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


Showing posts with label Gridded Wargames. Show all posts
Showing posts with label Gridded Wargames. Show all posts

Thursday, 16 September 2021

Kilsyth 1645: The Game

 Wednesday evening - the days were accomplished; I was host, umpire and General Factotum (gopher) for the Battle of Kilsyth, in the company of my two guest generals, Dave and Dave - all by courtesy of Zoom Video Communications Inc, of San Jose, California, suppliers of state-of-the-art digital enabling systems to the World, and Lothian Broadband, of Haddington, Scotland, purveyors of brave-but-faintly-agricultural rural broadband services to the socially isolated.

There are two sub-themes here which should be identified now, and then we shall speak no more of them. 

(1) The first is that the Broadband Thing did get in the way a bit. We had a number of hangs, and one complete system collapse. During Turn 2, the broadband dropped out completely. This was not one of our familiar local temporary hiccups, which restore themselves fairly quickly after the odd freeze and Dalek impression - this was a full dropping of the Zoom session, such that I had to reboot our hub, start the meeting all over again, and phone my guests to apologise. We lived to fight on - as I suggested at the time, we must be due some bonus points for effort and stamina, and I am grateful to the Daves for their splendid resilience and good humour. Apart from the occasional smell of fertilizer, one other downside of the countryside is that some aspects of the infrastructure would be rejected as unreasonable elsewhere. It is interesting that our big dropout last night was around the time that Lothian Broadband's other customers must all have been hooking up to online coverage of the Champions' League football.

(2) Unlikely dice rolls. It has to be said that, after the Zoom restart, General Baillie had the most phenomenal series of bad breaks I've ever witnessed. Not only were his own rolls very poor, but his opponent, Montrose, also produced a series of spectacularly successful melee results, and the whole thing suggests that a properly audited investigation is necessary. In fact, since I was rolling all the dice, had no particular bias and used the same dice for both sides, I think we'll get through the VAR checks. There was occasional muttering about "Catholic dice", but all in good spirit...

 
General Baillie's personal chaplain, the Rev Dr I M Jolly of Letham, attempting to identify and banish the presence of Catholic Dice - all in vain...

We used the Ramekin modifications to my Commands & Colors-based ECW rules. We also used the Chaunce (event) cards from my base game, to add a little extra colour, but these cards were to be cued by tied (i.e. drawn) Initiative/Activation rolls, and there weren't any (the game only lasted about 8 turns) - so this was a bit of a non-event (so to speak), but in any case the worst powder explosion or unmapped swamp imaginable would have been trivial compared with the broadband risks, so let's not worry about it.

Here's our game map, with the brief explanatory notes I sent to the Daves beforehand:


 FT are Foot, TR are "Trotter" cavalry, HI are Highland levies. MG (confusingly) is Medium Artillery. 

 Background Story:
 
Montrose (red) was originally set up in an approximate line of battle stretching from around D7 and then upwards, off the table, waiting for the Dumb Covenanters to march along the road from Stirling (the road is just off the left edge of the table, and parallel to it). The initial rebel line up was (probably) Highlanders on the left, Irish in the centre, regular Foot on the right, with Horse covering the rear of the flanks.

Baillie (blue) realised there was a trap, so sent his army on a march along the bottom edge of the map, from the left, using dead ground as much as possible, heading to the high ground beyond the mill at Auchinrivoch, which would place him above and behind Montrose's left flank. If Montrose withdrew, or even just sat there, Baillie was happy to sit and wait for a reinforcement  commanded by the Earl of Lanark, which was coming from the west.

However, two things went wrong for Baillie:

(1) it seems that Montrose became aware of the flanking move, and moved his army to face to their left - their positions on the table reflect how quickly the units could move, and where they were starting from.

(2) for some reason, the small Commanded Shot unit (under Maj Haldane), which was to lead the Foot units to Auchinrivoch, and Home's (veteran) regt of Foot saw highlanders on the other side of the little valley, apparently looking a bit disordered, and deduced that Montrose's chaps were retreating over the mountains (north); thus both units stopped marching up to the mill, and turned to attack directly. Baillie failed to correct this, and was obliged to throw in as much as he could to make the best of this premature attack. Game on.

One can only hope that Major Haldane got a severe talking to afterwards - assuming they could find a suitable part of him to talk to.

 The OOB is:

Government Troops (Lt.Gen William Baillie) - total approx 4300 men

Foot

Maj.Gen Sir James Holbourne
Marquis of Argyll's Regt
Earl of Crawford-Lindsay's Regt
Col Robert Home's Regt (veteran)
Earl of Lauderdale's Regt
John Kennedy's Provisional Regt (remnants of the Regts of The Earls of
Cassilis, Glencairn & Loudon)
Maj John Haldane's [combined] battalion of Commanded Shot

Fife Brigade (Maj.Gen John Leslie [Adjutant])
Col James Arnot of Fernie's Regt (raw)
Col John Henderson of Fordell's Regt (raw)
Sir Thomas Morton of Cambo's Regt (raw)

Horse

Maj.Gen Earl of Balcarres
Earl of Balcarres' Regt
Harie Barclay's Regt (Lt.Col Mungo Murray)

Artillery

1 medium gun

Royalist [Rebel] Army (James Graham, Marquis of Montrose) - total approx 4800 men

Foot

Col James Farquharson of Inverey
Strathbogie Regt
Graham of Inchbrackie's Regt

Alasdair Mac Colla McDonnell
Col Thomas Laghtnan's Regt (veteran)
Col Manus O'Cahan's Regt (veteran)
Col James McDonnell's Regt (veteran)

Western Clans 1 (MacLean of Treshnish) (raw)
Western Clans 2 (MacDonald of Glengarry) (raw)
Western Clans 3 (MacDonald of Clanranald) (raw)
Western Clans 4 (raw)

Horse

Viscount Aboyne
Viscount Aboyne's Regt
Earl of Airlie's Regt

Col Nathaniel Gordon
The Gordon Horse

(unless otherwise stated, all troops are "Trained")

Oh yes - 7 Victory Points for the win.

 
Initial view of the battlefield of Kilsyth from the Southern end; on the right is the Government (Covenanter) army under General Baillie - at this end are the levies of new units raised in Fife (yellow counter means Raw), under the army Adjutant, John Leslie; beyond them are the Foot, under Baillie and Gen Holbourne, and at the far end are the Horse, under the Earl of Balcarres, who are (boringly) doing what they were asked to do, and heading for the high ground beyond the windmill. On the left is Montrose's (pro-Royalist) Rebel force, with highland levies to the fore, at this end they have the "regular" Foot regiments of Strathbogie and Inchbrackie, in the centre are Mac Colla's extremely scary Irish brigade, and the Horse are wherever they can be squeezed in. Montrose's force is hastily shifting to face its left flank, so is not at its most organised

 
And the set-up from the North end - you can see Balcarres with the Government Horse at this end, on the left side, and in the centre of the Government line you can see the small unit of Commanded Shot, under Maj Haldane, and the ex-Irish service regulars of Robert Home, both of which saw the Highlanders across the little valley, assumed the Rebels were withdrawing, and promptly abandoned Baillie's orders to head for the high ground, and took a short cut to attack. You may be able to see some red counters here, which identify Veteran units.

 
Balcarres' brigade of Covenanter horse, which stuck to the script and advanced up to the mill at Auchinrivoch - brave chaps, but they didn't know what the dice had in store for them

 
From behind Baillie's centre, here you can see Haldane's musketeers and Home's Regt heading off in the wrong direction. Why? Interesting - the musketeers were given the task of leading the flanking manoeuvre by Baillie, and possibly felt that a direct attack was what they had been ordered to carry out. Home's boys were old hands from Ulster, and certainly would have viewed the highlanders opposite as beneath contempt, and probably a soft opponent...

After Baillie initially took the high ground at Auchinrivoch, Montrose sent forward some of his Horse to clear away the Commanded Shot from one of the hills. At the windmill, Holbourne has Lauderdale's Foot.


As Mac Colla brings up his Irish brigade behind (red counters for danger...), a vigorous cavalry battle kicks off at Auchinrivoch. Here the Gordon Horse and Airlie's Regt (on this side, under Viscount Aboyne), take on Balcarres with all of Baillie's Horse.

 
Meanwhile, over on Montrose's right, the boys from Inchbrackie head off on their own, looking for adventure, with Farquharson of Inverey having the time of his life. The Inchbrackies had their eye on Baillie's only gun, reputed to be "The Prince Robert", captured by the Covenanters at Marston Moor

Baillie put the bulk of his Foot into a nice, tidy line, facing the Highlanders. At this end are one of the (raw) Fife units (yellow counter), but beyond that the foot are all experienced boys with service in England. [Note the presence of Baillie's Tree - recurrent private joke and Leitmotif]

 
Meanwhile, Murray's Horse and the Earl of Balcarres himself had both been disposed of by the Rebel cavalry, and the VP score was suddenly 3-0
 
 
From the Rebel right flank, we see the Inchbrackies closing in on the Government artillery in the foreground; in the middle distance, we can see that the Highlanders (yellow counters) have restricted their activities to swearing at Baillie's defensive line (in Gaelic), while at the far end the Irish Foot, the Strathbogie Regt and the Horse are chipping away at the Government forces, thanks to outrageous dice rolls [and I said I wouldn't mention them]. If you look carefully you can see the personal standards of Mac Colla and Montrose in the distance. If you can't see them, no matter
 
Below you see the last illustration of evil dice at work (C&C nerds will be interested in this). The unit in the dead centre of the picture is Home's Foot, who had a choice of attacking Airlie's Horse or the Strathbogie Foot in melee. They chose to attack the Horse, at which point Dave Montrose chose to carry out a Retire & Reform manoeuvre with the Horse (the photo was taken after the horse retired, which is why my narrative is probably making no sense), which gives their Foot opponents an unopposed strike in the melee, as the cavalry withdraw 2 hexes, though the effectiveness of the strike is potentially reduced, since "crossed-sabres" and "flag" results do not count in this case. In the event, Home's boys rolled 3 sabres and 1 infantry symbol, scoring zero hits on their opponents. If they had chosen to fight the Strathbogies instead, this roll would have scored 4 hits, more than enough to wipe them out. OK, they didn't, and the dice would probably have been different anyway, but this sets the tone of what was going on! 
 

 
By this time, the Inchbrackies had captured the Goverment's cannon, and now engaged the (raw) boys of Col James Arnot of Fernie, and eliminated them
 
 
Now the Earl of Airlie's regiment of Rebel Horse finished off the Earl of Balcarres' Horse, who went to join their leader in the boneyard. This was Turn 8 (I think) - the Rebels had now eliminated the Commanded Shot, both regiments of Horse, the Earl of Balcarres, the single cannon, the unhappy Fife boys from Fernie and the Earl of Lauderdale's Foot. That's 7-0, folks. Game over.
 
 
A close-up of Robert Home's Regt of Foot, facing up to the Strathbogie Regt. They survived the defeat unscathed.
 
 
The Gordon Horse, with Nat Gordon advising them from the rear. One of the stand-out units on the Rebel side
 
Baillie, who knows that his plan was correct, is right in the foreground (Base #94), with his line of good infantry, still glaring at the distant Highlanders as the rest of his army heads back to Stirling in disorder. He will subsequently write two justificatory letters (which I have here), neither of which, for some reason, says anything about dice

My compliments and thanks to my collaborators, for their company and for braving the realities of Rural Broadband. Thank you gentlemen, very much. Simply because I feel that Chance will even itself out in the end, I am more than tempted to stage this game again.  On the other hand, how would it be if the generals swapped sides, and the luck moved over to the Government side? Hmmm.

Better think this through.

If anyone thinks there is a shortfall here on the background and the campaign leading up to this battle, please look back a few posts on this blog and there is plenty. If you've read through this far, my thanks and my compliments to you as well!

Here's something to think on: the dice had a mind of their own, however, it is worth noting that, with the sides quite evenly matched, the result and the narrative are surprisingly close to history, though in the real battle the Highlanders were more active. Once again, Hmmm...



Tuesday, 23 April 2019

For King and Parliament - At Last a Proper Try-Out Game


Last week I finally (finally) managed to set up a range-finder game of For King and Parliament - Count Goya was kind enough to travel down from his estates up North to take part.

What follows is not a serious critical review of FK&P - since the game is becoming very successful and popular, and is played enthusiastically by a number of people whose taste and judgement I respect, anything I write here is likely to say more about me than it does about the game, and much has already been expressed about its merits. If you have not played it yourself, there is a good chance you will have seen one of the spectacular demonstration games at wargame shows in recent months. On the other hand, whether or not it suits me is - inescapably - an important personal criterion.

I did have some concurrent distractions going on in the Real World, which is a lame excuse really, but I found it quite difficult to get up to speed with the rules. I had no background involvement with its Ancient and Medieval father, To the Strongest (and I still reckon that makes a big difference to understanding the concepts). I found a lot of excellent ideas in it, and I very much liked the spirit in which the rules were written and presented. I have also benefitted, I must add, from some very kind after-sales consultancy from the co-authors, and from on-line friends and blog contacts who have played it already, so I have little or no justification for being obtuse.

It's not that the game is complex - it is a little unusual, maybe even quirky, in some respects, but that's all grist to the wassname. I found there was a lot to remember - a lot of exceptional combinations of things which need to be jotted down somewhere [example - although I thought I was OK with this one, I suddenly had a wobbly moment during our game - I was sure that when "Dutch" style horse attack "Swedish" style, the melee has to switch around so that the defenders become the attackers (in rule terms). Damned if I could find it in the rule-book in the heat of the moment, so we had to fix up a Convention of the Day. I was disappointed with myself...]

With all due respect, I have to say that the official QRS is among the three or four worst I have ever seen - it is verbose, yet it seems to avoid saying anything about combat, for example. I was very grateful for the inclusion of a very good index in the book though - I'd have been in big trouble without it.

I had real problems getting my head around the Activation Penalties rules, but it turned out that I was confused by a couple of errors in the worked examples in the book. I know that Ver 1.1 of the rules has these slips corrected. I have no problems at all with the gridded battlefield, that's all pleasingly straightforward (though Morschauser followers may object to the fact that I find square-based terrain a lot more alien than my usual hexes). The use of playing cards did not alarm me, provided I could keep the tabletop clutter down to acceptable levels - I have bought in supplies of half-sized patience cards, which helps a lot, and have tried to develop a very OCD regime for tidying up after each turn. One thing which is actually suggested in the rule book, and to which we should have attached more weight, is the need to keep the "To Hit" and "Save" cards physically separated from the "Activation" cards - it is important to keep the former on your baseline, and tidy them away immediately after play, and to keep the latter on the table, placed tidily alongside the unit or leader to whom they apply. My newly-developed house protocols also require the cards to be tidied and placed face down with each brigade when its activation is complete (so you can see which brigades haven't done anything yet this turn), and we tidy all cards away and shuffle them back into the deck when the player's turn is finished. This game includes a lot of potential for making a real mess with the playing equipment, which is aesthetically suboptimal and especially so if you use small figures like mine. You have to be able to take photos of your game, after all...

On the same theme, there is a lot of information to be carried around with the units. I was a bit alarmed at the outset with the potential for the game to become buried in counters. The systems are well thought out, no doubt, but I think it is necessary for each player to decide for himself how he keeps track of the unit info. I have a long-held hatred of off-table rosters, which I find distracting and which disrupt the on-table flow. I am also famously cack-handed when it comes to knocking over piles of tiddlywinks, or leaving the things adjacent to the wrong unit, which may be explained as the Fog of War, but doesn't help the already-confused.

I got a lot of help and good ideas from a number of people (to whom I have offered my thanks previously), and I adopted (to some extent pinched) a system of small, attached labels, laminated, on which records may be maintained in dry-wipe whiteboard pen. The labels actually worked out pretty well, though the magnetic attachment system proved unreliable - labels kept getting separated from their units, which was fiddly and inconvenient. I had hoped to avoid it, but I think I had better make proper sabots for the units to stand on - it will simplify moving, and tidy things up a lot. That's sort of pencilled in as a must-do.

One aspect of the game which I appreciated (perversely, maybe) is that to some extent it is an ideas toolkit - it is not overly prescriptive - there is a need for each player adopting the game to think seriously about how he will set it up physically - what size squares, how (and if) he uses playing cards, or chits-in-a-bag, or decimal dice, how he adopts (or adapts) the information counters system to suit his scales and his sense of aesthetics (and level of OCD).

I set up a decent-looking game the night before the arranged date, and spent some of the night worrying about it, so that first thing the next morning I came downstairs and cut the size of the game down by about half. That was a sound idea - we played very slowly, since we spent a lot of time with our heads in the book, but we did OK. As units collected "disorder" markers, their fighting effectiveness fell away, and for a while there was the impression of a relentless (occasionally bewildering) series of card drawings which for the most part didn't achieve anything. With more time and experience (and wisdom), of course, we'd have put more effort into pulling units back out of the action and attempting to rally them back into shape, in a more soldierly manner. The card play is entertaining - in a social game, there is good scope for associated banter and mock applause, etc, but for a solo game I am not so sure. It might be a grunt.

We didn't finish the game, but that wasn't the point. I am left with a recollection that, even in a small game, each player's turn is quite long, and it is easy to forget where you are up to, especially when units are fighting back in melee, or returning fire - I think I might try to add a little jotter system to remind me whose turn it is. We didn't use Victory Medals (though I strongly fancy the chocolate coins idea) - we counted backwards on my ex-billiards scoreboard.

Unfortunately, my period of induction to the game has coincided with some issues elsewhere, but for a couple of months the rulebook has accompanied me on train journeys and so on, and has been my bedtime reading matter. It is a genuine relief to have advanced as far as playing a game - I have a better feel for what is involved now, I can put some more focused effort into setting up the next game. I can also put the bloody book away for a few weeks and think about something else!

The game is good - it is not the life-changing experience some might have hoped for, but it will doubtless become more familiar and more intuitive. My first impressions are a bit mixed, but overall probably more favourable than my first efforts at Commands & Colors, which has become a way of life for me now!

Some pictures follow - I won't attempt any kind of logical narrative, since it was a rules try-out, and there isn't one. Apologies for the cut-price scenery - I'm working on it.

The trial game - if the cards behave themselves, and co-operate, you can get a lot done in a single turn, and move some of your units a long way
Horse - we adopted a convention that "Swedish"-style (galloper) horse deployed as a line of 3 bases, and "Dutch"-style as a column of 4

Foot getting up close
General view - our trial game was a little sparse (intentionally so) - note the face-down cards, tidily denoting that each brigade has finished its business for this turn, and the little pile on the left is the used "To Hit" and "Save" cards - very confusing if these get mixed up. Parliament on the left here, with the red cards.
No Victory Medals for us - too mean, for one thing - just the old scoreboard waiting patiently for some action
This and the remainder of the photos are here under false pretence - this is the original, larger game I set up the night before, which would have been nice to look at but a really bad idea for getting to grips with the rules.


 
In passing, note that the ploughed fields were cut from a pair of needle-cord trousers I had in about 1970. Astonishing that I cut them to fit the square grid I would adopt for this game nearly 50 years later. What planning has gone into this hobby, now I think about it.

As always, I use undersized buildings to help with the ground-scale anomalies - 15mm Hovels buildings here, with 20mm men, laid out on 7.5-inch squares (or boxes, as we say in FK&P). Plenty of wine handy, but the Puritans won't touch it, of course. The rules are within easy reach, too - the "corners-only" phantom grid markings work nicely.
 

Friday, 1 March 2019

Albuera #2 - Set Up, with a Light Interlude


I've now set up the table for tomorrow's Albuera game. Since the last time I played this (in November) was mostly intended as a test for the rules revisions, I seem to have managed to lose most of the notes I made at the time. As I recall, I produced my own C&CN style scenario, since I had a few issues with the one on the user site. I've now laid out the table by dint of much study of the photos from my blog post in November - plenty of zooming-in and "aha...!". That's a strange thing to do, with hindsight - it's like forensics, with added OCD. I took a lot of trouble to use the same generals and units, but - presumably to keep out the Evil Eye - this time I set out the table rotated 180 degrees. No reason, really.

With everything set up ready, we should get off to a flying start around 11:00 tomorrow, assuming my guests have no adventures with the trains.

These are either Osram bulbs, rated at 2135 lumens, or else they are Phillips bulbs, rated at 1800 or so. Roll the dice, place your bets.
I recently invested in some rather hotter light-bulbs for the overhead lamps for the battlefield [= dining table - Ed]. These are rated at 2135 lumens each, which is about 18% better than our usual bulbs, so two of these about 80cm above the table have helped improve the light levels for photos. As part of the battlefield set-up, I carefully swapped the bulbs, putting in the brighter ones, but when I came to take a picture, I was rather disappointed with the results. Hmmm - could this be simply because there was fairly bright sunlight outside the window, which was confusing the camera? - could it be that these bulbs really aren't as bright as I had thought? - are my eyes getting worse more quickly than I'd hoped? - it couldn't be, I suppose, that bulbs somehow get tired when they've been used a few times?

You will be ahead of me, I'm sure...

I had a sudden thought, and checked the lamps I had removed during the set-up - yes, you're correct. It seems that last time I had a wargame on this table I forgot to change the bulbs back to the standard issue, so when I carefully swapped them yesterday I was putting the dimmer ones in. Fortunately they have the manufacturers' names stencilled on them, so it is an easy thing to check. Idiot.


I am delighted to have another excuse to consult Mike Oliver and Richard Partridge's fine little book about Albuera. A nice piece of work - probably underrated. I got to know Mike a bit when he was bravely trying to be the UK distributor for Falcata Miniaturas, with no help at all from the manufacturers. Nice man - one of the hobby's gentlemen.

Friday, 22 February 2019

C&CN "Garrison" Markers - the Miniatures Version


One of the additional rules which came out of the Generals, Marshals & Tacticians Expansion #5 to the GMT base game of Commands & Colors: Napoleonics was the concept of "Garrison" markers.

I've started using these fairly recently - for battles here we call them "Detachments" which is maybe a more logical name for them, but for the purposes of this note I shall call them Garrisons, to conform to the original rules.


The original rules section from Expansion #5 - there were some extra rules and afterthoughts added later by Richard Borg, and I've added some house clarifications of my own
It's a useful idea - to restate the key features, an infantry unit which has at least 2 blocks/bases remaining can leave behind one of these markers when it is ordered to move out of a BUA hex. The unit does not have to reduce its strength to do so - the detachments left behind are very small, so a unit can in theory leave behind a series of these. The marker can be ordered to fire or melee (though it may not move to do so), it can defend itself if attacked in melee - it has an allocation of 1 battle die. The Garrison does not have any of the characteristics of the unit which generated it, so it can't be classified as Old Guard, and it will always have muskets. It cannot move, cannot be joined by a Leader, does not count as support for friendly units. Since it cannot move, a retreat eliminates it, as does a single hit in combat. It cannot ignore a retreat flag for any reason. If it is joined by a friendly unit, or dislodged/defeated by the enemy it is removed from the table - no Victory Banners are associated with a Garrison or its demise. In melee, in addition to infantry and flag symbols, a Garrison is eliminated by a crossed-sabres symbol, even if it is fighting some unit type which normally does not get to count sabres (British Rifles being an example, or militia).

It goes without saying that a Garrison cannot form square, does not exist outside BUAs or similar hexes, cannot be rallied, cannot take ground if it manages to win a melee - there is almost no limit to the things a Garrison cannot do, since it is a marker and not a proper unit, but it is a useful little chap. It is a good way of avoiding that situation which happens in a lot of games where one side has vacated a village (say) but the enemy has not entered it or captured it yet - if a Garrison marker is left behind then there is no doubt who owns the village, if only until the next thing happens, and it does have some combat capability. If a Garrison is left in a BUA, the enemy can't just walk into it unopposed. The markers can be re-used indefinitely, but to keep the game sensible I am restricting supply to 3 such counters for each nation, so you can only have a maximum of 3 in play at one time - I am going to produce miniatures versions of these for France, Britain, Portugal, Spain, Austria, Prussia, Russia and Bavaria, but scheduling will probably be driven by upcoming battles. The current plan here is to refight Albuera the first weekend in March. This action involves BUAs (the village of Albuera) and those BUAs can change hands during the conflict, so it would be nice to have the French and British marker sets available - if the Spaniards or Portuguese need to leave a marker on that day, they can borrow the British ones.

The new French markers: ex-Eric Knowles voltigeurs on their special grey (BUA-coloured!) bases
I haven't been doing any painting for a couple of weeks, but I've now produced the French Garrison set. The British one should follow next week sometime. The figures in the picture may be of some interest - especially to older wargamers; these are Hinton Hunt French Elite Voltigeurs, in 3 different poses, and they were among some of the odds and ends from the collection of the late Eric Knowles. I only have a few of these, so it was pleasing to be able to give them a useful job. Eric had them rather nicely painted, so out of respect I've pretty much left them alone - a little touch-up on the worn bits and some fresh varnish and that's it. They may have quite a stressful future, but they look to be up for it!

You will not be surprised to learn that I have fitted the MDF bases with discs of magnetic sheet, so they can be stored and transported as necessary in the French artillery boxes. OCD never sleeps. I would worry about them if they were free to rattle about loose somewhere...

Saturday, 16 February 2019

FK&P - Heavy Going to Start With

I've had a couple of sessions familiarising myself with the For King and Parliament rules. Slow going, thus far - of course, it is possible that I have finally become too old and stupid to learn anything new, but mostly I have been having problems with the rule book.

Early experience-gainer tests. Everything vanilla - all the units are seasoned, no terrain effects to worry about, and so on. If you screw your eyes up you may see the pencil lines, which will be gone by lunchtime today. 20mm soldiers, 7.5inch squares, half-size playing cards, buckets of counters and wooden cubes standing by.
I would hate to say anything rude or unfairly critical of this game, so I must state right away that the booklet is enthusiastically and engagingly written, the style is pleasing and (a true rarity!) it is grammatically correct and the spelling is good, and the whole production is very attractively laid out.

I am happy to accept that the evidence is that this is a very enjoyable game, and that I will get up to speed eventually, and all will become clear. Good. My problem, I think, is that I have not come to this game after playing To the Strongest, so I am not quite on the right wavelength to start with, and also the authors - who have definitely come from the direction of TtS! - obviously understand the game and know what they mean, but sometimes I found it hard to pick up the key elements I need to get started from what is a mixture of design points, examples (which are useful and entertaining, but a couple of them seem to contain errors - or at least points which I couldn't find in the main text), tables, illustrations and playing tips.

Portent? - the very first activation card I played in this game - ever - was an Ace, which is a very bad card for activation. It makes a welcome change from bad dice rolls.
There are a number of examples of special exceptions to standard rules, which seem to be mentioned once only - some of them do not seem to be reflected in the summary tables, and often I found that I was unable to find the reference when I searched for it. The impression gained is that a number of post-prototype fixes were put in, and that an editor should get his head in there before the 2nd Edition appears. I am used to things being cross-referenced - especially if they haven't been mentioned yet. On a few occasions I came across terms I hadn't seen before (or at least couldn't remember seeing!), which a few pages later were explained and defined. None of this is serious, but I've found it a bit tricky. I like to remember rules in terms of norms which usually apply, with the necessary exceptions as a short and manageable list - if there are real weird cases which don't happen very often, then they are the things you know you have to check in the rules as and when.

The Quick Reference Sheet reproduces full details of unit properties - all or nothing - and undoubtedly lists some key information, albeit in a rather lengthy and waffly style - QRS's are usually brief and punchy. Oh - and they should be complete  too - rules for shooting and melees only appear here in the QRS by implication - and artillery ranges aren't set out (I couldn't find them, anyway). Since I've now read through the rule book four times, I would expect to have a better grasp of what is needed. I'll definitely produce my own QRS - that's a priority - but for some of the key rule sections - activation, combat, saves - I'll produce very short notes and tables of my own, with stuff explained as departures from a basic standard. I haven't got room in my head for amusing stories about all the features of Swedish horse - though I can maybe retrofit that sometime later.

So I shall plug away, but there is going to be a power of typing going on to get me up to speed! One further thing which is gently catching me out at present is that some of the TtS jargon is counter-intuitive to a newbie. In FK&P, "hits" means what in other games I would regard as "strength points" (or even "blocks"!), "disorders" means "losses", and there are a few other conventions I just have to get used to - OK - I can manage that. I also had difficulty finding the exact timing of tests for officer casualties, and thus far I haven't found out how far a melee attacker has to pull back if he doesn't eliminate the enemy.

Last night I did some cavalry melees, which were slow because I haven't got the hang of everything I need to know yet. First things I have to fix are:

(1) the tabletop - my original intention was to put pencil lines on to mark complete squares, pick out the corners of the square cells in black Sharpie pen, and then paint out (or erase) the construction lines. After I'd got the boards marked up, I reckoned I'd give it a go with the pencil lines still in place - they are not very visible anyway. Bad news is that it became obvious last night that the playing cards are going to get very grubby with raw pencil on the table (however discreet), so I have set about painting over the construction lines. We'll just have corners, as recommended, and as I originally intended.

(2) the half-size playing cards are OK - it is necessary to work at keeping things tidy and organised, or the result is a terrible mess, but I expected that. However, in the absence of proper counters to keep track of ammunition, "dash" (for horse), pursuits, "disorders" and all the other things you need to keep track of (and this is before you get to whether the cavalry are badly mounted, whether the units are raw/seasoned/veteran, the characteristics of individual leaders, the "gallant gentleman" classification...), I used a variety of coloured tiddlywinks, which won't stack without falling over and spreading about, which are not really very easy to handle and which look just awful. I can't be doing with very much of that, so some quick progress with proper tracking systems is necessary, or I'm going to shelve this. I'm thinking about it, and have had some useful ideas from commenters (thank you, chaps) and via email.

That's about it for the moment. I've started touching-out the pencil lines, and I'll do a bit of typing of CONCISE tables, and I'll be back on to trying out aspects of the game this evening.

Lots of Django Reinhardt on the CD player at the moment - that keeps the painting speed up! Just thought I'd mention it. Oh yes, and while I'm digressing, I've finally chucked out the remainder of the Nescafe - we bought two large jars of bog-standard Nescafe instant coffee a while ago, because they were on special offer with some rather handsome mugs. I am afraid that I do not like Nescafe - I realise this is entirely my own problem. I could, of course, have disposed of the actual coffee and simply regarded that as part of the cost of the mugs, but - no - this particular mug is far too mean for that. Eventually, halfway through the second jar, I have disposed of it. To be more accurate, my wife got tired of my complaining about it, so she threw it out on my behalf, and I've gone back to my preferred Douwe Egberts instant. Good. A bit like the relief when you stop banging your head on the wall. Some strange ritual, suffering, so as not to waste anything. Hmmm.


Wednesday, 13 February 2019

For King and Parliament

Plain side of the boards now have squares on


So what's all this, Foy?

Well, in common with a lot of other chaps I have been looking at the For King and Parliament rules, which are a recent ECW extension of the popular To the Strongest Ancient/Medieval game, and I have to say I am very impressed.

I am pretty comfortable with my own current C&CN-based ECW game, which handles very large games splendidly, but there are a few characteristic subtleties of pike & shot warfare which I have struggled to build into such a high-level rule set. Having received good reports of To the Strongest, I purchased the FK&P rules, and am currently on my 4th read-through. They look good. They seem to offer a very entertaining game, not too complex, the philosophy of which is very much in the spirit of how I like wargames to be, and they handle some of these aforementioned subtleties rather nicely. Hmmm.

I have reached the point where it would make sense to try the game out. My two overriding concerns are whether it really would handle what I regard as a large battle, and - to be frank - I am a bit alarmed by the amount of clutter associated with it. I don't care for roster systems, so having all necessary information on the table, with the units, is very acceptable. On the other hand, this game involves copious use of playing cards (it is a dice-free system, though there are dice-based alternatives), ammunition chits of three varieties (pistol, musket and artillery -  why three varieties? - is this because infantry may have light artillery attached?), "dash" chits for cavalry, "untried" markers, pursuit pointers, victory "medals", disorganisation chits (= losses in the terminology of most other games) and assorted information about specific leaders and units. I have obtained some half-sized playing cards, but I am concerned that all this stuff might reduce the tabletop (especially if the tabletop has me attached) to a state that in a less correct age would have been termed as like a tart's handbag.

I'm working on it - I have consulted the Jolly Broom Man, who is also looking to adopt these rules, and he has some constructive thoughts on how it may be possible to reduce the depth of laser-printed MDF counters so that one may see over the top.

First practical issue for me is that the game uses a square grid. I have no problem with this at all - I am very much in favour of grids - except that I do not have such a thing handy. Well, I didn't - I do now. I gave some thought to tweaking the game so it would work with hexes (I have boards, scenery, all sorts for a hex-based game). The Northumbrian Wargamer's excellent blog explains the adaptation to hexes, and it seems to work OK. I decided against that, to give the game a fair trial in its intended form.

I came up with a simple way of adding a square grid to the reverse (plain) side of my existing warboards - a solution which could be quickly and easily painted over if I lose interest in the idea, which understates the square pattern in the interests of avoiding dizzy turns, and is subtle enough to be ignored if an un-gridded field is needed. The picture makes it clear what I have done - this is one of the table sections, freshly marked out on the reverse side. To allow room for the 60mm square bases I use with my ECW troops, I settled on 7½ inch squares. This may seem like an odd size, but it works OK with my unit sizes, and it very conveniently divides into a 5-foot table width to give 8 squares deep. I have marked out the boards so that I can have a 12 x 8 cell standard table, or 15 x 8 if I add in the (5th) extension board . That's all fine - I haven't tried it yet, but it seems workable. I will have a problem to solve for roads (which run through the centres of cells, but I don't have any suitable bits for 8" squares) and streams (which run around the edges of squares, a system which seems more intuitively comfortable than the C&CN arrangement, but - again - I will need to set something up). Most of the other scenic bits I can probably hash together from what I already have.

Despite my (predictable?) carping, nit-picking approach, I am enthusiastic. If the rules really do allow very big games to be fought then I am ready to make FK&P my ECW rules of choice. If they work well, but don't handle anything as big as Marston Moor (etc), then I can still turn my boards over to the hex side and use the C&CN-based game for special whoppers. A lot will depend on how comfortable I am with the amount of clutter involved.

From being the only wargamer in the known universe who uses 7-inch hexes, I have moved on to be the only one to use 7½-inch squares. Whether or not this is progress will reflect how the test games go.


Friday, 17 June 2016

A 30YW Variant of Commands & Colors? - some background development


My own adaptation of Commands & Colors (substantially based on the Napoleonics version of GMT’s game) to facilitate wargames based in the English Civil War is still downloadable from the top right of this screen. In addition to the downloadable materials, I have a growing collection of tweaks, mods and scenario workarounds, and I have also developed a simplified, fast-play version of the same game. I do not want to try to sell anyone anything at all – if it is useful or interesting, you are free to download and use whatever you wish, though I would prefer if I were to get a little credit for my efforts!

Whatever, it is becoming obvious that I need to revise the current draft, and work is in hand to update the documentation shortly (to version 2.65, if memory serves me adequately). I have recently received some requests – in one case, a complaint! – that I should publish (and maintain?) a set of scenarios to accompany the rules, since without these they are of little use.

While I respect that this is part of the established C&C culture, it is not a part that I am particularly interested in. I developed the rules for my own use, and most of my wargaming is of a type which would make a very poor “balanced” scenario. Many of my battles are campaign based, or reflect a situation in which one commander’s ambitions are limited to making the most of a pretty hopeless position – they are, in short, rather like what happened in history. This, in turn, probably reflects the fact that I do much of my gaming solo – Max No-Mates Foy strikes again.

I read the history books, do the planning, design and set up the actions – lots of scribbling in notebooks - for me, that is an important part of the fun, and the rules are there to support this approach. Without thinking about it too carefully, I tend to expect other gamers to do the same sorts of things. If someone is looking for a set-up-&-go ECW based on a competent scenario book then I am clearly the wrong guy to look to. For one thing, I am not especially interested in the sort of scenarios which are published with the GMT games – their historical basis is often distorted in the interests of a playable game, and by the size of the board. I emphasise that I have no problem with any of this, since they are accepted as being excellent games, but it is not what I wish to do. For another thing, if I (not an expert by any means) can take issue with the accuracy of the published Napoleonic scenarios, then I hate to think what enthusiasts would make of my own ECW scenarios! – I have no intention of defending, discussing or apologising for home-grown scenarios which fall short of the expected standards, so I shall simply not publish any.

I’ve also had some comments from people wondering if the rules could be adapted further to give a more general coverage of the Thirty Years War. I’d love to do that – it hasn’t been a priority for me, because I don’t fight 30YW at present, and my knowledge of the history is, well, skimpy. It has always been a background item on the wishlist, however.

Well, over the last couple of weeks I’ve had some very full-on communication with a Canadian gentleman who is very much an expert in the 30YW, and he has sent me some drafts of an interesting C&C style game, the starting point for which is my own C&C_ECW variant. This has been quite challenging at times – arranging to broaden the scope of the game to cope with more varied troop types and weaponry, and alternative tactical approaches, without losing the essential tick-tock simplicity of the C&C game systems, is proving as complex as I feared it might. However, my correspondent is armed with just the sort of expertise I lack in this period, and he is also proving to be logically minded and an excellent writer, so this really is most promising.

I cannot say too much yet, since the initiative is not mine, and also because I have no idea how far the author wishes to pursue it, but there is a proper scenario portfolio being developed alongside the rules drafts, and I would hope some serious playtesting will be starting shortly. The game can be played with blocks or with bases of miniatures – one of the big challenges has been in producing unit classifications which are capable of being applied to the entire 30YW/ECW period, while keeping the game manageable.


You don’t get too many giant Spanish Tercios in the ECW, but the expanded game will have to cope with them, without making them unrealistically unstoppable. It’s coming along nicely at present. It is likely that I will not replace my own rules with the new game immediately, but the ideas we have discussed in the last couple of weeks will certainly be reflected in some of the changes in my own next version.

I find that I have, once again, done something which is likely to cause some mild shaking of heads – I have given a complicated story which has no immediate end product and for which I am forced to be a little secretive – in other words, yet another No News item – but I certainly hope that I should be able to say a little more before too long.