Rules

Saturday, 11 September 2021

A quick AWI Game

This afternoon I was able to set up and play a quick American War of Independence game using scenario 8 (Melee) from the One Hour Wargames book. A small American force holds a hill and the British are making a surprise attack. The objective is to capture or hold the hill. Both forces have units arriving during the game.

For this game I am using two bases to represent a unit. The majority of units are made up of Peter Laing 15mm figures.

Opening moves as the British arrive.

For the rules I am using a variation of One Hour Wargames Horse and Musket rules by Neil Thomas. The rules use D3 dice to determine hits rather than D6 and minus 1 instead of halving the hits. Units are eliminated after 9 hits. I also use a simple activation system to create increasing friction as units take hits. Units have to check to activate when attempting a move or shooting. 2D6 are rolled, if the score is greater than the unit’s accumulated hits, the unit is activated to move or shoot.

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The British plan is to move swiftly down the road to block any reserves arriving down the road and attack the hill around the woods to avoid the American artillery position on the hill.

British move down the road and are faced by American reinforcements arriving to support the hilltop position.

British light infantry have occupied the woods and are engaging the hilltop defenders. While more British troops arrive.

British artillery engage their counterparts on the hilltop.

The last arriving American units are quickly engaged in the battle. A skirmish unit makes it way to the hilltop where the units are under pressure from artillery and shooting from the woods. 

Both sides are suffering losses and the American forces are tenuously hanging on to the hilltop. 

The hilltop is cleared but the British forces are weakened and are not well positioned to take advantage.

By game's end both forces are able to get a unit to occupy the hilltop. A drawn game.

The activity check rule worked well, causing a few problems as the game progressed and units accumulated hits. I will be keeping the activation rules for another game.

23 comments:

  1. I like the gentler way that hits are assessed.

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    1. I like the D3 dice with combat outcomes being either above average, below average, or average.

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  2. A rewarding, sharp little action, Peter. Nice job!

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    1. Thank you, it was an enjoyable game to fit into a Saturday afternoon.

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  3. The game looks lovely and the activation rules are an interesting twist on the One Hour Wargames system.

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    1. Thank you, it is always pleasing to get the old Peter Laing miniatures out for a game. With the activation rules a fresh reserve unit towards the end of the game can be very handy.

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  4. Very nice - what a great game.
    Now activation being on the basis of actual hits - I really like. This is an activation mechanic I can get behind - when it's a parade ground, there is no issue doing 'stuff', when men start to go down, and orders can't be heard, it becomes very different; a nice mechanic.

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    1. The scenario gives a good game which turned out to be really close. The activation rule cause a few problems as the game went on, but not overly so, just enough to create a slowness of movement and the odd missed opportunity. If adding the standard D6 approach with OHW you could double the 2D6 check score. Thanks.

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  5. I'm surprised only cavalry can charge to enter combat, especially for the AWI when it was so often the battle-winning tactic for the British. I did also feel that having to activate to shoot seems a bit harsh, maybe just a shooting penalty if they fail?

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    1. I opted to stick with as close to the OHW rules as possible while testing teh activation rule. I do agree adding a charge for well training infantry would be beneficial. Charges are quite decisive and have yet to work through a rule option yet.

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  6. Nice little game- inspires me to give the OHWR a go!

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    1. I do enjoy the OHW scenarios and many of the rules. They are wonderful starting points to create rule variants.

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  7. Peter Laing figures looking excellent as ever - an attractive looking tabletop.
    Simple and effective number squares as well.

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    1. Thank you. When I looked at the post I realised I had missed the opportunity for some close up shots of these venerable miniatures. The squares to track casualties are less obvious than dice.

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  8. Great stuff!

    Are those the varient that John Acar did? They look awfully familiar, but I can't place them... Thanks!

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    1. John used D6 and possible rolling 3 D6, he has also reworked the rules to 3 hit elimination. All very clever. https://johnswargames.wordpress.com/2015/12/07/a-modification-or-two-of-1-hour-wargames/

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  9. Is this version available anywhere, Peter, apart from the photo on the blogpost?

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    1. I will get a PDF up in the next week.

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    2. Many thanks...that would be really handy.

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  10. Thanks for adding the D3 H and M rules to the page headers, Peter.
    Much appreciated.
    Martin

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  11. Once again you have fashioned a really nice set of rules! What do you think of these small additions:
    Militia unit KO after 7 hits, Elite only after 12 hits.
    Infantry rated "shock" can charge.
    Charging units roll a D4.

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    1. Adjusting the number of hits based on unit quality can work well, and I have seen other OHW variants allow regular infantry charge. The D4 dice idea is a nice touch.

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