Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Showing posts with label CCN. Show all posts
Showing posts with label CCN. Show all posts
Monday, 22 January 2018
ECW Wargames Rules - Updated
With sincere and copious thanks to The Jolly Broom Man, for his time and commendable patience in sanity checking, commenting and proof-reading, I am pleased to announce that I now have an updated version of the Rules Booklet, the QRS, the Command Cards and the "Chaunce" Cards for my Commands & Colors based ECW game, which is now up to CC_ECW Ver 2.69, and may be downloaded via the link in the top right hand corner of this screen.
The main changes concern a simplification of the system by which "Rash" units of horse may run out of control. There are some additional cards, so if you already use my cards you may wish to update both sets.
Any problems with the rules, or if you can't get the downloads to work, please let me know. If you do not care for my rules then bless you - thank you for your interest.
Sunday, 26 November 2017
Möckern Around on a Saturday Afternoon
| Tough nut - the French-held village of Möckern, complete with medieval tower and - can that be Felsham church...? |
Goya hosted the event at his baronial palace, where he has busily been painting Prussian troops to make up the cast list. The combined Prussians of the armies of Goya and Baron Stryker (under Goya's command) were to fight the French VI Corps under Marshal Marmont (played by Stryker himself, still glowing with the glory of his recent French success at Talavera). I was the umpire, a role which I enjoy (leveraging, as Dilbert would say, my OCD tendencies to advantage) and which gives a very good chance of avoiding defeat.
Möckern, of course, is one of the outlying precursors to the Battle of Leipzig, which took place two days later. Research is hampered a little by the fact that there was another battle of Möckern, some 6 months earlier, which, since it was a French victory, is rather better documented [discuss].
The large village of Möckern at that time was some distance from Leipzig, and sat on a road from the north which went to the Northern gate to the city. Our battle was only part of the real historical one - we covered the left of the French defence - that part which was opposed by Yorck's Prussian I Corps of Blücher's Army of Silesia. Our scenario comes from the official Commands & Colors: Napoleonics Expansion #5 booklet - the only amendments were some substitution of Prussian units to fit with the miniatures we had available, and a house rule tweak to include a couple of roads, and allow a small measure of quicker movement for regiments which used them.
The French start the day strongly positioned in the village (thus having 2 bonus Victory Points at the outset, which, if they lose the place, will disappear and become 3 for the Prussians). There were also bonus VPs available if the Prussians managed to exit any units over the French baseline (which in rugby terms is known as a try, we think). 10 VPs for the win. Standard size 13 x 9 hex table. A couple of scenario rules concerned the small bend of the River Elster and the minor stream (Pleisse? - Parthe? - can't remember) on the French right flank, and a more significant rule, in that the outlying Manor Farm of Möckern was a strong, walled strongpoint allowing defenders to disregard one "retreat flag" if one came up.
The Prussians, being Prussians, are allowed an allocation of Iron Will counters by the C&CN rules - on this occasion they had 4 available for the day - these may be used as a last-resort means of cancelling retreat flags - 1 counter per flag. [We used 20-cent Euro coins, in fact]
In the real battle, the Prussians made pretty slow progress attacking the village, suffered heavy losses and retreated. The French were somewhat inconvenienced by an exploding ammo cart (so Marmont says, anyway, in his memoirs), but the Marshal ordered up his corps light cavalry - a brigade of Württembergers commanded by Generalmajor Normann - to pursue the repulsed infantry, and - allegedly - Normann refused. Marmont then ordered forward Lagrange's infantry to carry out the pursuit, and they were caught by the Prussian cavalry, and very badly handled, falling back in disorder onto the village of Gohlis, where they joined Ney in an attempt to hold off the Russian advance the following day.
Normann's disobedience may seem less surprising when it is remembered that the Württembergers were one of the German states which defected to the Allies on the 18th.
Our game started with the Prussians butting their heads against the walled farm, in authentic style, and they started losing men rapidly - a tendency which became established as a general theme for the day. They then had a quick, dramatic success when a battalion of French légère received two retreat flags and - special rule or not - were forced out of the farm, to be replaced by some Prussian grenadiers, who held it for the rest of the engagement. That was as good as it got for Yorck. Hampered by astonishingly poor dice (unbelievable - it quickly passed beyond amusing to downright embarrassing, so after a little while no-one laughed any more...), Yorck also had problems with the quality of his army - he had a lot of Reservists (double retreats) and militia (triple retreats), and thus had to use the Iron Will counters to stop his militia cavalry disappearing to the rear - and his cavalry, though much more numerous on the face of it, were relatively puny, the scenario stipulating 3 "blocks" per unit, compared with the French 4 per unit.
The French at one point were 8-0 up on VPs, though the Prussians did eventually wear a few units down, and then there was the extraordinary episode of General Lagrange. Lagrange was present with a French line unit which was eliminated. He survived, though was only able to retreat to a very hazardous position adjacent to the farm, where the resident grenadiers duly used him for target practice. They missed. Apparently crazed by his luck, Lagrange hung around for another volley, waving his hat to goad them - they missed again. At which point a unit of militia lancers appeared, and captured him, which certainly served him right.
The Prussian attack on the left fizzled out from lack of sufficient good-quality troops, and the game ran out a 10-4 win for the French - still with the initial 2 for holding most of Möckern village, and with the Prussian 4th VP counter entirely due to the death-wish of General Lagrange.
Interesting game - very interesting. None of us has any idea how the Prussians could have won; once again we overturned history. They never got close to securing any bonus VPs for scoring a "try" on their left - they couldn't have spared the troops anyway. One alternative strategy would have been to ignore the very strong village and concentrate on an assault by the Prussian left - it would be necessary to clear away a good few French units to rack up VPs, and then exit over the French baseline with enough units to get up to 10VPs with the scenario bonus.
As it was, this was never a possibility, and the day's bloodshed made very little contribution to the overall cause of Befreiung. Not to worry - an excellent day's entertainment, and excellent food, as ever. Special mention must be made of the personal efforts of Count Goya, who had banished his family, along with all the servants, to the country for the weekend, and did a fine solo job of the catering. My thanks to my colleagues for their excellent company and good humour.
Thoughts on C&CN scenarios? Not very much - we should maybe be suspicious of general application of the standard C&CN national characteristics. In particular, the French line infantry get an extra combat die in melee combat against infantry, simply because of their famed élan and effectiveness. That's well and good, but the point is well made that, though Marmont's Corps was among the better of the French line troops at Leipzig, the French army was nothing like what it had been in 1809. We should have a look at scenario rules more carefully in this respect. The French OOB for VI Corps includes many provisional regiments which consisted of battalions of veteran Peninsular War regiments, but typically these were the 5th or 6th battalions of such regiments, and the large numbers of "Marine Infantry" present are something of an unknown quantity - whatever some of the historical paintings may show - these were not the Marins de la Garde - nothing like.
Right - to the pictures. Please ignore the labelling you see on the units - there were a great many sabots on loan from other armies, so the presence of apparently Spanish or Portuguese units should be disregarded.
| General view - French on the left, Prussians and the North to the right, and the village of Möckern dominating the Leipzig road at the far end |
| From behind the Prussian left, at the start (about 11:30) |
| Yorck's Prussians make a start against the walled Manor Farm |
| Though the farm is not very promising, the main village itself is a very formidable objective, with enough size to allow garrison units to provide mutual support |
| Just for a moment, things seemed to be swinging a little, as the Silesian grenadiers drove the French out of the farm |
| Further left, the Prussians under Horn and Steinmetz ponder the chances of a breakthrough |
| And on the far left flank of the Prussian force, Hünerbein did at least have some better quality regular troops |
| General problem for Yorck was that his cavalry was understrength, and he had too high a proportion of Reservist and Landwehr units... |
| Action on the Prussian left - a brief glimpse of the legendary French 15eme Chasseurs à Cheval (on the road) who did not manage to live up to their celebrated success at Talavera |
| The battle for the farm reaches its peak - the French were driven off here |
| Having driven off an attack by the French (Württemberg) cavalry in the centre, the Prussian cavalry here are too weakened to contribute further |
| The extraordinary adventure of General Lagrange, waving his hat in defiance of the Prussians in the farm. The lancers in the background did for him shortly afterwards. |
Thursday, 12 October 2017
ECW - Rules Update
Further to previous - as from today, Version 2.68 of my CC_ECW rules is downloadable via this link. The link on the right hand top corner of the current screen should now also point to this latest version, and I believe all the documentation is consistent.
Revisions? Not so much, in the end - have gone back to Foot being able to move and still fire (a bit), have banned Stand of Pikes from being attempted in woods - in fact no pikes can fight in woods any more. Also another load of typos and dodgy wording smartened up.
If you can't get the links to work, I've probably screwed up the sharing rights - please shout. If you don't like the rules, that's perfectly OK - have a nice day.
My humble thanks to The Jolly Broom Man for his input and all his help.
Wednesday, 11 October 2017
ECW - We Like Our Musketry Explicit
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| The gentlemen of the Sealed Knot being unpleasant at close quarters |
This is going to be one of my ruminating sessions,
I think, so if you don't fancy the prospect you have at least been forewarned.
In response to my post yesterday, David sent a comment that touches on some of
the key issues in the problem of how we try to represent warfare as a game we can
play on the kitchen table. [When pressed,
ruminate. That is the house rule here.]
So David is my guest writer for the
morning. His comment included the following:
"...it is fascinating to think about
how they actually went about the business of organised combat in the pike and
shot era. Now I admit I have not downloaded your rules, so you may rightly
ignore all I say. But one thing that always strikes me is how short a range
they would be firing their muskets at (ignoring ill-disciplined premature
popping-off by inexperienced troops); I get the feeling this would often be 100
yards or less. Which must have been terrifying, by the way. Now this makes me
wonder, what is the 'range' of musketry in C&C, in hexes? And what distance
does a hex represent? And how does that relate to movement distances?
Another thing that only now strikes me is,
if taking up a firing position at 100 yards from the enemy and then using 'fire
by introduction', it can't take long to close the range quite considerably; how
much discipline did it take to maintain that measured fire and reloading, and
how tempting was it to just give all that up and get stuck in to a melee?..."
I'd like
to take a couple of detours before attempting to respond to this.
![]() |
| This doesn't look like rolling fire to me - it looks like a big Salvee |
Firstly,
since we are all shaped by our experiences, and since this includes the
development of my own views on war gaming, I'd like to share with you a tale of
a game I was once involved in. I would say this was about 1974. [I used to keep a huge file with notes and
jottings and OOBs from all my war games - going way back - but alas I lost it
during a house move 19 years ago, so approximate memory will have to serve now].
The main things are that this game certainly wasn't yesterday, and that it was
from a period when we were all striving to make our miniature battles as
realistic as possible. That seems like a very sad joke now, but I was as keen
as anyone else.
The event
was a very large bash at Quatre Bras - lots of borrowed troops on display - I
can't remember how many, but there were a lot, and we used the WRG rules of the
day. There were a lot of people involved, though, since the game lasted all day
Saturday, all day Sunday and some of Monday evening, players were coming in to
relieve each other, so there was never a time when everyone was present
together, and some of the visits were brief and intended to show willing rather
than make any major contribution. I recall that Phil Maugham, Alan Low, Dave
Hoskins, Allan Gallacher (our host), John Ramsay, Dave Thomson, Keith Spragg
and Forbes Hannah were all present at some point - a true marathon relay
effort. I am less clear about the outcome - I think it was a sort of draw,
though the Allies claimed they were leading at the end - you may recognise that
kind of conclusion. Another, rather darker recollection is that only about 3 of
the assembly are still alive, which just goes to show something or other (it
probably shows that I was one of the younger participants!).
It took
a long time afterwards to clear up the mess and sort out the paperwork, and two
big messages feature most strongly in my memory. Firstly, none of us ever
wanted to do anything like that again - in fact this was around the time that I
first started looking seriously at what could be learned from board games, and
trying to find ways to simplify my own miniatures games. Secondly, we were
horrified (not to say incredulous) to learn that the total elapsed "battle
time" amounted to around 35 minutes - that's all. Something like 22 hours
had been spent "fighting" a battle which must have lasted a few hours
historically, and the mathematical basis of the game accounted for only 35
minutes. So what else was going on at Quatre Bras? Were our rules incompetent?
- well, possibly, though, like the players, the rules were well-intentioned.
Did battles involve a lot of other stuff - waiting around, perhaps - which
padded out this skeletonic 35 minutes? Is there something else at work here?
I've
thought about this problem, off and on, ever since. There was something else at
work. For one thing, there is something strangely elastic and subjective about
the passage of time - Einstein said something to the effect that an hour spent
conversing with a pretty girl was but a fleeting instant, but a minute spent
sitting on a very hot stove was a long time indeed (stovists please don't
bother complaining - get in touch with Einstein) - this is not something you
can measure on a clock. I have read about this, but don't have much of a handle
on it. More importantly, there are huge problems with our assumptions of
realism in any kind of stochastic simulation.
I wrote
a rather lengthy post on the concept of ludic
fallacies on this blog - it seems it was 6 and a bit years ago. Goodness
me. I was a windbag even in those days. If you wish to risk that old post then
good for you - it's here - I haven't
changed my mind since then, and I doubt if I could express it better now (more
concisely, maybe...). The idea is that any kind of mathematical model of a real
system is fundamentally flawed, unless the system is itself very simple and mathematically
based. Thus, for example, we can analyse fully a game based on rolling dice -
provided, of course, that the dice are "honest dice" and that the
players don't do anything underhand (and these may be significant doubts, if
there's a lot of money at stake!). Anything more complex and we very quickly
find that the elements we can measure and understand and estimate (or think we
can) are swamped by the things we do not understand, the things we have not
thought of, and the interactions between these. [The original target of ridicule for the ludic fallacy was the world of
finance, in which fund management and investment strategies are driven by
mathematical models which are not only unreliable but dangerous if they are
trusted beyond the bounds of validity (please supply your own examples...)]
War games
are less scary in their implications than fund management, but an example I
used 6-and-a-half years ago was the way rules all over the planet were suddenly
"improved" after the publication of Maj. Gen. BP Hughes' famous Firepower, a semi-scientific study of
the power and effectiveness of weapons. Hughes himself was very sensible and
forthright about the limitations of both the data and reasoning in his
fascinating book, but the guys who adopted it for rule writing almost all
missed the point by some miles. Idealised 19th Century experiments to measure
the power and hitting capability of (for example) canister fire are interesting
as an assessment of the weapons themselves, but the official-looking analysis tables
from Hughes have as much to do with the likely results of these weapons' use in
real battle conditions by real soldiers - with real emotions and limited
training - as the proverbial price of onions, so basing a game on them was more
than a little naive. Sorry, chaps.
![]() |
| One of the misunderstood charts from Firepower |
I can't
be bothered checking for actual references, but a few of the earlier war games
writers - notably Peter Young and Paddy Griffith, I think - made the point that
game scales and exact measurements were all very well, but the most important
thing was to have a game which works. If rifles are supposed to fire a bit
further than muskets, let them fire a bit further in your game - exactly how
much further is less important, within the limits of commonsense; in truth,
no-one really knows exactly how much further it should be, anyway. Same with
march distances and all that. If anyone tells you differently then he's
bluffing, or he hasn't thought about it. Or both. The 1970s push for
time-and-motion-study re-engineering of war games produced very little
improvement in the observed realism of outcomes, and, as far as I am concerned,
produced a colossal reduction in the enjoyment of the games themselves.
It will
rattle some teacups, but I would contend that one of the attractions of the newfangled,
non-Old-School, board game-style Commands
& Colors game is that it is closer in spirit to the creed of Messrs
Young and Griffith than much of the pseudo-science and detail that we have seen
in the time in between.
I impose
a ground scale on C&C to make sense of modelling battlefields, and
especially for setting out fortresses, but some of the equivalences don't stand
up to close scrutiny. If I assume 200 paces for a hex, then a unit in a hex 2
hexes away is somewhere between 200 and 600 paces distant. 400 seems a logical
figure to use. 400 paces as an effective musket range is pretty optimistic in
the Napoleonic Wars - the captain would not be pleased if his chaps started
firing at such a range - and is certainly just plain silly in the ECW. And yet
I've adopted a 2-hex musket range for the ECW game - why?
Well, to
be honest, I'd be more comfortable if musketry were not handled explicitly in these
games. I've already abstracted cavalry firing their pistols into the bit of the
game that comes under the heading Melee Combat. Pistol fire was just one of the
unpleasant things that cavalry did to each other when they were in reasonably
close contact. It would make sense to do the same with musket fire - simply
regard it as a close-range matter, in terms of the ground scale, and include it
into Melee, in the same way I've already done for the Horse.
This
would certainly not be very revolutionary. Long before C&C appeared, I used
home-brewed Napoleonic rules which were very influenced by Doc Monaghan's Big Battalions, which originated with
the Guernsey Wargames Club. This was most definitely a miniatures game, but it
used a very neat melee system, which was very clearly board game-like in style,
and there was no musketry. What? That's right - cannons fired at people, and
there was some skirmisher activity ("harassing fire") which was
carried out around the same time as the "Bombardment Phase", but
volleyed musketry by close-order infantry was something that happened in a
close combat situation, so it was covered by the board game-style melee rules.
It
worked nicely - it took a bit of getting used to, and it would certainly
alienate the chaps who don't like C&C because it denies you the opportunity
to form lines or columns, or fiddle with skirmishers. I think that if the game
scale is big enough, abstracting musketry is logical and reasonable.
So why
have I persisted with a distinct rule for musket fire for the ECW, which is, to
say the least, not well supported by our understanding of the facts? Why not take
the obvious step of making artillery fire the only kind of Ranged Combat
permitted? Hmmm.
First
thing to say is that musketry is kind of fun - the game would feel poorer
without it, and in this game it is not very effective anyway. Next, the same
arguments could be applied to the Napoleonic game - which is a board game, let
us remember - yet the very experienced and knowledgeable authors of that game
decided to feature it as part of ranged combat.
That
whiff of board game is quite an important aspect of this. In a traditional
board war game, cardboard counters move next to each other on the board, and
bad things happen. It isn't a series of individual musket volleys or charges,
it's almost like some kind of force-field thing - the units interact in some
manner, and one of them prevails, or is eliminated, or whatever - as the game
scale increases, our view of the details starts to disappear. It is the sort of
thing that turns off the Old School enthusiasts.
Thus I
have left musketry in my ECW game at present, because it feels more like a
miniatures war game if it is left in, but my feelings on the matter are pretty marginal. There are strong arguments to make it part of the Melee, and the game
would be tidier (and probably more correct) without it, but it would feel less
like a "proper" war game. Peter Young would have been horrified not
to get a chance to fire his muskets, so that'll do for the time being.
Tuesday, 10 October 2017
ECW - Rules Tweak Scaled Right Back
I've had a most interesting few days' correspondence with Peter B, Prof de Vries, Martin S and, most especially, the
Jolly Broom Man. As a result of all this enlightenment (and, by Jove, these
chaps know their stuff), I've decided not to make the ambitious changes to my
ECW rules, as sketched out in my previous post.
It all comes back to the issue of how the
regiments arranged their musket fire back in the 17th Century. I was concerned
that if (to put it in layman's terms) everyone fired at once (BANG) then subsequently they would be conspicuously
unloaded, and, since the idea that they might manage to reload while rushing about seemed unlikely, they would arrive unable to fire if they attacked
someone without having stopped somewhere on the way. This kind of thinking owed
a lot to my exposure to the Victory
without Quarter rules, which make a feature of loading as a necessary
activity.
Well, as everyone in the world knows very
well - apart from me - it all comes down to the way they conducted the firing. Because
the matchlock was a cumbersome thing to load, the approved method was to
arrange the musketeers in a lot of ranks - 6 or 8 was OK - and then fire by
rolling the ranks:
(1) Intraduction,
by which the firing line advanced, required the rear (loaded) rank to move
round in front of the rank which had just fired - the sergeant, with his
partizan or his half-pike, would show the newly loaded chaps where to line up
and fire. Thus the rate of advance would be up to the sergeant, and the firing
line would move forward.
(2) Extraduction,
by which the firing line fell back, required the front rank, after they had
fired, to nip round the rear (the sergeant would show them where) and get on
with reloading. In time they would once again become the front rank, and it
would be their turn to fire once more. Thus the firing line would gradually be
moving back.
I apologise for the kindergarten
explanation - it is necessary for me to envisage things in simple terms.
Anyway, this means that the firing would not go BANG, as discussed, it would go bang--bang--bang--etc,
and it also means that the Foot would never all be unloaded at the same time,
which means that they would be able to produce some amount of fire while on the
move. If, like me, you imagine that advancing or retreating by means of the
rolling intra/extraduction system would slow down the attack to a pitiful
shuffle then I am assured that this is correct - this is why the rules reduce
the movement rate for Foot when close to the enemy, but I am also informed by
the JBM that this was not a critical-path issue, since the unit closing up and
the pikemen sorting themselves out was just as big a problem prior to a clash. [The Broom Man, by the way, apart from a
life of monastic research, also has personal experience of re-enactment; never
disagree with a man who knows how to handle a pike - especially one who may
have been at the Siege of Bristle.]
I sense a lot of unrest - people with their
hands in the air, protesting, "...but,
Miss, Miss, Miss...". Well you are quite right, there was also the
process known as fire by salvee,
which was introduced by Gustavus Adolphus for his Swedish army, and which did,
indeed, have everybody firing at once and thus being unloaded immediately
thereafter. I am assured that this was beyond the capabilities of just about
everyone apart from the Swedes during this period - thus it is not relevant for
the ECW, and Peter B reckons that it would be used even by the Swedes in the
30YW as a short-range device, such that it should be considered as part of
melee combat in rules of this type.
![]() |
| Gustavus Adolphus |
Thus, after this long ramble, I am merely
going to switch my CC_ECW rules back to allowing Foot to move 1 hex and fire at
reduced effect, which is where I started a few years ago, in a manner similar
to what Commands & Colors does
for Napoleonic warfare. Peter B made the interesting point that this kind of
reduced fire while moving actually makes more sense in an ECW context than it
does for Napleonic warfare, which is a suitable topic for debate in the pub,
but gets me off the hook anyway.
I am somewhat sorry that I didn't get to
play with the cotton-wool smoke markers, as discussed last time, but no matter.
Simple is good.
One other change I shall introduce in the
revised rules is that Stand of Pikes formation will not be permitted in woods - in fact
units armed with pikes will not be allowed to fight in woods at all. That was a
stupid oversight on my part - the JBM assures me that big boys with pikes in
the woods are going to get into bother, and someone will get hurt, for sure, so
we can't have that. The upgraded rules will be downloadable in a week or two,
once I've rehashed the QRS chart (which is the trickiest bit of the editorial
process).
My thanks to everyone who contributed.
There is talk of an ECW battle in these parts sometime in the nearish future,
so a quick review of the rules was - how do you say? - opportune - yes, that's
it.
Saturday, 7 October 2017
ECW - Possible Rule Tweak
My in-house ECW rules, which I call CC_ECW,
are derived from the Commands &
Colors: Napoleonics rules. They are currently sitting at Version 2.67 (dated
24th March 2017 - they are downloadable from a link on this blog, somewhere over
on the top right), and I was quite pleased that - thanks to some welcome
logic-checking and proofing kindly supplied by the Jolly Broom Man - I had at
last got all the various bits (meaning the QRS and main booklet, really)
consistent as well as up to date.
Having reached that situation, it's
actually a bit of a disincentive to make further change, but I feel there is a
change coming along.
Following some recent correspondence with
Peter Brekelmans, whose 30YW rules (which are also downloadable here, from
somewhere around the same place) are more sophisticated and more complete than
my own effort, I came back to the rather mundane, though important, matter of
whether ECW musketeers should be able to move and fire in the same turn. This
may not sound like complex stuff, but it does make quite a difference to the
game.
I know they had some pretty complicated
ways of arranging for musketeers to advance or retreat while firing, either by
working the loaded chaps forward or by working the chaps who had just fired to
the rear, to reload, but this was not really when they were going somewhere -
it was more like a gradual adjustment of their position. To keep the essential
simplicity in the game, I originally allowed musketeers to fire at half effect
if they had moved in the same turn. Intuitively, I didn't like this. It might
be justifiable in a Napoleonic context, but not for the ponderous, nightmare
ritual of reloading a matchlock.
So I changed my mind. Version 2.67 currently
says of Foot that
"they may stand
still and carry out Melee or Ranged Combat, may move 1 hex and carry out Melee
Combat, or – provided the move does not bring them into contact with the enemy
– they may move 2 hexes but may not carry out any Combat."
That seemed more historically pleasing -
and the option to get a bit of a shift on when not close to the enemy is very
useful for bringing up reserves and other strategic matters.
Only problem now is that attacking has
become a pretty thankless proposition. Approaching enemy Foot who are in line
means being subjected to heavy fire while being unable to reply. Why, one
wonders, would anyone bother?
Now I'm sure that this is handled well
and correctly by most of the established ECW rule sets you can think of. The
tricky bit is doing something about it without damaging the intrinsic (tick
tock) simplicity of the C&C mechanisms. During the period when I tried to
educate myself to like Victory without
Quarter, I got the hang of a rule whereby a unit which wasn't doing
anything else could be assumed to reload - all by themselves - without a
specific order to do so from the Earl of Essex (or whoever). In execution it
was a little fiddly for my taste, but the idea was nice.
So I've been thinking about it, and I
think I have come up with a minimum-effort adaptation to go in Version 2.68.
How about this?
When a unit of Foot fires or takes part
in a melee, it is immediately handed a black counter (or a little puff of
cotton-wool smoke would be rather cute) to indicate that it will have to reload
before it can fire again. At the beginning of the owning General's next move,
when the Orders are being handed out (activation from Command Cards - and I
give the ordered units markers to keep track of where I'm up to) - once all the
Orders have been allocated, any unit of Foot which has not been given an Order, and which is currently unloaded,
may hand back their unloaded marker (or puff) - it is assumed that they will,
all by themselves, as trained, reload, since they are not doing anything else
this turn. If they are unable to reload (because - that's right - they are busy
carrying out an Order to do something else) then they must stay unloaded, and
they cannot fire until they have had a chance to do something about that.
It will, of course, be worded rather more
concisely, but you get the general idea. My original idea was that this should
only apply to units which fired, or carried out Ranged Combat, as they say in
C&C. But a lot of melee action must obviously have involved firing muskets,
or at least bashing the daylights out of them, so I felt it would be
appropriate to assume that any kind of Combat would require a reload. Which
then leads to another thought: should unloaded units be at a disadvantage if
they are involved in a melee? Well, maybe they should. I might consider
deducting a die in melee for an unloaded unit of Foot, or - more simply - just
gloss over it and allow them to melee as normal.
Still thinking about that one. It also occurs to me that a unit which is already in a melee shouldn't be able to reload while standing next to the enemy, even if they haven't been given an Order to fight this turn - I can't see them doing a very good job of it.
OK - that's shaping up - I need to try it
out, and I need to identify all the places where the rules need to be changed,
so that Version 2.68 is as shiny as it's predecessor.
And then I thought - what about dragoons?
And I said to myself, ignore them - they can already move and fire, and in any
case they do not have much of an effect.
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