The lead blue infantry unit and the red cannon exchange shots while the following two blue lines try to get around them. The lead blue infantry also takes fire from the reds in the woods.
The east blue cavalry come into range and start firing into the trees, not doing much damage, but one of the blue infantry gets into position to fire into the trees as well.
Better rolls for blue see the cannon unit taken from the field, and the red unit in the trees eliminated as the first set of red reinforcements arrive. Blue only loses two stands.
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The layout after turn 4. Two red infantry units are on the east side of the hill, but they are taking fire from the blue infantry to the north and cavalry in the south. |
The first red reinforcements make a good fight of it until turn 9, when the rest come out from the west. However, they lose one full unit and they lose control of the intersection; the second unit retreating into the larger clump of woods to the southeast.
Someone experienced with the book, One Hour Wargames, will know, the actual combat rules are quite simple. I go, you go turn order (blue always playing first in this scenario). Units may move or attack. Attacks always hit, roll for casualties (modifiers increase or decrease this number), 15 hp per unit.
I like that play and keeping track of hp is quick and easy (in this case I used a die to keep track of damage, removing a stand for every 5 hp lost). I like the very limited turns (move or shoot) since it reinforces the image that a unit has to move to a position, then ready itself to fire, taking time that an opposing unit already in position can take advantage of and fire upon them. This forces decisions like do I move to cover, giving up speed but saving hp, or get there fast and risk taking severe losses.
However, it still felt like something was missing in the end. I wonder if 15 hp per unit is too even. What about rolling for morale? But then I figure that casualties don't necessarily mean soldiers downed, but could also represent lost morale and the resulting fleeing from the field by affected troops. If this was a campaign, one could set up an aftermath generator to see how each unit was affected, otherwise what difference is it if the unit is removed because they were mowed down or ran away? So I guess that wasn't really my issue.
Maybe it's missing the ranking of units and assigning them with different hp values to represent variations in fighting strength/morale/staying power. I do like that kind of thing. There is a form of ranking in the attack roll modifiers assigned to some unit types, but I still think that while most units would likely perform similarly, there could be an accounting for some who might be of a reduced staying power, even at full strength.
Of course I also like the addition of command units, in so many other games, whose proximity to troops affects their ability to carry out orders and/or withstand hp(morale) loss, because it sounds like an aspect that would add some interesting twists to this game.
Well, I guess I can jus go with the knowledge that OHW has left me with some things to think about and that's a good thing, right? Will have to try another session soon.
Also, I should probably make up some zouave units to add a bit of variety to my forces.