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.  

 

2 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

    ReplyDelete
    Replies
    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.

      Delete