Wednesday, 8 October 2025

OHW Scenario 20: Fighting Retreat

With the Cotswold Wargames Day fast approaching, I thought I'd better get a game or two in to re-familiarise myself with Black Powder II, the rules I'm planning on using for the day. Looking back at my AAR's, and its been about year, maybe a tad more, since they featured in a game! Keeping things simple and an excuse to use my new river sections, I turned to the ever useful One Hour Wargames scenarios to come up with a game. No AI used here I tell you!

Scenario Details
The Blue Army has been raiding Red territory and are making a hasty run for safety to their side of the border, with the Red Army in hot pursuit.

OOB Blue
2 x Brigades, each with: 3 x Line Infantry, 1 x Light Infantry, 1 x Artillery.

OOB Red
2 x Brigades, each with: 3 x Line Infantry, 1 x Light Infantry, 1 x Artillery.
1 x Brigade: 2 x Mounted Infantry, 1 x Horse Artillery.

The Game
The objective was for the Blue Army to reach the safety of a hill, that for Red to take the hill. Simples.

The Blue Army starts on the table on the right hand side, next to but not across the river. The Red Army will arrive at the start of Turn 2 from the right hand table edge.

The Blue Army right flank.

The Blue Army left flank.

The hill that is the objective.

A fuzzy shot of the Red Army ready to roll.

Some gratuitous shots of the new river sections!


Both Blue columns make smart moves across the river on Turn 1.


The end of Turn 2. The Blue Army has already put good distance between itself and the pursuing Red Army.

The Blue Army is closing in on the hill.

The Red Army left flank manages to reach the river as the last of the Blue Army cross the bridge.

The Blue Army left flank column again puts good distance between itself and the enemy, although the Red Mounted Infantry cross the ford and threaten their rear.

The end of Turn 4. The Blue Light Infantry have managed to hold all attempts by the Red Army to push them back from the bridge and the ford. This has allowed the Blue Army to form a very good defensive position on and around the hill.

The Blue right flank.

The Blue centre on the hill.

The Blue left flank.

Outnumbered 3:1, the Blue Light Infantry on the left flank stubbornly refuse to budge.

A similar situation on the Blue right flank.

The end of Turn 6. The Red Army has only managed to force the Blue left flank Light Infantry back 'whipped', other than that, Blue has just waited in a strong defensive position as they have no need to move nor fire.

The Red Army left flank have been unable to force a crossing over the bridge.

The Red Army right flank finally has the way clear to cross the ford.

The gallant and brave Blue Light Infantry are finally forced back 'whipped'.

A view of the Blue Army's defensive postions on and around the hill.

Little Round Top.


End of Game
With 6 Turns of the usual 8 Turns already gone, it was obvious that the Red Army could not move and contest the hill before time ran out, so I called the game as a comprehensive Blue victory.

Post Game Thoughts
Well that was a funny old game to say the least and an unsatisfying one too! Why? Well some thoughts below:
  • Despite not having played BPII for a year or more, it all came back to me, with the QRS being used for most of the game and with occasional reference to the main rulebook, which has a brillaint contents page, which makes this a very easy thing to do.
  • Originally I had the Mounted Infantry as 2 x Cavalry and 2 x Light Infantry, but after the first moves, it was obvious that I needed to amend this due to the rapid moves by the Blue troops. This was because I use the Glory Hallelujah! amendments that means if a unit moves more than once, it cannot fire. Also I feel it unrealistic for say the Red Cavalry to suddenly arrive on the table and charge the Blue Light Infantry in the rear.
  • Aside from some excellent command rolls by the Blue Army, the +2 to the command rolls when in march column and on the road, meant that short of rolling and 11 or 12 on 2D6, the Blue Army could easily cross the river and form a defensive position, making it very hard for Red to then have a realistic chance of crossing the river to contest the hill.
  • If I was to play this again, I would add a movement penalty for the ford and the wooden bridge, as well as limiting the march column bonus to a +1 at best. This would still allow the Blue Army a chance to steal a march on the Red Army, but not too much as to spoil the game.
  • Both Blue Light Infantry units were simply stubborn and outstanding all game. On the right flank, I was somewhat reminded of the lone Viking at Stamford Bridge holding up the Saxon Army!
  • All of the above should be considered alongside the fact that the Red dice rolling for shooting was truly shocking, barely causing any hits and most of those were saved until Turn 6. Even if the shooting had been better, I still think it a tough ask for the Red Army in this scenario.
  • To make it a more even or enjoyable game, I think there needs to be a better ratio for Red vs Blue than the 3:2 in the current scenario. That and maybe some tweaks on Reds arrival or maybe to make the river fordable all over, but at a larger movement penalty that for at the ford or the bridge. Plenty to ponder for sure.

What Next?
Ideally I would like to get another game or two in before the CWD to really get familiar with the rules again. Figure wise I am painting more units, but rather slowly, as I don't want to force it and not enjoy the experience. At least I have enough units for the show. Scenario wise still rather up in the air, but at least the fluff is all roughed out.

Thanks for getting this far after a rather bloodless and inactive AAR. As always any comments greatly appreciated!

TTFN.

25 comments:

  1. Good to see a game in action Steve, but not quite the fight you were expecting. I guess the strange thing is this sort of chasing each other probably took place more than actual battles so perhaps this was closer to a historical encounter ?

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    1. Thanks Matt and a good point about it being a plausible historical sort of outcome. Certainly the scenario works better as part of a campaign than a standalone one.

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    2. I think I said more or less the same thing below - and I wrote my comment before seeing Matts one!

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  2. I agree with Matt, the outcome might have been more historical than you’d like to think. We all get the odd uninspiring game but in your case you have at least achieved a lovely looking table and some excellently painted figures. Good luck at the CWD.

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    1. Thanks Mark and like Matt, a good point about the historical nature of the outcome:).

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  3. The game may have fallen short of expectations but your terrain and table never do! Are the poplars in the background commercial or homemade?

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    1. Thanks Jon and it was nice to get the river into action as it were and the toys on the table too:). So not all bad! The poplars/fir trees are standard railway modelling ones that have had clump foliage stuck to them. A bit tall for 10mm to be honest, but they look OK once on the table. I want to make some more, but that requires me cutting the trunks down to a more usable size. The decidous trees pack is much more useful as it has a wide range of heights in each pack.

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  4. A shame you were disappointed Steve but you certainly gave the rest of us some entertainment - and better to find out now than at CWD. The rivers have worked out splendidly and it is another lovely table.

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    1. Glad you were entertained Jim:). It was nice to get a game in, even if it didn't offer the challenge I hoped it would. C'est la guerre and all that;)!

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  5. Superb looking table and figures Steve and an enjoyable read, and a bad game beats no game at all, I enjoyed reading and seeing it so can't be all bad!!

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    1. Thanks Donnie and a good point about a 'bad game' etc. The advantage of the solo game is that it's not a big issue for me if it doesn't work out as planned.

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  6. Time is flying with CWD coming back around so quickly and first Black Powder outing in a year! but the ease of getting back into BP speaks volumes for it. I struggle with most things after a break of just a few months, but BP sits apart, even if I don’t catch all the nuances on the first game each time returning.

    I do wonder with OHW scenarios whether the link between frontages of 6”, movement of 6”, the 3’ table (i.e. 6 turn of movement to get across) , the 15 turn game limit and that fact that a unit cannot move AND fire in the same turn, are so inextricably related by design intent, that unless those relationships are maintained, even loosely, that the scenario comes under strain.

    The river is a triumph, a very natural meandering.

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    1. I reckon I can remember 90% plus of the rules with BPII, so most of the game I just need the QRS, with the occasional dip into the book. This speaks volumes about the rules and allows me to concentrate on the game itself rather then the rulebook!

      A good point about how the scenarios are very tailored to his rules and his design intent. I must dig out my other scenario books too for more ideas and inspiration.

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  7. While I understand your post-match comments Steve, I enjoyed that game (as I was rooting for the Blue army!) Art should imitate life and sometimes, battles ARE very one sided - just let that happen in your games occasionally too!

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    1. Glad you enjoyed it Keith:). I think this is the first game I've played for many a year where it really hasn't been a contest. One-sided games I don't mind, but this just fizzled out due to my shocking dice rolling when on the Attack;)!

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  8. nice looking game and the river sections look even BETTER on the table.
    Good thinking on getting in a game with the rules you will be using, that way you can be ready and an expert. 😁

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    1. Thanks Stew and I'm very happy with how the river sections look, especially as I wasn't sure if the blue was the right shade or not. There might need to be a last minute change of plan on the rules and figures front, so more trial games in the offing to get up to speed with the back up option just in case...

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  9. Good looking game, Steve. I have to agree with Keith and Matt. A big plus is that you have had the chance to reflect and consider tweaks if you play this scenario again.

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    1. Thanks Richard:). One of the joys of our community is the ffedback from fellow gamers that allows one to get a different view on a scenario etc, giving food for thought as in this case.

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    2. Great looking encounter Steve, shame to be missing CWD this year but am out of the country. Have a great day and will definitely be back for 2026 ;-)

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    3. Thanks Stu and enjoy you're break overseas. Sahem you and the chaps won't be there but look forward to a catch up in 2026:)!

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  10. That was a lovely looking game Steve. As you and others have already mentioned, this was a big ask for Red. More troops for Red would help, but if Blue can keep moving fast then it’s still a huge challenge. Of course, life in general isn’t always equal or fair.
    What would have happened if, say, Red had Less troops? Would Blue have chosen to move slower, if only to be able to better organise a defence on the hill (to maybe give Red a final bl00dy nose)?. Would Red have just decided to “pick at the edges” of the retiring Blue force - causing some casualties but hopefully at little cost to their own side?
    I hope all goes well at CWD - enjoy the day (and take plenty of pics). 😊
    Cheers,
    Geoff

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    1. Thanks Geoff:)! I certainly think the scenario needs a tweak or two to make it work for BPII. Maybe I'll give it another run out at some point, or simply make it part of a campaign. As the objective was to get over the river after the raid and control the hill, that's pretty much all Blue had to do, whilst watching the Light Infantry do their 'Stamford Bridge' bit. Looking forward to the CWD and must remember to charge the camera...

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