Showing posts with label One Hour Skirmish Wargames. Show all posts
Showing posts with label One Hour Skirmish Wargames. Show all posts

Thursday, 23 July 2026

Designing Rules for Ambushes in Wargames

 


The ambush is a well known military tactic, however wargames rules rarely seem to have a workable mechanism to handle them.

A summary of existing rules and methods

I carried out a non-comprehensive analysis of wargames rules that have any rules for ambushes. (If any readers know of any other than those I have listed then please send a comment to the Editor!)

Ambush rules in published wargames

Flames of War”

The Defender may have 1 (sometimes more than 1 depending on the scenario) unit kept off table for use in an ambush.

Deployed no closer than 4" and in cover (woods, etc.) to an enemy unit or more than 16" and not in cover.

Bolt Action

A unit can be given an Ambush order

A unit with an Ambush order may fire at a moving enemy unit in the opponent’s turn (so a bit like overwatch in other rules)

At the end of the turn an unused Ambush order can be converted to a Fire order on a score of 4+ on 1D6

One Page Rules

Units with the Ambush special rule may be set aside at the beginning of the game. In any turn after the first, a one of these units can be deployed anywhere >9” from any opposing unit.

The Sword and the Flame”

This game has rules for the concealment of units – indeed it is recommended that all Native units are concealed at the start of a game. A concealed unit may be revealed as and when desired by the Native player or when an opposing unit moves to a position where the concealed unit is visible.

Considerations

Most of these methods work up to a point. However, tracking the location of units can be a pain. This pain can be alleviated to some extent by using an area or grid location but it still requires record keeping. Of course it is possible to “free kriegsspiel” the whole thing as in Dick Scholefield’sThe Birds Are Singing And It's a Wonderful Day!”, but I was looking for something more rules based.

Colonial

Many moons ago my old wargaming friend Robin Peck (now sadly passed away) wrote up a system in the “Lone Warrior” magazine. This is summarised here:

Generally, the native forces will be concealed at the start of the game. Shuffle together as many marked cards as there are native units with as many blank cards as there are more possible places of concealment than native units. For example, if there are 11 possible places of concealment and 6 native units, shuffle together 11 cards – 6 marked and 5 blank.

Place one card face down at each location. Remember that more than one unit may fit in a larger area of concealment.

Face down cards may not be moved. Cards may be turned over when:

  • During native movement – roll 1D6 to score 6 to allow one card card to be turned over. You may do this no more than twice in any turn.

  • If any Imperial figure approaches within 4in. of a feature containing a card

An ordinary pack of playing cards may be used:

  • Blank cards are red. A blank card is removed when turned over.

  • Marked cards are black. A marked card is replaced by a native unit.

Again the system worked but the disadvantage is that all potential concealment locations are known, it’s just that you don’t know if they are occupied or not. It is theoretically possible for the opposing force to simply work around them.

I have seen a number of other games where concealment is managed by having one or more dummy markers for each marker representing a real unit. Again, this has the same problem – all the potential locations of the concealed forces are known even if the actual location is unknown. The corollary is of course that where there is no marker there is definitely no enemy troops ...

A Better Mousetrap?

Picture the scene … a British column advancing through hostile territory. It could be the North West Frontier or the savannahs of Zululand … . An American patrol in Vietnam …. an armed convoy in Palestine in 1936….

At any time they could be ambushed by enemy troops. They don’t see it coming until the bullets start flying or the demolition charge blows the road in front of them. Every tree, hillock or other piece of cover could hide a malevolent enemy. Most of the time the Americans in the jungles of Vietnam never even saw their opponents.

While trying to recreate these sort of situations in a game format, it dawned on me that all the constraints rules normally placed on where and when an ambush might occur are actually completely irrelevant. Why not simply allow ambushers to appear from cover literally anywhere? And why limit the number of ambushers?

Simple Ambush Rules

These rules have a main core section (given below) and then two alternative specific modules – one for a unit based rules system and the other for a figure based skirmish type game. In the latter case my “go to“ rules for skirmishes is “One Hour Skirmish Wargames”, hence the references to Action Points (APs).

The ambushing side has one or more “ambush pools”. An Ambush Pool is a group of units or figures held off table and available for deployment in ambushes. The Ambush Pools can potentially contain all the figures or units in the Ambushing force. A single Ambush Pool can be assigned to a specified zone on the table.

The Defender moves onto the table and proceeds with actions until the Ambusher declares an ambush. At this point the Ambusher places as many units or figures from the Ambush Pool as they wish. This deployment counts as a Move action (and any restrictions on Move actions will apply).

Ambushing units must be placed no closer than the “minimum ambush distance” from any enemy, may be in cover or prone, and no further away than the “maximum shooting distance”. The ambushers must have LOS to an enemy unit. The “minimum ambush distance” is to ensure that Ambushers cannot move straight into Close Combat.

Play then proceeds normally with the following additional provisions:

  • In the Ambusher’s activation, additional units or figures from the Ambush Pool may be deployed. This deployment counts as a Move action.

  • The scenario may set a limit on how many units or figures can be deployed in a single activation.

  • Ambushing units or figures may “fade away”. They are removed from the table and returned to the Ambush Pool. This action also counts as a Move action. A unit that fades away recovers all hits.

  • Contact is broken when all units or figures are out of LOS. If contact is broken then all the ambushing units fade away.

Simple Ambush Rules (unit based)

minimum ambush distance” is one normal move (for the ambushing unit).

maximum shooting distance” Is small arms range

Roll 6+ on 2D6 to activate a unit from the ambush pool for the first time.

A unit cannot fade away if engaged in close combat.

A unit that has “faded away” may be deployed again in ambush on a score of 8+ on 2D6, but not on the same turn in which it fades away..

Simple Ambush Rules (for use with “One Hour Skirmish Wargames” or similar skirmish rules)

minimum ambush distance” is 6”.

maximum shooting distance” Is 24”

It costs 1AP to deploy a figure

The scenario will set a limit on how many figures can be deployed in a single activation, though usually this is limited by the number of APs available.

An ambushing figure may “fade away” at a cost of 1AP per figure.

Friday, 10 April 2026

One Hour Skirmish Wargames - Genres

"One Hour Skirmish Wargames" by John Lambshead is one of those books that completely revolutionises your thinking. I have been designing wargames for  more than 50 years, many of them "skirmish" - that is, one figure represents one man. Yet when I tried OHSW I was gobsmacked by the elegant game mechanics and their sheer simplicity. So much so that I have been adding and modifying the basic OHSW system for quite a while now and have used it for  number of different periods or genres.

Here's a list:

Three Musketeers

Border Reivers (16th century raids on the borders of England and Scotland)

French & Indian War

Napoleonic

Wild West (including 19th century crime - Sherlock Holmes)

Early 20th Century (the Irish war of Independence, Irish Civil War and actions on the NW Frontier of India)

World War 2

Vietnam

Sci-Fi (various including Doctor Who and Cyberpunk)

I'm even looking at using OHSW for a 15th century Wars of the Roses skirmish. Yes, I know that he has produced a second book for Ancient and Medieval Skirmishes, but I prefer a modified version of the original OHSW because I think there are too many card draws in  OHAMSW.

I plan to publish my modifications of OHSW here in due course.

Thursday, 9 April 2026

Vietnam Game Types

I guess many people only know about the "classic" Vietnam wargame style - a US patrol in the jungle gets ambushed. This is a "Search and Destroy" operation.

However, the more I read  about the war, the more different types of action I have discovered. Here are a number of examples. I have added notes about rules that I use for various types of game.

Search and Destroy

Patrol and ambush OHSW+[1]  (with Ambush [2] ) – “Search and Destroy” sub rules

Platoon and squad sized patrols

Ambush patrol (at night) US forces set up ambush

Advance to Contact

A variation on the "Search and Destroy" theme where the US are being more aggressive and may even have supporting armour.

Can include armour (M113s and M48s)

Xenos Rampant (with Ambush)

Air support

PBR River Patrol

The Patrol Boat River or PBR was a small fast river patrol boat equipped with machine guns and a crew of about 6 men. They patrolled throughout the Mekong River delta.

Street Fighting

Not all fighting in Vietnam was in the jungle. Notably there was substantial street fighting during the Tet Offensive in 1968.

Xenos Rampant

Firebase Defence

The US set up firebases to provide artillery support for their foot patrols. However, these firebases also became targets for attack.

Xenos Rampant  (night fighting and stealth)

Air support

Combat Search and Rescue

A downed pilot or helicopter crew need to be found and extracted. On or more of them maybe injured. In the famous "BAT21" incident a whole battle was fought just to extract one downed pilot.

OHSW+ (with Ambush)

May include helicopter insertion

Air Assault

The classic sequence in "Apocalypse Now" complete with "Ride of the Valkyries" soundtrack. The Landing Zone (LZ) may be "hot" (under fire from VC or NVA) or "cold".

 “We Were Soldiers” (with Ambush)

Tunnel Warfare

The tunnels of Cu Chi. There was quite a bit of fighting underground in the extensive tunnel complexes built by the communists.

 “Search and Destroy” sub rules

Long Range Reconnaissance Patrol (LRRP)

Small groups of elite US troops searching out VC or NVA operations. Mike Lambo has produced an excellent solitaire game "Long Range Reconnaissance Patrol" based on this subject.

Convoy Attack

The US supply convoys naturally became a target, ripe for ambush as they snaked along mountain roads. In the face of such attacks US troops improvised and created "gun trucks". Normal trucks converted with improvised armour and machine guns. Some 5 ton truck versions even had salvaged M113 hulls placed on the back.

Xenos Rampant

Riverine Action

The US created entire river borne units,  the US Mobile Riverine Force, using modified LCM-8 landing craft. The "monitors" carried heavy guns.

“We Were Soldiers”

Assault against dug in NVA positions

Hamburger Hill

First Indo-China War (1946 - 1954)

The US involvement in Vietnam was actually the second Indo-China War. Substitute French for Americans and there you are. The French troops at this time looked not dissimilar to US troops of WW2  so you could use your WW2 Americans to stand in for the French.

Memoir '44

Notes:

1. OHSW+ is "One Hour Skirmish Wargames" by John Lambshead with my additional rules

2. "Ambush" is my simple system for conducting ambushes.

There's possibly more to add here at some point.