Zero Hour: Instructions for the Wargaming of Armies on the Offensive
David K. Stone (2025)
Dossier
Command battalions across the battlefields of the early 20th Century! Step onto the battlefields of the early twentieth century, where the age of rifles met the dawn of mechanised warfare, and every order could mean victory or disaster. Zero Hour recreates the brutal ebb and flow of the Great War and other conflicts of that era, where commanders wrestle not only with their enemies but with the chaos of modern warfare itself. Designed for battalion-level engagements of around 100 models, typically fought across a 6’x4’ table, Zero Hour captures the scale, tension and attrition of industrial-age combat. Each game unfolds as command structures crumble, assaults falter, and the initiative shifts from side to side in a desperate struggle for control. Inside the rules you’ll find: A dynamic Orders system that puts command and control at the heart of every decision. High Command assets including devastating barrages, choking gas attacks, and the primitive aircraft of the era. Points values for creating up a battalion size force, suitable for any army from this period, including support units of artillery, heavy machine guns, armoured cars and tanks. Support for larger brigade-level engagements, allowing multiple battalions and multiple players to join the fray. Options for both open battle and attack-and-defend games, from balanced encounters to desperate stands against overwhelming odds. Zero Hour brings the dilemmas of early mechanised warfare to life. It is fast, brutal, and unrelenting. So ready your troops, Zero Hour is upon you! Let battle commence! Scale: Developed with 28mm in mind, but can easily be played at smaller scales —description from the publisher
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Mechanics
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