

I didn’t take really good notes, but the board started with ~25 zeds on the map (I only have 48 assembled and painted). Still we managed to make a fairly “rustic” looking urban with the terrain that we had available (note to self: Pick up some grey felt to act as roads). The board was a 4’x4’ affair with eight buildings and two “roads” (we were unable to really pull much terrain since we were at the game store and there was a tournament that day). I balked, but my idea was shot down so urban area it was. Due to a friend saying there was an unknown umbrella Corp. Each of us took a rep 5 civilian star and a rep 4 civilian buddy. I’ll do a complete report here when the dust settles.Last Saturday a couple friends of mine decided to play a little All Things Zombie by Two Hour Wargames. Follow me at or by hashtag #spreadthelard. If you wish, you can follow my progress on Twitter, as I will be tweeting updates as time permits.

I kept it as Soviets vs Germans, but made the table a little sexier to reflect a more tactical environment. This is to do my bit in Too Fat Lardies’ Chain of Command Challenge for September. Having set up this board, I decided to use it and the control the river crossings to revisit my favourite tactical level WW2 rules, Chain of Command. More importantly, OHW delivers an excellent supply of scenarios, and as I’ve said here before, I really really suck at designing good scenarios. I could even see a niche subset of tournament games using these rules. The book delivers short, playable games that would be good introductions to the hobby to newcomers and young people, and I suspect have some tactical complexity that I have not yet begun to appreciate.

I also have to say that I didn’t find the WW2 game that different from the medieval game I played. So, if one wants a game with:Ģ) No morale rules - you fight to the last manģ) No troop quality rules - everyone fights the sameĤ) No range effects - units shoot the same at long range and short rangeĥ) No casualty effetcs - units fight as well with all 15 hit points or with only 1 remaining It would be churlish to say anything bad about a rules set that aims to deliver a complete game in 2-3 pages. So an enjoyable game, and easily played in a hour. Game ended on Turn 9 with all German infantry wiped out, and two surviving Russian infantry racing for the hill to take out the mortars. With two hits remaining to it, the T34 (an Armourfast model) charges the hill occupied by the mortars (represented by the command figure) only to be KOed by a lucky shot from the infantry in the background. The naval infantry did their job as bullet magnets and allowed the supporting squad to cross the stream. That tank, by the way, is a Britannia resin model I splashed out on a few years back, and very nice it is.Ĭasualties mount as the infantry duke it out. The Soviet infantry are also getting hammered by the German mortars, 1d6+2 vs infantry, while the T34 is getting roughed up by the PZIV and the supporting infantry.īut the Jerry tank is KOed by the T34 and AT gun, while Soviets rush over the bridge. For example, infantry vs tank roll 1d6 -2. Each shooting unit rolls a dice and adds or subtracts modifiers, thus generating the number of hits. That gun looks suspiciously like it belongs in the Fall of Berlin, not out by this lovely stream. Notice my brave Naval Infantry leading the way. Russian AT gun moves up to the stream, while infantry rush across the bridge. Three Russian infantry groups in the open, and one in the woods top right. Here the Russian tank has reached the ford, while the AT gun approaches the bridge. Because I was using a bigger table than the 3’ by 3’ that OHW calls for, I doubled the movement and range distances. Blue (German) get 1 tank, 1 mortary, and four infantry. For them I rolled 1 tank 1 AT gun, and four infantry. I added some fields because the poor old table looked so naked.įor this battle I decided that my 20mm WW2 kit would make a nice change from the medieval battle I tried last time with OHW. Besides the river with the two crossing points, the only terrain items Neil calls for are a hill SW and a forest NE. The objective at the end of fifteen turns is for one side to control both the bridge and the ford. Red and Blue both get six units, determined randomly. I tried an early scenario (#4, I think) where both Red and Blue start off the board, with a river in the middle. The executive summary of my thoughts as processed through my many biases: great scenarios, but only ok games. I’ve had my second chance to take Neil Thomas' One Hour Wargames out for a test drive.
