Saturday 27 February 2021

Sbeitla 1943 - Testing Division Sized OHW

Steve over at Sound Officers' Call, recently tested Martin Rapier's One Hour Wargame variant for division(plus) sized battles (rules are in his downloads section on blog). Now, this, for me, was pushing many boundaries and offered a great Russian Front, or similar game - with large units, reflecting a grand tactical confrontation, with epic scope.

It sparked off things that I've always wanted to do, preferably with simple rules, ever since I originally saw Megablitz back in the day. i.e.:

  • Market Garden - not just part of it, ...all of it.
  • Peiper's drive to the Meuse during the Ardennes offensive 
  • Possibly some larger desert battles

Now I have toyed with FoB WW2 and Rommel for these, but there, a unit is a company, so when you max up the level of OOB, you still have multiple tables and large units.

With this OHW variant,  you move battalions (just like Megablitz). Now granted, there will always be a level of abstraction - even more so when we consider that it's (1) turn based, (2) attack dice rolls against what are basically 'hit points', and (3) my 20mm forces probably look VERY out of place at this scale - but this really works for a rapid game, whilst bearing in mind grand tactical considerations

For something like Market Garden or (especially) Ardennes, we'd need to add a supply variant, but that's not hard.

The rules worked seamlessly, and after all, they're a simple, yet not simplistic, means of looking at a grand tactical WW2 battle. A few scenario specific additions (operational supply, weather, day turns etc.) would be seamless and still allow a fast moving mini campaign.

This game was based upon 21st Panzer's action against US 1st Armoured around Sbeitla in N.Africa, in Feb 1943. (Scenario taken from one of the old Clash of Armour scenario books).

Combat Command B to the west, though ready to react to German moves from East.

To the south, the main 21st Panzer attack toward the town goes in.




CCA is caught off guard, and needs to decide fast, where and when it will support against the German the drive on the town.


US Armour invests moves to support, north of the town - but they are green troops, compared to the Panzergrenadiers of 21st Pz (hit point differentials used to distinguish - so green/average troops will simply not last as long).


Panzer Grenadier assault, supported by armour, to the south.

...infantry actions, against Germans weakened by US artillery, to the north. Panzers have broken through, though substantially weakened by earlier armoured action. Additional US armour blocks the road to the town.

Sbeitla itself becomes the focus of repeated German assaults.

On the US southern flank, two battalions seek to envelop the town.


...though is heavily bombarded by US artillery...

German armour is unsuccessful during the thrust from the north.

...releasing reinforcements to head toward the town.

...it won't end well, but a very close run thing, with many battalions near breaking point.



A very nice set, and available on Martin's and Steve's blogs. A lot of great potential here.

28 comments:

  1. Replies
    1. Thanks Ray. A lot of ideas tested here - it's quick and enjoyable, and with a few tweaks really brings home a big battle feel.

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  2. There is something about the US army in Tunisia. I think it’s the odd mix of vehicles that does it. Who doesn’t love a cast hull Sherman and a half track with a big gun on? Just wish somebody would make a model of Fredendall’s cave...

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    1. I know right? I've wanted to do Kasserine pass or something similar in many scales. It's a fascinating clash for a fledgling US army and an (almost) out of supply DAK ...then there's Patton who 'read the damned book'.

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  3. Nice, I will have to check out the rules. The beauty of OHW is the fact that they are so hackable you can get them to do just about anything you want.

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    1. They're crazy simple aren't they? ..and you think - this'll never work. But they work really well. I think it's the turn sequence for one - but the hit points thing works so well as you see units dwindle if you don;t pull them out on time. So simple yet so subtle.

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    2. And you can bend them in so many directions without them coming close to breaking. I have at different times added morale rules, shuffled the turn sequence and bolted on magic/pay rules with very little work on my own part to make them work. That's not to even mention the crazy amount of scenarios in the book.

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    3. Which reminds me - I have your rules (the ones with the morale result of 'running away like a screaming girl') sitting on some plastic figures (most came from you to be fair) for a game for the 'other' blog.
      I had hoped to get them painted - but plans have gone to hell :)

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    4. I forgot about those, so many projects so little time.

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  4. Darren I positively love this post! Making me want to paint up all my US tanks for North Africa and play some big battle OHW!

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    1. Thanks Steve. The rules play so well. At this level we think about strategic moves and what 'punch' our battalions have left. This works, is quick, has minimum setup and really feels like a big game. Thanks for the heads up on this.

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    2. ...and yes, the Americans in N.Africa is such a neglected part of the period. A lot of actions in there, as one army grows with experience, and the other gets squeezed out of supply. I think the whole Tunisian campaign is pretty epic - I know the Megablitz book has a large campaign in it.

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  5. Simple but not simplistic rules for grand tactical actions covering entire battles over a large area—that's the stuff.
    I look forward to seeing and reading your progress with this.
    Regards, James

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    1. Thanks James. The rules boil decisions down to (1) do I want to keep these units in action, (2) are they about to break and (3) where are my reserves.
      At this level, albeit with some supply decisions which can be added, we probably hit most of the key decisions that need to be made.

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  6. Great stuff, I'm glad you found some OHW inspiration. Sbeitla is an excellent choice for this level of game, and if your elements are battalions or regiments, then frankly, the bigger the toys the better.

    I must upload the latest version of OHW WW2 as the one on my blog is pretty old.

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    Replies
    1. Thanks for making it available Martin.
      Your rules have some great subtleties in there.

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    2. Interestingly, I've just ordered Race for Tunis off BGG, and have located a couple of Kasserine Pass boardgames on pdf.
      (I'll send a copy Steve )

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    3. OK, I've put the latest version of OHW WW2 up on my blog. These are the ones we used for The Twin Villages, Kursk, Tula, Arras and Minsk. Mmm. That is quite a few big battles! At some point I'll put the scenarios up too.

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    4. Thanks Martin. Great stuff sir.

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  7. If you are thinking of doing the whole of Market Garden, then bumping the unit scale up to brigades (or at least a couple of battalion equivalents) can make the whole thing manageable. The Germans have a LOT of units, even if many of them are low value.

    Ive done MG in an evening using brigade bases and map/OB from Hells Highway, and in a day on a few occasions using Megablitz.

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    1. That's useful to know, thanks. I'll be looking at the OOBs.
      I have seen pictures of the MG game on Tom Gow's blog with Megablitz, and it has always inspired me to action.
      Great stuff.

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  8. Replies
    1. Thanks Neil - the rules seem to work well.
      It did cross my mind that this larger scale would also suit WW3 and/or prelude to Twilight 2000.

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  9. I’m such a wargaming dunce that I’ve played or seen a OHW. I wonder why that is. But I’ve heard of them of course. Good luck in bolting on the parts you need. 😀

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    1. Thanks Stew
      There should be a lot of rules developed from One Hour Wargames online. I'll send you some stuff if you want to shoot me an email at ducdegobin (at) gmail (dot) com

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  10. Looks very promising!

    Regards, Chris.

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    1. Thanks Chris - some great subtleties in these rules, and the campaigns are epic.

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