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


Sunday 28 July 2024

ECW: The Battle of Meols Harcourt [Revisited]

 The end of this last week saw me involved in Zoom wargames on two consecutive evenings, which is unusual for me and was also very enjoyable. On Thursday I took part in one of Jon Freitag's superb extravaganzas [which you will find beautifully reported on Jon's blog here - thanks again, Jon] and on Friday I hosted a game of my own at which I had the same opponent - the Jolly Broom Man.

My own game was a return to the English Civil War; one objective was to try my Corporal John rules, which were developed to work with the War of Spanish Succession, with a few little tweaks to handle the ECW. JBM and I have been interested to try this for a while, to see if it might offer an improvement on my extant rules which I call CC_ECW, a name which is hardly poetic but gives an honest tribute to its origins.

In fact the two sets of rules are cousins, since one is based on Richard Borg's Command and Colors system and the other comes from Tricorne, which is Borg's application of his game system to the AWI. One distinctive feature of Corporal John is that musketry is subsumed into "Close Combat" as one of the unpleasant things which opposing units do to each other when adjacent, and the only explicit ranged combat which remains is artillery fire. This explanation is already sounding a bit dry, so I shall move on to the game itself.

I revamped a game which I had played years ago with my son (who was then 10, as I recall), which is set in my favourite context of the First War, before the New Model period removed much of the entertainment from the games, and also in the very amateurish North of England, my original home patch, for which I retain a great affection and for which (for the most part) I constructed my armies. The original edition of this game, as it happens, has a little resonance here because it was an early try-out of CC_ECW, which became my house ECW rules.

 
An old photo of my original game, in 2013, shows Alexander Rigby's Regt of Foot [P] standing guard in the village of Meols, which will have some echoes in the re-run

Thus my game on Friday was a re-run of the fictional Battle of Meols Harcourt, rather larger than the original (since the armies have grown in the interim), to see if Corporal John could handle it. JBM has offered me heroic support with Corporal John throughout its development, so I was delighted to have him on board again.

[Purists should approach what follows with a plentiful supply of salt, since our narrative may not sit comfortably with other, better-established versions of history, and some of the units and leaders present may well have still been in other places around the same time...]

 

Action at Meols Harcourt, some date in 1643

 

Back story and scenario notes

 

A Royalist force commanded by James Stanley, formerly known as Lord Strange (no, really) but who became the Earl of Derby on the recent death of his father, is on the march to secure the town of Preston, in Lancashire, for King Charles. The Earl has something of a problem with maps, and his army has made slow progress, though they have succeeded in stripping the countryside of horses and food as they went along.

 

Meanwhile, the Puritan commander of Parliamentary forces in the area, Sir William Brereton, leads a rescue force to relieve a reported Royalist blockade of Lancaster, but finds himself instead following the trail of wreckage which marks the passage of the Earl’s little army, in the general direction of Manchester. Something goes oddly wrong, and both generals are surprised to find that they are actually marching towards each other, and come face to face one misty Tuesday morning in farmland near the village of Meols Harcourt.

 

The village is on the land of the Twining family, a branch of the Heskeths, who live at nearby Harcourt Hall. There is a good bridge over a little river, Hassop Beck, which is otherwise fordable anyway. Hassop Beck may eventually run into the River Weaver – the Earl’s people aren’t sure.

 

So this is an encounter battle - no strategic objective beyond chasing the enemy away. Since the Royalists have the better army, they will probably take the offensive (and will move first). Brereton is gradually starting to believe that he cannot defeat the Royalists in the field, so he may in any case prefer to take a more passive role.

 

7 of the Royalist units are rated as Veterans; Parliament have no Veterans, but do have 6 newly-raised regiments rated as Raw. All Royalist cavalry are classed as Gallopers; Parliamentary cavalry are Trotters. The armies are very similar in composition (amazingly so, in fact). Each side has 20 combat units, so my standard algorithm involving the roll of 2D6 gave a requirement of 9 Victory Points for the win.

 

[It is a feature of the early years of the conflict in Lancashire that some prominent Royalists were exiled from the area - Tyldesley, Gerrard, Molyneux are examples - and subsequently raised significant regiments for the King, which went away to fight in other parts of the country. This did nothing to help the Royalist cause in Lancashire itself, but it does mean that if (as on Friday) these regiments return to their homelands they bring with them a level of experience and competence which the Parliamentary troops cannot match.] 

 

The river is just a water-splash, but has quite steep banks. Units fording it must stop in the river, but may carry on next turn. All units standing in the river or coming out of it must deduct 1 combat dice, and artillery may not fire while standing in the river. The (walled) Hall and the village count as built-up areas. There are two ploughed fields which count as standard enclosures in the rules. Monument Hill on the edge of the table is very rough terrain, and may not be entered. There are no points-scoring objectives on the field.

 

Here is our OOB for the day - the "unit number" simply helps me to find the correct soldiers in the ECW boxes!

 

 

Rules tweaks for Corporal John

 

I shall only briefly mention what had to be done to transplant the rules to a period 60 years earlier. Some weeding out of anachronistic Combat Cards was necessary (not many), and we had patches to cope with a few characteristics of the earlier war:

 

* The early war situation of "Galloper" cavalry vs "Trotters"

* Stand of Pike formation ("Hedgehogs") against horse

* Slightly altered role of dragoons

* Incorporating a Veteran / Trained / Raw classification into the Corporal John combat and Rally Check systems

* Similarly, named leaders would have different abilities

 

Let's get on, shall we?

In my usual manner, I shall hope that some kind of narrative emerges from the pictures and captions.

 
View from Parliament's right flank at the start. The village and Harcourt Hall are visible at the far end of the field. From this end, the groupings are Thomas Myddleton's horse, Henry Mainwaring's infantry and William Fairfax's horse on the left

 
After one turn, it can be seen that Brereton's (JBM's) troops are already advancing with unexpected vigour - we are left to assume that his rather more bellicose flank commanders had a major influence. On the right of the picture, we see the Earl of Derby's Royalist troops: Thomas Tyldesley with the horse on the left flank,  Henry Tillier with the main body of foot and Sir John Byron with the horse of the right

 
There is no question of John Byron backing down from a scrap, so a cavalry action between his troops and William Fairfax's began to shape up, and would continue all day

 
From Parliament's view, some of Mainwaring's infantry advance to the area around the village, while the remainder and Myddleton's horse move up towards the river in the distance

 
Ah yes - the Beck. This was specified as very moderate obstacle, and crossing a water-splash in one's own time is simple enough, but troops facing each other across the stream were understandably reluctant to fight their way across - early attempts by the Parliamentarians did not go well, so this area became something of a stalemate - a lot of glaring and swearing went on, but very little decisive action

 
Still the cavalry action on the Royalists' right, beyond the village and the Hall, is brewing up...


 
By an odd quirk of fate, Rigby's foot find themselves back in the village, as they had been in the first edition of the game, 11 years ago. Apart from the white "loss" counters [white shows up on Zoom far better than the regulation black], you may also see that Raw units are marked with yellow counters and Veterans with red - everyone else is Trained. If you see a purple counter (and you probably won't) then that denotes dragoons. Blue counters mark activated units, and shouldn't really appear in end-of-turn photos unless I've omitted to tidy them away [you can't get the staff, you know]

 
Attempts are made on the Parliament right to cross the river - these went badly enough to discourage much more of the same
 

 
Back at the cavalry fight on the other flank, the rule introduced to give Gallopers an advantage against non-Galloper cavalry at the start of an individual melee suddenly produced a remarkable result - the tweak allowed the Gallopers in such a situation to count crossed sabres as a hit - here is a photo to commemorate Marcus Trevor's RoH, with John Byron leading them in person, decisively overwhelming Shuttleworth's Lancashire Horse...


 
...and as the Parliamentary left wing fell back (William Fairfax was seriously wounded at this point), the flank was suddenly open

 
Rather late in the day, now that it was becoming obvious that the situation on the river was not going to change, the Royalists brought up more of their veteran foot in the centre


 
Sir William Brereton, in his best Puritan hat and accompanied by his trusty groom, Hector Smallpiece, suddenly realises that the Royalist right wing cavalry is now in his rear


 
Having held the village against allcomers through the day, Rigby's boys emerged into the open and were attacked by Lord Molyneux's horse, and, since their retreat was cut off, surrendered to a man, which made the VP count 9-3 in favour of the King's men, Lord Derby notwithstanding. The day was won

 
The position at the end - still with a stalemate on the river (no-one dared to attempt to cross, but neither side could risk giving the enemy an opportunity to cross in peace), the Royalists have taken the area around the village, and are heavily involved in the centre. The Earl of Derby, still firmly rooted on his baseline, is notified that his side have won. Since it is God's will, he is not surprised

 
As a closing shot, here is Tyldesley's cavalry, next to the river on the Royalist left flank, looking ready and able, but never in action throughout the day


Rules: brief footnote - the Scrabble rule

I did not intend to get into this, but there was a classic instance of something which is always a possibility in C&C-type games, which prompted some useful discussion afterwards and which will probably generate a rule change.

I describe this from my own viewpoint on the table, but the situation must have been the same for both.

Because Lord Derby was rated as something of a pudding as a commander, my Royalist hand of Command Cards consisted only of 5 cards. Since the river situation meant that we were both stuck in a stalemate on what was my left flank, I had a gradual build-up of cards allowing me to activate units on my left - eventually I had 4 such cards in my hand of 5.

Now the standard rules of Commands & Colors would allow me to play one of my Advance Left (or whatever) cards and just do nothing, which would give me a fresh card, but pressures elsewhere on the table made me reluctant to do this, and in any case such an action would make it very clear that I was trying to lose "Left" cards.

Our discussion was around what in the past I have called a Scrabble Turn. As I recall, in Scrabble you may trade in a letter tile for a fresh one from the bag if you are stuck. My first-sketch application of such a rule to Corporal John (or any of its relatives) is as follows:

(1) On any turn, either player may choose to discard a card from his hand - unseen - and take a fresh one. This replaces his turn, and the game proceeds.

(2) Alternatively, he may ask his opponent if he may change more than one card; the opponent may allow this, or may refuse (thus restricting him to a single card), or may negotiate for a different number of cards. 

(3) If a number greater than one is agreed, the active player may change his cards, and his opponent may also immediately exchange the same number of cards (without further negotiation) from his hand instead of ordering units, and the game continues.

And that's quite enough about that.

Once again my thanks to JBM for his company, enthusiasm and wisdom, especially concerning the ECW.

24 comments:

  1. Cracking looking game, very nice indeed. Good read as well, very enjoyable on this Sunday morning before the gardening beckons!

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    1. Thanks Donnie - all the best with gardening! Today I'll be playing with my new long-reach hedge cutter, attempting to rediscover our back kennel, and get a grip on our neighbour's honeysuckle before it pulls our gutters off.

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    2. Damn the spellchecker! That was supposed to say "back vennel"!

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  2. Eminently sensible suggestions on card play.
    Interesting that a minor terrain feature had such an effect; would it have done the same in the ECW variant as written?
    Neil

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    1. Good question - the terrain rule was constructed for the scenario, but is pretty typical. I think problem is more a symptom of all C&C - as I say, it is a standard rule that you can get rid of unwanted cards one at a time by playing them and not giving orders, but sometimes that isn't enough - this was a bit of an extreme example. Maybe Scrabble plays should be limited in a game - it could get wild!

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  3. That's a huge and beautiful game, Tony!

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    1. Thank you Peter - I've always had a great fondness for big games, as you know!

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  4. Splendid battle, Tony, and carried out in massive style. You gave Mark a solid thumping in this one. Pay back for the results from the day before?

    Interesting Scrabble rule. For (2), if both decide to draw new cards, do both players lose a turn since the active player does so with card replacement?

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    1. I guess I had a lot of advantages! Though the armies were very similar, the Royalists had better quality troops and superior cavalry tactics; the only disadvantage was that my CinC was inferior, which gave me smaller hands of both Command and Combat cards. Mark usually wants to be the Royalists, but on this occasion he took the Parliament side. This could be seen as bravado, or relishing a challenge, or he maybe felt sorry for me! As for a thumping, it worked out pretty well, but at one point I had made such a hamfisted effort at getting my centre into the fight that I really thought it was all going to go belly-up!

      I didn't explain the Scrabble Rule very well.

      In normal C&C, you may always play a card and then not use it, which is effectively the same thing as a one-card exchange except that your opponent knows which cards you are trying to get rid of; the single-card "Scrabble" version is effectively the same thing, since you forfeit your turn; the only difference is that the card ditched is not seen by the opponent.

      For a multi-card Scrabble Rule request, if the opponent agrees (or negotiates) a number of cards greater than 1, then the active (requesting) player may replace up to that number of cards, and forsake his turn to activate any troops. On the opponent's turn, which is up next, the opponent may opt to forsake his turn too, and replace up to the same number of cards in his own hand - no negotiation or refusal allowed this time.

      My initial thought on this is that each player can be granted only one successful multi-card "Scrabble" request in a game.

      If the opponent grants a multi-card exchange, but does not take advantage of it himself in his immediately following turn, he has the compensation of an extra activation.

      If the multi-card request is refused, I guess the player may ask again later!

      [I don't think that explanation was any better - if you keep the bits you like from the two explanations it might make some sense...]

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  5. It does take a lot to render rules unambiguous. I am sure Promethean rules would settle all matters adequately for the purposes of reasonable folk (and realistically to boot). I do wonder, however, whether brusque folk such as formed the subject of the last installment's thoughts on modern mores might, at the climax of a hard fought game, find themselves unable to achieve this by their own lights. Have they positioned themselves well to obtain, if needed, an authorial ruling?

    Further to one of the comments on that last installment, may I say I very much enjoy reading this blog and looking at the fine pictures of the ever more admirable set up?

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    1. Thank you sir - always a pleasure to hear from you. Your kind words are welcome and much appreciated.

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  6. Belting game - in which I was thoroughly kerb stomped. Well done, and thanks for in inviting me to such a superb event - here’s to the next one!

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    1. Thanks again - and thanks for choosing the inferior army. You get to empathise with the real-life Wm Brereton! The game went well - good fun, and some useful rules findings.

      All of this being hosted and nursemaided recently on Zoom and at away games has rather got me out of the habit of all that mental arithmetic, so I'm eating a lot of fish, eggs and blueberries this week, and getting back to my Sudoku books, to improve stamina! Units of the day were probably Rigby's Foot on the Parliament side, and Trevor's Horse on mine. Man of the match was probably John Byron, which is a first, to be sure, but other suggestions are invited.

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  7. That's quite some looking game, Tony. The rule changes sound sensible and to the period.

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    1. Thanks Ray - ECW feels like an old friend, so a few puncture repairs in the rules department are welcome. Not sure, but next game here may be another siege. Studying for it at the moment.

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  8. That's a big action with 20 units a side! How much different does Corpora; John play compared to your old C&C derived ECW rules?

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    1. It plays a bit slower - for a number of reasons. I'm still having to do more reading of the rule-book than I was with the old set, and the Rally Check procedure (which has to be carried out for any unit that has to retreat) constitutes a whole new sub-industry within the game. The Command Cards include some which are more complicated, though some of these do allow activation of whole sections of the battle line.

      One big modification I made to the original "Tricorne" rules (which are Borg's AWI game design, published by Compass Games) is that musketry is now implied as part of Close Combat rather than being a distinct activity. This takes a little getting used to, but I considered it necessary, since maximum effective musket range in 1700 was maybe 75 paces, and the hexes are 200 paces across. I am aware that Close Combat between infantry units would predominantly be close-range musketry until someone's nerve failed. Thus there are no explicit "melees" in Corporal John - this has become the "m-word" and is banned from the vocabulary. This aspect may upset traditionalists, since combat becomes a bit boardgamelike, but these guys will mostly have been alienated by the dreaded hexes anyway! Anyone looking for the classic "Four M's" - movement, missiles, melee, morale - will at least be happy that I now have an explicit morale element in the Rally Checks!

      The games are both recognisably C&C, but CJ is more morale-based than classic C&C; JBM and I ran a little test campaign for the WSS, and the attrition rules required that we recorded which units had been eliminated from battle by combat losses and which by morale collapse (sometimes with little or no loss of strength), and it was a fairly even split. You can get some nasty surprises in Corporal John - your Foot Guards probably won't break and leave the field when fired on, but they might...

      Corporal John works in its developed form because the WSS was a period of very simple warfare, compared with (e.g.) Napoleonic, and the tactical systems of the various armies were mostly pretty similar. The heart and soul of this project has been to develop a very simple game.
      Extension to cope with the ECW should work OK - there are some subtleties to build back in, and some tweaks necessary. I almost mentioned "period flavour", but caught myself just in time, or I would have choked on my corn flakes!

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    2. Thanks Tony. Having, mostly wargamed using highly abstracted rules for 10-15 years now, I'm used to the idea of games with 'close combat' and no separate infantry melee as such. Most 'authorities' have it as a rare occurrence after 1700 anyway.

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  9. Great report Tony, which has tempted me to dig out my ECW troops. The figures are lovely as is the terrain. Great to see C&C+ in action too.

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    1. Thanks Bob - great to hear from you - hope you are in excellent form. War is never really entertaining, but my fondness for the Northern hostilities was nurtured at the start of my studies by the tales of disaster and incompetence in Stephen Bull's lovely "A General Plague of Madness".

      The struggles of local provincial politicians and landowners in command of men who had little idea what they were doing make marvellous (and occasionally hysterical) wargame campaigns. I can empathise strongly with these guys. The tragedy is still all-encompassing.

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  10. A wonderful 'historic' photo to begin with and then all of those gorgeous, modern ones. A viewing delight and entertaining report; naturellement.
    Seems yet another case of Parliament does okay/bests the infantry fight, but the horse let them down and they are stuffed!
    Regards, James

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    1. Hi James - reckon your analysis is about spot-on. Apart from getting his head cut off, the Earl of Derby to me cuts quite a sad figure because he did his best for his King, and really wasn't appreciated. I read somewhere that his main contribution to the Royalist campaigns was being somewhere else so his wife could be in charge at the siege of Lathom House. A bit harsh?

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  11. This is a great, it motivates me to keep investing in the hobby. Good to be back and on a side note I believe I know the former master of the Manor.

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    1. Welcome, young sir! I am keen to learn more about the Lord of the Manor, so would be delighted to hear further on this topic.

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