Saturday, July 23, 2022

An Unfortunate Oversight: Another Test of My Variant Rules

Took some time to put my One Hour Wargames WWII variant on the table Thursday night. The changes I made between the last time and this worked as I hoped. The rules are probably set as far as I am concerned, but another game or two will determine that fully.

The scenario was "An Unfortunate Oversight" from One Hour Wargames.

The Germans were defending. They had three rifle units and chose (by die roll) to distribute the weapons company platoons to the rifle units (so, two of the rifle units had attached MGs and one had a mortar). They also had two artillery units - which, I allow to be on table or off, with the latter requiring an FOO). By die roll they chose one on-table and one off, attaching the FOO to one of the rifle units. They had a single tank unit.

The Americans had the same setup of rifle units with distributed company heavy weapon assets. They had but one artillery unit and that was to be off-table (again, decided by die roll), with an FOO assigned to a rifle unit. Two tank units rounded out the force.

By way of a note, when a rifle unit with attached weapons platoons or FOO is eliminated, so too are the attached platoons/FOO.

Also a note, both on- and off-table artillery, which, as in the original rules, is quite powerful, receive a limited number of fire missions: as few as 3 to as many as 6.  I determined these values based on the fact that most of my OHW games have always gone less than 12 turns and because units typically can either move or fire. This nerfs the artillery a bit, but feels a bit more realistic - otherwise it just dominates the game. While all on-table units can spot for on-table artillery, only the FOO can spot for off-table artillery - thus further limiting impact (pardon the pun!).

In the pictures below, the counters on the rifle stands indicate which heavy weapon platoon is attached. I could have used figures for those, but I wanted to try it with markers this time.

The initial dispositions. Yet again determined by die roll.

A half-hearted attempt to dislodge the Germans from village began on the American left. German on-table artillery, called in by the rifle unit in the village, made quick work of the American armor.

On the American right, the assault on the hill took shape and involved a long range tank duel, and artillery from both sides. (the two on the die indicates they've taken 8 hits. A green die for 1-6, yellow for 7-12, and red for 13+)

The Americans drove the Germans from the hill and the battle for the village was decided shortly after this was taken: the Americans took the village via close combat and pressed up the road shortly after.

On turn 12, the Americans had captured the hill, the German artillery on-table was out of rounds/fire missions (they function as a rifle unit thereafter, however they roll 1d3 to a max range of 6" and cannot make smoke) and the Panzers were badly beaten up (they had taken 12 of their 15 points of damage). Victory to the Americans.


5 comments:

  1. Nice game John! Everything seemed to play out very smoothly and looked great! Well done!

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  2. Great report John. The US Army did well capturing both objectives.

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    Replies
    1. Thank you, Maudlin Jack. It's rare that the attacker clears the town, at least when I play this scenario. I'd say it's about 60/40 in favor of the defender for holding the hill at game's end.

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  3. I always enjoy seeing and reading about your 54 mm WWII games.
    Regards, James

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