Help support TMP


"1 hour wargames. Best period?" Topic


23 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please avoid recent politics on the forums.

For more information, see the TMP FAQ.


Back to the Wargaming in General Message Board


Areas of Interest

General

Featured Hobby News Article


Featured Link


Featured Showcase Article


Featured Workbench Article

Tree Base from Wooden Wheel & Clay

Basing an inexpensive tree with a toy wheel and some clay.


Featured Profile Article

How They Pack It: Old Guard Painters

How does Old Guard Painters get those painted figures safely to your door?


Current Poll


Featured Book Review


1,282 hits since 21 Feb 2016
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Weasel21 Feb 2016 1:44 p.m. PST

Another 1HW thread, sorry, but no idea where else they'd go (and I don't want to join a bunch of mailing lists just now).


So of the periods in the book ,which did you think fit best and which did you think were less of a good fit?

ioannis21 Feb 2016 2:22 p.m. PST

I play SYW. It works well enough, but it needs a bit differentiation as it is geared towards the napoleonic era than the century before.

MajorB21 Feb 2016 2:27 p.m. PST

I found it works fine for 18th century. Just ignore the optional rule for squares.

Apart from the WW2 rules which I think need a fair bit of tweaking, from what I have seen it seems to work reasonably well for all the other 8 periods. A pity that the Pike and Shot era are not more geared to the ECW, but I think someone has done an ECW variant?

Personal logo 20thmaine Supporting Member of TMP21 Feb 2016 2:36 p.m. PST

I've only tried the ACW so far – and it felt a bit stilted. Going to have another go with Ancients.

David Manley21 Feb 2016 2:36 p.m. PST

I've used them for ECW, they made for a fun game. I did add few extra troop types. No added complexity but added variety.

Weasel21 Feb 2016 3:24 p.m. PST

We did medieval, ww1 and ww2. ww2 felt pretty wonky, medieval worked great (but our bases were too small). WW1 worked really well, I thought.


Going to try ACW or FPW tonight.

Calico Bill21 Feb 2016 3:44 p.m. PST

We've twice done WWI(early East Front) and ECW (English vs Scot). All games were quick, believable and enjoyable. We plan to do the Rifle and Sabre next.

Weasel21 Feb 2016 5:39 p.m. PST

I just realized that I have no idea where my old stash of French and Prussians went.

I guess I will have to make do :(

Frederick Supporting Member of TMP21 Feb 2016 6:25 p.m. PST

Have done Ancients, Medievals and Pike & Shot – liked all of them

79thPA Supporting Member of TMP21 Feb 2016 6:48 p.m. PST

I have to imagine the best is one other than ACW.

Who asked this joker21 Feb 2016 7:36 p.m. PST

My son and I had a couple of games of Dark Age. Works well enough but the rules are a bit underwhelming. I could see how the 18th century would work a bit better.

Weasel21 Feb 2016 11:08 p.m. PST

We did a quick battle of ancients tonight (just writing "Infantry" on the wood base, since I have almost no figures for that sort of thing).

Worked pretty well, and it did give a sort of "quick view" of an ancients battle.

Martin Rapier22 Feb 2016 12:12 a.m. PST

Ancients, Eighteenth Century, Napoleonic and WW1, all fine (extended WW1 to SCW), WW2 needs a fair bit of work.

Of all of them, Ancients seems the most convincing out of the box.

Although the rules are a bit rough in places, it is the whole package which makes it entertaining. Having such simple rules means you focus on the nuances of the scenarios.

I'd urge New players to move beyond the first few scenarios, some of them require much cunning thought and heart breaking choices.

Shaun Travers22 Feb 2016 3:52 a.m. PST

Ancients seems to be fine and Medievals worked for me too. Have not tried the rest.

arthur181522 Feb 2016 7:48 a.m. PST

Any period in which armies line up in formed close order units and slug it out.I don't see OHW working so well where there is a great deal of tactical flexibility, such as modern warfare, but I don't play such periods anyway so stand to be corrected by those who do!

vtsaogames22 Feb 2016 8:35 a.m. PST

Our favorite so far is Horse and Musket. We invariably use Seven Years War armies and don't use squares.

We played Dark Age one evening. It short and brutal, seemed right.
Pike and shot wasn't bad at all.
Rifle and Saber was OK too.
American Civil War is OK, not great.
Machine Age (WWI) was OK, didn't really get our interest.
WWII needs a fix. The side with 2 mortars will murder the side that doesn't have 2.

Just checked. It's only a 1 in 6 chance of getting 2 mortars. But when I did, the other side was toast. And I think I could have made better use of them.

Weasel22 Feb 2016 3:05 p.m. PST

Yeah, in our one ww2 scenario, 2 mortars meant a pretty clear victory, even though the enemy was defending a town.

Gone Fishing22 Feb 2016 5:43 p.m. PST

This might not be in keeping with the philosophy of the rules, but is there any differentiation between infantry types? For example, if I was playing ancients, would there be any difference between, say, Gallic foot (light infantry) and Roman legions (heavies)? I take it that there wouldn't be. With that in mind, are the rules only useful for armies that are pretty close to each other in terms of equipment, training, etc.? I'm just curious.

Weasel22 Feb 2016 8:01 p.m. PST

Daryl – By default there's generally not.

Each period gives 4 unit types so for ancients its Infantry, Skirmisher, Archer, Cavalry.

You could easily add that in (and borrow from another period) or just figure it comes out in the wash (maybe 1 unit is 200 romans but 300 barbarians or some such).

Gone Fishing22 Feb 2016 9:21 p.m. PST

That's all I needed to know. Thank you, Weasel! The idea of each unit representing different numbers of fighters (which could translate to figures--just for the right look) is a great one.

vtsaogames23 Feb 2016 3:03 p.m. PST

Each period has 4 types of units. You need 10 for each side though no more than 6 will appear in any game.
For Horse and musket, you need 4 infantry, 2 artillery, 2 skirmishers and 2 cavalry. A die roll determines what shows up for your game.

ACW = 4 infantry, 2 elite infantry, 2 artillery, 2 cavalry.

WWII = 4 infantry, 2 mortars, 2 AT guns, 2 tanks. You get the picture.

Jefthing23 Feb 2016 3:18 p.m. PST

We've used the Horse and Musket rules exclusively for Napoleonics with a few tweaks for elite units, command etc. We will probably use the same set for Malburian and 7YW, again with some tweaks to give some flavour.

Daryl – WRT Romans v Gauls you could pinch ideas from NTs other books and give the Gauls +1 for the first clash then -1 thereafter to show the initial, but unsustainable, ferocity. Remember to +1 again if one of them is carrying a menhir…

Gone Fishing23 Feb 2016 9:00 p.m. PST

Jefthing, that's an excellent tip--a simple way to add more flavour. The point on menhir-wielding warriors is well taken; I take it if there is a druid on the board with a cauldron it should be +2?

Many thanks!

Sorry - only verified members can post on the forums.