

The Austrians immediately charge the skirmishers to drive them off, but quick thinking and solid training sees the lights hunkering down, dispersed and so the Cavalry damage is mitigated. The Prussians throw everything they have across the river to deploy north of it, including the skirmish battalion, who move a gratifying 9 inches. Trying to scatter the Prussian lights with the Dragoons Opposed crossing! Austrian artillery fires on the Prussian light battalion Time is only against the Prussians as the Austrian commander has a clear line of march directly to the ridge. The Cavalry will be especially useful in that regard, and the Austrian commander fully intends on using them to launch spoiling attacks against the Prussians. The Austrians will mount an active defense and force the Prussians to deploy and fight well before the ridgeline. Von Schwerin orders the attack to commence. (The Austrians must clear all units of the River by the end of turn 2 or or those units are destroyed automatically). As the action starts, Von Schwerin spies the Austrians at their most vulnerable - the midst of a river crossing during their retrograde. The Austrians must reach and hold the ridgeline across the river by the end of turn 15. The Prussians have 4 Infantry Battalions, 1 Battery of Guns, and a Battalion of Light Troops, ostensibly for scouting and maintaining contact with the Austrian rear guard. This is all about figuring out what we like, and so an investigation into the One Hour Wargame rules as the MOST simple, will really help me identify what it is I want/need in a simple rules set. Most of the world knows about these rules by now, so I intend on commenting on what was missing and to a greater extent, what I would personally add if modifying them. They are however, rock solid rules in that you can build upon them and add the amount of detail that suits your taste. It wasn't until lately that I started to see that as a strength.Īs my friend Alex likes to point out, there is also alot missing from the OHW rules.

This is why I initially disliked them - because they were devoid of much detail. There is not much meat on the bones of the Rules As Written (RAW) and the rules are all about allowing you to focus on your tactical decisions as a commander, and get to playing the wonderful pack of scenarios that accompany them.


The Neil Thomas 1HW rules are some of the simplest of the simplest, which is why i initially rated them "Most Simple" in my rating scheme. Let me get something out of the way up front.
