Introduction
New Year's Eve saw a couple more ACW games played using the Portable Wargame rules and One Hour Wargames (OHW) Scenarios.
Having failed to get passed one Union force (here), General Gilder sent another to establish a bridgehead to the North East, as prelude to a decisive push towards Washington.
OHW #5 Bridgehead
In this scenario, troops of both armies arrive at predetermined turns; the Confederates at one point on the South of the field, the Federals at one of 3 locations determined randomly. The actual units were also determined randomly as they arrived. The Rebel objective was to complete the game with no Union units within 2 grid squares North of the river. The Union's objective was simply to stop the Confederate Army achieving this, thus not allowing a Bridgehead to be established.
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Red dice show Union arrival locations, blue shows Confederate |
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The Rebels start to arrive |
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More troops appear |
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Another bottleneck forms! |
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Union cavalry in action. The infantry holds back waiting for their turn... |
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..which never happens. |
By taking far too long to get his force over the river, the over-cautious Confederate commander became stuck; not wishing to risk his own troops by firing into the melee at the front of the line he was forced to wait and wait for a conclusion. Time ran out and he was compelled to withdraw.
Although not a very satisfactory game, my conclusion was, s**t happens so what would they do next?
OHW #15 Fortified Defence
Having received reinforcements, the Federal commander determined to pursue the retreating Rebels and reduce them to a point where they could no longer pose a viable threat (>50% casualties). The Confederate commander looked to do better in defence that he had done during his attack of the previous day and withdrew to two fortified camps.
Note: As I didn't have suitable models for the fortified positions I was forced to craft something on the hoof so to speak. Hard to believe looking at them, I know...
The Confederate commander must garrison each fortified position with one unit that cannot then move. I gave the garrisons' a firing bonus and attackers a penalty when firing on the fortified positions. Grey's objective was to hold both positions; Blue's was to take both or reduce the enemy to below 50%.
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The retreating Rebel force arrives |
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The attack begins |
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Union cavalry rushes to get behind the enemy lines... |
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...and attack the rear |
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A fortified camp is taken |
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Both sides have reached Exhaustion Point ending the game |
Although the Federal Commander failed to capture both locations, the Rebel force was below 50% strength and the remaining troops disperced. The Union line held and General Gilder decided to withdraw to Scrubyville for the Winter and plan his Spring campaign.
("The General sat, and the lines on the map, moved from side to side")
Happy New Year! Health and Happiness to all our readers!
Happy new year Sir. Some fun looking games, I am fond of one hour wargames, such a great source of inspiring scenarios.
ReplyDeleteHappy New Year to you too Mr Sprinks. OHW has been an inspiration to me. I got it when it was published on a whim and it got me back into wargaming after a long hiatus.
DeleteHappy New Year MJT - what better way to start the new decade / Year than Vintage Airfix?
ReplyDeleteThanks Mark. I have plans for more games with old Airfix figures of various periods.
DeleteHappy New Year! Would love to see Airfix Romans and Ancient Britons in action.
ReplyDeleteThanks and Happy New Year to you!
DeleteI have been searching for my Romans/Ancient Britons for some time - they're here somewhere amid the chaos!
Happy New Year!
ReplyDeleteI like your programmed approach to scenario development. OHW is one of the BEST bargains for wargamers, I think. Having a copy of Cordery's book but never having played the rules, what are your thoughts on them? Strengths? Weaknesses? Why pick them?
Happy New Year!
DeleteI played a gridded version of OHW using 2mm blocks and battlefields printed on A4 sheets - this was convenient when I was working away a great deal. The thing I missed from the rules was morale - games could become a fight to the last man which wasn't always what I felt like playing. Bob's rules include an Exhaustion Point which seems to me to be a good compromise. PWG is simple enough to learn and remember and is adaptable too. The rules are obviously generalized and not for the player who wants detailed, specific rules for every type of unit in an era - they're designed for a quick, portable game (not that most of mine are very portable anymore).
Grid games really work for me as a solo player - no measuring involved, no questions of whether part of a unit could fire on an enemy etc. and PWG gives me quick fun games which is perfect as time/space are limited. Hope that helps, it was a bit of a rambling stream of consciousness!
It helps a lot especially for your thoughts on its benefits for solo play. Thank you for responding!
DeleteYou're very welcome
DeleteAll the best for 2020. Looking forward to seeing more of these gamed.
ReplyDeleteThanks Ross and Happy New Year to you too.
DeleteI have definite plans for more scenarios in the near future!
Good looking tabletop. Looking forward to the game report.
ReplyDeletePeter, either you can't see all the post or I'm missing the point! Whichever, thanks for dropping by!
DeleteA couple of great scenarios, with the obvious bottleneck bound to cause problems.
ReplyDeleteThe simplicity of these games belie the tactical thinking still having to be employed - I love 'em.
Hi Joe. I really like the OHW scenarios and as Neil Thomas has limited the forces to small armies they can be tricky to achieve the objectives. Great little games. Hope to be playing more of them soon!
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