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"One Hour Wargames, SYW some pics" Topic


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vtsaogames16 Jul 2015 7:53 p.m. PST

The Fencibles played a set of One Hour Wargames using the Horse and Musket period rules tonight. Seven Years War figures were on the table, Russians and Prussians. In these simple rules there are no national modifiers. But the games play quickly.

I decided we would start playing scenarios from the back of the list, since we rarely get to the last 6. Dice determined that Rick and I would play Scenario 29, Shambolic command. Rick's Prussians would outnumber me 6 to 4 but be hampered by only being able to activate 2 units each turn. He had 4 infantry units on a ridge with two cavalry to their left rear. I marched onto the field intending to break and turn his right and was greeted with stiff musket fire.

picture

picture

I returned the favor, broke his right and began flanking the hill.
picture

But his cavalry came forward and repaired his position. I managed to keep one unit in hand and disputed possession of the ridge at the end of the game, barely managing a tie in 32 minutes. Dice determined that Rick would play the next game (usually the winner) and that Ken would play him.

They squared off for Scenario 24, Bottleneck. I went off to see to dinner and took no pictures. Ken squeaked out a narrow victory in 35 minutes. Then we broke for dinner.
I took no further pictures. I blame Bill for bringing that high-octane (nearly 20 proof) Ommegang ale. Yeah, it's his fault. He made me drink it.

Ken won the die roll to face victorious Ken in Scenario 17, encounter. This one sees each side start with one unit and roll dice each turn to see if their next one arrives. Bill's guys showed up earlier than Ken's, though some mistakes also told. The game went for 48 minutes before Ken's troops folded.

Our last game saw me face Bill in Scenario 8, Melee. Each side needs predetermined reinforcements and fights over a ridge. 39 minutes saw my remaining two units block Bill's surviving cavalry unit from getting onto the ridge. The fighting had moved in a circle and we were both facing our respective baselines.

All four games went the distance, 15 turns. This is unusual since often one side has been completely routed before the last turn or has obviously no chance of a win or a tie. So far our favorite rules for this are the Horse and Musket, using the Seven Years War figures.

Summer plans for various Fencibles may mean no game at all next week. We'll see.

FusilierDan Supporting Member of TMP17 Jul 2015 4:46 a.m. PST

Great report. These rules seem good for when you want to get a game in but don't have the time or inclination for something bigger.

Frederick Supporting Member of TMP17 Jul 2015 6:14 a.m. PST

Love the One Hour Rules – not only does it let you play a small game quickly, it also lets you play with young gamers and ones who are not familiar with the period – the Little Prince liked it and his big brother liked it as an intro to Ancients

79thPA Supporting Member of TMP17 Jul 2015 7:30 a.m. PST

I was flipping through my copy of the rules a few nights ago. It looks like an easy way to get a couple of armies together fairly quickly and with minimal investment. I would use them mostly for quick solo games.

Crow Bait17 Jul 2015 9:49 a.m. PST

Yes, they are great, also the rules in An Introduction to Wargaming by Neil Thomas. I just ordered enough 2mm miniatures from Irregular Miniatures to do both sides of the Spanish Civil War with both sets. It was 31 packs at .30P each. Even with shipping to the U.S., it was very cheap.

Frank the Arkie17 Jul 2015 8:13 p.m. PST

Vtsaogames, thanks for continuing to post these reports using OHW. I'd started on a project to use the Horse and Musket rules with Mexican American War figures – then the maker, Musket Miniatures, sold out. So, I guess I'll have to pick something else. Anyway, thanks for the continuing inspiration!

vtsaogames17 Jul 2015 8:30 p.m. PST

Musket Miniatures is gone? When did that happen. I must have been on vacation or something.

Crow Bait, you using the Machine Age rules for your SCW?

Crow Bait18 Jul 2015 9:07 a.m. PST

I got both the Artillery and the Mortar so I could try both the Machine Age and WWII, to see which one feel the best for the SCW. I will also try to see if I can use the WWII rules from Wargaming: An Introduction. So far, other than the basing, and movement and range, I think they can be used without too much modifications.

vtsaogames18 Jul 2015 12:04 p.m. PST

My take on WWII: if you have two mortars and the other guy doesn't, you win. That may be because we played it wrong. But you move a unit up to within 12" of the enemy and hit him with two mortar shots. Or if defending, you shoot him with your unit and the two mortars. If the enemy unit survives, it is usually in pretty bad shape. Maybe have some sort of die roll to see if the spotting unit is in radio contact with the mortars. So far it seems like the only OHW period rules that look unbalanced.

Only played one game of machine age, need to try them again. Perhaps for SCW have the heavy infantry be elites, say International Brigade for the Republic, Moroccan Legion for the Nationalists. Or whatever sounds good to you.

Phil the french19 Jul 2015 5:58 a.m. PST

Splendid lines of battle and figures!

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