Help support TMP


"One Hour Wargames, 2 SYW AARs, photos" Topic


9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please do not post offers to buy and sell on the main forum.

For more information, see the TMP FAQ.


Back to the 18th Century Battle Reports Message Board


Areas of Interest

18th Century

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

1:700 Black Seas British Brigs

Personal logo Editor in Chief Bill The Editor of TMP Fezian paints brigs for the British fleet.


Featured Workbench Article

Guilford Courthouse

The modeler himself shows how he paints Guilford Courthouse in 40mm scale.


1,984 hits since 8 Jan 2015
©1994-2024 Bill Armintrout
Comments or corrections?

vtsaogames08 Jan 2015 8:03 p.m. PST

This first game day of the New Year saw one of the Fencibles laid low by the intense cold, another out of town and a third celebrating his birthday with family. Ken braved the frigid temperatures. In time we set up a scenario of Neil Thomas' One Hour Wargames using Seven Years War Austrians (for Ken) and Prussians (for me).

A die roll determined we were playing the first scenario, a pitched battle with no terrain beyond a hill in each side's deployment area. Ken rolled a force of 3 infantry, 1 skirmisher and 2 cavalry, a formidable force in open ground. I rolled 3 infantry, 1 artillery battery and 2 skirmishers. This had me wishing for some rough terrain. Since I had the only artillery, I decided to stay on the defensive and fire away. Ken closed on me rapidly.

picture

My artillery got some hits as he advanced. Then his right flank cavalry charged my left. They were seen off but only after causing damage.

picture

They charged again as the Austrian infantry closed. Ken is a gaming greenhorn. His cavalry being faster attacked first. They made repeated charges, each time causing losses to the infantry but then being peppered with musket fire when they drew back.

picture

Heavy fire broke out all along the line. On the Austrian left the Hessen Darmstadt Dragoons began charging the Prussian right. Even though they were charging uphill, the dragoons hit my infantry hard enough to rattle them. They fired poorly.

picture

The cuirassiers and an Austrian infantry unit on their right broke. My left flank unit wheeled in to roll up their line. I thought I had the game in the bag.

picture

But the Hessen Darmstadt dragoons rode down my right flank unit. My Freikorps skirmishers had enough and fled the field. The Dragoons now thundered down the hill and hit my jagers in the flank. The jagers drove them off but were so battered that when the dragoons charged again they fled – those few who could. Next the Dragoons rode down my artillery battery, earning the MVP award for this game. With only one infantry regiment facing three Austrian units I folded my tents and ran away. This game took 45 minutes and 12 turns.

picture

As dinner was heating up we set up the second scenario, number 7 based loosely on Leuthen. I used my winter snow-covered trees in the one wooded area on the table. Ken decided to defend. He's new at this. His army had 3 infantry regiments, two artillery batteries and one cavalry regiment. I had 4 infantry, 1 artillery battery and 1 skirmisher unit. This done, we broke for dinner.

picture

picture

I began by firing three units into his left flank infantry regiment which Nearly broke. Ken began wheeling to face the outflanking force. He sent his cavalry regiment to attack unsupported. While their first charge hit my right flank unit hard, I was able to concentrate a lot of fire on the cavalry when they bounced off and this finished them in a couple turns.

picture

The Austrian line bent back on the hill and the hinge unit routed under heavy fire.

picture

I advanced my left flank unit to keep pressure on the Austrians. They soon came tumbling back. My artillery kept up a hot fire.

picture

picture

My jagers mounted the hill and shot it out with both Austrian batteries at close range.

picture

My right wing infantry (minus one regiment that routed) kept up a heavy fire and broke the last Austrian infantry. Ken threw in the towel since he only had two artillery batteries left and they each had lots of hit markers.

picture

This game took 35 minutes and 9 turns. We had split the honors. An idea for future games is to use rosters for the units (now that I've labeled them) instead of hit markers. That would give a little fog of war to the game and require no rules changes.

I'm also thinking of using these rules with simple command rules to run the Monongahela next week. Lots of woods, one side all regular infantry and the other all skirmishers.

Dale Hurtt08 Jan 2015 9:10 p.m. PST

Good looking games. I too am thinking of rosters for OHW, considering the number of hits a unit takes (compared to his other rules where four hits removes a stand).

Dan 05508 Jan 2015 10:40 p.m. PST

Very nice games. What miniatures were you using?

vtsaogames09 Jan 2015 7:39 a.m. PST

Minifigs 15 mm painted by Fernando.

vtsaogames09 Jan 2015 7:41 a.m. PST

Jagers and Friekorps painted by me figures from Friekorps QRF.

normsmith11 Jan 2015 12:37 a.m. PST

Nice games, I like the way that you concentrated on the narrative rather than the simplicity (and in some regards therefore the limitations) of the rules.

Do you think the figure of 15 hits helps to 'average out' lucky die rolls over the course of play?

Kaptain Kobold11 Jan 2015 3:06 a.m. PST

How did you find the rules? I found the fact that the hills had no effect on combat and that lines sat 12" away from each other for most of the game because there was no reason to close any further a bit odd.

vtsaogames11 Jan 2015 10:49 a.m. PST

Do you think the figure of 15 hits helps to 'average out' lucky die rolls over the course of play?

Yes and no. A unit hit by a couple of "6" volleys is in very different shape from one that has taken a couple anemic volleys.

How did you find the rules? I found the fact that the hills had no effect on combat and that lines sat 12" away from each other for most of the game because there was no reason to close any further a bit odd.

I find them good for a series of short games, rather like DBA except simpler. The hills do have some effect in horse and musket period. Troops defending on hilltops vs. cavalry halve the number of hits. And though the rules don't specify it, we have been hiding on reverse slopes from fire. While there is no reason to close, if you stand off at just about 12" when the enemy unit routs you then have to advance forward to shoot at the next target. I find getting closer to start shooting obviates this. The next victim is already within range.

The rules are really simple but have more flavor than I would have thought from reading them. I think it might be just the way for the newby to learn some really basic tactics, like the fastest troops don't have to attack before everyone else, etc.

Sorry - only verified members can post on the forums.