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


Saturday, 21 March 2026

Siege Notes: (1) Introduction; The Toy Soldiers; Two Kinds of Time

What I'm not going to do here is try to convince you that siege wargames are something you ought to try; neither am I going to grind any axes on how anything should be done, nor pontificate about rules. Well, there may be a little pontification, now I think about it.

I hope to produce a series of posts on this topic. I'll set out some thoughts on what I have done with sieges (and it evolved a lot along the way), where I've got to, and what the game is like. I hope also to share with you some things I found particularly interesting - bear in mind that I started out knowing nothing at all; I learned a lot from reading and trying ideas out, but sometimes I found that there was a surprising lack of factual data about how things were done, and I had to rely on reasoning from basic principles to fill in a lot of gaps.

 
Early efforts - Lord Leven's Covenanter troops attack the medieval walls of the town of Middlehampton in the ECW

I've been interested in, and done a fair amount of reading about, sieges for maybe 20 years now. It first occurred to me that I might actually try to add them to my wargame repertoire when I had made some decent progress with my ECW project (circa 2013). It was obvious that sieges were common in that war, and formed an important part of the campaigns. The technology was relatively straightforward, and - apart from a few horrors such as Bristol, York and Chester - there were plenty of instances of historic sieges which were small enough and simple enough to be feasible on my tabletop, using the same sort of miniatures which appear on my battlefields. 

This eventually grew into a plan to have a set of siege rules which worked (with as little tweaking as possible) for each of my chosen periods of warfare: ECW (usually medieval fortifications, some fortified houses); WSS (usually serious Vauban, the walls hidden out of sight, only capable of being breached when you can see the base of the wall - these sieges can be a lot of work); Napoleonic Peninsular War (with very few exceptions, fortresses were basically medieval, often with some kind of earth fausse braie in front to protect the walls).

Toy Soldiers

My tabletop is normally 8ft x 5ft (which can be extended a little if need be), and marked out in hexagons. My soldier collections for the ECW and the WSS are 20mm scale, and small 25mm (let us say 1/72) for the Napoleonics; the house tradition has grown up with a default figure scale of 33:1, buildings are "one-size-down" (15mm scale, or 1/100), and the groundscale is normally 1mm = 1metre, or 1/1000. My hexes are 7" across the flats - a size that I chose simply because it allows a hex to hold a unit plus some appropriate scenery without stress. 7" is near enough 180mm, which of course is 180m on the field, which is (again, near enough) 200 paces, a handy distance to use in a game.

 
Test WSS siege, set out in what is now my usual configuration, with a sector of the fortress on the edge of the table. The thing which looks like a ring road is the 1st Parallel, outside effective artillery range (1200 paces from the Covered Way). I must also point out that I have now fixed the strange fluorescent colour of the glacis hexes (sorry about that...)

Naturally, it was important to be able to man my sieges with the existing soldier collections, but scope has crept a little. There are some items such as siege guns which would not normally form part of an army, so I had to add these. For the ECW I set up siege artillery models which would work for both sides, fully crewed, similarly to existing field artillery. For the French and British Peninsular War Napoleonics I set up siege train equipment for each army. This was all fine, but models in the correct scale are getting harder to find, and I was worried about this getting out of hand; I did not have (still don't have, in truth) a Spanish Napoleonic siege train, and the arrival of my WSS project (which certainly required sieges to be taken seriously) encouraged a change of approach; I have now painted up siege pieces in nondescript brown and black colours which will work for all the WSS armies and also the Spanish Napoleonics. All I need to do is crew them with singly-based figures of appropriate period and near-enough uniform, and we arrive at a nicely pragmatic place - the Land of First-Up-Best-Dressed. So my siege boxes include a growing collection of siege guns, gunners and sappers who will turn out for whoever needs them. It is even possible to have ECW gunners filling in as Spanish militia in 1808 (don't tell the button-counters). The handy assumption is that a single gun represents a half-battery of 3 actual pieces (which can conveniently be forgotten about when a game starts - a gun is a gun is a gun...)

 
French Napoleonics - all painted (and glued down) in correct colours, ready for inspection. These are 24pdr siege guns [Minifigs guns, SHQ gunners]

 
Mortar crew, same context - the brown "siege" bases don't help the photography [Hinchliffe mortar, SHQ gunners]

 
WSS - new generic approach - heavy gun on garrison carriage in ubiquitous shades of dirty brown and black, gunners in nondescript uniforms - could do a job for anyone. Singly-based crew members are only borrowed for the day. This gun might (and almost certainly will) turn out for the 1808 Spanish army, with appropriate gunners, which are waiting to be painted. [As shown, this is a Hinchliffe gun with Les Higgins crew]

 
ECW - gunners are attached, but could fight on either side [Minifigs gun (I think), SHQ gunners]

 For my existing infantry, switching them to siege duty is very straightforward. Each battalion is reduced to two bases, by dropping command stands (with flags and mounted officers), and also dropping pikemen. Anyone wishing to move around trenches or battlements on a horse, or waving a flag, is in for a disappointment. War is hell.

These battalions (battalia, whatever) of 2 stands, each of 6 figures, still represent 600 men - the figure scale jumps to 50:1. It is also very useful if one or two of the battalions can consist of 4 "companies" - stands of 3 figures each, which are very useful for standing on narrow battlements, for forming guard details to protect sapping teams and, for the garrison, for carrying out Trench Raids, of which I'll say more in a later post. If the 3-figure stands are grenadiers or other elites, so much the better...

 
WSS - a cut-down infantry battalion for siege duty - no Flash Harry's or fancy bunting. 50:1 figure scale keeps the numbers up [Les Higgins miniatures]

 
This is a battalion in the (very useful) alternative basing configuration of 4 "companies" of 3 figures. These are grenadiers, so should be handy for standing guard with sappers or carrying out Trench Raids. [Les Higgins]


Cavalry normally will not serve in the siege lines or the garrisons, but may be present in the extra troops that the besieging force bring with them - they form the advance guard who close the roads and cut off the fortress from the outside world, and will provide support, stripping the woods of vines and flexible branches to make fascines and gabions, not to mention securing any useful food and drink in the area. My Siege of Liverpool game two years ago was small enough to start from the very beginning, and Richard Molyneux's Regt of Horse had the honour to be the first troops to return to their home town, to close the roads and prepare the way - they didn't do much once the siege started, though - cavalrymen do not dig trenches, thank you. If cavalry do appear, they will also reflect the revised 50:1 ratio, 6 figures representing 300 troopers, but they will not normally contribute to the siege operations.

 
ECW - you won't find many cavalrymen in evidence when the siege works start, but this is what they look like in their minimalist cut-down form. [SHQ figures]

Sappers and engineering figures will have to be recruited for the siege army; my armies certainly wouldn't have them otherwise. A team of sappers normally consists of two individually based figures.

 
French Napoleonics - some ex-Eric Knowles converted engineers [Hinton Hunt]

 
More of Eric's work - these are acceptable in either the ECW or WSS, I think, though the Named Individual at the back (trying to fold the map) suggests the later period here. And put that bloody sword away - you'll have someone's eye out with that. [Les Higgins figures]

 
French Napoleonics again - sappers actually doing sapping work - these figures are detachable from the little sabot. [I think the sappers are Hagen, and the officer is Franznap]

Formations are only implied - an infantry unit with its stands side by side is assumed to be in close order, in line, and if they are on the walls or in trenches they count as in hard cover - I'll outline the gunnery rules in another post. Sappers and gun crews are described as a "sparse" target, and sappers working in an actual sap are particularly difficult to hit, since they are concealed under hard cover -  the garrison may choose to try dropping shells on them, if they have a mortar handy and can afford the powder, but they are still hard to hit.

In common with Vauban's Wars and some of Neil Thomas' rules, infantry and cavalry units are eliminated by 4 accumulated hits, artillery by 3, sappers by 2.  

Two Kinds of Time

The foundation of much of my learning and inspiration for this has been Christopher Duffy's Fire & Stone - The Science of Fortress Warfare 1660-1860, in the Appendix to which there is an example game, which introduces (as far as I am concerned) the idea that the siege game uses two timescales and two sets of rules. For all the plodding, procedural stuff - digging and bombardment, keeping the troops fed, bringing up equipment and moving troops around - we use Siege Turns (I normally have 2 Siege Turns to a week); if anything more brisk happens, or if anyone wishes to move troops to a place the Siege Turns will not allow, the game switches to Tactical Turns, which are pretty much recognisable as normal miniatures rules, with a turn representing 10 minutes (or something). I'll discuss Tactical Turns on another occasion; for the moment, I'll just say that I use a slightly cut-down version of my own CJ-Lite rules for the Tactical bits of the WSS and the ECW, and intend to produce a derivative for the Peninsular War.

The game, then, is mostly played using Siege Rules. Remember: Close Combat takes place only in Tactical Turns; heavy Siege and Fortress Guns only fire during Siege Turns. If you wish to charge the wall with scaling ladders, or stick a bayonet in someone, then I wish you good fortune - you'll have to call for Tactical Turns to do it. 

I hope to cover the detail in the coming weeks (if I'm spared...). In my next Siege Note, I hope to discuss the big issue of scenery, the preliminaries needed to start a game, how the ground and the defences are laid out, how troops may move about and how the siege might progress.

After that, I'll have a look at some fun stuff like actual artillery fire and Espionage!

To give an idea of potential topics for discussion, and to get us started, this is the current turn schedule for my Leaguer Siege Rules: 

Siege Turn Sequence:

Each player goes through the full Turn Sequence, then his opponent. Normal arrangement is that Besieger goes first.

 

Besieger

 

(1)   Housekeeping

a.      Odd Jobs: set or review the Digging Standard; if roll 5 or 6 on D6, draw an Event Card

b.     Espionage activities

c.      Move Officers and Named Individuals anywhere within permitted limits (for rallying purposes)

d.     Carry out Rallying for any unit which has suffered loss; recruit extra (or replacement) Sappers, Spies, Named Individuals

(2)   Movement and Digging

a.      Move units and Sappers – allocate markers to units which are to carry out Digging Work

b.     Carry out Digging work (also use list of Sapper actions) – Mining (if relevant)

(3)   Artillery

a.      Firing – manage hits and misfires; set fires from mortar shells

b.     Check powder usage and supply

c.      Tidy up artillery smoke

(4)   Combat

a.      Opportunity for either side to switch to Tactical Turns (Storms for Besiegers, Sorties for Garrison)

 

Garrison

 

(1)   Housekeeping

a.      Odd Jobs: check progress of any fires, food supply and Local Support; if roll 5 or 6 on D6, draw an Event Card

b.     Espionage activities

c.      Move Officers and Named Individuals anywhere within permitted limits (for rallying purposes)

d.     Carry out Rallying for any unit which has suffered loss; recruit extra (or replacement) Sappers, Spies, Named Individuals; attempt to improve Local Support; set policing details

(2)   Movement and Digging

a.      Move units and sappers – allocate markers to units which are to carry out Digging Work

b.     Carry out Digging work – list of Sapper actions – Mining (if relevant)

(3)   Artillery

a.      Firing – manage hits and misfires

b.     Check powder usage and supply

c.      Tidy up artillery smoke

(4)   Combat

a.      Trench Raids

b.     Opportunity for either side to switch to Tactical Turns (Storms for Besiegers, Sorties for Garrison) 


Friday, 13 March 2026

Siege Notes: Getting the "Leaguer" Rules Back on Track?

Before We Get Started 

A minor detour. I thought I'd get this in first, since it is likely that not many people might read through to the end of the main feature...

As part of my WSS reading, I am currently following Marlborough's adventures on the way to the Siege of Venlo (1702). I can find odd maps online, but one thing I could really do with is a decent atlas of the WSS.

Is anyone aware of an example of such a thing which is easy to get hold of?

 

Siege Notes


I think I've been reading about sieges, and developing rules and collecting scenery to fight siege games, for about 20 years now. I've enjoyed it hugely.

My starting point was Christopher Duffy's wonderful Fire & Stone - The Science of Fortress Warfare 1660-1860, which even includes an account of a siege wargame at Sandhurst in Appendix 3! I loved the book, and my interest was well prodded. It was obviously possible to conduct such a game, and it looked marvellous. The rules were very simple, omitting a lot of the detail of real sieges in the interests of playability, and Duffy himself has commented subsequently that one feature of the Sandhurst games was that the umpire normally outranked the participants, even if only on a brevet appointment, so that debates were minimal.

However, one lightbulb principle was established in Duffy's game; yes, sieges consist of long, plodding periods of digging and relentless bombardment, interspersed with occasional spells of feverish activity during storms or sorties, so there should be different rules in play to cope with this. This has been adopted by other, later rule-writers, and my own Leaguer rules still use Siege Turns, with two game turns representing one week, and Tactical Turns, for which normal(ish) miniatures wargame rules come into play, with a game turn representing 10 minutes (or whatever).

Bruce Quarrie, in his Napoleon's Campaigns in Miniature, states that 'most wargamers ignore sieges for the very good reason that they make extremely boring games'. My view of his book suggests that Quarrie may have been something of an expert on boredom, but the point is well made. Perversely, I have adopted this as a challenge - do not develop a boring game if you can avoid it - and Ron Miles' legendary Siege of Dendermonde, though breathtaking in its way, may sound a faint warning bell...

I waited for some years for Eric Burgess to complete and publish his Vauban's Wars rules (didn't they start life as Coehorn's Wars, by the way?) and he did a splendid job; these rules are educational, apart from anything else; they cover elements of siege gaming which no-one had touched before, and they also embrace Duffy's 2-speed system. If anyone wants an off-the-shelf game for sieges in the horse-and-musket period, Vauban's Wars remains the way to go, clear of the field. I bought a copy, along with the expensive card deck, as soon as it appeared, and played a few games, solo, including games converted to a hex grid. For me, the only problem is that the rules are a full-fledged member of the Piquet family, which makes them ideal for solo play, but some general characteristics of Piquet's house style I find laborious and even irritating, so I have made the decision to borrow some of the ideas, and carry on with development of my own Leaguer game.

Which brings us to the obvious question. So how is it going?

First off, I think that sieges are ideal for solo play, and I have come to accept that by nature I am probably a solitary gamer; Zoom has been a big help, and I treasure visits to friends' homes for games, but as time passes health and geography push me towards playing on my own. I should have played through more sieges in recent years, but can only try to improve on this.

Significant highlights of my sieges latterly, and the development of the rules, are illustrated by a small number of blog links. I'll keep this short, since that's all it warrants, but it avoids my quoting myself at length!

(1) In April 2016 I set up a fairly ambitious ECW test siege, using my own rules. I found myself improvising things which either didn't work or which I'd forgotten about, and there is a series of blog posts starting with this one... 

(2) In February 2022 I played through a solo test game of Vauban's Wars (tweaked for hexes) - a fictitious Peninsular War siege, which is described in 2 posts starting here...

(3) In June 2024 (to my considerable surprise) I managed to set up a Zoom game, with an actual opponent! Back to the ECW, this was Prince Rupert's Siege of Liverpool, with the Jolly Broom Man playing the part of Rupert (he won, though I think he was killed...). This was a surprise on two counts, since I had considered it almost impossible to play a siege via Zoom, because of the difficulty of siting the cameras to give a satisfactory view (I wish I could remember how we got this to work), and because of playing it as a competitive game (it wasn't very competitive, it was more of a laboratory game of "what would happen next?"). We used the extant version of Leaguer, but the siege was almost artificially simple, since it was small and uncomplicated, and since the town being besieged could still be provided with food and ammunition from the river, so that supply management was not required. We completed the game, but it was obvious that the dovetailing of Siege and Tactical Turns needed a lot more work, and there were some other issues. JBM and I exchanged thoughts for a few days afterwards, and I made some changes to the draft rules. There are two blog posts, starting here...

(4) In November 2024 I played through a lengthy test WSS siege, solo, allowing for re-runs as necessary to get to all bits of the updated Leaguer rules. It went well, though I didn't get to Tactical Rules (unseemly things like storms and sorties not welcome in the WSS). I wrote loads of notes for proposed changes, and changed some things permanently on the fly. There are some blog posts, starting here...

By November 2024, my draft rules consisted of a loose-leaf file full of printed sheets, pencil scribblings, copious Post-It notes and printed email correspondence. At this point, I regret to say that the Real World really messed everything up - apart from family issues, the US election rendered me unfit for service.

I stowed away my siege toys and my loose-leaf folder, and didn't look at them again until a few weeks ago, at which time I was horrified to realise that the scribblings were hard to understand; I had lost that thread of continuity that serves to keep the dreaded Entropy Creep under control. I have got back to work - I am trying to get the scribblings into some sort of coherent form, and am pleased that things seem to be shaping up. [I feel there is a lesson here for all of us, boys and girls]

It occurs to me that some of this thought process might be of general interest - it will also help to keep me honest - so the plan is that there may be occasional posts on fascinating topics such as powder consumption, the use of mortar shells to set fire to towns, sapping and digging parallels, artillery misfires, trench raids, espionage - maybe even mining...

Wish me luck as you wave me goodbye. 


 

Sunday, 8 March 2026

It Was Such a Long Time Ago, and It Wasn't Even True

Mention of the late Clive Smithers came up in an email exchange this week with a friend, who remembered that around this time of year Clive would have been burning the midnight oil, researching and perfecting one of the celebrated April Fool pranks he used to post on his blog. 

I was involved in the skulduggery surrounding a couple of them, my favourite of which was the JRR Tolkien Hoax of 2010. All right, I confess I took a minor role in the construction of the plot, but I was responsible for this photo, which spread far and wide among the online fora of the gullible; the picture is a rather crude assemblage of bits from here and there, the medium was PhotoShop, but the idea was solidly Clive's.  

 
"Peter Young playing the game, in the garden of 
20 Northmoor Road, September 1939"

This July will be the 5th anniversary of Clive's passing, which is certainly worth a respectful nod when it comes around. I realise that these have been a hectic few years, but my friend and I were both surprised that it was only 5 years, and we agreed that Clive would have been less than impressed with most of what has happened since.

His family planned to preserve his blogs, and as far as I know they are all still online. 

Sunday, 1 March 2026

Guest Contributor Issue - Steve Cooney

 Always a pleasure to hear from Steve, and he very kindly sent some photos of his wondrous ECW collection.

Steve writes:

...inspired me to take a look at my Hinton Hunt ECW collection last week and dug out some of the old figures .

Attached pics of some conversions I did way back when my sight was a bit better , shows a small Forlorn Hope party , all conversions done with soldering iron and needle files , no filler , and painted with oils.
 



Excellent - thanks for these, Steve - inspirational stuff. I'm hoping to get back to some figure painting in a month or so!

 

Monday, 23 February 2026

Hooptedoodle #494 - Google AI Gives Us the Lowdown...

 A friend of mine - who must be remarkably short of things to think about - asked Google AI about my blog (this very one you are reading), and he sent me an extract from the reply, since he thought it would amuse me. At least I hope that is why he sent it.

Here it is:


Can't really protest too much about any of that, though I am maybe a little saddened by the perceived balance. It makes no direct reference to bullshit, for which I guess I should be grateful. You probably expect me to set about checking out all sorts of AI reports now, but no. 

Not going to.

Out of perversity, I asked Google AI to describe Google AI (yes, I used to watch Star Trek many years ago - I know how to upset robots). Disappointingly, the description read much more like a marketing push than an analysis - I shall not reproduce any of it. There is enough bullshit around already... 

Sunday, 22 February 2026

Unfamiliar Ground, Me Boys - Fire and Fury

 I've just returned from a most pleasant weekend trip; I travelled to visit Baron Stryker and his lovely wife on their Northern estates. Apart from the quiet surroundings and splendid hospitality, I also enjoyed an ACW game - unfamiliar ground indeed for me these days. Although this period was the context for my very first involvement with wargaming, it has been a long, long time. I estimate that my last ACW miniatures game must have been in 1973... 

If you weren't around in 1973, you may find this difficult to visualise. Rest assured that you probably didn't miss much - especially as far as my prehistoric wargames go.

I think that Ian may put together a post on his own blog, so all I'll do here is present some of my own photos, just to show what a nice game it was. 15mm figures, and an OOP version of Fire and Fury's brigade level rules - I was the Confederate commander; this was all new to me. The rules are reassuringly straightforward, and Stryker made an excellent job of guiding me through.

 
Troops in my centre at the start; lovely armies - it's some years since I've been involved with 15mm, and I have to say I approve very much

 
My cavalry makes an inauspicious entry on my left. The rules put Confederate cavalry at a disadvantage, but these fellows exceeded my expectations...


 
Troops deploying in the early stages. Both armies were waiting for reinforcements around Turn 3 or so

 
I spy Tigers - I recognised these fellows from an Osprey book I haven't seen for 50 years

 
Enemy approaching, looking worryingly brisk and professional

 
Partly because I wanted to see what would happen using F&F, I launched an enthusiastic but wildly optimistic attack with my right flank infantry. This worked much better than I had any right to expect, wrecked two opposing brigades and captured two limbered batteries...

 
...Crikey!...

 
One of my successful right brigades - still amazingly fresh [official F&F terminology] moved across to threaten the Union centre

 
As the reinforcements came into play, it seemed likely that both armies would win on their respective right flanks, but things started to balance out, and towards the end of our day I had regained control on my left (I think so, anyway)
 

My thanks to Ian and Sharon for their kindness and my appreciation for a most enjoyable trip and a stimulating (and thought-provoking) game are supplemented by my sincere apologies for outrageously lucky dice-rolling. Can't understand that at all...


Thursday, 12 February 2026

Hooptedoodle #493 - Cherry Cake - They'll Never Believe It

As I get older and less receptive, I am saddened to note the increasing importance of Schadenfreude as part of my life mission.

Despite my better judgement, I spent some time yesterday watching highlights of US Attorney General Bondi's Congressional Reality Show on TV. American politics is really none of my business, but decency and the future of the planet are certainly worthy of focus.


If the facts are against you, argue the law. 
If the law is against you, argue the facts.
If the law and the facts are against you, pound the table and yell like hell
― Carl Sandburg
 
It seems to me that, years from today, people all over the world may remember that there was once a very strange woman who postured and smirked and overacted her way through a very serious, very noble and very visible forum, and committed the most public career suicide in history.
 
I can only assume that she is getting paid an awful lot of money and has the promise of a very big piece of cherry cake. I doubt whether anyone will remember her name.
 
Speaking of names, I have a little list of them, and I have a special bottle of wine put aside for Prizegiving Day.