I'm still slowly working my way through, and reporting, each of the 30 scenarios in Neil Thomas's 'One Hour Wargames'. That's not to say that that I haven't actually played them all; this project was to formally do them all in order.
It's taken me about five years so far. But here I am at Scenario 23. In this one a force must cross a river and exit the other side of the board whilst negotiating unfamiliar terrain defended by a wily but numerically inferior foe.
Since I've been enjoying Simplicity in Practice with my GNW armies, I decided to use those and set it during the 1714 campaign in Finland. The Russians invaded this Swedish-controlled area and the Swedes, busy elsewhere, left the Finns to their own devices. The result was that after a few epic defences the outnumbered Finns were overwhelmed.
So this scenario sees a force of six Russian units advancing against a force of four Finnish/Swedish units. They must cross the river and exit the board by the road to the bottom-left of the picture.
Anyway, the defenders got one unit of Swedish close-order infantry, one unit of Finnish militia dragoons and two units of light infantry. The Swedish infantry was deployed in the village on their left, one unit of militia in a wood on the Russian side of the river and one covering the ford on the Russian right. The dragoons were held in reserve.
One unit of Russians advanced to wards the village, initially hovering out of musketry range, but forcing the Swedes to cover that line of advance.
The Swedes won, routing the Russian attackers.
The Russians now only had two units left and had to exit one of them to win.
So the Russians picked up a win, despite it looking a little shaky in the middle of the game. They generally got the best of the random events which, whilst they saw the Swedes get a rally at a crucial moment, also saw them take a few random hits throughout the game. The Russians got two double moves - the first allowed their cavalry to cross the river at the beginning, whilst the second allowed their infantry to attack in the village before the Swedes could properly form up. The Swedish defence could, with hindsight, have been better. The infantry would have been better deployed back from the village; they lost a lot of time, and risked an attack, defending and withdrawing from the village. Deploying the militia in the woods on the Russian side was a wasted move as well; the Russian can't cross at that point, because they can't enter the woods. The militia cold have held the village instead, covering both approaches and leaving the cavalry and infantry as the strong second line.
I did make one small change to the SiP rules. Light infantry (the militia in this case) are very powerful, since they move almost without restriction, shoot fairly well and can combine the two things. They are vulnerable in melee, but are not totally helpless. Anyway, I ruled that if the moved before firing, or intended to move after firing (I'm not actually sure how that fits into the turn sequence) they only hot on a 5+ rather than their normal 4+. They can't have their cake and eat it.
Still, this was a fun game, and is in an interesting scenario. I see I have played it once before, using a variant of the OHW rules and setting it during the Mexican Adventure of the 1860s. You can read the report HERE.
Follow the rest of the scenario refights HERE