OHOTR D6 Conclusion

November 28, 2017

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.


One Hour On to Richmond D6

November 27, 2017

The title is a little clumsy but that is exactly what it is!.  I managed the first five turns of scenario 10 of One Hour Wargames.  The situation has the Yankees fighting a delaying action and protecting a town.  The Rebels have to advance through a narrow gap flanked by trees and an impassible mountain.  The game is moving along at a good clip.

Union forces consisted of 4 infantry brigades in 2 divisions, a rifled artillery battery and a cavalry brigade.

The Confederate forces consisted of 3 infantry brigades, 2 crack infantry brigades and a smooth bore artillery battery.

I made any crack unit (Zuoaves as they are called in OHW) have a combat value of 4.  The other brigades are either trained or veteran, randomly determined.  As it turns out, all regular infantry on the field are veterans.   I determine the combat value of a unit at the first time the unit grade is needed.  Seeing the elephant.

The situation after turn 1. Both forces would come to grips by turn 3.

The Union started the fight by inflicting some losses on one of the Confederate brigades.  The battle ebbed and flowed through turn 4 with the Union brigades grudgingly giving ground.  At one point, a Confederate brigade made an uncontrolled charge and got one a minor victory over a Union brigade in melee.   The gap was so narrow that the crack brigade formed a reinforced line and took its chances with the dice roll for shooting, as it could only bring 4 stands to bear.  Turned 5 went to the Confederates.  The picture below says it all.

Turn 5 was a mixed bag. The Yankees failed to inflict significant losses. However, the union artillery and part of the second division can be seen deploying around the town.

I will hopefully have a conclusion tomorrow.