Showing posts with label OHW. Show all posts
Showing posts with label OHW. Show all posts

Wednesday, February 10, 2016

OHW - Bottleneck Scenario

I broke out my Epic 40K models for another game of Neil Thomas's One Hour Wargames.  I used the WWII with the tweaks I talked about in this post:  One-Hour Wargames - Book/Game Review.

I chose to play the Bottleneck scenario (scenario 24) for this game.

I also decided to make use of one set of the random event cards suggested on chapter 22 of the book.  The author suggests each force draw a card each turn but I decided to just have the Marines (my force) draw each turn.  You can see the card for each turn in the photos below.

Again the Eldar and Marines are facing off against each other.  With the Eldar holding the crossroad in the last engagement, the Marines have decided to take a different approach as their forces advance, but they've come to a bottleneck between a forest and a lake.  As they move toward the bottleneck, the Eldar launch an attack and attempt to again halt the Marine advance.

Eldar forces

Marine forces


Deployment


Turn 1
The Marine forces moved onto the board.  The Eldar moved forward and the infantry in the woods fired on the tank to no effect.  Not a lot of action this turn.

Turn 2
The Marine infantry and walker moved forward while the tank opened fire on the infantry in the woods.  The Eldar focused fire on the Marine tank.

Turn 3
The Marines changed their target to the tank as it can deal out a lot of damage.  The Walker still fired on the infantry in the woods as it have a shot on the tank.  The Eldar fired kept pounding on the tank and put some fire on an infantry stand as well with a very good roll.

Turn 4
Both tanks were taken out this turn.  

Turn 5
More fire on the damaged infantry and the woods and some fire on the Eldar jump troops take them out of action.  The Eldar move an infantry stand into the woods and take out a Marine infantry stand.

Turn 6
The woods offer good defense to infantry, but these two stands just don't seem to have much of a chance to last through this pounding.

Turn 7
The Marines move up to get everyone into a better firing position while the Eldar continue to defend the forest.

Turn 8
A tough card flip for the Eldar (though it did fit with the situation), plus incoming fire from 4 units.  The poor Eldar took 12 damage in a single turn.

Turn 9
Ammo shortage for the Marines, but it turned out only 1 infantry unit was affected and the remaing forces finished off the Eldar.

Battle Summary
The Eldar were at a disadvantage having jump troops in this scenario, as they can't enter the woods.  But with the random force roll, you get what you get.  In hind sight, I probably should have started the Eldar infantry at the back of the woods and moved the other infantry up into the woods straight away.  It would have given the Eldar a bit more time to shoot instead of moving up to meet the oncoming forces.

As I stated in my previous post, these rules are pretty simple, but they provide a fun game that plays very quickly.  I'm still thinking about letting units move and shoot, as the game is kind of static once people are in range.  While that is probably appropriate for the WWII setting these were originally written for, I think the sci-fi world would have more movement.  I'll probably play a few more games before I make that change.

I've added and finished a bit of terrain for this game.  I painted and drybrushed my board, but will probably add some flock as it is pretty barren.  I cut some felt to define forested areas and water.  Very cheap, but effective.


Saturday, January 16, 2016

One-hour Wargames - Book/Game Review

I'm not sure where I first heard about the book One-hour Wargames by Neil Thomas , but after hearing about it, I decided I wanted to get a copy.

What drew my interest to the book was the 30 scenarios the author provides.  I'm always on the look out for different scenarios to use in the different games I play and I couldn't pass up on this collection.  The scenarios are written for the rules provided, but can easily be adjusted to fit most other games.

The Scenarios

The scenarios include the normal pitched battle and encounter options, but also include things like control the river, static defense, fighting retreats, and last stand scenarios.  The armies are not always equal in size with the standard army sizes being either 6, 4, or 3 units.  The army make up is also randomized, so even if you replay a scenario, you may end up with different army combinations so that multiple plays of the same scenario can feel very different.

Each scenario gives a brief description of the situation, the details on army sizes, deployment rules, reinforcements (if any), special rules, victory conditions, and a basic map of the battlefield.  In addition to this, each scenario has a brief section on the inspiration for the scenario and suggestions for further reading.  These can offer some insight into actual battles that the scenario was based on.

The Rules

The book offers rules for nine different periods from ancients through WWII.  Each set of rules uses four unit types that you would have seen as the core of the periods in question.  Some units are left out (such as chariots) and the author makes comment on why he makes some of those decisions.  Each rule set uses the same basic mechanics with minor tweaks, primarily to unit types.

The rules are very simple but that fits with the author's goal of a miniatures game that you can play in one hour without having to invest lots of time, money, and space into the hobby.

The simple nature of these rules and limited models and terrain allow even experienced gamers the chance to dabble in a period that they might not have tried before.

In addition, the author offers a chapter on solo gaming and how these rules can be used to play games when you are the only person available.

Many of the blogs that I have read regarding this book involve tweaks and modifications to these rules. Personally, I think it is great how so many people have taken the rules and added to them to fit with their ideas and miniatures.

Playing the Game
I join those other bloggers with my own tweaks.  I decided to use the rules for a sci-fi variant.  I gathered some of my Epic 40K models and put together some rules.

I would stick with the 4 unit options the author uses and decided on infantry, jump troops, walkers, and tanks.  I had thought about trying to make army specific rules for the different Epic armies that I have but decided to stick with the author's idea that there just isn't much difference in the skill and effect of different forces (I know the author was basing this idea on historical armies, but I wanted to keep the rules simple, so stuck with it).  

Infantry would have a -2 vs tanks and a move of 6".
Jump troops would also be -2 vs tanks but move 9".
Walkers are +2 vs infantry and jump troops and move 6".
Tanks were +2 vs other tanks and walkers and had a 12" move.

With these basic unit characteristics set out it was time to go to war.

I decided to play scenario 27 disordered defense.  I choose this scenario in large part because I don't have much terrain on hand as much of it is still packed from my move and this scenario only required a couple of roads.  The Eldar would be the red force with 6 units and the Marines would be the blue force with 4 units.  I rolled on the random units tables and came up with the following:

Eldar
3 Infantry, 1 Walker, and 2 Tank2

Marines
2 Infantry, 1 Walker, and 1 Tank

I also rolled randomly to see which units would start on the table for the Eldar.  Lucky for them they started with one of their tanks.

I decided to scale the game down and played on a 1 foot square.  I used a single stand of infantry/walker/tank for each unit.  I adjusted the movement accordingly (until I forgot) so infantry and walkers would move 2", jump troops 3", and tanks 4".  Everyone's shooting range was 4".

I realized when I was reviewing the pictures after the battle that I moved everyone 4" at a go.  I will do my best to remember the correct movement ranges the next time I play and I don't think it really had much impact on this battle.

Deployment:  The Eldar put their tank on the crossroad as it's movement provided it with greater flexibility.  The Marines split up their forces to engage the two forward units (probably a bad choice).

Turn 1
The Marine infantry moved forward to attack the Eldar infantry.  The Eldar's tank moved forward and the other units opened fire.

Turn 2 and 3
Stand and fire by everyone.  The Eldar Walker and infantry are killed and the Marine's tank is knocked out.


Turn 4
One of the Marine infantry units moves so that it can fire on the Eldar tank. (Oops, I apparently got it in my head that movement for everyone was 4".  I don't think it affected the game's outcome, but I will try to move correctly in my next game.)  The Eldar tank decided to stand its ground and blasted away at the Marine walker.
Turn 5
The Marine walker fell from the fire from the Eldar tank.  The Eldar tank is shrugging off lots of shots.

Turn 6
More standing and shooting.

Turn 7
The Eldar tank finally takes enough damage to be knocked out.  
Turn 8
The Marine infantry move up to the crossroad (again at the incorrect speed).  The Eldar reinforcements come onto the table and prepare to retake the crossroad.

Turn 9
The remaining Marines open up on the Eldar with little hope of winning the engagement, but not willing to pull back.

Turn 10
The Marines take heavy damage from the barrage of fire and fail to offer much damage in return.

Turn 11
The final Marine units are destroyed, but they are able to take out an enemy infantry unit in their last stand.

Battle Summary

As previously stated, the rules are pretty basic, but I still had a good time with this game.  The Eldar had better dice throughout the battle and started with their tank on the table so were able to deal out +2 damage with each roll early on.  The reinforcements came on and mopped up the remaining 2 Marine units.

For a quick playing game, I can't complain about this.  The base rules don't allow for moving and shooting, but since this is a sci-fi variant, I might consider adding that in.  It will give greater flexibility to the units, but there may be some unintended consequences to that change as well.  A few more games are probably in order before I go down that road.

Overall Thoughts

I am very happy that I decided to pick up this book.  I got it off eBay for much less than the suggested retail price of $19.99 and I think it would be a good get even at that price.  The rules are simple, but offer a quick easy game to play with limited time and space.  The different periods represented offer something of interest for nearly anyone and I am already thinking about getting some models so I can try a period that I have not played in before.

The scenarios are also a great addition to any gamer's library and can be modified to fit other rule sets.  They offer basic details of the battle that can be added to if desired or played out as presented.