The Truly Portable Wargame in action

I’ve finished the armies and most of the terrain.  I do still need to make some barricades and perhaps a marker or two for a ford.  Below is the setup and the end of turn 1 for scenario 3, Control the River in One Hour Wargames.  Red has 4 infantry, 1 light infantry and 1 cavalry.  Blue has 3 infantry, 2 artillery and 1 cavalry.

The end of turn 1. Extra terrain bits are shown in the foreground.

For 18th century warfare I’ve made the following modifications.

  1. Artillery is can only be used if it has a line of sight.  It also is not as accurate as 19th century artillery.  No rifling and ranging tools are in their infancy during this period.  So artillery get +1 to hit and not the usual +2 for 19th century guns.  If playing WSS or GNW, artillery was towed by civilian teamsters.  So, once the guns are set, they can no longer move though they still can change facing.
  2. All infantry have smooth bore muskets.  Range is 2.
  3. The rules have a flank penalty of -1 in close combat for the unit being flanked and a bonus of +1 for the unit attacking the flank.  This may seem like a double penalty but both units fight in close combat.  To add a little variety, allow the +1 when close combating the flank as per the rules.  Only give a penalty to a unit fighting an enemy to the rear.  So being flanked is bad but being attacked from the rear is worse.

I converting One Hour Wargames scenarios, I have limited the game length to 10 turns.  This is because of the shorter board.  I’ll adjust upward if the game length is too short.

3 Responses to The Truly Portable Wargame in action

  1. Prufrock says:

    That’s really cool, John! Hours of fun await 🙂

  2. acarhj says:

    Thanks, Aaron! Indeed! I think my son might enjoy this game. Enough ins and outs to keep it interesting.

  3. WgoodT - with good taste says:

    It doesn’t look liek a balanced match. lol

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