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.