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"OHW - Reform War Flank Attack" Topic


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Kaptain Kobold14 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.

SBSchifani14 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.

vtsaogames14 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 Kobold14 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.

vtsaogames14 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.

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