I published this on Boardgamegeek (BGG) in October 2017, and it was the reason I got back to miniature gaming. I'm posting it here too.
I recently
got One-Hour Wargames after reading several reviews both here and elsewhere and
reading some session reports. I felt it could fill my need to re-build some
sort of enthusiasm for miniature wargaming, which was somehow reduced by the
few time available for gaming and collecting minis for larger games. And I
wanted something to play both Horse and Musket (7 Years War and possibly
Napoleonic) and later XIX Century Wargaming (from Italian Wars of Independence
to APW and FPW). I was aware I wouldn't get very period-specific rules or an
accurate simulation, but I wasn't going to ask for that exactly because such a
thing would bring me again to time-consuming rules.
It was ok
for me to have some quick rules that would give me some vague but definite
period-specific feel and allow me to complete at least 1 from start to finish
game (2 would be even better) in an evening or short afternoon.
I'm a
strong supporter of rules that give realistic results even if dynamics are
simplified or abstracted, as long as the abstraction/simplification is
justified.
Neil Thomas
does a good job in justifying his choices, and they sound reasonable.
I tried
them with the Sabre and Rifles rules (XIX century rules), trying 3 scenarios. I
played Sardinians/Piedmontese (Red) vs Austrians (Blue), and considered each
infantry unit as a brigade (to have some sort of "scale", which isn't
however well represented in the rules). It doesn't really work with
skirmishers, which actually never fought in independent brigades (Italian
divisions had Bersaglieri companies or Bns attached), but I could abstract it as a formation
of skirmish troops likely smaller than a brigade but still able to exercise
significant effect.
For cavalry
1 unit equal to 1-2 regiments would be fairly good.
I chose the
1st scenario and randomized the other 2 to get various situations. I also
randomized the armies' composition with the tables inside the book.
1st
scenario: Pitched Battle (n.2)
I wanted to
start with a simple, straightforward battle. However, I choose scenario 2 and
not 1 because I preferred to have some objectives instead of just going against
the other side.
Piedmontese
army was artillery-heavy, with cavalry and infantry, with one battery on the
hill and rest on the nearby plain. Cavalry was on the other side, infantry in
the middle in two lines.
Austrian
infantry were concentrated near the crossroads, artillery in front of the hill
with Jagers (skirmishers) nearby. They had no cavalry.
The
Piedmontese attacked over the front, with artillery supporting the advance.
Austrians formed positions to hold, with only the Jagers moving towards the
enemy. This proved wrong as the unsupported unit was soon targeted by artillery
and one Piedmontese brigade.
As the
Jagers routed, rest of the Piedmontese charged towards the Austrians that,
staying on the defensive, were able to inflict serious damage. Piedmontese
cavalry pinned one Austrian brigade on the side, but were overall not able to
do much more than that, unable to flank the enemy positions and not willing to
face enemy firepower head-on.
Fighting
was fierce, but overall the Piedmontese suffered the worst of it. This was also
due to the fact the artillery on the plain was soon obstructed by the advancing
troops - a reminder that putting all artillery on the hill would have been a
better choice.
The brigade
on the second line had tried an encircling move and therefore when the front
brigades broke, there were no reserves.
The Austrians suffered losses too, but their second line
allowed them to exploit successes and were then able to make a full advance and
take the hill, routing the cavalry and the artillery.
This battle showed me some basic (and very realistic) things
that the rules system correctly highlights: attacking in open terrain against a
static enemy will cost you brutal casualties. You definitely need reserves
(also when defending), because 1st line brigades will soon suffer and without
reserves even winning troops won't be able to sustain the offensive for long.
Firefights are bloody.
Cavalry could be very useful if it can flank the enemy but
if they can't, like here, they can only force enemy troops to keep an eye on
them - or risk an even bloodier charge.
Overall, quite realistic, despite the obvious simplification
in mechanics.
2nd scenario (randomized): Twin Objectives (n.21)
Piedmontese troops were defending, with one infantry brigade
on the lightly wooded hill, two brigades inside the town and one Bersaglieri
(skirmishers) brigade in the nearby woods. The two positions are utterly
isolated from each other but they force the attacker to either split from the
start and attack with few strength both targets or lose time concentrating
first on one and then on the other.
Unfortunately for the Austrians, they got the worst possible
army composition for this battle: no artillery, 2 cavalry,1 Jaeger and 3
infantry brigades.
With cavalry unable to enter the lightly wooded hill, the
woods or the town, that makes 1/3 of the Austrian force with little use...
those Piedmontese surely took the best positions when they noted that that
Austrian force was approaching...
Austrians moved two brigades (1 Jaeger, 1 infantry) against
the hill and moved the rest towards the town. With 15 turns only (probably
reinforcements were approaching...) they couldn't lose time.
But dividing forces also meant less strength against the
forces on the hill. The Piedmontese brigade there fought bravely and even if it
was ultimately routed, it made the advancing Austrians suffer from it.
As the Austrians moved towards the second objective, they
saw the Piedmontese had no intention of getting out of cover. still, Austrians
smartly maneuvered attacking only part of the defenders at a time, and this
allowed them to concentrate fire. The Bersaglieri therefore had to leave the
cover of the woods in order to threaten the flanks of the Austrians attacking
he town, but that allowed the Austrian cavalry to finally use them as targets.
The Austrian infantry suffered big losses but eventually
were able to drive the Piedmontese defenders from the town just shortly before
the deadline. Somehow this scenario could represent a situation very much like Curtatone and Montanara (with some modifications to be made if one prefers it to mirror reality more closely)
Lessons from the scenario: cavalry, generally underpowered
in this era (and rightly so) are even less useful if terrain is unfavorable.
Also, towns and fortifications are correctly hard to crack unless a
well-organized, sustained attack is carried out. Still, defenders may find it
useful to harass the approaching attackers before they can coordinate, to avoid
being defeated in detail.
3rd scenario (randomized): Disordered Defense (n.27)
Somehow the 3 scenarios fit quite a good narrative (very
1848-like)... after the previous wins, the bloodied but victorious Austrians
now see the opportunity to strike the final blow to the Piedmontese by
attacking their now overstretched forces.
The reduced-in-number but well-led and highly-motivated
Austrians (3 infantry brigades, 1 artillery battery) therefore attacked the
stretched Piedmontese near a vital road crossing. Three infantry brigades were
in the area, but trying to cover all the area they were mostly isolated from
each other.
The Austrian force focused on the first brigade, quickly
dispatching it, the other two brigades sent for help (under scenario rules,
reinforcements would get to the battlefield on turn 8) and advanced, but again
not really coordinating as the Austrian artillery hammered them from distance and
the infantry was on them before they could link.
Austrians were therefore able to gang up on the individual
Piedmontese brigades and destroyed them. One Austrian brigade was hurt, but
still able to fight.
As the Austrians got to the crossroads and took a defending
position, Piedmontese reinforcements arrived, with two infantry, 1 cavalry and
1 Bersaglieri units. They staged a concentrated attack on one of the Austrian
flanks, and the damaged brigade soon broke, but the disciplined Austrian fire
and the artillery also continued to prove too much (some key die rolls favored
the Austrians). The Piedmontese cavalry finally proved effective, with a flank
attack that bloodied (but didn't rout) another Austrian formation already
exchanging fire to the front, but couldn't reverse the overall situation. Both
sides suffered losses, but with their infantry defeated, the Piedmontese
cavalry couldn't dislodge the remaining Austrian forces, which finally claimed
victory by retaining control of the crossroads.
The Piedmontese army was defeated and would have to retreat
to regroup, likely asking for a truce.
Lessons from the scenario: ganging up on enemy units is the
best and only way to avoid suffering a bloody exchange that usually leaves
everyone battered. Therefore isolated units can easily become prey of a
determined enemy attack. Cavalry in open space able to maneuver becomes
dangerous if the enemy is aready engaged, which is exactly its role and again
mirrors reality well.
Overall considerations: I liked the feel, the realistic
results (despite the obvious over-simplification of mechanics, some ideas on
small improvements came to my mind as I played) and the different scenarios
(very well written and quite immersive) which made things really fun.
It's a game I will continue to play and I'll try other
periods to see if they hold up as well.
This isn't a ruleset for everyone, however. If you have the
time, models and space to play a more complex ruleset, then you'll find more reward
for your time. But if you need a quick, fun system that gives a fairly good
(not exceptional) period feel with realistic results, then this one becomes a
good choice. Especially if you have little space, time and few models.
Some house rules can make it even better, but I wouldn't
make it too complex or you would lose its advantages.
Last
consideration: time. I played 3 games in about 2 hours. The "One-Hour
wargame" therefore can last even less than this from start to finish and
you not always get to the full 15 turns. You could easily make 2 games (even
with a few more units per side, the system could work well with 7 and likely 8
or maybe even with 10, even if in the latter case you'd need a larger playing
field) in a single evening with ease.
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