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Showing posts with label ohw. Show all posts
Showing posts with label ohw. Show all posts

Wednesday, 16 July 2025

One Hour Wargames - Scenario 24 - Bottleneck

So back in February 2015 I thought that it would be quite fun to work through all thirty scenarios in One Hour Wargames in order and write a report for each. I'd use whatever rules tickled my fancy at the time along with whatever armies seemed appropriate. It started pretty well, but fizzled out about two-thirds of the way into the book. 

Four years ago I managed to play the 23rd scenario. Yesterday I played the 24th!

Really this was an excuse to get my Nottomans on the table.

Scenario 24 in Bottleneck, and features a small blocking force holding a road where it passes between a wood and a swamp. The attacker must clear the road of enemy troops. The defender are outnumbered but have the advantage of a good defensive position, as well as some local light troops in the wood (which is otherwise impassable to other troops).

So let us head to the borders of the Russian and Nottoman empires in 1711, where a Russian rear-guard has been ordered to hold a strategic road in order to cover a tactical withdrawal by the rest of the army. The Nottomans are in pursuit, and have formed up to force their was down the road.

I decided to play this one using the Horse & Musket rules in the book, although I used the 5-hits variant with units rolling 1,2 or 3 dice to hit. A 4-6 scored a hit. Cover or other bonuses that halved hits instead allowed a saving throw of 4+ for each hit.

Here's the Russians. They have two units of line on the road, some cavalry covering their flank and a mob of skirmishers in the wood. 


The Nottomans got four units of line, some skirmishers and two units of cavalry. 

They massed their line to assault the bottleneck, although the skirmishers and one unit of line were tasked with trying to drive the skirmishers out of the woods.


Meanwhile, as always happens in this scenario, the Nottoman cavalry rode quickly around the right flank.


As the Nottomans formed up they came under ineffective fire from the Russian militia in the woods.


The Russian foot advanced into the bottleneck.


The Nottomans returned fire and a musketry duel commenced. The Nottomans couldn't make any impression on the enemy skirmishers, whilst their own line started to take hits.



Meanwhile the Russian cavalry also advanced, aiming to catch the Nottomans close to the swamp where they couldn't bring their numbers to bear.


The lead Nottoman unit was wavering now.The third foot unit had worked onto its flank and was preparing to engage the Russians, however.


Their combined firepower was too much for the lead Russian unit, which broke.


The Russian cavalry had fallen back and the Nottomans exploited the gap that had opened up to move onto its flank with their second cavalry unit. However their lead unit was badly shaken.

(The disparity in damage between the lead Nottoman unit and teh Russian cavalry is down to the altered combat system, which allows save-rolls instead of halving hits as in the original rules. In Cavalry vs Cavalry fights both sides take half casualties, which translates to saves on all hits. The Russians made all theirs. The Nottomans didn't. This makes the rules more unpredictable than normal.)


The Russian cavalry fell back in order to avoid being flanked.


The Russians reorganised their foot, moving the skirmishers up to support the surviving line infantry.


The Nottomans also reorganised, pulling their shaken unit back and feeding fresh infantry into the attack.


The fresh Nottoman cavalry went into the attack, but was also mauled by the Russians, who were still looking confident and fresh.


Meanwhile the lead Nottoman infantry unit broke under steady from from the Russians.


Followed by one of their cavalry units.


Nine turns in and the Russians still had a strong defensive position.


However their cavalry couldn't hold the flank forever; the Nottomans charged and routed them. But their surviving cavalry unit only had one hit left.


Another Nottoman foot unit ran as the Russian musketry intensified.


The Nottoman cavalry swung into the rear of the Russian foot ...


... but the skirmishers had anticipated this and a ragged volley scattered the enemy horse.


The Nottomans were down to two units and were running out of time. They did finally break the Russian line, however.


This left the Russians with just their skirmishers in the woods. 


In order to win the Nottomans needed to ensure that there were no enemy units in the open within 2" of the road. So long as the skirmishers stayed in the woods they had won. But the Russians move second each turn. so the danger was always that the skirmishers could pop out on their last move free from enemy interference and foil the victory. Without enough units to block teh move the Nottomans would have to defeat the skirmishers with musketry.


And this they failed to do. To add insult to injury fire from the Russian skirmishers scattered the final Nottoman line unit.


The Nottoman skirmishers kept firing until the end, but could not inflict enough hits to eliminate the Russian skirmishers. On the last turn they would emerge and defy their enemy by blocking the road.


So this was a Russian victory. The star-player was the Russian cavalry that defied two-to-one odds long enough to prevent the Nottoman cavalry from being any kind of threat. It also has to be said that in the mid-game the Nottoman shooting was abysmal.

Still, the new army is blooded now, and I have managed another scenario on the list!

Follow the rest of the scenario refights HERE

Saturday, 15 July 2023

One Hour Wargames WWII

Although I've had 'One Hour Wargames' for years now, there are a few periods I've barely tried with it, and some I've not tried at all. One of the latter is the WWII set so I thought I'd give them a try. I'm somewhat let down in that respect by actually having no WWII troops in my collections (aside from the figures in Memoir '44), so I resorted to making some top-down counters using stuff from Junior General. after all, if I decide that the rules are good enough I can use them as the basis (literally) of some 6mm forces.

I made the counters 40mm x 30mm and used my 16" square board. This makes a 6" infantry move about 2 1/2" - almost 1/6th of the width of the board. Shooting has a 5" range.

As with all OHW rules, the WWII set has four troop types. In this case they are Infantry, Mortars, AT Guns and Tanks. The combat is all shooting (no melee) and there is a cross-reference table to show how effective the shooting of one type is against another. For example AT Guns are good against Tanks and poor against everything else whilst Mortars are OK against AT Guns and Mortars, excellent against Infantry and poor against Tanks. Firing is by line of sight only, except for Mortars, which can shoot at anything that can be observed by a friendly unit.

Anyway, the gist of it is that the WWII rules are as stripped-down and simplistic as all of the other sets in the book

I used my own combat resolution method with 1D6/2D6/3D6 replacing the 1D6-2/1D6/1D6+2 of the original rules. A 4+ hits and covers gives a 4+ save on each hit. A unit can take 5 hits. This does change the dynamics of the game a little, since it's possible to consistently score no hits on something, whereas the original rules give a constant and partially predictable attrition effect. 

As for the forces I made up ten counters for each side, to cover all of the possible options. I went with 1940s Germans and French, mostly because I couldn't find the tanks an AT guns I wanted for the British. The actual nature of the tanks is unimportant in these rules - a tank is a tank. I used Panzer IIs and Somuas because I liked the art and they fit on the counters.

I rolled a scenario and two random forces. I got Scenario 14 - the Static Defence, and the Germans were attacking. They had four Infantry, a Mortar and a Tank. The defending French had three Infantry, two Tanks and an AT Gun. They had to defend a hill and a village against the German attack, with each objective being assigned two units that couldn't move more than a certain distance from it. The Germans simply had to take one of the objectives. 

The French defended the hill with the AT Gun and a Tank (tanks get a hull-down defence bonus in these rules). They defended the village with Infantry, since they are the only type that can stop in a village. The remaining Infantry and Tanks were in reserve.

The Germans decided to go for the village, massing Infantry and a tank for the assault, and covering the flank with some Infantry and their Mortar.


A couple of moves in. The attack on the village had seen casualties on both sides. The French had swung the armour round to threaten the German mortar, which was also under fire from French infantry in the wood.


The attack continued. Units can either move or shoot, so once inside an effective range you tend to get a static firefight. The first line of assaulting German infantry was looking a little vulnerable, but so were some of the French defenders, thanks to fire from the mortar. However the mortar was now taking plenty of fire as well.


One of the defending French units was eliminated.


The mortar was close to being lost, but the French opted to switch the infantry in the wood into a position where it could rush to occupy the village if the second defending unit was lost. The Germans lost one of their attacking units.


The second unit of French defenders was lost, but the Germans shifted their tanks into the gap between the village and the wood to stop the French reinforcements from rushing in. The German mortar clung on, now on its last hit.


With no reason to defend the mortar, the Germans advanced all of their infantry towards the village. Trapped in the wood by the tanks, the French could do little to stop it.


They did swing their tank over to attack the Germans. The Germans occupied the village.


The tanks exchanged fire, whilst the French infantry shot at the German tank. Its die-rolling was terrible and it inflicted no hits over several turns.


The French tank was eliminated. Whilst the German tank was on its last hit, there was now no longer enough time left for the French to take the village. The Germans had won.


The Germans consolidate their position.


I rolled a new scenario, and got 16 - Encounter. This has the two forces advancing down a road towards each other, with another village as the objective. The French got three Infantry, two Tanks and an AT Gun. The Germans got four Infantry, an AT Gun and a Mortar.


Initial advances. Both sides have to move along the road until one side occupies the village.


The Germans moved into the village from the north. The French pushed in from the south, Villages block line of sight, but I assumed units within them could engage at contact (or near enough. The French spread out their forces to engage the Germans.


The Germans set up their mortars behind the village to support the fighting there. Infantry spread out to cover the mortars and their AT gun was positioned to oppose the French tanks to the east. The French had sent their tanks east and west so the one of them would be able to avoid the AT gun. The French held an infantry unit in reserve ready to advance into the village.


The next couple of turns saw some fierce fighting, with the Germans to the east suffering badly. In the village both units had taken plenty of hits.


The AT gun eliminated the French tanks to the east, whilst the French tanks to the west took out one of the German infantry units. In the village both units were on their last hit.


The French lost their unit in the village, but threw in their reserves. The German unit there clung on, still on its last hit.


The French advanced their infantry and attacked the German mortars. Meanwhile the French lost the last of their tanks, and the Germans their AT guns.


The French reserves didn't last long, leaving the Germans sole occupants of the village.


The French threw their last infantry unit into the attack, whilst the Germans advanced their reserve infantry into a position where it could occupy the village.


The initial German attackers were finally eliminated, but the Germans advanced their last infantry unit in to replace it. The Germans were still supported by their mortars, whilst the French had the less effective support of their AT guns.


The mortars were eventually eliminated, but at the end of the game both sides had infantry in the village, so it was a draw.

I'll need to play some more of the scenarios using these rules, but on the whole I liked them. As expected the non-attritional combat allowed some units to cling on against the odds, but the use of cover saves instead of a fixed 50% reduction on casualties also has an effect, sometimes rendering cover completely ineffective if you get a run of bad save-rolls.

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