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A greater number and variety of random events will extend the duration of the game and also make it more interesting. So, I say a six counts as a hit for the attackers and 4-6 counts as a hit for the defenders. The ones under cover are likely to get some hits. If 10 soldiers, under fire, are returning fire against 10 soldiers under cover, using single-shot weapons, how many hits are likely per round? Most likely, they will all miss. This more than doubles the length of game and I believe it to be more realistic. My practice is to say any roll higher than three be counted as one hit but subtracting two for cover. An infantry unit shooting at another unit under cover would divide the number of points on the dice by two. The number of hits is determined by the points on the dice with modifiers based on the type of unit and cover. However, game duration can be increased as follows. Fifteen minutes or less is a real possibility.
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In my games, I follow Featherstone’s suggestion and assume that my units each represent 10 soldiers (Featherstone D and Curry J, 1973).Ī disadvantage of using OHW for solo play is that games always run short.
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You could assume that your units represent a squad, a platoon, a company or whatever. Units of any size can be used because the notion of a unit is abstract. I like it because the rules are simple, it is intended for play on a small table, games are short, and it is so flexible. One-Hour Wargames (OHW) is my preferred rule set (Thomas, 2014).