Friday, March 11

"One Hour Wargames" - Scenario 7 - "Flank Attack (2)" - Set up

March, and only just getting round to the first game - outrageous...   DG and I were supposed to play this between Christmas and New Year!

So a return to the truly excellent "One Hour Wargames" book, and the next scenario in our leisurely run through each of the scenario's in the back of the book - the challenge was issued and DG accepted...

So the following game was played out on the standard 4' square table I usually use for the scenario's and as we had enjoyed scenario #4 ("Take the High Ground" [clicky]), we decided to make this an American Civil war outing as well.

Last time we used the rules straight out of the book (all two pages of them !), but after the game DG and I had a very enjoyable exchange of emails making changes, suggesting additions, modifying and generally titivating and after 3 releases we now have our version if Neil's rules which will be used for this game...

Forces were random - 6 units again (as per the previous scenario's) all units start on table, but with the added scenario complication that they are not all in the right place as far as the defending Union player is concerned. I used the same modified the random table we used in the last game:

Infantry
Musket
Infantry
Rifle
Zouaves Artillery Cavalry
1
4
-
1
1
-
2
4
-
-
1
1
3
4
1*
1
-
-
4
4
1*
-
1
-
5
4
1*
-
-
1
6
3
-
1
1
1

*Roll again 1/2/3 = Inf Musket, 4/5/6 = Zouave

For this game DG rolled 4, I rolled 3, with both DG and my modified rolls  coming up "Infantry Musket"..

So I have 5 Infantry regiments, and a regiment of Zouaves, DG has 5 infantry regiments and a battery of artillery.

We then diced for attacker/defender - winner to decide what he wanted to be... I threw a 6 (!), DG threw 2, so I decided to defend - I didn't fancy advancing in the face of DG's emplaced artillery battery, and as the rules require either move or fire I'm hoping that I can keep DG on the hop....

As per the above, the scenario posits the situation that a Union force (me) has deployed on a large hill waiting for an attack from their front, but are attacked by a Confederate force (DG) from their left flank (four units), while also being pinned frontally (remaining two units). Choice of army is therefore key for both attacker and defender, hence you might modify your decision based on what you throw on the random table. The winning objectives are tough - if I have "exclusive occupation" of the large hill at the end of the game then I win, any other result and it is DG's win.

In the following - the large hill where I will deploy is obvious, the Confederate flank deployment area is marked by the white pins (it has a wood in the bottom left corner of it)...   two further Confederate units deploy at the bottom facing north (ie. the top of the table).. 


So on to the game.. Saturday or Sunday hopefully... promises to be fun!

7 comments:

  1. Looks great can't wait to see the battle. I will be playing some NT this weekend as well on Sunday, although a modified WW2 version.

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    1. Steven - one of the things DG and I find quite refreshing about these rules is how much you can tinker with them...

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    2. Yes they're perfect for updates and changes. We're working on an AWI set at the moment and the World War II set will see a huge eastern front clash this summer.

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  2. Good idea to throw down some ancillary terrain onto the table - OHW tables can ok a bit sparse without it. Look forward to the outcome.

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    Replies
    1. Norm - we'll be playing Thursday evening.. and thanks, a good looking table is important...

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  3. I would be very interested in seeing what you and DG did to modify the OHW rules.

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    Replies
    1. Michael - no problem - I'll put them up in the game report post..

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