Monday 6 April 2015

Battle at Offenheim, more One Hour Wargames

The second battle of my mini campaign was played using Scenario 21: Twin Objectives from Neil Thomas' One Hour Wargames.

The battle was deemed to have taken place at Offenheim just South of Stammfeld. The Eisenburgers are attempting to hold the town and the rough high ground.

 The Eisenburg defenders of Offenheim.
 A battalion defends the high ground. Someone's peeping out of the cottage door.
 The Altsteiners advance led by Colonel Fandango.
 Kazinskys lancers are defending the town.
 The assault on the hill begins.
 Charge!.
 The Eisenburg Musketeers are in dire straits.
 As are Kazinskys Lancers.
 The assault on Offenheim begins.
 As the lancers are routed.
 The Eisenburg Musketeers cannot withstand the fire.
 And Weingartners men take the hill.
 The battle for the town is getting hot.
 The defenders are commanded by Colonel Browne who keeps rallying them.
 Brownes gun battery succumb to a hail of musket balls.
 The brave Browne is still keeping his men in the fight.
 And rout some of the enemy.
 Alas, Browne falls to a ricochet.
 Turn 14, the Eisenburgers only have to hold on one more turn to win.
 But without the redoubtable Colonel they amass 15 hits and break leaving Offenheim to the mercies of Fandangos men. 


More to come!.

11 comments:

  1. I go away for a day and two posts. Welcome back Paul. A treat for the eyes as always. Now I've got to buy another set of rules. More info on the mechanics please.

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    1. Thanks very much, Neil Thomas' mechanic are very, very simple in this book. All combat uses a d6 score with some modifiers to assess casualties/ hit points on the target. When the unit amasses 15 casualties/hit points the unit breaks and is removed from the game. The armies are randomly generated according to the scenario and a die throw on a table. It is ideal for solo play.

      Thanks again,
      Paul.

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    2. Cheers Paul, simple is good! Off to Amazon to purchase a copy:)

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    3. Whilst I think I can pick up most of it from the writeup, could you just run through your rules for generals please? Thanks.

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    4. I give the Generals a 12" move. To rally a unit a general must join the unit, he rolls 1d6 and takes the score off the units accrued hits and if the unit takes any hits whilst he is with them roll 1d6 - a six means he is removed as a casualty.
      Regards,
      Paul.

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  2. I really enjoyed this and the previous battle report. Your figures and terrain look very good.
    Also, I am very interested in N.Thomas "One Hour Wargaming" rules and scenarios.
    So, to say it short: I love this series of posts!
    Thanks for sharing Paul!

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    Replies
    1. Thanks Cesar, it was your post on TMP that got me interested in these rules.
      Regards,
      Paul.

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  3. Ditto the above. I'm enjoying these posts and must get my own copy of the rules into action with the kids.

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    1. Thanks Springinsfeld, the book has given my games a welcome boost.
      Regards,
      Paul.

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  4. I also really enjoy your battle reports! Great eye candy, indeed...Bill

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  5. Thanks Capt Bill, there's more to come. I played three scenarios on Sunday.
    Regards,
    Paul.

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