Bob the Temple Builder | 25 Aug 2015 4:48 a.m. PST |
I recently fought my first One Hour Wargame using and amended version of Martin Rapier's WW2 variant of the basic rules. TMP link I have now refought the same battle … but without the 'good ideas' that I had added to Martin's original rules. A battle report of this second battle can be found on my blog here = link
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Martin Rapier | 25 Aug 2015 5:21 a.m. PST |
I'm glad you enjoyed them. Maybe I should do this as a COW session next year, but I already did the OHW naval variant this year. |
normsmith | 25 Aug 2015 5:46 a.m. PST |
Very interesting. The initial feeling I had with the game was that since it had a basic engine, modification would be both easy and always work – not so as it turned out for me. That basic engine has some subtleties that requires a more gentle approach to tweaks than one first imagines. All good stuff. |
Martin Rapier | 25 Aug 2015 6:10 a.m. PST |
Yes, I think it is very easy to break it, especially as the combat system is so decisive. Some of the early playtests of my RJW naval variant were hilarious, with entire fleets on the bottom in a matter of moments. |
Bob the Temple Builder | 25 Aug 2015 7:34 a.m. PST |
Martin Rapier, Perhaps a COW 'campaign in a morning/afternoon' session might be something worth thinking about, especially if pairs of players were each fighting battles that contribute to the next part of the campaign. |
Bob the Temple Builder | 25 Aug 2015 7:37 a.m. PST |
Normsmith, The game mechanisms are very simple but need to be altered with care, otherwise they produce rather silly results. I have plans for a further OHW battle … but it will not feature a scenario from the book. |
vtsaogames | 25 Aug 2015 8:13 a.m. PST |
Bob, my understanding of the spotting rules is units beyond two hexes cannot be spotted. Therefore the attacking artillery cannot fire at the defending artillery until an attacking unit gets within two hexes and radios the coordinates back. |
Bob the Temple Builder | 25 Aug 2015 8:52 a.m. PST |
Vtsaogames, I think that you are right, but I decided that as the terrain was so open, that the two artillery units would be able to see each other. |
Martin Rapier | 25 Aug 2015 8:58 a.m. PST |
As ground scale is something like one mile per hex, that is a fair old way to see. "Perhaps a COW 'campaign in a morning/afternoon' session might be something worth thinking about, especially if pairs of players were each fighting battles that contribute to the next part of the campaign." I've tried split sessions before and they didn't really work. I shall have a think. |
Bob the Temple Builder | 25 Aug 2015 9:08 a.m. PST |
Martin Rapier, I must admit that I had not grasped the fact that the ground scale was one hex width = one mile. In that case, the spotting rule makes absolute sense. I have just been fighting another battle using these rules, and have not used the spotting rules as I have used a one unit = one company-sized unit. The resulting battle was great fun, and I hope to do a write-up either tomorrow or on Thursday. |
Martin Rapier | 26 Aug 2015 2:58 a.m. PST |
Well, maybe one km per hex, not a mile. I was treating them as battalion sized units. |