
Units are not differentiated on either quality or quantity. Leaders play no role and are not necessary for the game. Even in hand-to-hand combat, only the active player scores hits. That is, the active player moves, shoots, and resolves hand-to-hand combat without any threat of retaliation from his opponent. Unusual in this turn sequence is the active player performs all actions without interruption from his opponent. The pips on the die determine the number of hits inflicted although this total may be modified. To score hits against an opponent, an attacking unit throws one D6.
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Offensive capability does not degrade with hits so an attacking unit fights at full strength until destroyed. Suggested force size is 4-6 units with each unit being able to absorb 15 hits before elimination. Each turn is comprised of two player turns in a game typically lasting 15 turns.

Each period has four troop types, and the rules for all these periods share an IGO/UGO turn structure: move, shoot, hand-to-hand combat, and eliminate destroyed units. Battles may be fought on small tables with only a half-dozen units per side. The rules are extremely brief and simple. Each period shares a common two to three pages of core rules.

OHW provides rules for nine periods of warfare ranging from ancients to WWII. OHW places emphasis on "game." Will that be the case? The title alone suggests high playability and quick resolution at the sacrifice of simulation or realism. To begin, OHW is subtitled, "Practical Tabletop Battles for Those With Limited Time and Space" and, therefore, likely intended for quick play games on small playing surfaces. Before launching into a comparison of three rules using the ECW Battle of Southam as a baseline (see ECW Battle of Southam for background and set up), a brief review of one of the rulesets used in this exercise, One-Hour Wargames (OHW) by Neil Thomas might be helpful.
