Having received a comment from Paul about the rules, and a couple of email enquiries, I've updated the documentation on Google Docs. If you follow the link at top right for "My Own CCN-based ECW Rules", you'll get to the placeholder post which should now link to the new version. The changes are to the Rules Booklet and the QRS, and they bring it up to Ver.2.65, dated yesterday.
The changes reflect some previously-undocumented tweaks which I have been using, plus some typo-fixes, plus a few changes which are a result of my discussions with Peter Brekelmans about his 30YW variant.
Specific mods in the game include some amendments to Battling Back in Melee Combat, corrections to the Terrain Effects, and Light Artillery (by which I mean frame-guns and similar tactical, mobile pieces) now appears on the field only as attachments to units of Foot - light guns cannot be deployed as standalone units. Also, losses of artillery units no longer count for Victory Banners.
As ever, I think I've tested the links - if they don't work, or you are still getting the old versions, please let me know - many thanks.
I hope that some semi-formal documentation should also appear soon for the ECW siege game which I tested a few months ago - I'm a bit busy elsewhere at present, but it's in the pipeline!
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
Monday, 3 October 2016
Saturday, 1 October 2016
My Own CCN-based rules for the English Civil War
The
latest test version of these rules is maintained on Google Docs - if you wish
to download them for personal use, these links will get you to the Rules Booklet,
a Quick Reference Chart, a Stand of Pikes
tracker, the Command Cards the "Chaunce" Cards and details of the "Ramekin" system for activation.
The
last page of each of the card sets is to be printed on the reverse side of the
sheets, to provide card backs.
The
full Commands & Colors: Napoleonics
rules, which are available to download from the GMT Games website, are also
useful background reading, and give good worked examples and diagrams.
These
rules are still being developed, so I am pleased to receive feedback on any
play experience you have with them. Please do not distribute any of this material without contacting me, and I would expect to be credited with authorship if the stuff is shared. If you don't like the game, please don't slag me off in some arcane corner of the Social Media - helpful suggestions will be welcome! Courtesy never cost anything...
[This post is simply a place-marker, to tidy up some of the chaos in my layouts!]
Current version is 3.01, updated April 2020 - QRS sheet and a note on the alternative "Ramekin" activation system are new for Ver 3.01
[This post is simply a place-marker, to tidy up some of the chaos in my layouts!]
Current version is 3.01, updated April 2020 - QRS sheet and a note on the alternative "Ramekin" activation system are new for Ver 3.01
Sunday, 25 September 2016
Peter Brekelmans' Thirty Years War Variant for Commands & Colors - Latest V 2.2
Back in June I made reference to a Thirty
Years War variant of Commands & Colors which I had been discussing with the
chap who was developing it. During the course of what, for me, for family reasons, has been a
rather fragmented Summer, Peter Brekelmans and I exchanged a great deal of correspondence,
which I have enjoyed greatly, and from which I learned a good deal. Peter, like
me, felt that it should be possible to develop a decent 17th Century
variant from the existing GMT Commands & Colors games – his starting place
was my own attempt at an ECW game, but he wished to extend the scope to cover
the Thirty Years War more completely and – unlike me – he wished to commit a
proper effort to developing some scenarios.
Peter uses the concepts of Command and "Chaunce" cards, as did I, but his card sets are rather different from mine. He
also was keen to amend the game so that melee combat was simultaneous, rather
than the C&C system of attack-and-then-battle-back. We spent some time
working with this, and developed systems which would make simultaneous melee
blows possible, but we had concerns that the fundamental balance of advantage
in the game might be distorted (in favour of the defenders, I believe), so Peter
has retained the 2-stage C&C-style melee combat, and offers simultaneous
melee as a game option.
My own ECW variant has been in use for
some years now, though I confess the current documentation is a little out of
date; Peter’s game has been well thought through, but we have lacked the
opportunity to do any proper playtesting. Since Peter is running out of
enthusiasm to develop this further, in the absence of a potential audience,
we’ve agreed that I should make the game available on this blog. I can claim
the best of both worlds here – if there is any reflected glory going, then I
was a contributor, but if you wish to take issue with any of it, don’t come to
me – it wasn’t my game anyway!
I think the game, as presented, is a very nice
package – certainly it is thought provoking and a useful education to people
like me who know little of the TYW. I shall persist with my own ECW game, though
I shall certainly incorporate a couple of new tweaks which came from our
discussions, and I hope to get a chance to do some proper testing of Peter’s
rules when opportunity presents itself.
*** Update - as from 9th April 2017, the rules and the scenarios have been revised to V 2.2. The presentation of the Command and Chaunce Cards has also been greatly simplified. ***
You can download the sheets from Google Docs – you will find
You can download the sheets from Google Docs – you will find
I shall keep this post linked from some
panel near the top of my blog display, so that you can find it easily, and we’ll
also set up a specific email address so that you may contact Peter about his
rules.
I hope you will join me in complimenting
Peter on his efforts, his knowledge of the period and his splendid rule-writing
style.
Peter wishes to emphasise that the scenarios, in particular, are really drafts - in some cases almost discussion frameworks - and, in particular, have not been properly game tested. They provide a valuable reference as suggestions for games, but they come with no guarantee that they are quite ready for use as a rewarding social event!
Peter may be contacted at ga1632<CURL>rogers.com (replace <CURL> with the usual email AT symbol) if you wish to give him some feedback on his game or your experiences with it, or any general discussion points on the Thirty Years War.
Peter may be contacted at ga1632<CURL>rogers.com (replace <CURL> with the usual email AT symbol) if you wish to give him some feedback on his game or your experiences with it, or any general discussion points on the Thirty Years War.
Friday, 2 September 2016
Battle of Montgomery - rule tweaks
Because of the relatively small size of the forthcoming battle, I am intending to allow a little more tactical detail in the rules. The combat will remain pretty much straight Commands & Colors, but units will have a front, flanks and a rear, and will be able to do some (limited) changing of formation - thus the activation and movement rules will be different, and there will be a "reaction" test (based upon the quality of a unit) to allow emergency changes of front or configuration during the opponent's turn. [As ever, I hasten to add that this is not intended as an improved version of the published game - it is merely that C&C is rather a blunt instrument with which to fight a very small battle!]
This is all lifted straight from a rather long-winded (though much read) post I put up here about a year ago, Manoeuvring in Hexes; the only problem is that that note was about Napoleonic games, and extensions to Commands & Colors: Napoleonic - I've never actually written down how this translates to the ECW variant. I shall not attempt to batter through all the discussion in that post - please follow the link if you can be bothered, if not, just assume that I have thought about this before!
In the tactical extension to my ECW game, the recognised formations for Foot will be:
For Horse, things are less complicated:
What else? Oh yes - for the purposes of the Reaction Test, the forces at Montgomery will all be Class 2, apart from the rather war-weary "Irish" Royalist foot units from the Shrewsbury garrison, and Tyldesley's two units of Royalist Horse, which will be Class 3 - which means that they are rather less likely to carry out emergency manoeuvres on the battlefield, and are subject to double retreats if things go badly.
The details about turning rates and all that are in the Napoleonic post from last year, if you have the stamina.
The units of Horse will all be of Trotter type, which means they have a standard move of 3, but advance to contact is limited to 2 (because of all the fiddling about with pistols).
The only other thing I can think of at present is that, since this particular game is to be played end-to-end of the table, temporary rules are needed to force units to face the flat side of a hex, rather than a vertex, which involves some intuitive, minor alterations to movement rules, firing arcs, definitions of flanks and permitted retreat directions. Easy peasy.
That's quite enough about that. Oh yes - artillery? There wasn't any. That was easiest of all.
*****Late Edit*****
Not so fast....
I received an email from Jack Mortimer, asking me if I would publish the full rules, or at least send him a copy by reply. The answer to both these questions is no, but I can set out a bit more of the detail.
Foot move 1 hex in line, 2 in column or unformed, + 1 hex bonus for a column of march which spends entire turn on a road. Cannot move and fire in same turn. Stand of Pikes cannot move. Terrain rules are pretty much as C&C. Units entering a new hex may turn 60 degrees without penalty; any larger turn, or any stationary turn (which includes a turn BEFORE moving) takes a full move. Any ordered change of formation takes a full move; any change of front or formation in reaction to opponent action is instantaneous, but requires the unit to pass a Reaction Test (q.v.).
Horse move 3 hexes, but only 2 if advancing to contact. Horse have negligible (i.e. no) range combat ability - pistol fire is abstracted into melee. Non-free turns and formation changes take 1 hex of movement (not a full move), otherwise movement rules as Foot. Charge to contact must be in a straight line - i.e. any necessary turns must be carried out (with necessary penalties) before final charge. Column of march gets 1 hex road bonus, as for Foot.
Units can only fire within defined frontal arc. Units attacked in flank/rear who fail reaction test and do not turn about do not get to battle back in melee, and opponents get an extra combat die. Horse in melee with Stand of Pikes roll just 1 die, the SoP itself also rolls just 1. Since a SoP cannot move, any retreat it suffers must be taken as casualties instead of movement.
Reaction Test - units are ranked Class 1 to Class 4 (elite to dross). When required, unit may take Test in reaction to enemy action; to pass, must roll 1D6 >= (Class + 1 for each loss counter - 1 if general attached); natural roll of 1 is always a failure, natural 6 always a pass.
Otherwise, the game is basically my CC_ECW variant!
This is all lifted straight from a rather long-winded (though much read) post I put up here about a year ago, Manoeuvring in Hexes; the only problem is that that note was about Napoleonic games, and extensions to Commands & Colors: Napoleonic - I've never actually written down how this translates to the ECW variant. I shall not attempt to batter through all the discussion in that post - please follow the link if you can be bothered, if not, just assume that I have thought about this before!
In the tactical extension to my ECW game, the recognised formations for Foot will be:
| Column of March - essential if you wish to get anywhere in a hurry (especially on roads - columns of march get a bonus hex of movement on a road) but can't fight at all - not even a bit. |
| Formed Line of Battle (or battalia - choose your own jargon) - muskets on the flanks, pikes correctly in the centre - optimal fighting formation, but moves slowly, cannot fire on the move. |
For Horse, things are less complicated:
| This is a general purpose formation in which Horse can fight or move - the front is defined, intuitively... |
| Column of March is almost a cosmetic device - it probably looks good to move Horse around in this formation, and is essential if you wish to claim road bonus, but remember they can't fight like this! |
What else? Oh yes - for the purposes of the Reaction Test, the forces at Montgomery will all be Class 2, apart from the rather war-weary "Irish" Royalist foot units from the Shrewsbury garrison, and Tyldesley's two units of Royalist Horse, which will be Class 3 - which means that they are rather less likely to carry out emergency manoeuvres on the battlefield, and are subject to double retreats if things go badly.
The details about turning rates and all that are in the Napoleonic post from last year, if you have the stamina.
The units of Horse will all be of Trotter type, which means they have a standard move of 3, but advance to contact is limited to 2 (because of all the fiddling about with pistols).
The only other thing I can think of at present is that, since this particular game is to be played end-to-end of the table, temporary rules are needed to force units to face the flat side of a hex, rather than a vertex, which involves some intuitive, minor alterations to movement rules, firing arcs, definitions of flanks and permitted retreat directions. Easy peasy.
That's quite enough about that. Oh yes - artillery? There wasn't any. That was easiest of all.
*****Late Edit*****
Not so fast....
I received an email from Jack Mortimer, asking me if I would publish the full rules, or at least send him a copy by reply. The answer to both these questions is no, but I can set out a bit more of the detail.
Foot move 1 hex in line, 2 in column or unformed, + 1 hex bonus for a column of march which spends entire turn on a road. Cannot move and fire in same turn. Stand of Pikes cannot move. Terrain rules are pretty much as C&C. Units entering a new hex may turn 60 degrees without penalty; any larger turn, or any stationary turn (which includes a turn BEFORE moving) takes a full move. Any ordered change of formation takes a full move; any change of front or formation in reaction to opponent action is instantaneous, but requires the unit to pass a Reaction Test (q.v.).
Horse move 3 hexes, but only 2 if advancing to contact. Horse have negligible (i.e. no) range combat ability - pistol fire is abstracted into melee. Non-free turns and formation changes take 1 hex of movement (not a full move), otherwise movement rules as Foot. Charge to contact must be in a straight line - i.e. any necessary turns must be carried out (with necessary penalties) before final charge. Column of march gets 1 hex road bonus, as for Foot.
Units can only fire within defined frontal arc. Units attacked in flank/rear who fail reaction test and do not turn about do not get to battle back in melee, and opponents get an extra combat die. Horse in melee with Stand of Pikes roll just 1 die, the SoP itself also rolls just 1. Since a SoP cannot move, any retreat it suffers must be taken as casualties instead of movement.
Reaction Test - units are ranked Class 1 to Class 4 (elite to dross). When required, unit may take Test in reaction to enemy action; to pass, must roll 1D6 >= (Class + 1 for each loss counter - 1 if general attached); natural roll of 1 is always a failure, natural 6 always a pass.
Otherwise, the game is basically my CC_ECW variant!
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.
Thursday, 28 April 2016
Siege Testing - (5) Afterthoughts
The Siege Test was a success – there were a few things I
now understand better, a few things I won’t bother with again, and a few things
I didn’t get to try out properly – specifically mining and the little matter of
provisions. These last bits I’ll look at again; for the moment, the chief
success is that I played through a siege and it worked. It would have been
awful if I had collected all these houses and fortress parts and trenches and
gone to all this trouble and then the game had been a complete washout. So I’m
very pleased with that.
Another valuable lesson was that it reminded me, once
again, why I play wargames in the way I do, and what does or does not work for
me. What (in short) I get out of it.
Well, I mostly play solo, for a number of reasons, and one
reason that this is good for me is that I regard myself to some extent as a
privileged witness to a bit of fake history. I’ve written this here before,
and, yes, I am the presenter and the facilitator, and the fake history is more
or less compromised by my own understanding and preferences (and bias, however
unconscious), but the reason I still get a buzz from it, after all these years,
is because I want to see what happens. It’s fun, it’s kind of educational, and
in a solo setting I can attempt things which would not necessarily make an
attractively balanced social game. So I can have campaigns which have heavily
one-sided fights, I can even attempt a siege, for goodness sake. The concepts
of victory and defeat – even the idea of the points value of an army – I
understand what these are, but they are not things I normally consider as a
priority.
One thing that I have learned in the past is that, in this
kind of solo setting, a re-enactment, or any kind of walkthrough, doesn’t work.
If I know what is going to happen then grinding through it is not worthwhile –
no point – only passing moments of interest – no surprises. Nothing to learn,
except about myself. Just a little fiddling around before it’s time to tidy the
toys away. On the face of it, a siege might just be a perfect example of a
procedural activity which doesn’t entertain for exactly that reason. Well, it
was OK. In fact, I think I have demonstrated that a solo attempt at a siege has
certain advantages.
I have read a lot of the better-known sources on how to
make a siege into a game. The most useful, I think, is the famous Sandhurst
game described very concisely in Chris Duffy’s Fire & Stone (David & Charles, 1975) – this sets out the
important concept of accelerated time for the boring bits and the spadework,
and dovetails this with a (Charge-based)
tactical game to handle the exciting bits. It also sets out the pitfalls to be
avoided and the need for a simple approach – I can’t recommend this too highly
as a starting point. The snags are that the Sandhurst game uses simultaneous
moves (and thus written orders) and – that’s right – an umpire. Ah. You can do
anything with an umpire, I think.
The Duffy game is expanded a bit in Part XII of Henry
Hyde’s The Wars of the Faltenian
Succession, which appeared in Battlegames
magazine a few years ago. This applies an alternate-move structure, and gets
into more details about orders, event cards and Old School ideas like
shell-burst templates and all that. It is a more detailed game, but it is still
fundamentally the Duffy/Charge concept.
I also have the Perfect Captain’s Siege component of their Spanish
Fury game (which is a free download from their excellent website). Like all
the Perfect Captain games (and I’m sure they are very good), this relies on
data cards for units, and some of the concepts are getting towards
role-playing. That excellent fellow Nundanket
kindly loaned me the König Krieg
documentation, which includes the famed (but rarely seen) siege game Festung Krieg – again, a source of good
ideas, but to me it lacks the simple appeal of Duffy’s game.
One thing to avoid, I think, is stuffing as many tactical
sequences as possible into a siege – for the leaguer of a fortified house that
might be just the thing, but in a large siege it is also a means of avoiding
the fact that it is a siege as far as possible. I tried to meet this head-on,
rather than fudge the game into something more familiar.
Gary asked a very good question in response to my previous
post – why, he asked, was there no attempt to put a secondary barrier inside
the breach at Middlehampton?
I gave this some thought at the time, though, to be
honest, in the absence of a sensible reason to fight on, my own Resolve was
beginning to droop! In Chester, in the ECW siege, they marshalled gangs of
civilians to pile earth (and dung, apparently) in all the gates and behind the
stone walls. In my test, Lord Bloat was handicapped in this, since the
townspeople's Loyalty had slipped further to zero, at which point they are not
a valid workforce, and his two remaining infantry units were all he had
available to do any kind of work of this type (cavalry, dear boy, never dig).
On average, at 2-hex range in my rules, a siege gun has a 5/12 chance of
damaging the wall during a strategic (1 day) turn, so I reckon (and Lord Bloat
may have reckoned) that two cannons might take best part of a week to generate
5 gravelsworth of damage and effect a viable breach - so there was maybe time
to do something - one possibility was demolishing the buildings near the wall
and piling up the rubble, but maybe he felt (? - we'll never know) that
surrender to the Scots would be the less disastrous of the options - certainly
their reputation at Newcastle and York was not too awful - they were ravenous
and tended to nick stuff, but slaughter, rape and ransacking were off-limits to
the Presbyterians. I think the 5-chips collapse rating is maybe too high
(though this might have been an exceptionally strong wall) - from memory, I
think the breach at Chester (the one above the Roman Garden!) came down within
a day, once the Parlies got a few big guns inside the earthwork defences and
set about it, and I think that particular bit of wall had a bank erected inside
it, but it was soft, Bunter sandstone (never accept the job of Governor of a
red stone fort). Methinks 5 chips is too high...
Big lesson for me from these few days is that it is very
important to put more effort into a thorough context and scenario narrative.
There should have been better reasons for doing things, there should have been
clearer time constraints, the supply issue should have been more central and
there should have been some threat of Mad Prince Rupert appearing from
somewhere to give the Jocks a jolly good bashing.
I enjoyed my few days at Middlehampton very much - it had
the rather academic resonance which is common to many solo games, but it looked
and felt like a game. I need to re-examine some of these numbers in the rules -
the old walls were too tough, the digging was very straightforward (especially
since the garrison did very little to interfere) and mostly procedural. The
Sconce didn't last long, but was a threat while it lasted - the Sconce, by the
way, could have been used as two half-sconces, and placed against the walls as
hornworks, but that would have brought the siege closer to the town more
quickly (which, in the absence of a sensible storyline, maybe doesn't make a
lot of difference).
If I had been Bloat, I think I might have agreed with the
townspeople's guild that the best strategy would be to meet that nice Lord
Leven and his pals on the lawn with a tray of drinks, and discuss terms right
at the start. Mind you, my mindset, my library of books and (importantly) my
religious views are not likely to coincide with theirs.
An interesting few evenings - time to tidy up now! I’ll
set out my thoughts on mining and supply in a week or two. As ever, my humble
thanks to anyone who took the time to read about the test game – I am still
delighted but rather surprised to hear from readers.
Next test siege I run will be a Napoleonic one, with the
Vauban fortress bits.
Monday, 25 April 2016
Siege Testing – (3) Scales, Artillery Ranges, Saps
Things are getting a little busier, as you see. The game is hex-based – I am confident it
could be played without hexes, if you really like measuring things.
My hexes are 7” across the flats, and the
game scale equates one hex to 200 paces across (or 100 toises, if you prefer the classic terminology). That fits with the
size and theory of the (15mm scale) fortress pieces. A lot of the logic of the
game is related to artillery ranges, so let’s get to that now. Since this is a
little section on artillery, I’ll go into a little more detail than this
discussion really needs – if the mechanisms strike you as reminiscent of Charge!, or the closely-related
Sandhurst siege game rules in Chris Duffy’s Fire
& Stone book, then I can only plead that this is not a bad source. I
propose to use Commands & Colors style rules for melées and movement (though not the Command Cards), but
I’ll stick with Chris Duffy for the artillery.
In the Tactical
game, the maximum effective ranges for roundshot are:
Light guns - 4 hexes
Medium guns - 5 hexes
Heavy guns - 6 hexes
Subject to the range limitations of a
particular piece, the effect of a shot is calculated by throwing two dice; one
of these is the Accuracy Die (which is a black D6) – this has to turn up a
number greater than or equal to the range in hexes for a hit. If it is a hit, a
second (red) die gives the Effect; this die is a D6 if the target is
close-order foot in the open, a D4 for horse, artillery, engineers or
open-order foot in the open, or for close-order foot in soft cover (hedges,
trees, temporary gabions), and it’s a D3 for anyone in hard cover (earthworks,
stone walls). This score gives the number of figures lost. If, like me, you
prefer your casualties to occur in whole sub-unit bases or not at all, then you
have one more step – the owner of the target unit makes a Saving Throw (you may
now groan). It works like this – we need to round odd hits up or down to a
number of whole bases – if the unit suffering loss is organised with n figures
per base, roll a Dn – an n-sided die; if the roll exceeds the number of odd
hits, forget the odd hits; if it doesn’t, you lose a complete base.
Example:
a medium cannon fires at a range of 5 hexes (its maximum) at an enemy unit of
horse (and my horse is organised in bases of 3 figures). The horse are in the
open.
(1)
Roll the black D6 for Accuracy – at range 5 we need 5+ for a hit. Comes up 5 –
good enough – a hit.
(2)
Horse in the open are a middling sort of target, as discussed above – roll a D4
for casualties – comes up 2 – OK – 2 figures lost.
(3)
Additional step because I want my losses to be counted in bases. At 3
figs/base, 2 figures is zero bases plus 2 odd figures. The Saving Throw has to
be a D3, to match the base organisation – must roll a 3 (“beat the 2”) to save
them. Throw is a 2 – tough – the horse lose a complete base.
Siege cannons (i.e. nominated
wall-battering guns) and siege mortars have no tactical function at all, since
they are too ponderous to move and too slow to load and fire in a tactical
context (though they may be overrun during such a phase, of course).
The Strategic
artillery system is basically the same, though there are additional rules for siege
cannons and mortars in the Strategic game. If it seems odd that a 24-hour
Strategic turn should produce similar casualty levels to a 30-minute Tactical
turn then I can’t disagree – however, the arguments in favour of this oddity
are thus:
(1) During a Strategic turn, rates of fire
are deliberately slow (to avoid overheating the guns) and the troops would stay
in cover and keep their heads down. A Tactical turn is a much more intense
period of action.
(2) It is very convenient to make this
assumption.
(3) Chris Duffy recommends it – if it was
good enough for Sandhurst...
In the Strategic game, I had thought of
giving siege cannons some extra range – maybe 8 hexes – but on the grounds that
6 hexes is already 1200 paces, the guns were pretty inaccurate and you can only
fire at what you can see, I kept it at 6 hexes, like the other heavy guns –
siege cannons, however, can break down walls. Fire on a section of wall is like
other fire – the black Accuracy die tells you whether you hit the right place,
and a D6 Effect die needs to score 4+ to do damage to an old-fashioned stone
curtain wall, 5+ for a low Vauban wall with earth backing, and whatever else
you fancy. A single, damaging hit to a wall is denoted by a piece of gravel
placed below the target area (classy, eh?) – in my game, I have been working
with the assumption that 5 such gravel-generating hits on the same section will
produce a breach in the medieval walls of Middlehampton.
Mortars also feature in the Strategic game –
the range is up to 6 hexes, like heavy cannons, but the target need not be in
direct sight and the effect of cover is negated. There are strict limits on the
number of mortars (just one in my present game!).
Right – that was a fairly lengthy
introduction to the idea that “artillery range”, broadly speaking, is 6 hexes,
and this is relevant to the necessary task of Sapping Forward. In the last
instalment, I mentioned that the digging of parallels and other general-purpose
trenches requires infantry bases to match or better the day’s Digging Number.
The procedures for such trenches mean that the position is first of all
protected with gabions, to offer “soft” cover to the shovellers while work goes
ahead, and then the main challenge is to score enough decent dice rolls to
complete the work. Digging toward the fortress is a different deal altogether –
in this situation, specialist sappers work towards the front (well, obliquely
toward the front, to avoid the sap being enfiladed), and the particular
challenge is staying protected from the enemy’s fire while working. In this,
the challenge has less to do with the state of the ground, and more with the
proximity to the enemy. Accordingly, digging a forward sap requires an
engineering presence of some sort (I have sappers for my Napoleonic armies, but
for the time being for the ECW I have to attach a designated “engineer” figure and imagine
there are sappers present), and some infantry to follow up to widen the sap
into a trench in the normal “Digging Number” way.
The actual head of the sap is traced out,
one hex at a time, using gabions, and the infantry follow up with the trench
work. To advance the head of the sap is automatic until the sap gets within the
6-hex artillery range zone, and therafter success requires a roll of 2D6 – and
at least one of these dice must come up equal to or less than the distance in hexes from the walls (or the covered
way, if it is that kind of fortress). It gets slower and more fiddly the nearer
you get.
Once the sap has reached the correct
distance, digging a parallel and new gun positions is simply a question of
doing the spadework with dice against the Digging Number. Since the Strategic
game allows the besiegers to move troops to anywhere which is not forward of the
heads of sap, some good dice can enable a complete parallel to be dug in a
single day.
Enough nuts and bolts for the moment. In
the Test Siege of Middlehampton, the attackers (Leven’s Covenanter army) were
forced by the existence of the Duke’s Sconce (a modern outwork) to build their
First Parallel further from the walls than they might have chosen. Once they
had taken the outwork, they sapped forward without incident and constructed the
Second Parallel just outside artillery range of the walls. Leven opted not to advance
this first sap any further, for fear of some form of sally on the part of the
defenders.
Now within range of the town’s heavier
guns, further sapping was rather slower, and an engineer was among the (few) casualties,
but it brought the Third Parallel within 4 hexes (800 paces) of the walls, and
a position was constructed for the giant mortar (Auld Aggie). This mortar,
along with the two heavy guns captured in the Sconce, now produced a steady
fire on the town which mostly served to frighten the inhabitants. There were a
few casualties on both sides, but the Loyalty of the townspeople had now slid
to 1 (“indifferent to the garrison, but not yet a threat to them”), as a result
of the Governor’s unpopular demolition of the northern suburbs and the
harrowing effects of night bombardment by the Scots.
Still the forward saps continued – still
there was no action on the part of Lord Bloat to disrupt the approach work with
any kind of sally. By the end of the 13th day of the siege, a Fourth
Parallel was ready, and the mighty siege cannons were in place opposite the
section of the curtain wall which had no earthwork protection.
| Not looking good for the Royalist town of Middlehampton? |
| Siege cannons in place to start bombarding the old North Wall |
| The Scots' works, with the Second Parallel in the foreground |
That’s as far as I’ve got – thus far I have
to say that the sapping is slow and would not necessarily be a lot of fun in a
competitive game, though it is fine for a solo effort. The artillery is not as
effective as I expected, which is probably historically correct – I could have
done more with sallies if the garrison had been stronger.
Next steps will be the start of the bombardment
of the curtain wall, and I might say a bit about food supply – let’s see how it
goes!
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