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"One Hour Wargames - Franco Prussian with pictures" Topic


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2,302 hits since 20 Apr 2015
©1994-2024 Bill Armintrout
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vtsaogames20 Apr 2015 1:44 p.m. PST

Last Thursday the Corlears Hook Fencibles played a mini-campaign of One Hour Wargames. We used the Rifle and Saber rules for the first time, with 1870 French and Prussians in an even balance unlike anything they saw in real life. Simple as the rules are, we made mistakes during the first game.

The first game saw my Prussians trying to escape off the north edge of the table while Rick's French aimed to stop me.

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The two French cavalry units charged my lead unit front and flank. A look at the rules later showed that only one unit can charge at a time and flank charges are a little harder to get. Aside from that, I marched down the road which put me in range of the French infantry who got off a devastating volley. I was fated to get clobbered.

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My guys routed I short order, while my remaining three units tired to drive the French cavalry off the road so they could escape.

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It was not to be. The French Chasseurs a pied closed in from behind while French infantry blocked the road. Now I made an illegal move – my cuirassiers charged through my remaining infantry unit to attack the Chasseurs. The only troops you are allowed to move through are skirmishers. Like I said, we made numerous mistakes during the first game.

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The Prussians finally routed the French infantry unit blocking the road. At the same time the French reduced us to two units and the game was over.

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I headed off to the kitchen to get dinner ready. As winner, Rick got to remain in the game. Up against him was Paul, a brand new gamer and candidate-volunteer for the Fencibles. They got scenario 12, an unfortunate oversight. We've played this scenario before in other periods and it is a good close one. Paul drew the task of crossing the unguarded ford while Rick tried to cover the hill in his rear. I didn't get any pictures of this game or of much else for the rest of the evening. Paul figured out the rules fairly quickly and it was a close game. On the 15th and last turn Paul's remaining unit was cut down while attempting to raise his flag on the hill. That game lasted 45 minutes. We broke for dinner and the usual bull session. Paul seems like a good charter Fencible. Of course he doesn't know about the arcane admission ritual; the rubber duck, the whipped cream… but enough of that.

After dinner Rick declined to play the game, leaving Bill and Ken opposed. Scenario 14, static defense, sees one player tasked with guarding objectives on his left and right flank. Two of his units must remain within a foot of each objective. The Enemy can win by seizing one objective. Ken defended with the French and deployed well. Bill had the Prussians and formed a massive column aimed at the French right, a hill. He then led off with a charge by his two cavalry units.

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They were shot to ribbons in two turns, causing minor losses to the French. Then t was the infantry's turn. They caused more trouble but it was over within 35 minutes.

The next game was scenario 24, Bottleneck. Ken had 4 French units trying to hold the line against Rick's 6 Prussian units. The Prussians must clear the road of all French units (except any skulking in the woods). A very tight game followed. On turn 15 Rick had a shot at Ken's last shot-up unit. Anything but a 1 would rout the unit and win the game. Rick rolled a 2, not wasting any hits. I think that game took 45 minutes. We could have played one more but everyone had run out of energy.

We will probably play OHW again this week but try the medieval of Dark Ages rules.

B6GOBOS20 Apr 2015 2:14 p.m. PST

As always a wonderful report and excellent pictures. Thank you!

Personal logo ColCampbell Supporting Member of TMP20 Apr 2015 2:45 p.m. PST

Having played several FPW games using Larry Brom's "Chassepot and Needlegun" rules, the key to Prussian success is to bombard the French using the Prussian's longer ranged artillery until you have them softened up sufficiently to launch your assaults. Otherwise in an even up game, the longer ranged French Chassepot rifles will shoot up the Prussians too much for them to be successful.

Interesting set of games and rules. We may have to look into them.

Jim

vtsaogames20 Apr 2015 3:51 p.m. PST

These rules are generic. All rifles are the same as are all artillery. But you can get a full game played in 30 minutes.

John Leahy Sponsoring Member of TMP20 Apr 2015 4:22 p.m. PST

Ok, you really grabbed my interest with the nice looking figs. I was wondering where the Prussian arty was. I was thinking about taking a closer look at the rules. But everyone has the same range? You can get away with that doing Naps. But not the FPW. Even the Dba variants have different ranges.

Thanks,

John

79thPA Supporting Member of TMP20 Apr 2015 5:51 p.m. PST

John, they are very simple rules. All arty shoots 48 inches. It is your game to modify as you please, so you can say a certain type of gun shoots 36 inches. You can easily plug "house rules" into this set and, from what I have read, quite a number of folks do just that.

vtsaogames20 Apr 2015 6:45 p.m. PST

We have more complex rules for the period where Krupp guns are mighty and the French have Chassepot rifles, but only OHW lets us set up games with no prior work and play 4 or 5 games in an evening. Sometimes you want burgers, sometimes you want a three course meal.

And as for where is the Prussian artillery, each side needs 10 units: 4 infantry, 2 artillery, 2 skirmisher and 2 cavalry (for rifle and saber period). But you never get more than 6 units at a game. A die roll determines what you have. There are 9 different period rules. So far our favorites are Horse and Musket and American Civil War. But we haven't played many of them yet. Dark Ages or Medieval is on tap for this week.

79thPA Supporting Member of TMP20 Apr 2015 6:56 p.m. PST

I haven't tried it yet, but as far as I can tell there is not any reason you can't field double or triple sized armies if you want to, sorta like Big Battle DBA.

Martin Rapier21 Apr 2015 4:50 a.m. PST

As above, OHW do what they say on the tin, but they are every, very simple.

Infantry, cavalry, artillery (plus one other special troop type).

The complexity comes from the scenarios which are tactically challenging, and the utter simplicity of the rules lets you focus on the scenario.

But differing small arms ranges isn't something in them.

Rules can always be made more complex of course:)

I don't think tripling the size of the armies would bring much to the party, it would just take longer to play. If you've got loads of stuff, just put more bases in the units.

KTravlos21 Apr 2015 6:46 a.m. PST

Good Battle Report

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