Monday, 25 May 2015

One Hour Wargames: American War of Independence

This was my second game playing the OHW system by Neil Thomas. It was an encounter battle set in the AWI and based on scenario 2: Pitched Battle. There were a couple of objectives to make the game interesting and set some tactical problems for both sides to address.


The basis were the H&M Rules in the book but I did overlay a few house rules and utilised my solo amendments to simulate command friction. I also extended the random events table so as to allow a D20 determination of events. This generated a lot of interesting variations and kept both sides on their toes.

Initially the British looked set to eliminate the Americans who had adopted a more defensive posture but a series of poor rolls, the British general being shot and the US Militia faring better than expected, buying time for the Continentals to wear down the British left flank, meant a gradual recovery for the US forces and an outcome after 15 turns of a decisive victory for the Rebels.


Reflecting on the game. Again I was pleasantly surprised how much I enjoyed the experience. Despite being on the face of it a simplistic simulation of period warfare it actually had some intriguing tactical choices and outcomes. Coupled with the friction generated from my solo rules it played out in a evolutionary way and I didn't feel limited by the sparseness of the rules. On the contrary I think that in this case it is it's strength. As has been mentioned by other commentators of these rules the author deliberately reduces the rules to a bare minimum which hits the core aspects of each period but allows an easy overlay of any particular preferences a gamer has to add to these without breaking the core system. Some special rules for each game and army can be incorporated without much issue. This is what I did in this game e.g. for Militia any hits against them were doubled to account for their fragile morale. This means they are extremely brittle and likely to run after one good volley against them, unless of course they are positioned in defences which neutralise this penalty.  

Going forward I've developed some OHW rules for WW2, again incorporating my own house rules. A bit more tinkering here as I wanted to represent a few more features of this period of warfare which I felt needed to be simulated. The playtest will confirm whether this works.





Friday, 22 May 2015

One Hour Wargames: Playtest

I decided to try out the One Hour Wargames Rules, written by Neil Thomas, that I had purchased last year but had never got round to playing. I setup an ACW game based on Scenario 1, a straightforward encounter battle with 6 units a side. I included some random events and my own Command rules to inject the feeling of friction.



The rules gave me a surprise and the game played much better than I had expected. There was far more variation than you would have imagined. It certainly spurred me on to develop some more modifications and additions to provide a bit more specific period chrome and assist the solo gaming dimension through refinement of some of the features I'd playtested. In the game a rapid Confederate advance, initially successful, was repulsed by some stubborn Union resistance. It lasted 9 turns with quite a convincing victory for the Federal forces.


I'm going to give a few more games a try covering some more periods. I'm using my Memoir'44 and C&C boards with the right flank section refused to give me a square gaming area and cm measurements for my 6mm figures. On top I'm using the terrain tiles from the board games but may start using actual terrain.  




Wednesday, 20 May 2015

Memoir'44 Skirmish: Classic Traveller Simulation

I tried out some modifications to the Memoir'44 system to adapt this to a basic skirmish setup. The setting I used was a squad on squad action set in the Fifth Frontier War between an Imperial Marines formation and an equivalent Zhodani Consulate unit. I used the desert board with a scattering of terrain determined randomly. The figures were the orange and red Clone Wars / Star Wars Risk ones which looked excellent.
The rules involve a simple system of activation whereby different coloured chits for each side are used to determine which side can activate a figure and then perform a set action. A single figure can use three chits, however, it becomes increasingly restricted in what can be achieved.
The game played very well with the Zhodani achieving a narrow victory and forcing the Imperial squad to retire with heavy casualties.
This was such a simple adaptation it begs itself to any similar squad skirmish and with a few special rules, provide chrome without compromising simplicity.