I played scenario four from the book One-hour Wargames, but resolved the encounter using another Neil Thomas' ruleset called Simplicity in Practice (SiP) that was published in issue 23 of the magazine Battlegames. The adaptation was straightforward: I used the movement distances as printed in SiP on a 2'x2' mat and using 6cm bases (2 Wofun bases per unit). I only extended slightly musket range to 15cm because many scenarios are built on the assumption of a longer range. Cavalry acts as HC in SiP.
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Situation at the start |
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The objective is to control the hill in 15 turns |
The die wills that the two armies have an identical composition: 4 infantry units, 1 cavalry and 1 artillery each.
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The RED army has 2 isolated units. Can they hold until the relief column arrives? |
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The BLUE general deploys with infantry and cavalry in front of the hill, supported by artillery |
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The rest of the units will try to interdict the relief column by advancing through the woods area |
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RED's relief column |
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BLUE artillery pounds the infantry on the hill. RED cavalry wisely adopts a reverse-slope position |
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The relief column advances |
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BLUE artillery switches its priority: from the hill to the road. |
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Fresh RED cavalry replaces the infantry on the hill as the first element of the relief column arrives |
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A risky maneuver from BLUE infantry on the road: they try to encircle the hill but in doing so they expose their own flank |
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They hit the flank of RED's relief unit |
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Alas! BLUE is repelled and pushed back to the road in a shambolic state ... |
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...where they are promptly destroyed by RED allies | |
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The fighting in the woods is little more than a sideshow |
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BLUE Dragoons charge uphill |
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Although RED has more bonus factors, BLUE rolls exceedingly well |
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Mayhem ensues on the hill with successive charges and counter-charges. Not many turns left |
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On the last turn a single BLUE unit manages to step on the hill. Enough for a DRAW result |
CONCLUSION
The game went to the wire although the BLUE plan was flawed. BLUE placed too much stock on interdiction and badly divided its forces. A better plan would have been to take the hill with overwhelming force from the onset and then face the relief column from a favored position.
Simplicity in Practice worked very well with the scenario and the mat dimensions. It's a fantastic set of rules. Random events were used on the draw of a spade from a deck of cards. I used the common house-rule for SiP where the bonus factor is +2, not +2 dice. Units could also retreat from having lost a combat through a gap of half a base (this allows for rear support to be a factor).
I've used SiP for some of these scenarios as well, and it works pretty well.
ReplyDeleteFor melee I roll 1D6 a side, and the factors simply give a +1 (the side with the best factors gets the balance as a bonus). It's quick and unpredictable.
I've read your reports with the same combination! Very nice! Actually I think I got the idea for allowing rear support with a gap from somewhere in your reports.
DeleteA great read - down to the wire! The OHW scenarios are so good. I keep meaning to get back to them and play some more but always get distracted.
ReplyDeleteI agree, Shaun. They are very distilled down the essentials of a situation.
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