Friday, 29 December 2017

One Hour Wargames - 'Control the River' set up and rules.

Come the New Year I'm going to be pretty busy getting things sorted out at home, and I really feel in the mood for playing some sort of wargame. Heavily inspired by the six excellent French and Indian War battles on the 'Gridded Wargames' blog that form part of a very neat campaign, I decided that I want to try a scenario from the One Hour Wargames book by Neil Thomas. A quick flick through and I settled on the 'Control the River' game, as it would be perfect for the French and Indian War. It's a simple set up with a river running across the centre of the table and two crossing points, both of which must be controlled to win the game. Six units per side and both sides begin the game off table.

Rules.
Time for a bit of experimentation I think, I'm going to be using my old C&C F&I playsheets (below) BUT the big difference this time will be that I'll be playing on a non hexed table using the trusty 'Distance Unit' stick some may recall, and without the C&C card decks, instead a simple activation system inspired by Bolt Action. It is a completely different game where all measuring is done in a standard 'DU' (see the device below!), and the DU represents the frontage of a standard infantry company or warband. So for example regular British Line Infantry may move 1DU and shoot or fight hand to hand, have a musket range of 2 DU's and will retire 1DU when  a flag symbol is rolled against them and they don't have an officer within 1DU or are supported within 1DU etc as per the C&C rules. The British regular companies are of 8 figures representing 4 'blocks' and casualties are removed from the rear ranks.

I'm looking for a game that is fast and furious and with some unpredictability built into the simple activation system to represent the difficulties of maintaining efficient command in the rugged, broken and wooded terrain of the campaign. Red and Blue dice are placed in a bag and drawn blind, the drawn dice is then rolled to see how many units may be activated that turn as follows:

Red Dice =  British turn, 1,2 = activate 2 units of choice, 3,4 = 3 units, 5,6 = 4 units.

I said it was simple and it is! But is does add tension to a game played solo and a run of dice could see things swing back and forth as the game plays out.

The game will be played on a 4 x 4 table (OHW uses a 3x3 table but my Front Rank figures are quite large), this is the perfect width for being able to capture all the action on camera, and focuses the game upon the scenario objectives. The aim is to control both river crossings to win by turn 15. The table is fairly open but represents lightly wooded terrain throughout. Where the 'forest' area is shown this represents more densely wooded terrain and is subject to normal C&C restrictions.

The Distance Unit stick! Note: When two opposing units are within 1 DU of each other they are in 'Close Combat'

Copyright Neil Thomas.

The layout as per the scenario plus a few extra trees to reflect the campaign terrain.

Intruder Alert!

Calm before the storm.


I had planned to play this game today, but the light is all over the place making descent photography impossible on the dining table so it's postponed until Saturday Morning. In the meantime here are the playsheets, used in conjunction with the standard C&C Napoleonic rules, only 'Off Grid'. Lost a bit of formatting in pasting here so should anyone wish to have a printable Word copy please email me and I'll send it. Meantime I'm trying to figure how to upload these as PDF files!

British Regulars.

Battle strength:
4.
Move
1 & B.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.

*Steady line infantry.

Standing ranged fire.

Blocks
4
3
2
1
Dice.
5
4
3
2

Moving ranged fire.

Blocks
4
3
2
1
Dice
2
2
1
1

Melee close combat.

Blocks
4
3
2
1
Dice.
4
3
2
1




British Light Infantry
Battle strength:
4.
Move
2 and Battle.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.

*May ignore 1 flag for morale.

Standing ranged fire.

Blocks
4
3
2
1
Dice.
5
4
3
2

Moving ranged fire.

Blocks
4
3
2
1
Dice
2
2
1
1

Melee close combat.

Blocks
4
3
2
1
Dice.
4
3
2
1




British Grenadiers.

Battle strength:
5.
Move
1 & B.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.

*May ignore 2 flags for morale.

Standing ranged fire.

Blocks
5
4
3
2
1
Dice.
6
5
4
3
2

Moving ranged fire.

Blocks
5
4
3
2
1
Dice
3
2
2
1
1

Melee close combat.

Blocks
5
4
3
2
1
Dice.
6
5
4
3
2



Rangers.  
Battle strength:
3.
Move
2 and Battle.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.



Standing ranged fire.

Blocks
-
3
2
1
Dice.
-
3
2
1

Moving ranged fire.

Blocks
-
3
2
1
Dice
-
2
1
1

Melee close combat.

Blocks
-
3
2
1
Dice.
-
3
2
1




Canadian Militia.
Battle strength:
3.
Move
1 & B or 2 and not.
Musketry range:
2.
Morale
Retire 2 per flag.
Notes.

* Retire 2 per flag.

Standing ranged fire.

Blocks
-
3
2
1
Dice.
-
3
2
1

Moving ranged fire.

Blocks
-
3
2
1
Dice
-
2
1
1

Melee close combat.

Blocks
-
3
2
1
Dice.
-
3
2
1

*No sabre hits except V lone leaders.

French
Regulars.

Battle strength:
4.
Move
1 & B.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.

*Steady line infantry.

Standing ranged fire.

Blocks
4
3
2
1
Dice.
5
4
3
2

Moving ranged fire.

Blocks
4
3
2
1
Dice
2
2
1
1

Melee close combat.

Blocks
4
3
2
1
Dice.
4
3
2
1




French
Grenadiers.

Battle strength:
5.
Move
1 & B.
Musketry range:
2.
Morale
Retire 1 per flag.
Notes.

*May ignore 2 flags for morale.

Standing ranged fire.

Blocks
5
4
3
2
1
Dice.
6
5
4
3
2

Moving ranged fire.

Blocks
5
4
3
2
1
Dice
3
2
2
1
1

Melee close combat.

Blocks
5
4
3
2
1
Dice.
6
5
4
3
2



American Provincials.
Battle strength:
4.
Move
1 & B.
Musketry range:
2.
Morale
Retire 2 per flag.
Notes.

*Retire 2 per flag.

Standing ranged fire.

Blocks
4
3
2
1
Dice.
4
3
2
1

Moving ranged fire.

Blocks
4
3
2
1
Dice
2
2
1
1

Melee close combat.

Blocks
4
3
2
1
Dice.
4
3
2
1

*No sabre hits except V lone leaders.

Indians.
Battle strength:
3.
Move
2 & Battle.
Musketry range:
2.
Morale
Retire 2 per flag.
Notes.

*Muskets and tomahawks. *Retire 2 per flag.

Standing ranged fire.

Blocks
-
3
2
1
Dice.
-
2
1
1

Moving ranged fire.

Blocks
-
3
2
1
Dice
-
2
1
1

Melee close combat.

Blocks
-
3
2
1
Dice.
-
4
3
2
*Savage close combat fighters.



       Artillery chart.
                      Foot Artillery: 5 DU range. (4 when reduced to 1 block). 3 blocks.
Blocks:
Range in DU’s→
1
2
3
4
5

3/2
dice→
4
3
2
1
1
1.
dice→
3
2
1
1
-

5 comments:

  1. Love those canoes (and the ton of work you have done on the charts) looking forward to the write-up.

    ReplyDelete
    Replies
    1. Thanks Norm, I was inspired by your Christmas post to give myself a kick up the backside and get something on the table! The charts were done some time back for AWI and worked well for the type of game I enjoy these days and converted to French and Indian War more recently. I have tried as far as I can to represent the varying troop qualities, some shoot well, others move fast while others may be better at close better (Indians). Morale differences are reflected in the number of 'DU's' they retreat on a flag roll, some automatically ignore a flag roll or two while others require to be well supported and with command distance of an officer to ignore a flag roll etc, basic C&C stuff really.

      Delete
  2. Will be good to see some figures on the table! :o)

    ReplyDelete
    Replies
    1. I have booked the dining table for the morning Steve, it's a damn busy household here at the moment, myself, wife, youngest daughter (16), middle daughter (22) and partner plus two baby Granddaughters all under one roof! Used to be such a peaceful place, my old games room upstairs is now a nursery, dining table back out in the kitchen ...... you get the picture, it's enough to drive a man to beer :) At least it's temporary.

      Delete
  3. Good looking set up and charts, we've been playing ohw and it works really well for us, looking forward to how yours works out in your slot!
    Best Iain

    ReplyDelete