OHOTR D6 Conclusion

The last 10 turns took a little over an hour to play out.

Somewhere about turn 7 the Confederates press home the attack. A crack brigade swings around the Union flank.

The pressure mounts. Confederates inflict losses all across the Union line. The union rolled a steady stream of ‘6’s, missing wildly. This looked as though the Rebs were going to take the town before the last Union reinforcements showed.

Finally, Union forces arrive with another infantry brigade and a cavalry brigade. The Confederates were so close that the Union cavalry entered the field dismounted.

Towards the end of the day, Confederate troops failed to charge and sweep the union brigade from the field on the right. Another ill-fated charge from a rebel brigade in a bid to overrun the Union artillery resulted in heavy losses. The artillery actually won the melee and inflicted a stand of casualties from shooting.

I ended the game after turn 14.  The Confederates were in better shape but were clearly not going to take the town on Turn 15.  It was a fun little game and my suspicions were confirmed.  One Hour Wargames scenarios can work well for a good many games.  I’ve played it with Dux Bellorum, Throw me a 6 and now On to Richmond.

OTR played out well.  The new melee system needs more testing.  I did not get any overwhelming victories but mathematically, they should happen.  Even with a marginal victory, it is a good way to eject an enemy from their defenses.  My one messup was that I apparently did not scale down movement.  Movement rates were as per the original game but shooting ranges were essentially halved. I’ve been using a simple modification where each additional morale marker drives a unit back 1 move.  With the larger moves, that means that a unit would fall back more quickly than intended and might make it impossible for an enemy to march forward and give fire.  I’ll slow everything down by half.

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