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"Second Napoleonic Game with One Hour Wargames" Topic


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Just Jack Supporting Member of TMP14 Jun 2016 2:13 p.m. PST

All,

Well, it's been more than a week ago now that the Boy General and I played another Napoleonic game using Neil Thomas' One Hour Wargames. Once again it was a blast; we continue our fictional campaign in northern Europe, continuing with the boy leading the British against my dastardly French. The scenario was "Double Delaying Action," with the idea being that I (the French), having been defeated in the last battle, was doing my best to flee to the north, being harried by the British from the south.

The French chose a river as a defensive line to try to slow the British pursuit; the Brits can cross at a ford in the west or a bridge in the east, and the Brits are trying to first take the village of Trois Bras (at the river) and then the road exit in the north, just east of Mont Vert. The two forces are equal in size, at least at the beginning; the French must have one unit depart the table via the north road exit on turns 4, 8, and 12, but still hold either Trois Bras or the northern road exit at the end of the game (15 turns). Failure to do so is a British victory.

picture

The British begin the game off table, entering their entire force on turn 1 via the south table edge (bottom). The French are arrayed north of the river. From left to right: 1st Ligne, Grand Battery, 2nd Ligne, with General Dadie immediately behind them, 1st Grenadiers to his right, 1st Light Cavalry on the road, and 3rd Ligne in the town of Trois Bras at far right.

My preliminary plan is to give ground at the ford while trying to hold the town as long as possible, using my General to rally hits off them. I will launch my cavalry straight down the road as soon as possible, charging repeatedly until they are nearly destroyed and then having them be my first unit to depart via the north exit. I figure the boy will press for the town, so when the 3rd Ligne is pretty beat up I will have the Grenadiers move up, have the 3rd Ligne fall back behind them for protection and ultimately be my second unit to exit the map. From there is anyone's guess, but that's my plan. Oh, and I'm keeping my arty up close to deliver canister at enemy units crossing the river, then fall back to Mont Vert as it becomes pressed.

To see how the fight turned out, please check the blog at:
link

I hope you liked it; we're having a great time, and have already played the next fight, which I'm working on.

V/R,
Jack

Frederick Supporting Member of TMP14 Jun 2016 2:23 p.m. PST

Nice game! Love the One Hour Wargames

normsmith14 Jun 2016 3:04 p.m. PST

In some other of NT's rules (the Napoleonic book), when one side pushes through the enemy and exits a unit of heir board edge – the enemy automatically have to lose 2 on board units. that sort of rule would have been a good help to you.

robert piepenbrink Supporting Member of TMP14 Jun 2016 4:03 p.m. PST

Good game, nice write-up.

But am I the only one who has a little trouble with the OHW random OOB? I approve of random OOB, you understand--just not that random. The whole point of fixed unit structures is so that you don't get to the battlefield and find out no one brought the AT guns--or, in this case, the artillery.

Only thing I've come up with so far is more but smaller units so you can be short without being bereft. Has anyone else had a stroke of inspiration?

79thPA Supporting Member of TMP14 Jun 2016 5:24 p.m. PST

@Just Jack: What size frontages are you using?

@robert: You can look at it that a lack of artillery means a lack of effective artillery support rather than an absence of guns.

You can make a core army 1 or 2 inf and 1 arty, and them draw 3 or 4 index cards out of 8 or 10 cards to see what you get. You can play with the "deck" a little to try and account for national variation of army composition, so the French, Russian and Brit decks may have slight variations.

robert piepenbrink Supporting Member of TMP14 Jun 2016 5:52 p.m. PST

Thank you, 79PA. I hadn't thought of customizing the decks, and I should have. Good point about effective, too. ("Six-pound ammo for the three-pound guns? AGAIN?" "He has Panzer IV's with reinforced armor. You have 2-pd AT guns.")

Calico Bill14 Jun 2016 6:21 p.m. PST

Nice write up. I've played that scenario both with Napoleonic and ECW forces. Both were exciting and very close. The rapid nature of the games allows us to play both sides in the same time we used to play only one game.

normsmith15 Jun 2016 1:45 a.m. PST

Robert, the random army generator can have an even greater impact on the game depending how much defensible terrain is on the table.

I have been using the ACW rules, but Zouaves (NT's term for elites) that get amongst good terrain become a serious problem to 'see off'. Get a scenario in which a player gets two such units and it becomes hard to defeat them.

I introduced a house rule that forces a moral check after casualties are taken and this offer a chance for elites to be ejected from good terrain rather than having to drive them to loss via casualties.

vtsaogames15 Jun 2016 8:00 a.m. PST

As for no artillery, I've read of situations where one side didn't have guns present. Bad roads, lack of horses, spectacular command foul ups, any of these could figure.

That said, I hate getting a pair of skirmishers when the field has no woods.

Calico Bill15 Jun 2016 3:32 p.m. PST

A General fights a battle with what he has, not what he'd like to have. Besides, fighting at long odds makes the victory sweeter or gives you an excuse for losing.😀

Just Jack Supporting Member of TMP15 Jun 2016 5:40 p.m. PST

Holy cow, I'm always happy to see lots of folks taking an interest, thanks for commenting!

The games have been a blast and I'm working on batrep #3 right now, might even split it into two parts as it was a longer game (the scenario was set up where one side could get reinforcements).

As for me, I've got no problem with the force compositions, it randomizes things in a quick and fun way. My only issue so far (beyond the changes already documented) is skirmishers; being -2 for firing (and unable to close into melee) does limit them. Neither the boy nor I, so far, have made very good use of them.

Thanks again!

V/R,
Jack

vtsaogames15 Jun 2016 6:40 p.m. PST

Keep them in the woods. Use their speed to threaten flanks. If they fight regular infantry in the open they are toast.

Just Jack Supporting Member of TMP15 Jun 2016 6:52 p.m. PST

Vtsao – certainly, we just haven't had much of, or made the best of any opportunities yet. Only been a couple games.

79th – Sorry, meant to say I'm not sure on the frontages. I'm out of town right now, won't get home until Friday. But if I remember I'll check them and let you know.

V/R,
Jack

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