

With its devastating 48" range or the game might have gone differentlyĪnd I would be espousing my usual complaints. I suppose it helped too that neither side had artillery(mortar) In any case, the lesson I came away with was that, even as written, One Hour Wargames's WW2 rules can yield an enjoyable game for someone even if they have expectations from their WW2 rules, provided the chosen scenario does the lifting and eliminates the sticking points. What's missing then isn't a way to handle close combat in the WW2 rules, but an explicit mechanism to encourage players to move into close contact - in early period rules in One Hour Wargames, there are bonuses for flank attacks with close combat, for example. This is kind of what happens in close combat rules generally, albeit in a single game turn. If the Germans were eliminated the Soviets would already be on the hill. It also could be argued that I *could* have advanced the Soviets into base to base contact on their phase of one turn, allowing the Germans to fire on their phase, and then the Soviets would fire on their next phase assuming they survived.


True, there was at least one occasion where close combat might have made sense - and certainly it would have made for a more cinematic game had the Soviet armor been able to charge the German armor on the hill to dislodge them, but I'm not sure that is a better narrative necessarily or just one that I tend to prefer because most of my WW2 gaming inspiration is war movies, not history books. In the event, the Germans who had taken root in the woods could not be budged. This in turn made the woods highly valued secondary objectives for the cover advantage they provided. It was not enough for the Soviets to shoot the Germans off the hill (assuming they could do so), they would need to move to actually capture the hill before time ran out which meant exposing themselves to withering fire. My usual complaint about stopping observation distance apart to blaze away at each other was mitigated by the need to capture the hill and not forgetting (as I usually do) the rule that units can only move or shoot, not both. Turn 12 was the final nail in the coffin. The game went 12 turns and really felt up in the air until the end of turn 11, where I felt like the Soviets had only the slimmest of chances left. The Soviets push across, with some units bypassing the Germans in the woods. (I also like how in this picture the hill looks so tall, but it's just 1" of foam) German infantry took the woods on both sides of the hill. (Please ignore the grid - it's the cloth I grabbed, but has no bearing on the game.)
