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"One Hour Wargames, 3 ACW battles, pictures" Topic


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2,214 hits since 27 Mar 2015
©1994-2024 Bill Armintrout
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vtsaogames27 Mar 2015 12:12 p.m. PST

Our BBB Shiloh game was postponed when real life kept our Confederate player away. Next week, we hope. We shifted gears and decided to play One Hour Wargames using the ACW rules for the first time. We've played Horse and Musket (7 years war) and WWII so far. Ken decided to sit out the first game. Rick took the Union and I the Confederates. I have been doing that a lot lately and await Bill's return so I be a damn Yankee.

OHW ACW rules call for infantry, artillery, cavalry and Zouaves (as elite veteran infantry). We have few Confederate Zouaves painted up so we substituted Hood's ragged Texans for our elite infantry.

The dice decided our first scenario was 3, Control the River. We notice that we play a number of the scenarios over again and have not played others.

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48 minutes and we had a tie. We rolled to see who would take on Ken next. I won and kept the Confederates. The dice said scenario 8, Melee was next.
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47 minutes saw Ken retreat. We let him go though it would have been nice of him to stick around and help us bury the dead. There were a lot of them.
Rick was back for the next game, which was scenario 13 Escape. In a lot of other periods the large wood on my left would be impassable for many troops. In the ACW rules, all infantry can enter woods.
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48 minutes saw a tight Confederate win. The lesson from this is if you manage to get two elite infantry units, keep them together, rather like Napoleonic guns or WWII armor.

MajorB27 Mar 2015 12:19 p.m. PST

Useful, inform ative and well presented reports. I like the annotated pictures!

The dice decided our first scenario was 3, Control the River. We notice that we play a number of the scenarios over again and have not played others.

What dice mechanism are you using to decide the scenario?

vtsaogames27 Mar 2015 12:36 p.m. PST

First game, dice score = scenario number, so we get scenarios 1 – 6.
Second game, dice score + 6 = scenario number, scenarios 7 – 12.
Third game, dice score + 12, etc.
There are 30 scenarios so we could have a 5 game campaign in one evening if the guys are up for it and some of the scenarios get decided early.

Anyway, we keep playing some scenarios and not others.
A few of the scenarios seem very-sided. There are others we will just have to decide to do some day.

Text in photos is done by MS Paint.

normsmith27 Mar 2015 12:39 p.m. PST

Thanks, I enjoyed that. I am just getting a couple of more ACW Union units painted and then will have a go at the rules.

Did you get 3 fun games out of the system?

vtsaogames27 Mar 2015 12:50 p.m. PST

Yes, enjoyed all of them.

The one scenario we wonder about is 16, advance guard. Red army gets into the town first and that seems to be the game. There are others we wonder about but we've played 16 a couple times (horse and musket, WWII) and Red wins easily.

By the way, we used rosters instead of hit markers to get "fog of war" for a few weeks and gave it up as slowing the game down.

Personal logo Tacitus Supporting Member of TMP27 Mar 2015 12:56 p.m. PST

Thanks for sharing. Was it fun?

raylev327 Mar 2015 1:23 p.m. PST

enjoyed the AAR…great way to review the rules.

coopman27 Mar 2015 2:52 p.m. PST

Thanks for the post.

FusilierDan Supporting Member of TMP27 Mar 2015 7:17 p.m. PST

Another great report. We played these last night using the Rifle and Saber rules and individual toy soldiers. Both forces were equal. The rules are simple but do give decision points that would face a General.

I think we'll try SCW or Ancients next.

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Maxshadow02 Apr 2015 3:30 p.m. PST

Great reports!

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