Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Saturday, 4 April 2026

Siege Notes: (4) Leaguer - Continuing to Set Up the Game


We can now go back to my list of things you need to do to set up a siege game.

8.     Calculate the powder requirements (and reality) for the Garrison and the Besiegers

For the artillery purchased for each army, we need an initial Powder Store for the Garrison (which may be in Tons or Loads, as discussed, a Load being 8 tons, and of course when we say "powder" we include, by implication, all artillery ammunition); the usual arrangement for the Besiegers is that they arrive carrying enough powder for the first 2 weeks (4 turns), and expect to receive a shipment of powder each turn from Turn 5. 

This was described in excruciating detail in my previous post.

9.     Initialise Event Card Deck

This is quite interesting, I think. The Deck may be tuned to suit the period and the scenario, and brings some welcome colour to the narrative.

At the end of the Housekeeping phase of each army’s turn, the active player draws an Event Card. The Card deck uses 2 identical packs of playing cards, each having 2 jokers. To prepare the deck, before the game, remove all the court cards (J,Q,K), the Aces and 2s. Then combine the packs, and add back any of the removed cards which will be in use as Event Cards (note that there will be 2 of some of them). Leave all 4 jokers in the deck; any card not listed means no event this turn. Shuffle this very well - the success of the game pretty much hangs on the quality of the shuffle (no pressure then).

Some of the cards apply only to the side which draws them, some to the enemy, some to everyone; there is a mixture of positive and negative outcomes. 

It is worthwhile to include a couple of “Scenario Specials” for a given game, which involve actual historical events or what-ifs. Here's an example [The Specials included here are from my ECW Siege of Liverpool game in 2024.]

 
 
10.  If appropriate, set up siegeworks for deferred start of play
 
Especially for a Vauban-type fortress game, it is possible to get an accelerated start, by starting the siege with the 1st Parallel complete, and the 2nd Parallel dug, but without emplacements. The player(s) can decide for themselves how they should adjust the starting numbers for Resolve, Powder Stores, Local Support and so on. 
 
11.  Deploy Garrison’s forces in permitted areas
 
The Governor of the Garrison may place his troops anywhere which is not in advance of the edge of the fortress (which is normally the Covered Way, but mat also include an outwork). Within the fortress there is also a Safe Place, where troops may be rallied, guns may be repaired and everyone is concealed.  
 
12.  Deploy Besiegers’ forces in permitted areas
 
The Besiegers may be placed anywhere which is not nearer to the fortress than the heads of sap.  
 
13.  Play first Siege Turn (usually the Besieger goes first)
 
In the next post I shall start walking through the phases in a Siege Turn.  

 

8 comments:

  1. Superb work on this, and following with interest as I have a certain 1689 siege game in mind for this year. Have you seen 'Vauban's Wars' (link below) by the way - it had been my plan to use, and seems to cover a lot of ground.
    https://www.piquetwargames.com/product-page/vauban-s-wars-1

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    1. Thanks for this, Your Grace - yes, I have Vauban's Wars here - some of the ideas here are not unlike those in VW. It was my detailed study of VW that convinced me to write my own...

      I hope you are in excellent form - Zounds if we are not expecting another storm here tonight. Much battening of hatches will commence once my staff return from the market.

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  2. All the numbers in your previous post made my brain hurt which meant I couldn't comment before your current post. Agreed that there should be some chance element in digging trenches and saps. The chance cards also add some variety. Duffy says that after the 1740s the 'belief took root that once a fortress came under siege the date of its fall could be predicted to within a matter of days'. The examples in his books seem to suggest that this belief was misplaced. Altogether you are producing a great deal of thought-provoking, interesting material.

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    1. Hi Jim - since part of my motivation is to cock a snoot at (amongst other unbelievers) Bruce Quarrie, it behoves me to make sure that my own numbers have some merit!

      The estimates for how long a siege would last seem to have been at least a little self-fulfilling, since in most instances the garrison timed their surrender according to what it said in Vauban's book.

      Thank you for the supportive comment. I had intended to dig the toys out for a siege when I've got through the Notes, but there is a surprise change of plan, since the Dining Room is likely to be storing some extra furniture for a few weeks! Not to worry - all under control...

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    2. It seems the unifying unit in all thus is the day. The defender uses resources - the fortifications and the manpower - to increase the days to fall, and the attacker applies resources - man-days of digging and gun-days of powder - to bring it forward. I look forward to hearing about the siege turns and would ask for the opportunity to admire photos illustrative of any subtleties.

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    3. Interesting. Sometimes it seems that sitting and waiting for the garrison's food to run out might be the obvious scheme, but the campaigning season was short (in the horse and musket period, anyway), and someone would get upset if an army wasted that much time. The alternatives might be seen as getting involved in a battle (not so popular) or marching around the countryside threatening to do something (which is what they spent most of their time doing). Garrisons who surrendered usually got to go home, if they promised not to fight again (though they always had their fingers crossed when they promised) - some of the foreign garrisons might be called upon to change sides. The French had a period when they did well in this ritual - often because they were well organised and got their campaigns moving quickly, and took an initiative which often lasted through the year.

      I'm currently a bit sidetracked with decorating and the start of the gardening season (which, also, is short), but hope to get back to these notes in a week or so. Laying out situations to photograph may be less easy than usual, but I'll get there.

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  3. Ah, the dreaded cards (to me). Not a 'mechanic' that enamours me, but I am very much in the minority...

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    1. Hi James - chaqu'un à son wassname, I guess. One reason why I backed off from the Full Piquet was the obsession with using cards to randomise sequences of events - especially events whose sequence mattered not a jot. I have played a good number of Piquet games in which everyone spent a lot of time waiting for a RELOAD card to turn up, though the originators will claim that there is no FIRE card - everybody awkwardly avoids mentioning what this wait for RELOAD means in real terms. Not a problem, really, but does it matter whether the check for desertion happens before or after the calculations for powder usage?

      I use the example without any malice - personally, I do not like to have everything driven by the appearance of cards, but on the other hand I have always been struck by the number of real battles - particularly in relatively disorganised periods such as the ECW - in which events were impacted by some unforeseen happening. If a powder wagon exploded in every game it would be beyond silly, of course, and players would be waiting for it. Thus my philosophy for cards (if I have them) has become

      (1) have a great many cards (of which many have no effect), so that any one card is unlikely to appear during a game
      (2) remove a proportion of the Event deck at the start (or at subsequent reshuffle), so that no-one knows which cards are in there
      (3) don't have show-stopping Events - a card which says "an army of relief has arrived - game over" is a bad idea, I have learned...
      (4) the narrative is a valuable byproduct of my siege games - occasionally a card adds some colour this

      Generally, in all my games, I am backing off from having them card-driven, but this is mostly because I have found that cards can produce games where no-one has a strategic plan beyond reacting to the card which comes up next.

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