Just baby steps to start off.
Today’s main priority for me was scarifying
the South Lawn before the rain came, so the siege was delayed until late on.
There was a lot of trying things which didn’t work too well, and then trying
them again. My developing siege game is played in two modes – strategic and
tactical. A strategic siege turn represents a complete day elapsed. At any
point in a strategic turn, either side can declare a switch to tactical – a
tactical turn represents about half an hour of more detailed action, and the
game becomes simplified, up-and-down-the-table Commands & Colors until the tactical spell is over.
Middlehampton, ready for the siege |
Thus a sally, or a storm, or anything
outside the scope of the normal day of bombardment, digging and attrition
requires a tactical switch.
Each army has a number (range 1-3) for each
of the following indicators: Resolve, Vigour and Leadership. These affect the
troops’ fighting effectiveness, and also their ability to carry out digging and
other labouring tasks. I have a sketchy mechanism for controlling rations, and
reduced rations can have an effect on Resolve and Vigour. There should be some
system for Plague, but I haven’t worked that in yet. The fortress defenders
also have the mixed blessing of a civilian population – these have a number of
interesting attributes, but in particular they have a Loyalty Number, which can
range from +3 (fiercely supportive of the garrison, will fight alongside them, if required) to -3 (hostile, require constant policing, prepared to revolt or
collaborate with the enemy). Thus the townspeople can be a valuable source of
labour, or they can be a major nuisance and distraction, and this has a
knock-on to the Resolve and the effectiveness of the garrison.
At the start of each day, the Digging
Number for the day is set. Initially, this is set by rolling 2D6 and taking the
lower; in subsequent turns, roll a die at the start of the day – if it is
higher than the Digging Number, increase the Digging Number by 1; if it is
lower, reduce the DN by 1. The DN must be in the range 1 to 6, and is the score
which must be achieved by diggers to complete a section of work on that day –
it is, if you like, a simple, rather bovine abstraction of weather and other
imponderables which make shovelling earth more or less difficult. It is possible, for example, for the DN to get so high that it becomes almost impossible for the besieger to make any progress.
Never had a use for the Giant Die before - here's today's Digging Number - seems clear enough... |
In the Test Siege of Middlehampton (for such
this is), the initial Digging No came up as a 3. The population is between 4
and 5 thousand, the soldiers placed there for defence include 3 companies of
musketeers from the county trained bands, plus 2 full regiments of foot, 2
regts of horse and a total of 7 guns, of which only 3 are heavy. The
townspeople – strong supporters of the King – have a Loyalty Number of 2 – they
will gladly work to help the garrison, but will not fight. The initial scenario
tests also revealed that there were 6 days available before the attacker (those
Covenanters again) would appear.
Very neat job - no trace of the old suburb, and a nice new earthwork - these boys are good - they will give you a competitive quotation for raised flower beds |
The Military Governor of the Town, Sir
Edward Bloat, took advantage of the available time, the easy Digging Number and
the sunny disposition of the citizens to demolish the suburb of ramshackle
sheds and farm buildings outside the town’s Stockgate, and – under the
direction of his German chief engineer, Captain Von Schuwel – to erect an earthwork embankment in front of the section of
the curtain wall west of the Stockgate, complete with a “mount” – an entrenched
artillery position. This would give valuable protection for the old masonry
wall footings, eliminate the risk of the suburb buildings providing shelter for
the enemy, and add to his available firepower. The walkways and most of the
towers of the old walls were unsuitable for artillery.
Man the Sconce |
He had also considered the alternative of
building earthwork walls right around the suburb, and leaving it in place, but
there was insufficient time to complete the work. He installed 2 of his heavy
guns, plus Bertram’s company of the musketeers, in the Duke’s Sconce, a modern
addition to the town’s defences, and waited for the visitors.
Lord Leven’s boys duly arrived, and got
busy setting up a first parallel, placing the two heaviest cannon and an
enormous mortar in emplacements to bombard the Sconce, which was seen as a
major obstacle to an otherwise systematic operation to approach the walls of
the town.
A regiment of foot (of 3 bases, in full
Vigour) gets to throw 3D6 – that becomes 4D6 if they have an engineer attached.
To build a section of trench, one of the dice must be equal to or greater than
the Digging No. To build a gun emplacement, 2 dice must meet the number. If the
work is not completed, the position of what is planned is denoted by gabions,
and until such time as the earthwork is finished the diggers get reduced cover.
I haven’t done any forward sapping yet – the plan is that the engineers will be
more important in this.
One of the gun emplacements isn't finished - just a few gabions, which will give the diggers very little protection in the meantime |
Good view here of the new earthworks pieces from Fat Frank - I rather like them |
It became obvious very quickly that the Scots’
heavy guns were going to make little impression on Von Schuvel’s fine Sconce, so, concerned about the time in which the town was to be taken, Leven ordered an
assault on the Sconce, to attempt to take it by escalade. So the call went up - "Tactical"! The advancing foot
were hit by a storm of iron from the artillery, and two regiments were stopped
with heavy losses, but the remaining 3 units in the assault pressed on, and
captured the outwork very easily, in the end. The cannon were taken, and turned on
the town, and the musketeer company, though it is said they asked for quarter,
were cut down to a man.
The besiegers' two Full Cannons are the main wall crushers, but they have to be at close range to score consistent hits |
That’s as far as I’ve got. I haven’t even
started working with food supplies, and there’s a pile of stuff (not least the
dreaded mining, for which I have a cunning scheme) which I shall get to. It is
very easy to come up with draft rules which make it impossible to cause any
casualties in certain situations. Tweakle, tweakle. Fix it and move on.
With the Sconce in Parliament’s hands, the
spadework should proceed in a more standard manner. I say this, kind of hoping
that it implies that I know what that should be – in fact I am learning a lot
as I go along. Keep Chris Duffy's book open at the right page.
Good fun – chaotic, but good.
More soon.
More soon.
Clearly I'm a wargamer.. I find this step by step stuff fascinating!
ReplyDeleteI'm with Steve on this.
ReplyDeleteThe siege looks good and sounds like fun but I'm really enjoying following the development of the proces as well.
I admire the amount of effort you have put in to this area of warfare that is so seldom seen on the wargames table. I await the next installment with great interest. Will we also be seeing a Napoleonic version?
ReplyDeleteGentlemen - thanks very much for supportive reception - much of what I'm doing here is borrowed from nobler sources! - Ian - you bet - the intention is that the Napoleonic version will be a pretty close cousin!
ReplyDelete