Introduction
In 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 Mechanics
Infantry 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.
Excellent coverage. I particularly admire the infantry holding the hill and the cavalry look superb.
ReplyDeleteHow do you judge the hit points (15 hits I think) or do you use the markers to degrade the units bu colour - which is a nice idea.
For OHW I keep a tally - as you rightly say, 15 hits per unit. With a flank attack having double effect, a roll of 6 (which happened during the first game) can almost wipe out a unit. The marker colour degradation idea does sound like an aesthetically pleasing one! In these games I'm just using markers to differentiate units.
DeleteThose poor red lads, they never stood a chance (sob). Great games jack, a very fun read.
ReplyDeleteThanks Mr Sprinks. OHW games are fun for quick (actually less than an hour) fight to the death type games.
Delete