Showing posts with label One-Hour Wargames.. Show all posts
Showing posts with label One-Hour Wargames.. Show all posts

Sunday, February 23, 2020

One Hour Wargames...

For the first time in a long, long time, Jacko and I visited the club of which, as fully paid up members, we all too rarely avail ourselves. He brought along his WW2 Romanians and Italians; I brought some Russians, a little bit of terrain, and my metre-square 'grass' mat that I originally bought to make hills from, then changed my mind about its purpose.
On this we played several One Hour Wargames scenarios. I don't recall the names of all the scenarios, unfortunately. The first had the Axis forces (a mixed Romanian/Italian battlegroup) defending a river line, crossable only at the bridge and a ford close by a forest. Half the Russian forces began off table, arriving after several turns behind the Axis left flank.  
To tot up losses of strength points, each unit having 15 to begin with, we colour-coded the dice in the holder. The blue dice represented 11-15SP, the purple dice 6-10SP, the red dice 1-5SP. As you might see from the pics, the Russians forcing the river crossing got rather badly knocked about.  
The Axis were split in two, some units striving to reach the bridge, the last skulking in a wood whence they were eventually winkled out.  

The second action was 'The Bottleneck'. I had the defenders in this one, and frankly I made a pig's breakfast of the defence. The Russians comprised 3 infantry units and an AT gun (you might call them 3 infantry companies and an anti-tank gun company) to defend a point along the road that passed between a forest and a lake, or mere.  Beyond the lake was a stretch of open country an attack might choose as an alternate approach.
Unfortunately Colonel N.O. Tverybrightski placed a company in ambush too far forward, out of support from their comrades in rear of the lake. By the time they fetched up where I should have placed them in the ... erm ... first place, they were down to 4SP remaining. Meanwhile, the Axis got pretty much their ideal composition for this operation: 3 rifle companies, a tank company (M13/40, I think), and two batteries of mortars.  The mortars were the killers, once the Axis forces got close enough to call down the support fire. I suppose I ought to have been thankful to have got an anti-tank gun, but I don't recall that I got the better of the gunnery duel. This one was an emphatic Axis victory.
On to the next scenario: 'Blundering Relief' - a kind of antithesis of Don Featherstone's famous 'Auberoche' scenario. The Russians are advancing upon an axis-held town. As in the previous scenario, the Russians had just 4 units: 3 rifle companies with mortars in support. The town's garrison comprised one company of Romanians, with a second company off to their right flank.
To the dismay of the Russians, they found the ridge skyline to their left swarming with Italians: tanks, rifle companies and anti-tank guns. It was probably fortunate they had no mortars. But in this scenario, Colonello Giovanni da Clotta elected to send one company at a time onto the flank of the Russian advance. Perhaps this was less a predilection for piecemeal, penny-packet attacks as an excess of caution. Be it noted though: this was a condition imposed upon the role played by the Axis forces. Without it, we really would have had, potentially, a Russian front Auberoche.
The relief forces led off with the tank, and here, I think might have been the game decider. We simply forgot to take the -2 for infantry and mortars shooting at the tank, though we did remember the +2 the tank got against rifle units. Eventually the Russians saw off the tank, and attacked the town with enough strength to take the place. But that victory was undeserved.  The tank ought to have been an approximate match for mortar and rifle company together, which might well have left the Italians enough strength, if the town were lost, to recover the place betimes. This one we'll have to do again some time.
The final action, according to my gallery of pictures, was this one: an Axis column intending to barge past or through a small Soviet blocking force, when suddenly a second Soviet force appears on the flank of the column. The column comprised a tank company in the lead, followed by two Italian rifle companies, and anti-tank battery and two Romanian rifle companies bringing up the rear.  
A Soviet anti-tank gun and rifle company stood blocking the road: 'но пасара́н!'  Making their stage left appearance were three rifle companies backed up by mortars.  
Probably the Russians had the ideal forces on this occasion.  Part of the column had to be diverted to hold off the flank attack, and part to deal with the road block.  

The axis forces never quite made it. Again, possession of the only mortar conferred a significant advantage. Possibly had the Axis forces gone all out to defeat the flank attack before turning their attention to the road block, they might have achieved a breakthrough. ...Maybe.
Altogether an enjoyable outing, a good lunch meal, and chewing the fat with old acquaintances.  But out of four scenarios, the Russians received not a single tank!

Wednesday, October 10, 2018

One Hour Napoleonics

 Last Tuesday evening, Paul 'Jacko' Jackson was around for our irregular war games evenings.  Like last time, we played a couple of One Hour Wargames, but this time, using some of my Napoleonic figures.  The traditional foes faced off: I had the french; 'Jacko' had the British.   Our first scenario was from Neil Thomas's book, based on the Battle of Ceresole (1544).
 The draw for composition of our respective armies were:

British: 

  • 4 Infantry units each 20 figures
  • 1 skirmisher unit (Rifles) with 12 figures - faster moving than line foot, but less effective shooting.-2        on combat dice.
  • 1 Artillery unit with 4 figures and a gun - long range but less effective shooting -2 on combat dice 

French

  • 4 Infantry units each 24 figures
  • 1 skirmisher unit (carabiniers, chasseurs and voltigeurs) with 12 figures
  • 1 cavalry unit (hussars) with 12 figures - no shooting but very effective at close quarters +2 on                  combat dice.

The slight numerical difference between the respective infantry units was ignored.
The objective was simply to drive the enemy from the field.   The British went first.
The British got the better of the first clashes.  The artillery came into action against the French infantry swarming over their hill, and after a momentary hesitation the latter pushed forward to accept the first volleys from the British rifles and muskets.  Once settled into their work, however, the French musketeers gave much the better account of themselves. 
 Meanwhile, the left flank redcoat unit elected to accept the cavalry charge in their column formation, rather than form square.  Good though their shooting was, the hussars exacted a heavy penalty.  To explain: all units had 15 strength points (SP) that could be lost to enemy firepower or Cavalry close assaults.  Rather than have three dice making the SP status, we used one at a time, but colour coded.  My units began with a white SP marker, went to red and finished with blue.  The British began with blue, went to red and then white, the reverse of the French,  This worked reasonably well, as I had only a limited number of red dice.  In the above picture, the hussars are down to 10SP, the British foot, down to 7SP.
 A second charge saw off that British unit, but its shooting between charges, reduced the hussars to 5SP.  Nevertheless, up the flank of the hill they rode, striking a foot unit before it had had a chance top react.  Striking the flank, but fighting uphill, the hussars inflicted a certain amount of damage (3SP, by the look) and then slid back down the slope.
 Meanwhile a stationary musketry duel had been taking place between the respective infantry units,  One French unit eventually broke, but the British rifles almost immediately afterward also found the action too hot for their liking.  Gradually the French got the upper hand, and, with the disintegration of the British right flank, felt able to close up against the British-held hill.  Gradually edging the British from it, still with four units in action (one of them still with 15SP against a rather battered  British battalion, and a diminished battery, the French were able to claim a great and glorious victory.
 After a brief discussion about how we felt the thing went, we tried a second scenario.  This was the 'Encounter' action, each side beginning with one unit on the table, with the remaining 5 entering, one at a time, according to a die roll.  Each turn (including the first) there was a 50-50 chance of a unit arriving.
 Instead of having the same composition, we again rolled for our armies.  This what we got.

British:

  • 3 infantry units
  • 1 skirmisher unit
  • 2 cavalry units.

French:

  • 3 infantry units 
  • 2 skirmisher units
  • 1 artillery unit

Eyeing the two British cavalry units (Dragoons and Light Dragoons), I could not say I was very chuffed with what Fate has doled out to me.  Maybe luck would come on my side with the reinforcements?


 Well, it did - and then again it didn't.  We both started with a skirmisher unit - obviously forage parties looking for their next meal  'Jacko' got the first reinforcement, but gradually I caught up, and then for a brief moment had the superior numbers.  If it could last, maybe I could force that central, dominating hill and make a fight of it.  No such luck. Meanwhile, I had advanced my guns too far, whereat they came under musketry fire.  Though the resulting duel ought to have been a losing proposition for the artillery - minus 2 on the dice for shooting, and the infantry got the first shot in, to boot - the artillery did very well.  But they were not quite able to finish off their adversaries before disaster supervened.


The contest for the hill hanging in the balance for a time, British reinforcements tipped the balance their way.  A French foot unit broke, along with the skirmishers not long afterward,  The light dragoons swept over the hill and rode into the French guns.  Finally they turned to face the last enemy unit still in action, apart from a skirmish unit hovering around the British left rear.  The brave French foot saw off the British horse, but, faced with three times their numbers poised to descend upon them 'like wolves upon the fold', they didn't survive long. 
It was a decisive British victory.  It was clear the sole remaining unit - the late-arriving skirmishers - could never hope to match it against three British line infantry, two of which so far  had hardly seen any enemy to shoot at.  We called the battle right there.

 So: what did we think of One Hour Wargames for Napoleonics?  I don't reckon on their being my go-to rule st, frankly.  For may own games I still prefer my own 'each-24-figure-unit-is-a-regiment' level Corsican Ogre, and my army level Big Engagements for Small Tables (BE4ST) Napoleonics.  For one thing, there wasn't the Napoleonic 'feel'.  During the first game there was a prolonged period of static firefight in which neither side could really manoeuvre, but both clawed at each other until the gouges got deep enough to cause a break.  At that, it had more the feel of a Seven Years' War action - within the historical period of that particular rule set - but lacked something that would have identified the thing as distinctively Napoleonic.  It was not helped by our using the skirmishing units more as fast-moving irregular infantry, and in rather odd ways (it seemed to me) at that.
Where Paul and I quite like the 1HW concept for a quick WW2 game, we might use a different rule set, or maybe a 'chrome-added' 1HW Napoleonic set for future evening pick-up games.

Saturday, June 3, 2017

Convivial evening.

The Germans hurrying westward towards their own lines see that the Russians
have established a roadblock.
On Thursday evening, my war games buddy, Paul, a.k.a. 'Jacko' (Painting Little Soldiers) paid a visit. Usually we just have a war games chinwag, but on this occasion methought a small game was in order.  World War Two, using the simple rule set and a scenario from Neil Thomas's One-Hour Wargames.
Russian flank attack held by the Germans.  Third Rifle Platoon
has already taken a lot of stick, just 4 SPs of 15 remaining!
These games comprise (usually, though not always) six units the side  On this occasion, being WW2, they were chosen from 3-4 infantry, 0-2 Tanks, 0-2 'Mortars' and 0-2 Anti-tank guns.  The actual composition was decided by dice rolls. Wouldn't you know it we both rolled '2', which gave us 3 infantry, 2 anti-tank guns and 1 'mortar'.
Not that the Germans are getting off unscathed:
the infantry have taken a hit, the AT unit 6.
'Mortar' in Neil Thomas's rule set can stand for infantry guns equally well - the sort of weapon that might be ready to hand in a company level action.  The scale of action in these games is that of a reinforced company, each infantry unit representing a platoon of about 40 men, and each weapon representing a platoon or section of three. So both sides had an infantry company of three rifle platoons, plus support weapons.

The German anti-tank guns were represented by one towed and one half-track mounted PaK40 (treated identically); the Russians had two 45mm guns towed by light trucks. The Red Army 120mm mortar was matched by the German 7.5cm light infantry gun. We neither of us had a tank to bless ourselves with.

As I had rolled first, I did suggest that Paul might like to re-roll. But he was happy enough with the status quo. I discover that Mr Thomas recommended a re-roll in the event of identical forces being generated (I ought to have looked at the time, maybe), but the result was reasonably interesting as it transpired.

Excellent German shooting.  The shooting dice
for the AT guns have already received the -2
adjustment for shooting at infantry.
Paul got the Red Army (Russians. naturally), I got the Blue. Then we rolled for the scenario. Scenario 13: 'Escape'. Although this purports to be the Blue force 'returning from a raid'. I'm more inclined to think of it as a German force struggling to reestablish contact with the front line during the course of a Russian offensive that, having gained several miles of ground, is beginning to peter out.
As the Germans stagger westwards (southwards according to book, but that is simply map orientation), the Russians race to slam shut the doors to escape.  Already a Russian platoon sits astride the road west.
The sudden irruption of the Soviet AT guns deflects the
infantry gun and the infantry in the woods.
As the Germans approach this slight obstacle, there suddenly appears from the south a lot of infantry - two more rifle platoons, swarming over the rise.  At once, the half-track AT gun turns to engage.  As the rules allow 360-degree fire for all units, turning the unit on the spot seems appropriate, for the sake of appearances at any rate.  Now, anti-tank guns aren't generally the best weapons with which to engage infantry (or anything else but tanks), and the SP gun is momentarily on its own.  But the other gun and Nr. 3 Rifle Platoon, swing to the left to join the fight.

The next day I did a bit of maffs and found that under this rule set, a fire-fight between two infantry units against one infantry and two anti-tank is very nearly an even match - just the sliver of an edge in favour of the two infantry in terms of fire-power, but this being offset by the 15 extra SPs they have to eliminate.  But in the German favour here was the clincher - the infantry gun: lethal against infantry.
As it turns out, the SP anti-tank's shooting does a lot of damage to the Russian 3rd Rifle Platoon (Russians in Bold; Germans in Italics).  By the time the other three units join the action, the Russians on the rise are badly outmatched.   Meanwhile the 2nd Platoon and 1st Platoon are fighting their own private duel.  Here the Reds get the first shots, an advantage they never lose.  First Platoon enters the wood in the hope of outflanking the enemy road block.

Each unit begins with 15 'strength points' (SP), reduced by one for each pip on the dice representing shooting at it.  I represented this as a sequence of coloured dice, each representing 5SP in the holders illustrated (assembled from parts given me by Brian 'A Fist full of Plastic' O'Sullivan many, many moons ago).  The sequence was White/Red/Blue.  I place a SP holder only when a unit started taking hits (which is why you find the towed AT gun without a marker - it never took a hit).  Suppose an infantry unit has already taken 1 hit.  The SP indicator is a white die showing '4'.  Then it takes 6 more hits,  Then, having just 8 SPs remaining, the SP indicator is switched to a red die showing '3' (5+3).


Suppose next turn it takes a further 3 hits.  Then the final indicator will be the blue die showing '5' for that number of SPs remaining to it.   
2 Platoon loses its battle, but their distant opponents
have taken a mauling.
Then arrives the pair of Soviet anti-tank guns from the north flank, on the German side of the woods.

I had half-expected that.  The infantry gun at once switches targets to these guns, whilst at the same time the 1st Platoon is recalled and lines the eastern wood edge.  Although the Russian guns inflict some damage, they are badly over-matched - and this without taking into account the superb German shooting throughout the whole action.
The Soviet AT guns under a cross fire - 9 hits on this move
being enough to destroy one unit and bring the other
almost to its demise as well.
Having seen off the flanking Russian infantry, 3rd Platoon and the AT guns swing westwards once more to resume their march.  But 2nd Platoon has lost its fight against the road block (the Russian platoon there helped by a section of AT guns that was close enough to engage the German infantry from the flank).  However, two AT units are no match for infantry backed by an infantry gun, and are soon overwhelmed.

The road block is still there.
A rare instance of poor shooting by the Germans
By the time the final Soviet reinforcement arrives, the 120mm mortar in rear of 1st Platoon, it is too late, as the Germans finally broke the resistance of the riflemen.  It is merely a matter of a concerted push that will knock out the mortar and the Germans can escape.

In retrospect it is hard to determine the balance of that scenario as played with the forces allocated. German shooting was superb all night.  The 'one' shown in the picture to the right for 3rd Platoon shooting was a rarity, and my AT guns seemed to shrug off their disadvantages in this type of fight.  One thing for sure, the Russians could well have used their 'mortar' much earlier in the fight, perhaps substituting for one of the platoons on the hill.

Thanks, Paul, for an enjoyable evening.

Post script:  I was going to include in this posting some comments on scaling WW2 miniatures games.  I'll leave that for another occasion.