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