"OHW - Reform War Flank Attack" Topic
4 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.
Remember that you can Stifle members so that you don't have to read their posts.
For more information, see the TMP FAQ.
Back to the Blogs of War Message Board Back to the 19th Century Battle Reports Message Board
Areas of InterestGeneral 19th Century
Featured Hobby News Article
Featured Link
Featured Ruleset
Featured Showcase Article
Featured Profile Article
Current Poll
|
Kaptain Kobold | 14 Mar 2015 5:13 a.m. PST |
Scenario 6 in my playthrough of every scenario takes us to the 19th century Reform War in Mexico, and a sneaky flank attack: link It also features some musings on selecting the right rules for generic scenarios. |
SBSchifani | 14 Mar 2015 6:10 a.m. PST |
Interesting reading. I'm also using the scenarios from OHW with other simple rules and am really enjoying it. |
vtsaogames | 14 Mar 2015 11:40 a.m. PST |
Our group played some WWII scenarios using One Hour Wargame rules about a month ago. The games were way simpler than any other rules we've tried – no surprise there. The lesson we seemed to learn is that the side that has two mortars (what passes for artillery) has a huge advantage. The whole point of OHW is to gang up on units. If you can have two units beating on one, you are on the road to success. The WWII rules allow mortars to fire indirect on enemy within 12 inches of a friendly unit. It is assumed that the friendly unit spots and their radios work. That means on your turn the friendly unit rolls a die against the enemy and so does each of your two mortars. The enemy unit shouldn't survive past two turns and you may nail it on one. At some point we'll try again but that does seem to be an unbeatable combination. It would take foolish play or lousy dice to lose when you have two mortars and the other side doesn't. |
Kaptain Kobold | 14 Mar 2015 4:13 p.m. PST |
"The whole point of OHW is to gang up on units." In principle this should be the limit on cavalry in the H&M rules, as you can't gang up with it. However it never seems to work that way; in games I've played the side with the most cavalry, and fewest skirmishers, seems to have the advantage. |
vtsaogames | 14 Mar 2015 8:28 p.m. PST |
Shooting allows you to gang up on units. Haven't yet tried the ancient or medieval rules. Agree that cavalry are powerful in the horse and musket rules with that +2 to the die roll. But they don't hold a candle to a pair of mortars in WWII. |
|