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"One Hour Wargames - Surprise Attack" Topic


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Kaptain Kobold21 Aug 2015 10:02 p.m. PST

I returned to the ACW for my latest One Hour Wargames refight. In this game a Union force tries to take a key crossroads from the Confederates, in an action based on Quatre Bras.

picture

link

Navy Fower Wun Seven22 Aug 2015 1:35 a.m. PST

Well presented and written up, as always…Shame the good guys lost :-)

mikec26022 Aug 2015 3:32 a.m. PST

Your dice adjustments for this period appear to work very well. Thanks for the AAR.

Calico Bill22 Aug 2015 4:24 a.m. PST

Nice report KK. I have those rules and am now inspired to give them a try.
Actually NFW7, the good guys did win :- )

normsmith22 Aug 2015 8:28 a.m. PST

Do you feel that the Zouaves (representing elites) are over effective in the game?

In addition to they extra firepower, in those scenarios that give them a chance to get into cover (and so only take half hits) they can be difficult to deal with.

Frederick Supporting Member of TMP22 Aug 2015 3:01 p.m. PST

Nice report – also good looking game

I do find that the elite units in One Hour Wargames really do pack a punch – good things the rules make sure there are very few of them

Kaptain Kobold22 Aug 2015 4:37 p.m. PST

"Do you feel that the Zouaves (representing elites) are over effective in the game?"

Yes. It's the same in the Machine Age rules where Heavy Infantry can do everything Infantry can do, and more.

Obviously 'balance' is an artificial construct, but I feel that in games where you only have six units it's nice if each type is equally useful in a general sense.

I have added a rule for Zouaves, and other elites, that if they are eliminated then all friendly units within 6" immediately take 1D6-2 hits. In other words the loss of elite troops has a negative effect on the lesser mortals. In the game in the original post on this thread it meant that the Confederate artillery could have taken hits when their elites were eliminated (it didn't), and that could have swung the game in the Union's favour.

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