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


Showing posts with label ECW. Show all posts
Showing posts with label ECW. Show all posts

Monday, 5 February 2018

Splish Splosh - Marston Moor visit

Geese in York - webbed feet were a great idea
At the weekend I attended York Wargames Society's Vapnartak show at York racecourse - big show, lots of stuff to look at, one or two old friends to say hello to.

To round out my weekend, I took the opportunity on Saturday to visit the Marston Moor battlefield. I've never been there, and I felt it would be useful in preparing for a planned wargame later this month.

It was a very wet day, I have to say. Before I went, I was trying to keep my packing as light as possible, and after some agonising I decided not to take my proper hill-walking boots on my trip. Saturday was so wet and muddy that I couldn't really get off the road (which runs across the battlefield, just as it did in 1644, between the two armies), but the hiking boots wouldn't have helped - I'd have needed waders or something to make much progress off-road.

I took the public bus from York (route 412, destination Wetherby) to Long Marston, and walked to Tockwith, at the far side of the battlefield. I had a decent lunch in the Spotted Ox, and got the bus back to York.

No visitors on the battlefield at all - just a few passing cars to splash the puddles over me. The modern farmland is obviously very different from the rough moorland on which they fought the battle, but one important thing I learned from my visit is that the ground where the Parliament side set up is a definite ridge - not steep, but quite marked; from the road you can only see up to the crest, and there is dead ground beyond (which is why Rupert maybe underestimated Leven's numbers on the day). On the other side of the road, where Rupert and Newcastle formed their lines, it is pretty much as flat as a billiard table. You may be able to see towards York from up on the ridge, but from where I was you can see very little.

Get off the bus at the Sun Inn in Long Marston

Sounds as though this might be one of the older buildings in Long Marston, but I
understand there is hardly anything here which dates back to 1644



Looking south towards the Parliamentary lines - this would be the join between
Fairfax's horse on the right flank and the Scottish foot in the middle - definitely rising
ground. The hedges are all post-Enclosure Act, so would not have been present on the day

Looking along the road between the two armies, heading west. You can just see
the battlefield monument peeking over the hedge on the right

Moor Lane - or Bloody Lane, as it was famed. Today it's just Muddy Lane, and I
chickened out of going up there. I would never have made a soldier - I only just make it as a
tourist on my braver days

The monument, on the corner of the road and Moor Lane - we
are looking North here

The commemorative plaques have strange political overtones - does the wording
here strike you as oddly specific? - does this line up nicely with Cromwell's own
dismissal of the part anyone else played in "his" victory? Are his press agents still working?

Looking north-west across Rupert's position - pretty flat, I reckon

More politics - walk around the monument and the locals have put in a special mention of
Black Tom Fairfax

Ah yes - the Cromwell Association - who'd have expected that?

The Official Story - no mention of the Earl of Leven here, then, and not much about the
Earl of Manchester

Opposite the monument, there's a footpath up onto the Allies' position - some
other day, maybe - but I got the idea

Not a big battlefield - the fighting took place between Long Marston and Tockwith, and
they are about 2.5 miles apart.

More violence - monument in Tockwith to a bomber crew who crashed at the end of WW2

Tockwith village - Bilton church is off to the left somewhere here - the Bilton Bream was
an area of rough ground on the Allied left flank that was levelled by Cromwell's
engineers before the battle - one of the things they sorted out was a man-made
rabbit warren - I wouldn't mind seeing a picture of what that looked like!

Time for lunch - homemade fish pie and veg and a pint of Tetley's, then the bus back
to York to dry out




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. 

Saturday, 23 December 2017

Thinking Aloud? - Marston Moor (maybe)

Royalist celebs preparing for Marston Moor - the fellow in the carriage may be
the Marquis of Newcastle, enjoying a crafty pipe of tobacco
One of this week's Things to Think About in the Background is the possibility of my staging an ECW battle - possibly in February. This is to be a proper, social game, not one of my weird solo efforts, so I am keen to make a decent job of it. Any kind of a historically-based scenario is always viewed with some suspicion here at Chateau Foy, but since the tie-in with history usually vanishes after about two turns it's not really a major concern.

My short list of promising scenarios has been steady at a choice of two for the past month. I did an ECW game based on Kilsyth (that's Montrose vs the Covenanters) a few years ago, which went well, and is a smallish action on interesting terrain, with plenty of potential movement, and highlanders and Irishmen and all sorts - that might be an attractive thing to have another go at.

On the other hand, it is tempting to go for the Grand Bash, just for the mind-numbing spectacle of the thing. I am drawn towards Marston Moor - hardly a leap of the imagination, you might think, but I've never attempted it, and it does have a certain [moronic?] appeal - flat, open field, groaning with toy soldiers, minimal scenery - all the alarm bells should be ringing.

Hmmm.

I've been doing a bit of reading, as you would expect - everything from Peter Young to Osprey, with John Barratt and Newman and a few others on the way - I've even looked at scenarios for MM in De Bellis Civile and Charlie Wesencraft's Pike & Shot book.

Hmmm.

The major criteria, of course, are the lowbrow ones: how many soldiers have I got, and how many would I need? What size table? That was easier - I believe that, without any extra figure painting (always a potential disappointment, since, in my experience, the fresh units always get eliminated within the first few moves of their debut appearance), I can set up a ⅔-scale version of the battle on my larger (10'6" x 5') table. The ⅔ refers to numbers of troops, rather than of units - we'll just assume that the smaller entities were assembled into fewer, larger groupings...

OK - looks pretty good. I need to improvise some scenario-specific rules for the treatment of the small bodies of musketeers which both armies interspersed among their units of horse in this battle, but that's all part of the fun. Righto - at the moment, it looks like Marston Moor is feasible. The background thinking may continue.

You may hear more of this, in time. I'd even get to field Rupert and his magnetic dog - the dog doesn't know what he's in for, does he?

Friday, 10 November 2017

Guest Spot - London Lobsters

Steve Cooney was kind enough to send me photos of some more of his ECW troops last week.


He writes:

Thought you might like to take a look at a couple of photos of an ECW unit I just refinished.

It's Sir Arthur Hesilrige’s Cuirassier Regiment, the Heavy Cavalry of Sir William Waller’s Parliamentarian Army 1643. Figures are Hinton Hunt with a couple of recasts to make up the numbers; Officers and Cornet are Hinton Hunt conversions and the trumpeter is a Les Higgins conversion.


Steve is very skilled with his conversion work - a true master of the soldering iron. He has recently supplied me with a shed-load of French Napoleonic infantry; these are mostly old Der Kriegsspieler castings, which he has modified to lengthen the legs a little, to make them more directly compatible with Hinton Hunt. I'm working my way through these, retouching as necessary to freshen the colours and rejuvenate them a bit. Retouching is always a challenge - knowing when to stop is important, and I have the further benchmark of trying to make sure that the figures end up somewhere close to the quality of Steve's original paintwork!

Since there will be a delay before my proposed Bavarian project can start in earnest (I'm waiting for a shipment of figures, and have a lot more to order up), this job will serve to keep my eye in. Because I'm using many colours simultaneously, I've set up a proper (well, improvised) wet palette, which is a big help, saving time and cutting down the waste of paint.

These French troops will need a few weeks' work, and I also have to collect some suitable command figures for them, but once completed they will contribute most of another division for my Salamanca forces.

Thanks again, Steve.




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

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.