Rules

Sunday, 8 May 2022

WW1 Palestine campaign - A OHW game report

I have yet to finish painting the WW1 Arabs Rebellion figures, having only completed three units. However, by adding the recently scratch-built Rolls-Royce armoured car to support the Arab units I have a reasonable raiding force.

The game is using One-Hour Wargames (OHW) Scenario 27 - Disordered Defence - reworking the narrative for an Arab raid on a well. Throughout the Sinai and Palestine campaigns water, or access to water, was important for the attacking armies. Often they had to rely upon existing roads and tracks and the wells along those routes. The game begins with the Turks having three dispersed infantry units deployed on the tabletop. There is a nearby relief force which will arrive on game turn 8.

The initial deployments. The building and palm trees are too sparse to provide any cover.

The Arab raiding force arrive on the right. They have:
  • Mounted unit on camels
  • Infantry unit
  • Infantry unit plus supporting machine gun
  • Roll-Royce armoured car
All units arrive on game turn 1. 

The objective of the raid is the well and the force that holds the well on game turn 15 wins.

The well and the game's objective

Th game used the Machine Age rules from OHW with the following changes:
  • Units are eliminated after taking 17 or more hits.
  • Units which take hits are tested for disorder. Roll a D6 and multiply the score by 4. If the total is less than or equal to the hits, the unit becomes suppresses.
  • Suppressed unit reduce movement by half and shooting by half. (I use an explosion marker to remember when a unit is suppressed.)
  • Suppressed markers are removed at the end of a player's turns.
  • I also use event cards as described in the book. The enemy panic card is an air attack.
  • Armoured cars move 12", shoot D6-2 with a 360 shooting arc, all hits are halved unless shot at by artillery, and if suppressed are considered broken down and out of the game.

Opening game moves...

The Arabs target one of the forward positioned Turkish infantry.  A camel mounted unit arrives on the flank and the armoured car unit on the other flank along the road. The bulk of Arab infantry arrive but remain out of range.

Turkish forces react to the arrival and try and consolidate their units around the well.

The first Turkish unit is eliminated on their right flank.

Turkish forces have almost stabilised their position, but are suffering casualties.

The middle game...

An Allied aircraft arrives to strafe the last unit of initial Turkish force.

The Arab units reorganise in readiness for the Turkish relief force.

The Relief Force Arrives...

The relief force arrives just as Arab forces are preparing to secure and defend the well.

Arab units take-up position around the well. Turkish mounted troops have successfully defeated their counterparts and take up a flanking position.

Both sides are taking casualties in the fighting around the well.

Arab forces, infantry and armoured car, hold their position and the attacking Turks are reduced to an artillery unit and mounted unit.

At turn 15 Arab forces still hold the well (objective) and win the game.

This was an enjoyable scenario to play and one I cannot remember playing before. I played this a further couple of times and the defenders won on both occasions.

20 comments:

  1. Fantastic stuff. I am inspired by this - the forgotten campaign, and some of the books you have recommended are definitely ticking boxes for doing this period in 20mm. The OHW rules, plus your mods, really seem to work for the period too.
    Your scratch built stuff is truly excellent.

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    1. It is an interesting campaign and as you say is somewhat forgotten. Fortunately, because of the ANZAC involvement there a number of books in the local library on the topic. The availability of 20mm plastic figures is also vert useful (and surprising).

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  2. A great looking WW1 game, lovely terrain and armies Peter!

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    1. Thank you. The project is starting to come together on the tabletop.

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  3. Gotta love that armoured car. Way cool.

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    1. The armoured car was fun and quick to make. A good solid wargaming model as they say.

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  4. What a cracking game Peter, the whole set up looks great. I like the rules changes you have made, especially the rules for suppression.
    Great stuff!.

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    1. Thank you. I tried a few variations of the suppression rule, and this current one seem to work best for my games.

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  5. The OHW scenarios are always fun and your table looks great. I'm in the middle of playing Scenario 11 with American Civil War figures.

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    1. Thank you. I need to paint a couple more units before I play scenarios with 6 units. Scenario 11 - surprise attack - would be a good one when I get there.

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  6. Replies
    1. Thank you. It was good to get the Arab Rebellion units on the tabletop.

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  7. Looking good, there's a nice, matching 'old school' style / look to the troops and the terrain, although training those camels to march in straight lines must've been a challenge... ;o)
    Have you considered not having a propeller disk on the aircraft? It's a personal aesthtic choice but personally I find the absence of the propeller less noticeable than the disk.

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    1. Those camels do look rather precise don't they. I am considering making a disk out of clear plastic for the plane's propeller.

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  8. Great looking game Peter and I like the additional rules very much

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    1. Thank you. The Palestine campaign project is slowly coming together.

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  9. That is such a great looking game there Peter, that it does tempt me to research this theatre of the War for a possible future project. Keep up the good work!

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    1. The use of Cavalry and mounted troops in the campaign got me interested originally, but the more I read about the campaign the more interesting it is.

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  10. Replies
    1. Thanks. I am trying to get a consistent look with the terrain.

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