Sometimes you just need to stand there and think...
So, wargaming like generalship takes all sorts of minds. Some are good at creative thinking, some aren't. For those of us who need to _see_ what something looks like on the battlefield, there is military wargaming [TEWTs, sand table exercises, etc] and there is playtesting. Sometimes we don't have time for a full playtest, but we can set things up and move them around. This has an added advantage that if one isn't playing the game for a result the thinking and planning process is smoother and easier to focus on. I know that even when I play solo, I sometimes get carried away with how the battle is going and forget to document, take pics, etc. Don't you??
Here, One-Hour Wargames scenario 12 "An Unfortunate Oversight" returns as an opportunity to "Envision the Battle Plan". This post is strictly using the OHW RAW and therefore infantry are 6" wide, guns, skirmishers and horse 3" wide, with 12" shooting ranges except for the 48" for guns.
In the below image, we see what may be an optimal situation for the defender, with a pretty continuous line of defense - the hill cannot be outflanked, the guns can hit everywhere except where the town blocks LoS, and the cavalry and infantry on the other flank are able to advance and contest the ford. Only problem is that the defenders set up within 12" of the town and will have to spend time moving to get to these positions, at least 2-3 turns. Still, it helps us envision what a broad if shallow defense of the hill would look like.
If the Attacker - Green - begins fording the river, they are within shooting range of the guns the entire time, and from the infantry within a couple turns. There isn't space to deploy without being in range of at least some defenders who are on the hill.However, the Attacker in this force roll-up has two batteries of Guns that can help pave the way for the fording attempt. The cavalry will protect the guns from an attack out of the town as cavalry may not be a great choice to ford a river under heavy fire with enemy cavalry support on hand. The Attacker's guns can destroy or drive into hiding behind the hill the defender's battery, and probably damage an infantry unit in the bargain.
An even more conservative version of the above plan. The defender has half his force behind the hill, while his guns shell the advancing three infantry. At least one of them will be damaged and vulnerable to a counterattack by the three defender's behind the hill, which have the option of attacking with a swift charge from the cavalry or using the firepower of the infantry. From the town, both infantry can easily hit the gun batteries which have to decide to shoot at them or support the main effort while getting fired upon without responding. The Attacking cavalry is not doing much here. I like this plan for the defense!
...while the infantry cross the bridge. The guns are threatened but at least one battery can fire upon the attackers [who can't charge in OHW].
The Attacker's cavalry would have to advance and charge the infantry. Hopefully, the guns would have inflicted some damage to them, and the cavalry would eventually knock them out. I don't think this is worth it for the defense since the victory condition is the hill that is now far, far away.
But perhaps the cavalry would be in a mood to do something extraordinary? If they charge outside the arc, they would get double Hits canceling the half hits of the town / fortification, so might work.
All of this took about an hour to setup, think about, and write down some notes. I'd feel comfortable playing this scenario with the preparations I've made at this point.
This method could be used to ponder any of the scenarios when you don't have time to play a full game, or you just want to set up ahead of time and are waiting for your opponent to show. I can't think of any OHW scenario where this wouldn't help.
Hope that this shows you a few of the tricks of the trade that make for success in any wargaming endeavor, whether for fun or for the profession - happy gaming!