Saturday, 7 April 2018
IntroductionIn wargaming, unlike in life, it is of course possible to refight one's battles. The first of todays battles was a refight of last weekends' Flank Attack (1) (Scenario 6 of Neil Thomas's One Hour Wargames); the second was, no prizes for guessing, Flank Attack (2) (Scenario 7 of the same book).
Game MechanicsInfantry and Artillery move 1 square; Cavalry move 2. Infantry range is 2 squares, Artillery is 8. Move and firing is through the sides and not the corner of squares as in The Portable Wargame. Other rules are as prescribed by OHW Chapter 13 Rifle & Sabre rules.
In Game 1, Army Red must have a minimum of 3 units exit via the road. In Game 2, Army Black must finish the game in total possession of the large hill.
Game 1 Flank Attack 1 Redux
Game 2 Flank Attack 2
Two victories to Army Black. Artillery range, and Cavalry flank attacks (which get double hits) caused huge damage to Army Red.
Monday, 2 April 2018
IntroductionA couple of One Hour Wargames (OHW) were bashed out this morning using the Late 19th Century "Rifle and Sabre" section (Chapter 13) of Neil Thomas's popular tome. I have been enjoying the SYW OHW games being umpired by another Neil over at Toy soldiers and dining room battles ; definitely worth a look if you haven't seen them already.
By default these games are fast and very bloody on my small gridded board, even after reducing the ranges to the minimum. One grid square = 6" in the rules; this means that Infantry and Artillery move 1 square, Cavalry move 2 squares. Rifle range is 2 squares, Artillery 8 squares (the length of the board!) Both scenarios had a similar theme; an attempt to get part of a force away from the enemy. The fly in the ointment for the army on the move in OHW is that a unit can either move OR fire which slows down a hasty retreat. The first scenario involved an outnumbered Army Red...
Game 1: Encirclement or Breakout
This game saw Army Red (Albiona) going too deep into enemy territory and having to breakout before being encircled. The setting was based on Scenario 4 of Scenarios for all Ages (CS Grant & SA Asquith). The objective for Red was to retreat and get 50% of its force back over the baseline to its rear. The objective for Army Black (Swarzlandia) was to destroy at least 60% of the Albionan force. 8 turns were allowed.
About 20% of the Red force limped off the field. A resounding victory for Swarzlandia.
Game 2: Flank Attack (1)
This game was based on Scenario 6 of OHW. Each side only had 5 units; Army Red's objective was to get past the Army Black road block and get 2 units off the table. Black had 2 units of cavalry on Red's right flank. Again only 8 turns were allowed.
Fast, furious and frivolous fun for a wet Bank Holiday Monday.
Saturday, 31 March 2018
IntroductionThe US Federal Army in New Wiltshire, commanded by General Wise, is in retreat, hotly pursued by General Gilder of the CSA. To buy time, General Wise leaves a Rear Guard to stall the advancing enemy. The honour of leading the Rear Guard is given to Colonel Silus "I may possibly return" McCarthy, the hapless officer who lost the day at Scrubyville Junction (see previous post).
General Gilder (CSA)
General Wise (US Army)
Game MechanicsThe game is based on Scenario 6 Rear Guard from Scenarios for all Ages (CS Grant & SA Asquith).
The Federal force is outnumbered and in position at the start of the game. The Confederate force enters in random 2 unit parties at random positions on their baseline.
The CSA objective is to move a minimum of 50% (18 Strength Points) of their advance force across the enemy baseline by the end of Turn 15. The Rear Guard must attempt to stop this happening. Exhaustion Point is set at 50% also.