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


Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, 30 December 2014

ECW Campaign – Skirmish at Hobden’s Mill - 19th March 1644

Lord Alwyn's brigade of Parliamentarian horse plods through woodland in
what passes for column of march in these rules...
As soon as he learned that Parliamentarian troops were at Ringrose House, Lord Porteous, the Royalist commandeer in North Lancashire, sent a fast galloper to Colonel Sir Roderick Broadhurst, stationed at Dransfield House with a cavalry outpost, with orders to bring his force back to Midlawton with all haste, to join the main Royalist army.

Broadhurst was a seasoned campaigner, a veteran of the wars in Germany, and was used to exercising his judgement to interpret the orders of his (very inexperienced) commanding officer in whatever way he thought was in the best interests of His Majesty. On this occasion, he considered that – since the estimates he had received of the Roundhead strength gave real cause for alarm – he should simply cut and run; take his entire garrison from Dransfield and head back east, as ordered.

He set off on the morning of 17th March, with his own regiment of horse and that of Lord Clevedon, plus Major Dingle’s regiment of dragoons and a very small, almost a token, element of light artillery – a frame gun which added little to his firepower but slowed his march down a great deal (though, of course, it might have proved invaluable if he had been required to defend Dransfield House – a situation which seemed unlikely now). A total of some 1200 men.

Some miles to the south, a brigade of Parliamentary horse under Lord Alwyn were plodding towards him through the mud, under orders to hold a position in the area known as Boot Mills – near the site of the long-vanished medieval village of Boot – abandoned and burnt down following the plagues of two centuries earlier. This position would screen the left flank of the Parliamentarian advance and would cover the key fords over the River Arith at Patondale. Lord Alwyn had at his disposal three regiments of horse – those of Thomas Chetwynd, Richard Sudley and Lord Eastham – he had no dragoons, and no artillery presence – speed of movement was considered paramount by the Parliament command. By a complete coincidence, Alwyn also had about 1200 men.

Lord Alwyn knew that a very troublesome force of Royalist horse was present somewhere near Dransfield, but he had no information about its strength or location.

The Parliament forces marched up the road from the bottom; the
mill is the building about two-thirds up the map, beside the road
On the morning of the 19th the two cavalry forces blundered into each other near a mill belonging to the Hobden family, close to the site of Boot village. Broadhurst’s scouts alerted him first, and he attempted to set a trap for the enemy column in the area of enclosures and hedgerows near the mill. Alwyn soon caught sight of the Royalist troopers in the fields next to the mill, and he halted his column and deployed his leading regiment into line.

There followed a quick and decisive melee between Alwyn’s right-hand unit and Broadhurst’s leftmost one, which resulted in the Parliamentarian horsemen being routed. In the period of confusion which followed, Alwyn’s leading support unit refused to advance, and Broadhurst quit the field leading his force away to the east, toward Patondale fords and the Royalist centre at Midlawton. The Royalists had almost no casualties at all – the Parliamentarian Lord Eastham’s Regiment of Horse suffered approximately 80 killed and missing, 115 wounded.

All units of horse are classed as raw “trotters”, Broadhurst is rated as “Competent” (rating 2) and Alwyn as “Poor” (1). I used my Arquebus rules, which are an adaptation of Clarence Harrison’s Victory without Quarter, quite simply because the action was too small and too tactical to suit the Commands & Colors variant I normally use.

[I would describe the experience of using these rules as “Death by Morale Tests” – there is a definite Old School feel to them, but this extends to a relentless series of traditional-style morale checks which proved, ultimately, to be laborious and dispiriting, considering the modest scale of the skirmish and the short duration. I am not filled with any great enthusiasm to use them again in this form…]

The photos should give a little more idea of the fighting. [Note to self: must encourage my son Nick to return to photography duties for these battles – his pictures are always more interesting than mine.]

Normal, full army returns for the end of Week 3 will follow in a few days.

Broadhurst marches his Royalist force on to the field

Having spotted the enemy approaching, Broadhurst sets an ambush at the
mill, and personally leads Lord Clevedon's Horse in a flanking manoeuvre

Broadhurst's remaining troops hurry into position for the ambush

No ambush - Lord Alwyn sees troopers moving in the fields, halts his
march and forms up, detaching Lord Eastham's regiment in a flanking move to the right...

Lord Alwyn, with his Welsh grandad's sword

Alwyn's boys, all formed up and with Lord Eastham's RoH steaming
ahead on the right flank...

...while the Royalists are also in position, with their flanking column moving up on the left...

Dragoons behind the hedge - I bet no-one expected that...

...while Broadhurst's own regiment take position behind the wall of a field, with
pistols at the ready

The frame gun - not a lot of help today. Maybe another time...

General view, from behind the Royalist position, as the first clash approaches

Lord Eastham's Roundheads, on this side, face up to Lord Clevedon's horse

First impact, Eastham's men are pushed back down the hill, suffering heavy
casualties and becoming shaken

And yet they rally, but do not have time to offer any kind of countercharge before Broadhurst
and Lord Clevedon's men are on them again

This time it's decisive - the Parliament regiment streams to the rear, broken, and Broadhurst
fails dismally in his attempt to halt the pursuit by the victors. Then it all becomes
very confused - the routing cavalry pass their colleagues in Thomas Chetwynd's regiment,
who are now the front line, and give them such a shock that they are shaken and refuse
to take orders from Lord Alwyn. Around the same moment, the pursuing Royalist
horse suddenly come upon Chetwynd's halted men, get a disastrous morale check
result and turn tail and rout. In the resultant confusion, Broadhurst gets his
army on the march, on their original route. There is no immediate prospect of Alwyn
organising any kind of pursuit for a while...






Thursday, 23 October 2014

Keeping in Step - Movement in IGO-UGO Wargames


When I started dabbling in wargaming, longer ago than you might believe possible, first of all I digested a couple of the Featherstone books, and I got the hang of the basic idea of a game cycle comprising the “Three M’s” – Movement, Missiles and Melees (in that order), and the alternate-moves approach which those books embraced.

I also visited a local club, and found they had their own rules, typed up as a leaflet, but what they played was still, recognisably, a branch of the same family.

Round about the same time, I read somewhere that it was a lot more authentic militarily (and thus better, more serious, more grown-up) to employ a simultaneous-movement system, using written orders for each unit. I was interested enough to try this, and found that – more authentic or not – the overhead of writing, checking and managing the orders was extremely tedious, and any increase in accuracy or compliance with the rules was negligible. There were sheets of paper everywhere, the orders invariably degenerated into unreadable, ambiguous wiggly lines and curved arrows, or abbreviations which could mean almost anything, and the actual game moves which followed had only a very slight connection with what the orders might have said. That crooked arrow curving to left would be interpreted to suit whatever the player felt was in his best interests from moment to moment. The amount of cheating in the game actually increased, likewise the amount of argument. I recall a player claiming that a solitary exclamation mark against a unit on his sheet meant “charge, straight ahead” – what else, he protested, could it mean?

Simultaneous moves didn’t do it for me at all. Of course, my old chum George Jeffrey would have claimed that it worked perfectly for him and his club members (because they were all gentlemen), and that if you couldn’t trust the people you played with then you shouldn’t play with them. And I would have replied, as I would reply now, “wuff wuff”. I never heard such bitter arguments over a supposed pastime as I heard at George’s club nights.

However, alternate-moves did not always result in calm perfection, either. One snag which was always troublesome in IGO-UGO games was that some unit or other would get out of step with the rest of the battle – one move ahead or one move behind – wrong, anyway. As long as everyone moved only during their side’s movement phase, everything was fine, but things became complicated when someone retreated during the enemy’s fire phase, or ran away from a melee which might be during their own turn or the other side’s, or even if someone wished to countercharge when being attacked. Suddenly you would have a unit which was one move ahead of everyone else, and there would then be a discussion of whether they should miss their next official movement opportunity (since they had already moved), views of which frequently varied according to what particular disaster might befall them if they now stood still. This was one area, even of fairly well developed and stable rules, which regularly caused confusion and disagreement.


Now then, although I found them too fussy and too prescriptive to use in their entirety, the publication of the Wargames Research Group’s “Wargames Rules 1685-1845” in 1977 introduced me to a variation on the Three M’s which I found logical and pleasing – in very broad terms, the move now became Missiles, Melees, Movement and – in particular – a (charge) move to contact would now be declared but only partially carried out during the movement phase, the chargers stopping some distance short of their target at the end of their turn, to wait for fire and other enemy reaction before attempting to complete the charge during the opponent’s turn. Of course, the full details of the turn sequence were more fiddly than this, but they hung together well enough if you kept your eye on that nippy old problem of who had moved out of turn, and what should be done about it.

My personal approach to this made use of some coloured counters – red “Attack” arrows, black “Hold” markers and brown “Withdraw” arrows. In a later refinement, I got some custom, plastic versions made up for me by Litko, but the game system worked well enough for years before I added that extra level of elegance.


I’ll skip over the matter of activation – exactly which units (and how many) might do something in a given turn; broadly speaking, units moved only when it was their side’s movement phase, but there were some oddball groups: 
  • Units which, as the result of reaction to a morale test – possibly following combat – were stuck, unable to move, or else were forced to retreat for a single move and were then stuck. These units would be given a black “Hold” marker.
  • Units which, as the result of such a test, had just routed – they were required to run away for a move, and would then be tested in each subsequent turn to see if they rallied or continued to run. These units, in the turn in which they broke, would get a black “Hold” AND a brown “Withdraw”.
  • Units which were already running, and needed to be tested to see if they rallied – these would be identifiable by the presence of a brown “Withdraw” – the black “Hold” would not be present if they were in a continuing rout.
  • Units which were charging to contact (or countercharging) – these would have a red “Attack” marker, which also served to remind the players that they were eligible for an impetus bonus (or whatever the rules allowed in this situation).

In what follows, note that all the references to “Test” (as in “Test morale”) may be addressed in whatever level of detail is required by your preferred rules – at times I have used detailed morale tests (sometimes far too many of them), at other times I have taken little trouble over them; it makes no difference – the point at which such testing would be done (if any…) is quite clear in the sequence; the emphasis here is on movement – who has moved and who has not, and the procedure with the markers is to keep things in order (and it’s surprising how confusing this can get, especially in a solo game).

Phases in a player’s turn (player’s own actions are in a black font – anything which is an enemy action is in red; anything which involved both players is in brown): 
  1. Test units being charged (if they break and run, give them a “Hold” marker and a “Withdraw”, if they are to retire in an orderly manner then move them back and give only the “Hold” marker; if they are able to countercharge, advance them to meeting point, mark them with an “Attack” marker – melee is formed).
  2. Test routers who have been running since at least the previous turn – i.e. any units which just have a “Withdraw” marker (no “Hold”) – if they rally, replace the “Withdraw” with a “Hold”, and turn them as appropriate; if they continue to run, they keep their “Withdraw” marker, and they remain one move ahead of the game – move them back another rout move.
  3. Fire artillery. When all artillery fire is complete, enemy player removes losses, checks for staff casualties and tests morale reaction as appropriate – as before, any unit which is halted or retires gets a “Hold” marker, and any which breaks and runs gets both a “Hold” and a “Withdraw”, and any retirals or routs are carried out now – out of sequence.
  4. Fire musketry. When all musketry fire is complete, enemy player checks for losses and reaction as for artillery fire.
  5. Enemy chargers who are still able to continue their attack now press home the charge, retaining their red “Attack” marker – melees are formed.
  6. Both players now work out melee outcomes (including losses, staff casualties and reaction) in accordance with rules – if the melee continues into a further turn, leave it formed but remove “Attack” markers so no-one gets inappropriate impetus bonus. Any melee losers who retire in good order are pulled back, and get a black “Hold”; if they rout they get both a “Hold” and a “Withdraw” and are turned around and moved back one rout move.
  7. Now is the Movement phase – the player may move (activated) units which are not in a formed melee and which do not have “Hold” and/or “Withdraw” markers. Charges may be declared (subject to necessary morale tests), and charging units are moved part of the way to the target unit, and given a red “Attack” marker (they will have the opportunity to complete the charge at the beginning of the enemy player’s next turn).
  8. When movement is complete, remove all black “Hold” markers from your own units – they have now (correctly) missed out on the movement phase, and are back in step with the rest of the game. Units which still have a brown “Withdraw” are still running, and will be tested for rally/rout in the player’s next turn.

That’s the end of the player’s turn; now the other player goes through the same sequence.

So, to summarise, units which retire or are pinned for a single turn are given a black “Hold” marker which will stop them moving again when it is their normal time to do so, and routers will keep testing, out of sequence, until they are rallied, at which point they are held for a move to get them back into step.

I fear I may appear to have explained something relatively simple in a complicated way, and the plastic markers may seem like overkill, but in a large battle I found this marker system works very well, and avoids confusion in the very areas where the most critical pieces of action are taking place.




                                                                                   



  



Friday, 3 October 2014

ECW Campaign – Preliminary Work & More Testing

Thornthwaite - with St David's in the background
Some time – probably within the next couple of months – I hope at last to get my solo ECW campaign under way. I am collecting together a short shopping list of ideas, and of things that I learned from my Peninsular War campaign which I wish to do differently this time.

The campaign will not use a formal map; the idea is to improvise a map based on my “North Country” edition of the Perfect Captain’s “Battlefinder” card system, and the rules for supply and movement will be correspondingly simpler.

The area to be fought over will thus be fictitious, and the forces and leaders will also be of my own invention. There was nothing wrong with using real places and (more or less) real armies in the Peninsular War, but doing so definitely pushes towards a specific organisation, and the strategies are bound to reflect what really happened, at least in part. This time it will be different – the area to be used will be some previously unknown location vaguely similar to the Lonsdale Hundred of Lancashire (which in reality includes Lancaster and part of the Lake District), and the participants will be my own invention, though some of them may look rather like known historical units – pure coincidence. You will not find the towns or roads on John Speed’s contemporary maps, but that is entirely because Speed opted not to show them. You will not find any historical record of the troops or the generals, but that is simply because Peter Young overlooked them.

The timing will be (vaguely) 1643, to keep everything up in the air and steer clear of the New Model Army. The political context will be smudged to suit the occasion whenever necessary. The tabletop battles will use my ECW variant of Commands & Colors:Napoleonics, which is undergoing some further minor changes – these are to be tested thoroughly before use. Formal sieges, and also any battles which are too small or otherwise unsuitable for a miniatures game, will be handled by the algorithmic approach which worked well in the Peninsula.

* * * *

Yesterday I had a preliminary solo game to test some recent rule tweaks – it represented the little-known Battle of Thornthwaite, which is separate from the campaign but is around the same area, and employs some of the same forces. It is a decent-sized toe in the water.

Thornthwaite is a prosperous little market town of approximately 800 inhabitants. The prominent family in the area are the Hesketh’s, cousins of the Marquess of Newcastle; they are Catholics and strong supporters of the King, and their sympathies are reflected in the stance of the inhabitants. The town’s important position, commanding the highway from Lancaster to some other place, is well recognised, though it has no walls and is not a particularly easy place to defend, the nearby River Dribble being a negligible stream at this time of year. The Royalist army in the area, under the command of Lord Benedict Porteous, alerted to the approach of a sizeable Parliamentarian army, has placed infantry in the town itself, and also in the parish church of St David of Briardale, which now lies about half a mile from the town, as a result of rebuilding after the plagues of the previous century.

The particular rule tweaks to be tested in this action were:

Accelerated troop movement – 1 hex bonus when further than 2 hexes from the enemy.
C&C “section” command cards (other than any which refer to the number of cards in the player’s hand – Assault and Refuse, being examples) may be applied to a Leader who is attached to one of his own units, and the order extends to any contiguous string of units from the same brigade.
Some changes to the influence and immortality of attached Leaders.
An experimental rule to cover the fire of Mortars, and a system for recording damage to built-up areas (and, though we had none yesterday, fortress walls).
A couple of refinements of movement rules, including a fledging road bonus and a change whereby units may move through friendly artillery, but may not end their move in the same hex.
A few other things.

Orders of Battle (numbers in square brackets are simply the identifying unit number on the bases; the list also shows the colours of small beads blu-tacked onto the bases to make it easier to keep brigades together and identify the army structure)

Battle of Thornthwaite – 1643

Army of the Parliament (Sir Nathaniel Aspinall [87])

Horse
Right                         – brigade of Lord Alwyn [96] (purple)
      Col Thomas South’s RoH [125]
      Sir Rowland Barkhill’s RoH [126]
    brigade of Col Thomas Chetwynd [97] (red)
      Chetwynd’s RoH [123]
      Sir William Dundonald’s RoH [124]
Left                            – Col Matthew Allington [98] (silver)
      Sir Beardsley Heron’s RoH [121]
      Col James Winstanley’s RoH [122]
      Col Richard Sudley’s RoH [127]
      Lord Eastham’s RoH [128]

Foot
Right                         - Col Robert Bryanston [86] (green)
                                                      Bryanston’s RoF [106]
                                                      Col Obediah Hawkstone’s RoF [107]
Left                            - Col Edward Buckland [84] (yellow)
                                                      Buckland’s RoF [101]
                                                      Col Joseph Grafton’s RoF [105]
                                                      Col John Burdett’s RoF [108]
Reserve                   - Lord Lambton [99] (sky blue)
                                                      Lord Lambton’s RoF [102]
                                                      Sir Thos Nielson’s RoF [103]
                                                      Sir Julius Mossley’s RoF [104]

Unattached
                                                      Capt Wm Ancaster’s Dragoons [120]
                                                      Med Gun [140]
                                                      Light Gun [139]
                                                      Heavy Gun [147]
                                                      Heavy Mortar [157]

Army of the King (Benedict, Lord Porteous [3])

Horse
Right                         - Lord Sefton [4] (green)
                                                      Lord Sefton’s RoH [44]
                                                      Sir Henry Moorhouse’s RoH [47]
                                                      Col John Noden’s RoH [48]
Left                            - Sir Roderick Broadhurst [10] (yellow)
                                                      Broadhurst’s RoH [43]
                                                      Lord Cressington’s RoH [46]

Foot
Garrison                  - Col Archibald Rice [17] (turquoise)
                                                      Rice’s RoF [23]
                                                      Col Wm Ringrose’s RoF [25]
                                                      Sir Marmaduke Davies’ RoF [27]
Reserve                   - Sir James Parkfield [19] (silver)
                                                      Parkfield’s RoF [19]
                                                      Lord Ullet’s RoF [24]
St David’s               - Col John Fulwood [18] (dk blue)
                                                      Fulwood’s RoF [28]
                                                      Capt Charles Grove’s Firelocks [38]

Unattached
                                                      Maj Oliver Dingle’s Dragoons [40]
                                                      Light Gun [59]
                                                      Med Gun [61]

Royalists had a hand of 5 Command Cards, Parliamentarians 6. The Victory Point requirement for a win was 10, 2 of these being available for possession of more of the town than the enemy and 1 for possession of St David’s church.

I shall not give a detailed account of the action – the captions of the photos should provide much of that. Both armies had an amount of horse which was not of immediate use in fighting for a town and, predictably, the Royalists started their defence by employing theirs in launching a wild cavalry charge against the (numerically superior) force of horse on the Parliamentary left.

Ignoring this distraction, the infantry brigades of Edward Buckland and Lord Lambton [P] set about attacking the town itself. Their attack was preceded by a short bombardment from a large siege mortar known as The Clapperdudgeon (commanded by Capt R Rousell), which started a couple of small fires, but failed to hurt anyone. The infantry approached the open ground to the East of the town under heavy fire of musketry, showing great courage, but were repulsed quickly and completely once they reached the edge of the town.

Buckland’s force was destroyed, and together with the heavy losses already sustained by Allington’s horsemen on the Parliamentarian left, this was sufficient to clock up the required 10 VPs before Lambton’s men could get involved in the assault, and the Parliament army withdrew, most of its troops having done little beyond some manoeuvring. They will return, they will fight again soon. The battle lasted about two hours elapsed, allowing for some head scratching over new rules.

Broadhurst's horse [R] on Mill Hill

View from behind Parliament right flank - they had more troops eventually

Col Bryanston with the Parliamentary reserve foot

General Aspinall watches his attack develop

Allington's horse on the Parliamentary left - they had a very bad day

General view of the Royalist position

Defenders in Thornthwaite

Broadhurst's men looked businesslike but didn't actually do anything

Lord Sefton's bold charge wrecks the Parliament horse

In goes the main assault - Buckland's brigade





Lord Porteous - he won, but he still doesn't know which way up the map is
I am left to ponder the advantage which “galloper” type horse gain in a melee. It may well be appropriate for the tactics, but the cavalry on both sides at this stage of the war in this theatre would mostly be provincial gentlemen and their retainers – I am not sure that there would have been a great deal of experience of the German wars, and Prince Rupert is nowhere to be seen in these parts. If there was a fault in the game here, I feel it may be more to do with my simplistic decision to make all Royalist horse “Gallopers” and all their opponents “Trotters” – certainly the Royalists cut through their opposite numbers very effectively, but that might not be entirely correct for this backwater of the wars.

Casualties among brigade commanders (which do not give rise to VPs) were lighter than I feared they might be, and the “daisychain” brigade order rule worked nicely for shifting men quickly, and encouraged a structural discipline on the armies which is pleasing and usually entirely absent in C&C. The coloured beads are a big help, but the tiny specimens I used are a complete swine to handle and attach – I spent a fair amount of time crawling around with a torch, looking for dropped beads (which, of course, roll for a surprising distance).

Interesting game – I’ve left it set up, so that I can re-run some bits of it with further tweaklets. On the King’s side, Lord Sefton distinguished himself with a remarkable cavalry attack, though he was captured in the process. Once again, artillery was mostly a waste of time once friendly infantry moved in front of it, since only the light guns may move once they have started firing – I understand this is pretty much how it was.