space - Kindle edition by Neil Thomas. Download it once and read it on your Kindle device, PC, phones or tablets. Use features like bookmarks, note taking and highlighting while reading One-hour Wargames: Practical Tabletop Battles for those with Limited Time and Space. One Hour Wargames Top results of your surfing One Hour Wargames Start Download Portable Document Format (PDF) and E-books (Electronic Books) Free Online Rating News 2016/2017 is books that can provide inspiration, insight, knowledge to the reader. Two Cheers for One Hour Wargames I’ve had my second chance to take Neil Thomas' One Hour Wargames out for a test drive. The executive summary of my thoughts as processed through my many biases: great scenarios, but only ok games. I tried an early scenario (#4, I think) where both Red and Blue start off the board, with a river in the middle. Get a feel for the THW Systems without committing any hard earned cash. These are complete rules, not a two page 'starter' kit, not as detailed as our other games, but still a complete game. One Hour Wargames by Neil Thomas comes with 30 teaser type scenarios and rules for nine periods of history. The rules for each period are less than three pages long and are intended for games to be played in a space of 3' x 3' with upto 6 units per side and in any figure scale of the gamers choice. The first phase of the campaign has the Tyranid invasion forces attacking the hastily assembled PDF and advance guard of Space Marines under Commissioner Vardeck's command. There are three scenarios from One Hour Wargames (OHW) to randomly select. One-hour Wargames: Practical Tabletop Battles for those with Limited Time and Space by Thomas, Neil and Publisher Pen and Sword Military. Save up to 80% by choosing the eTextbook option for ISBN: 409.

By Steven Thomas on 23 Apr 2016 | Last Updated 7 Apr 2016

The One-Hour Wargames rules by Neil Thomas assume armies have 3-6 units each of which is 4-6 inches wide and fight it out on a 3′ x 3′ table. My Big Bases are 8cm, so roughly 3 inches wide. What to do?

2′ x 2′ Table

It seems obvious to reduce the table from the suggested 3′ x 3′ to a 2′ x 2′. Particularly since I have 2′ x 2′ tables and I don’t have 3’x 3′ tables.

This reduction in scale suits my Big Bases perfectly. 8cm is about two thirds of of the recommended base width (4-6 inches).

Guardia del General Cavalry


One Hour Wargames PdfThe only change to the rules is to reduce the distances (movement and ranges). Multiply everything by 2/3, so 6″ becomes 4″, 9″ becomes 6″ and 12″ becomes 8″. These are the main distances used. Occasionally a 10″ measure is used; I’d say use 7″.

One Hour Wargames Pdf 1

4′ x 4′ Table

As I said I don’t have a 3′ x 3′ table so another way to go is to increase the size of the table to 4′ x 4′. I have one of those.

I’d have to use two of my Big Bases, side by side, to keep the unit size in proportion to the table.


I’d also have to increase distances (movement and ranges). Multiply everything by 4/3, so 6″ becomes 8″, 9″ becomes 12″, and 12″ becomes 16″. Again 10″ causes a slight multiplication problem; I suggest using 13″.

Just play the game

Okay, I could get a 3′ x 3′ table and just use my Big Bases as they are. The units would be slightly under size but nothing major.

Tracking hits

A common feature of all the One-Hour Wargames rules is “units are eliminated on the acquisition of 15 hits.” 15 hits is a lot to track. A quick google suggests people use a bunch of dice behind the unit to track the hits. Of course you’d need up to three dice to get to 15. I imagine it gets a bit messy when several units have several dice trailing along behind them. And quite easy to knock one or two dice over in the process and hence forget how many hits the unit has taken.

Commission Figurines MAR12 Casualty Markers


As it happens I just got some Casualty Markers from Commission Figurines (Code = MAR12). They should do the trick nicely. I’ll only need one or two tokens to get to 15. They are also resistant to bumping over.

One Hour Wargames Pdf


Solo Wargaming Guide Pdf

I finally got around to acquiring a copy of the above - and I am very pleased I did! I am not going to repeat the umpteen reviews that have featured across the blogosphere - instead I will limit myself to my own observations. I am very excited about the potential of this book as I believe that in making the rules as simple as he has done so the author has suceeded in furnishing a really good framework to build in additional features. I have no problem with the concept of small armies fighting on a small playing area and taking modest amounts of time to do so. All of this works really well for me and my wargaming circumstances in many ways - cost, time to acquire the forces and paint them, available time etc. The mechanics are simple and the accompanying designers notes are quite logical in the context of what he has set out to achieve. At this stage the only obvious thing I can think to apply is to expand the number of troop types per period from 4 to 6 as this would allow a more rounded coverage for a given period. Of course these would the need to be factored in to the rules but such is the simplicity of the basic engine that this should not be a problem.
The one thing that struck me though was that I have not even thought about hexes....;-)