![]() |
|
Bows in OHSW - Printable Version +- The War Gamer's Forum (https://thesolowargamer.com) +-- Forum: One Hour Skirmish Wargames (https://thesolowargamer.com/forumdisplay.php?fid=4) +--- Forum: One Hour and One Hour Skirmish type wargames (https://thesolowargamer.com/forumdisplay.php?fid=5) +---- Forum: Rule Changes and Improvements suggestions (https://thesolowargamer.com/forumdisplay.php?fid=6) +---- Thread: Bows in OHSW (/showthread.php?tid=1) |
Bows in OHSW - SimnCW - 10-26-2024 Hello! Has anyone come up with a house rule to add bows to the OHWG armoury? 12inches, one shot? Cheers Simon RE: Bows in OHSW - matencio - 10-26-2024 Hi Simon, Bows as in bow and arrows? Chapter 2 of OHSW should have this in it but it doesn't. A good reference website to the publication is: Dark ages OHSW version rules blog The author is releasing this on October 30th One Hour Ancient & Medieval Skirmish Wargames The link is my Amazon Affiliate Account. I'll get a few cents if you buy it. The book is released on October 30th, meaning you would have a first edition. As an alternative to the book: Here's what I got when I asked my ChatGPT the question: Bow and Crossbow Rules for 28mm and 15mm Miniatures 1. Ranges and Accuracy Bow: 28mm Miniatures: The effective range is 8 inches, while the maximum range is 16 inches. 15mm Miniatures: The effective range is 4 inches, with a maximum range of 8 inches. Accuracy Penalty: Shots taken at maximum range have a -1 penalty to the accuracy roll. Crossbow: 28mm Miniatures: Effective range is 12 inches, and maximum range is 20 inches. 15mm Miniatures: Effective range is 6 inches, with a maximum range of 10 inches. Accuracy Penalty: Like the bow, shots taken at maximum range for the crossbow also receive a -1 accuracy penalty. 2. Cover Modifiers Partial Cover: -1 to the accuracy roll. Heavy Cover: For walls, dense foliage, or other significant obstacles, apply a -2 accuracy penalty. 3. Reloading Mechanics Bow: Rapid-firing allows a shot every turn without reloading delays. Crossbow: Requires one full turn to reload after each shot, reflecting its longer reload time. 4. Damage Modifiers by Distance Within Effective Range: Standard roll for full damage. At Maximum Range: Apply a -1 modifier to the damage roll to reflect the reduced impact due to longer distance. |