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Showing posts with label One Hour Skirmish Wargames. Show all posts
Showing posts with label One Hour Skirmish Wargames. Show all posts

Tuesday, July 1, 2025

I've been Tangoed!

 Last month while scrolling through The Miniatures Page I saw a post for Donnybrook GNW. Certainly a period and rules I'd be interested in. I clicked on it and was a bit surprised it was a post about one of my own blog posts. I then realized that I hadn't posted in quite awhile and needed to get back into the blogsphere. So here's a bit of a gaming update to start with.


As part of the get the figures we have and rules we own onto the table we started out with Fireball Forward and some Pacific figures.




We've enjoyed the games and found the scenarios gave a tense game. Out came the Americans and Germans.



After 5-6 games we took a break and went with A Gentleman's War set in the AWI. 



Then with only a short time to play we went with One Hour Skirmish Wargames. The first game took a little longer but we got the hang of it and knocked out a couple of more. Interwar with Mark's Little Soldiers and East Front WW2.





The Last few weeks have been the Wild West with Ruthless and Warhammer Legends of the Old West.




While there hasn't been much blogging there has been three new rulesets played and six armies either new or not used in several years out on the table. Yes we did play a game of Donnybrook but set in the AWI and I didn't get any pictures.

Thanks for reading.









Saturday, December 7, 2024

One for three!

With any new set of rules we've been trying to get three or so games in before passing judgement. This week One Hour Skirmish Wargames was the choice. The first scenario Capture the Cannon was a good introduction and justified me bringing my GNW figures out of their box. The rules are true to thier name and play quickly. I've used them before for solo play but never against a live opponent. Just as much fun! The turn sequence keeps you involved and time goes by quickly. Our first game was done in about forty-five minuets. We set back up and played again and then switched sides.
Three games done in one night. There's no doubt we'll ne playing more. As Matt suggests here maybe the One-hour Ancient and Medieval Skirmish Wargames
Check out Matt's game report here

Tuesday, March 29, 2022

The Three Musketeers with One Hour Skirmish Wargames.

 I’m trying the Sword &Sandal supplement for OHSW using the partial deck suggested by Nick on the FB page. All cards above seven are removed from the deck as well as a joker leaving twenty five cards for the deck. 


The four Musketeers are in the center of the square as Rochefort and five of the Cardinals guards enter from the north. 


Musketeers win initiative.
Musketeers win initiative. 



They spread out on either side of the fountain.

             


Two guards advance. One stays just out of range while the other moves into fight. 

                                         


The guard draws a six to the Musketeers two. The Musketeer draws a three and falls back two inches the guard follows up. 

The guard draws a six to the Musketeers two. The Musketeer draws a three and falls back two inches the guard follows up. 



Guard draws 6 and beats Musketeer by 2 causing the fallback.

The fight on the rights sees the Guard defending with a 5 of spades and the Musketeer drawing a Joker. 


Checking morale has the Musketeers failing and ending the game. 





It was a quick game. Some modifications are needed to the S&S set but it is an easy work around. A little more thought needed to go into the scenario but it was good for a quick try of the rules. 

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