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Monday, February 7, 2022

China Marines

 Another game of OHSW. This time I did the Zulu War scenario from the book. I switched the Zulus for Boxers and the British for US Marines. There's no set turn limit in this scenario. The Boxers win by getting into the redoubt and knocking down all the Marines. The Marines win by holding out until reinforcements arrive. 

The Boxers advance.

The Marines wait to fire.

The Boxers attack in piecemeal.

Concentrated fire takes it toll.

The Boxers continue to press the attack.

Per the scenario the Marines have gain enough points for the reinforcements to arrive.

The game lasted about five turns, just under an hour. Turns went quickly as the Marines burnt through cards while firing and the Boxers never pulled a high enough card to move a large group of troops. 

In previous games I had played that a figure could move once and fire on 1 action point. After questioning the FB group and getting a clarification in  this game I played 1 action point for each. I had also wondered whether or not when a figure can draw 2 cards to resolve an action if the acting figures wins on the first draw is the second draw necessary. The responses varied with the author saying he drew both cards but I have decided to go with not drawing the second card. It affects the probability of a Joker turning over sooner and burning up potentially higher value cards.   

This has been a great way to get in a few quick games while waiting for our normal group of gamers to be able to get back together.

 

Thursday, February 3, 2022

Boer War One Hour Skirmish.

 My third play of OHSW is set during the Boer War. The scenario is based on the one from Wargaming History; the Boer War. As I no longer have the book it's mostly from memory. I had bought the figures and built the house years ago but never got around to using them. This seemed like a good time and about time.

Captain Hunt of the Bushveld Carbineers is given information that members of a Boer commando are hold up in a farmhouse. They are said to be hungry and tired. He gathers some troopers and heads of to capture the Boers.

The game will be 7 turns.

The British: 3

Captain Hunt Leader 2 rifle, pistol
Sargent leader 1 rifle
Trooper 1 bruiser rifle
Trooper 2 bruiser rifle
Trooper 3 dead shot rifle
Trooper 4-9 Rifle

The Boer: 2

Leader 2 rifle, pistol
Dead shot rifle
Boer 1 Shotgun
Boers 2-5 rifle.

Using the cover of darkness Cpt Hunt has moved his men up close to the farmhouse. Are the Boers asleep or waiting in ambush? 


Confident the Boers are unaware Cpt Hunt moves up

Getting into position.


The Australians advance. 

Using the kraal as cover the bruisers move to flank the Boers.



The Boers are wide awake!

The Boers open fire hitting Captain Hunt and several others. Fortunately Hunt recovers and keeps the Australians going. The Boers feel the pressure and start to move out of the farmhouse. Then their sniper takes on final shot.

The Boers start their retreat.


Two Carbineers move in for close assault.

Captain Hunt is shot a second time, this time fatally.

The Boers escape out the back.

I'm enjoying the OHSW rules the play is quick and I can knock out a turn or two before work and finish the game in the evening. There's a bit of drama when drawing the cards and sequence of the actions has to be given some thought so point aren't wasted if a Joker turns up.

There's an active FB page that is quick to answer questions and has some great ideas for scenarios.

https://www.facebook.com/groups/232318944493472 


Thanks for reading