Moving on from On-Hour Wargames Scenario #1 Pitched Battle (1), it is time for Scenario #2 Pitched Battle (2). At least it looks and reads more interesting: it has two objectives and one side must hold both to win.
After having played Scenario #1 over a dozen times I began to get the feeling that OHW’s ACW rules were, well, boring… After gaining some experience with the mechanics of the rules, each game ended up in a slug-fest and basically whichever side moved within range of Zouave or Infantry fire first was pretty much doomed. Then again, I am certain my use of the various units was sub-par on both sides.
So it seemed prudent to just move on, since it is likely that it is the scenario that may be "boring" and not the rules necessarily.
The playing field consists of two objectives: a hill and a crossroads. Sticking with the cheapskate approach, the hill is some rags under the felt, but with an off color rag on top to give it some relief/contrast - this is easier on the eyes both in real life as well as in the photos for some reason. The road is a hastily cut-up cardboard envelope that contained some new ACW rules (yes, I’ve already started looking at other rules, but that will have to wait for a later post.)
Each side rolls for army composition. Each gets a Zouave; Yellow get an Artillery unit and Green get two Cavalry units.
The Artillery in the top middle should be a Cavalry unit. I corrected it before starting play. |
Yellow tried to use the cannon early to get hits on Green Cav, but the die rolls resulted in no hits for the first few turns. The crossroads was of key interest to both sides as Yellow held back from moving on the hill until the inevitable action at the crossroads played out.
Early action Yellow claims the intersection and Green takes the hill with a Cavalry unit. |
Green moves to battle for the crossroads. The Green Zouave at the front is being a bit too aggressive… |
Yellow Infantry made quick work of the Green Zouave with a series of high rolls. |
Green tries to figure out where Yellow will push next. |
Green in disarray, Yellow pushes forward on the left to take the hill. |
Green Infantry moves down the road to make another run at the crossroads. What will the Cavalry units do with the hilltop? |
Run away! Yellow will take the hill with one unit and give chase with another (Zouave). |
Bad rolls by Yellow and solid maneuvers by Green plus some 6's on the die clears out the Yellow Infantry on the crossroads. |
End in a draw on turn 15. |
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