Saturday, October 18

"One Hour Wargames" - Scenario 28 - "Botched Relief" - Game

Time for another update.. and time for the little metal men to march again...  

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So as per the last update a Confederate force of four units is attacking a Union held town. 

The Union force comprises six units, but they are commanded by a bit of a McLellan who is loath to commit his entire force, so only three of them are ever active at one time, two of them are positioned close to, or in, the town which is the objective for the game. 

The other active Union unit, and the rest of the inactive Union force are positioned on a hill to the south west of the town - the kicker being that, only one Union unit from the group on the hill can be active at any time - the moment the active unit is removed from play for any reason, only then can the next one can come in to action..

This gives a surprising number of tactical conundrums for both sides - I will be using my variant of the One Hour Wargame rules (but in which the key elements of the books rules are still present) - 
  • Interestingly this is the first period where Thomas doesn't allow Hand to Hand combat. His view - probably rightly - was that it was so rare as to not need representing, since in most cases the two lines of infantry just closed to musket range and blasted away at each other until the other side ran away. I modified this in my rules to allow it (how can we not have the "Rebel Yell"?? 😁), but only when one side has a significant advantage over the other.
  • Thomas also penalises units shooting at units in a town - half casualties. I adopted this as well - but for a scenario where the objective is to capture the town, you know the attackers are going to have a hard time!
So here we are - start of game... as Union player I chose to put my two strongest (in terms of firepower) units in the town - the Zouaves and the artillery. The other active Union unit is the one to the fore on the hill top left..

The Confederates started with their artillery deployed, but other than a decision whether to put their zouaves centre or right flank, the only other decision was to leave one of the two 'bread and butter' infantry units to cover the left flank and that damned hill.

...and so we start with the two artillery pieces exchanging counter battery fire - but with the Confederate artillery doing considerably less damage because of the cover. The Confederate infantry advances on the town with the left flank regiment (the 33rd Virginian) moving to cover the advancing Union infantry (14th Indiana) from the hill.

The 33rd continues to pour fire in on the 14th Indiana, but clearly with three more units ready to take their place there is a sense that these are just pinpricks - and, regrettably, they are blocking line of sight for their own artillery.

As the Confederate infantry nears the town, the Union artillery switches targets to the now much closer Louisiana Tigers - the Confederate artillery continues to fire, but is doing little damage because of the cover bonuses. They are within musket range and the two sides start to exchange fire..

On the flank the 'Mexican stand off' continues..

In the town the artillery is loading grape and tearing great swathes out of the Tigers - they're almost done - high water mark of the Confederacy? Worse still, in order to close the gap, they have now blocked line of sight for their artillery who now have no targets..

With the Union infantry and artillery in the town continuing to tear chunks out of the Confederate attackers, and a battle of attrition on the left flank they couldn't hope to win, the Confederate commanders orders the withdrawal..


End of game.. Union victory


Post match analysis:
  • First the butchers bill...




    ...clearly a bloodbath for the Confederates though the 33rd were holding their end - well until the next regiment turned up!

  • Well - not sure what else I could have done differently to be honest - you can manoeuvre so as to attack a different edge of the town - or even split your forces so as to attack two sides and split the Union, but they'll still be effectively dealing double casualties and units in towns have a 360' arc of fire anyway - there are no flanks

  • In the Thomas rules, you either move or fire, so to advance on the town requires you to give up the right to fire in order to advance - an additional penalty when one side already holds the objective of the game

  • I am not sure that the artillery should have been allowed in the town but I played it that it could - specifically the rules say that in this period only infantry and skirmishers can end their turn in a town - but the scenario states that units can set up anywhere within 12" of the baseline so the artillery actually start the game there - they never moved...
Bottom line - this is a very difficult scenario for the attacker to win given their paucity of numbers, even with McLellan in charge of the defenders!

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 Laters, as the young people are want to say...

1 comment:

  1. I find that under the rules, his scenarios like this one suffer from the move / fire thing, so the attacker loses out by default on some fire. The Town dampens down the casualty rate, stick an elite in the town and all these things combine to make things very difficult for an attacker, who must attack such objectives with a 2:1 or 3:1 unit ratio to have a chance of success and accepting that they will take heavy losses in the process.

    A morale rule that forces a retreat if failed (taken when receiving a casualty) would at least give a chance of an elite defender being forced out of such places without waiting for the ‘last man standing’ moment to occur. I never really understood why he didn’t bolt a very simple morale check rule onto this engine, he does use the device in his other books.

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