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


Wednesday, 8 August 2012

Spanish Army - a Note from Mike Oliver

I received a comment to an older post from Mike Oliver, former UK distributor of Falcata, co-author (with Richard Partridge) of a number of excellent Napoleonic historical/wargaming publications, and all-round good egg. I've published Mike's comment in the appropriate place, but thought it was worth putting it in a little post of its own:


Hi:

I used to sell Falcata figures in the UK when they first came on the market but the two guys who originated the range vanished from the scene and I was unable to contact them. I still owe them a few Euros if they want to get in touch. I still have some of the old boxes of 34 Spanish infantry but, sadly, could never obtain any cavalry.

I am a member of FEHME (Fora para el estudio del historia militaria de España) and have access to their database cataloguing the history of Spanish units (including those of new creation). I have made a study of the Spanish Army in the War of Inependence and have a large library of references, including uniform data.

Spanish uniforms after 1809 are not the easiest thing to determine; in fact, "uniform" is probably a misnomer. They were obtained from Britain, plundered French supply trains and local manufacture. Bueno's books are probably the best source material but are out of print and now cost a fortune.


If anyone would like assistance, please let me know at info@warmodelling.co.uk (I currently sell the Fantassin Warmodelling range of metal figures) and I'll try to help.

Cheers,

Mike Oliver

Wednesday, 1 August 2012

Hooptedoodle #59 - A Martyr to International Co-operation


St Anton Bahnhof, with a few Japanese (not mine) in evidence

Today was the day of the holiday when I skulked off on my own to Innsbruck, which involved a fairly early train journey. Being of a naturally nervous disposition, I arrived at the station about 30 minutes before my train was due, and - yet again, I regret to say - it was just as well.

St Anton is an unmanned station, which has one - that's ONE - automatic, touch-screen ticket machine which (as I have found on previous occasions) requires post-graduate degrees in logic and European geography to operate successfully. When I arrived, there was a party of approximately 12 Japanese tourists failing to come to terms with the technology - understandably - and becoming very agitated since their train to Bregenz was due in about 10 minutes. When I arrived they were shouting in various languages at poor Hansi and Georgl, who were busy polishing the floor with a sit-on machine, and had no interest in tickets or tourists.

I normally try to hide somewhere in these situations, but my own train was certain to be bang on time, and there was no way anyone was going anywhere until these Japanese visitors were attended to. So - to my astonishment - I found that I had been recruited to get some tickets out of the machine for them. One of their number had a few words of German and a very few words of English, and he had the battered look of someone who had been sadly exploited over recent days - obtaining food, information and other of life's necessities for his very animated friends. Amazingly, considering my ineptitude with machines and the difficulty of assembling coherent thought when a dozen desperate people are all shouting at once in Japanese, I got the ticket info into the machine. Good so far, and now we had to pay for the tickets.

The machine dismissed their credit cards without comment, and - more alarmingly - also ejected their Austrian banknotes. I had panic-stricken visions of having to pay for their tickets until I spotted the bit on the screen that indicated that 50-euro notes were not accepted. We also found out that any smaller notes which were other than fresh from the mint were rejected too, but eventually the spokesman, bless him, organised a pooled supply of 10s and 20s, and also organised for two of the party to flatten them out into acceptable condition, and we made it. All that was needed then was to make sure they all got their bags up the stairs to the platform and they were off. Rather foolishly, I found myself waving them off, and then tried to get my heart-rate back to normal before purchasing my own ticket. In passing, I must say that Japanese tourists always seem to have very big bags - Japanese airline rules about maximum baggage weights must be a lot more liberal than FlyBe's.

My day trip to Innsbruck was good, if a bit hot. As I sat on the wonderful, cool, silent train (Zurich-Vienna express), I promised myself - yet again - that in future I will hide behind the trolleys, or pretend to be dead until the danger has passed.

Innsbruck, today

Monday, 30 July 2012

A Nation Divided – into Hexes? (4) – Command Cards


Here is a very first-cut attempt at producing a Command Card pack for my proposed application of Commands & Colors: Napoleonics to the English Civil War. This gives the text for each card, and the number of each card type. The whole listing is very obviously an edited version of the corresponding section in the official CCN rule book – I hope this is neither illegal nor impertinent – regard it as a respectful tribute, if you please!

The proportions of the cards, the wording and (for example) making the cards reflect the less mobile nature of the Foot, compared with their Napoleonic equivalents, owe a lot to the original CCN cards, the Ancients version of C&C, and also White Mountain, from Anubis. The mix, however, is all my own, as is much of the content, so please don’t go blaming anyone else.

This is an Aunt Sally – please feel free to tell me what you like or dislike about it. If it becomes stable enough, and if playtesting looks promising, I hope to produce a set of card images (don't hold your breath).


Section Cards (48)
Section cards are used to order units in a specific section of the battlefield to move and/or battle. These cards indicate which section of the battlefield you may order units or leaders, and how many units or leaders you may order. An attached leader ordered by a Section Command card may be ordered to detach and move separately. Command cards that state ‘order units equal to command’ mean the number of units you may order is equal to the number of Command cards you hold including this card. Cards that are on a player’s Foot in ‘Stand of Pikes’ tracks are not counted as Command cards you are holding.

SCOUT LEFT FLANK - Issue an order to 1 unit or Leader on the Left Flank. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)
SCOUT CENTER - Issue an order to 1 unit or Leader in the Center. When drawing a new Command card, draw two, choose one and discard the other. (2 cards)
SCOUT RIGHT FLANK- Issue an order to 1 unit or Leader on the Right Flank. When drawing a new Command card, draw two, choose one and discard the other. (2 cards) 
PROBE LEFT FLANK - Issue an order to 2 units or Leaders on the Left Flank. (4 cards)
PROBE CENTER - Issue an order to 2 units or Leaders in the Center. (6 cards)
PROBE RIGHT FLANK - Issue an order to 2 units or Leaders on the Right Flank. (4 cards)
ATTACK LEFT FLANK - Issue an order to 3 units or Leaders on the Left Flank. (4 cards)
ATTACK CENTER - Issue an order to 3 units or Leaders in the Center. (6 cards)
ATTACK RIGHT FLANK - Issue an order to 3 units or Leaders on the Right Flank. (4 cards)
ASSAULT LEFT FLANK - Order a number of units or leaders on the Left Flank equal to command (the number of cards held in your hand including this card). (2 cards)
ASSAULT CENTER - Order a number of units or leaders in the Center equal to command (the number of cards held in your hand including this card). (2 cards)
ASSAULT RIGHT FLANK - Order a number of units or leaders on the Right Flank equal to command (the number of cards held in your hand including this card). (2 cards) 
COORDINATED ADVANCE - Issue an order to 4 units or Leaders. Order 1 on Left Flank, 2 in the Center and 1 on the Right Flank. (2 cards)
FLANK ATTACK - Issue an order to 2 units or Leaders on each Flank. (2 cards)
REFUSE LEFT - Order a number of units or leaders on your Right Flank or in the Centre equal to command (the number of cards held in your hand including this card). (2 cards)
REFUSE RIGHT - Order a number of units or leaders on your Left Flank or in the Centre equal to command (the number of cards held in your hand including this card). (2 cards)

Tactic Cards (20) Tactic cards allow ordered units to move and/or battle in ways not normally allowed in the basic rules. Terrain movement and battle restrictions still apply when a Tactic card’s Actions take precedence over basic rules.

BOLD DRAGOONS—One unit of Dragoons may make a further complete move after firing (but may not fire a second time) – thus they may advance, dismount, fire, mount and retire, for example. If you have no dragoons, use this card to order any 1 unit of your choice. (2 cards)  
BOMBARD—Issue an order to 4 or fewer Artillery units. Ordered units may move up to 2 hexes and not battle, or may not move and battle with 1 additional dice. If you do not have any artillery units, issue an order to 1 unit of your choice. (2 cards)
CAVALRY CHARGE—Issue an order to 4 or fewer units of Horse (not Dragoons). Ordered units battle with 1 additional die the entire turn. Ordered Cuirassier and “Trotter” units may move 3 hexes and still battle. If you do not have any cavalry units, issue an order to 1 unit of your choice. (3 cards) 
COUNTER-ATTACK—Issue the same order card that your opponent just played. When you play this card it becomes a copy of the card your opponent played on the last turn. Following the instructions on that card as though you were actually playing it, except when countering a Section card. Then the right flank becomes left flank and the left flank becomes the right flank. (2 cards)  
EVADE—Play this card after opponent declares a melee attack, but before the dice roll. The attacked unit evades. The attacker does not roll dice. The defender may opt to retire 1 hex, but the attacker may not take the ground or carry out Cavalry Breakthrough. At the end of the turn, you draw a replacement Command card first. (2 cards)  
FIRE AND HOLD—Issue an order to 4 or fewer Foot or Artillery units. Ordered units will perform ranged combat with 1 additional die. Ordered units may not be adjacent to enemy troops. Units may not move before or after combat, but foot may come out of ‘stand of pikes’. If you do not have any foot or artillery units, issue an order to 1 unit of your choice. (2 cards)  
LEADERSHIP—Issue an order to all Leaders. When a Leader is attached to a unit, the unit is also ordered as long as the Leader remains with the unit. Any ordered unit shall roll 1 additional die if it battles. A Leader may detach from a unit. If a Leader moves and joins a unit, the unit is not ordered. If you do not have any Leaders, issue an order to 1 unit of your choice. (2 cards)
PUSH!—Issue an order to all units adjacent to the enemy. Ordered units may melee with 1 additional die. Ordered units may not engage in ranged combat. Units may not move before melee combat. After a successful melee, foot may Take Ground and horse may breakthrough and may make a Bonus Melee Attack with its standard number of battle dice. (1 card)  
RALLY—Roll battle dice equal to command (the number of cards held in your hand including this card). For each Foot, Horse or Artillery symbol rolled, 1 block of this type is returned to any under strength unit anywhere on the battlefield, as men return to the ranks. A unit may not gain more blocks than it started the action with. Rallied units that gain at least one block are ordered, and may move and battle as normal. (2 cards)  
THE DEVIL’S MATCH—One enemy artillery unit (dice for which – first to roll an Artillery symbol with 1 dice) suffers a powder explosion. The unit selected will roll 2 dice – an Artillery symbol or a Crossed Sabres symbol will eliminate 1 block. If either of these dice produces Crossed Sabres, the explosion is very severe – roll 1 dice for each adjacent unit (of whatever side) which is not in a town, a wood or earthworks. A Foot, Horse or Artillery symbol will remove 1 block if it matches the unit type – a Flag symbol will remove a Leader. If the enemy has no artillery, use this card to order any 1 unit or Leader of your choice. (1 card)
THE LORD IS WITH US—Roll battle dice equal to command (the number of cards held in your hand including this card). For each symbol rolled, 1 unit of this type is ordered. One unit or leader of your choice may be ordered for each Flag symbol rolled. Sabres order no units or leaders. Ordered units battle with 1 additional die the entire turn. Reshuffle the Command card deck and discard pile. (1 card)  
   

Friday, 27 July 2012

A Nation Divided – into Hexes? (3) – The Cuddies


Horse

Mounted troops I have worked on thus far are types CU, TR, GA – being respectively cuirassiers, “trotters” and “gallopers”, and there should probably be lancers and some other kind of light horse still to be thought about.

I have to come clean here and admit that, having spent some time reading about Parliamentarian cavalry early in the war advancing cautiously and using their pistols, I got completely carried away and produced some monstrous cavalry melee rules which were about as straightforward and easy to use as the inside of my grandfather’s pocket watch. Having been shocked out of my excited state by the realisation of what I was doing, I am pleased to say that I have finished up with some CCN-based rules which are much simpler – very much simpler. In case it comes in useful in 30YW contexts, I have preserved a little of my frenzied “pistol melee” efforts as a rather crude “caracole” rule, which I shall append here as something which I do not intend to use at present – and possibly as a kind of warning to other kindergarten rule-writers.

Anyway – these are the first-cut rules:

No cavalry may carry out ranged combat – all pistol and carbine capability is assumed to be covered by the melee rules.

CU move up to 2 hexes and battle, GA move up to 3 and battle, TR move up to 3, but cannot move more than 2 if they are making a melee attack. Typical units of horse in my armies will have 2-4 blocks/bases of 3 figures (on 60mm square bases – these are 20mm figures).

Melee combat: 1 dice per block/base, +1 dice for CU (heavier), +1 dice for GA in first round of a melee (more dashing), +1 dice for certain identified Royalist GA units (not more than 25% of all cavalry present) who are nominated as “rash” (crazier).

The standard CCN rule allowing cavalry attacked by infantry to carry out a manoeuvre called Retire & Reform is lifted straight into this ECW variant. Combined Arms attacks with artillery support are not allowed, since artillery of this period could not co-ordinate in this way.

In CCN, a victorious cavalry unit which eliminates its melee opponent, or forces it to vacate its hex, may take advantage of a Breakthrough rule, by which it may opt to claim the vacated hex, plus (optionally) move another hex, and may carry out an immediate Bonus Melee attack if it is now in a position to do so. My ECW variant will also allow this, but the breakthrough and bonus melee may be repeated as many times in a single turn as the general wishes. 


Rash Cavaliers: to reflect the extra difficulty of controlling successful Royalist horse, a special variation applies to Royalist GA units which are designated as “rash”. Such units must carry out a breakthrough, unless they are brought under control, and must carry it out in such a way as to create a bonus melee if it is possible to do so – the Royalist commander may choose which unit to attack if there is a choice, and he does not have to attack villages, woods or earthworks - terrain situations which put horse at a major disadvantage. If he wishes to stop the breakthrough and continued attack by such a rash unit, after any melee victory, the Royalist commander must get them under control. This is achieved by rolling a Cavalry symbol or a Flag on a single Combat Dice; if a Leader is attached to the unit, control is also gained by a roll of Crossed Sabres.

The Caracole

I fear you are not going to like this – it needs more work, and I don’t intend to use it for the time being anyway.

CU and TR units may make a special melee attack with pistols – the Caracole - and this is the subject of a special rule, as follows:

CU & TR may ride up to melee contact, and declare a Caracole attack. The attacker rolls a single Combat Dice for the whole unit. There may be terrain or other tactical situations which require a deduction from the number of dice, such that the attacker is left with no dice to roll! If they score a hit on the defenders (and crossed sabres doesn't count for this particular type of melee) or frighten them (dice turns up a flag - which can't be ignored - but defenders don't retreat yet), remove any casualties, but there is no immediate "battle back" from the defenders - what happens is the attacking CU/TR cavalry now carry out a CCN-style "bonus melee" - on the spot. So a second round of melee takes place immediately (it counts as a continuing melee, so any defending GA do not get their 1st-round bonus dice). This melee is a normal 1-dice-per-block-plus-valid-bonuses combat.

If the single dice caracole attack does not produce a fright flag or a valid type of casualty, the defenders get to fight back with a single dice. If this causes the attacking CU/TR to retreat (or eliminates them) then that's the melee over. If it doesn't, the pistol-armed attackers may choose to retire a single hex. If they opt not to, the melee continues in future turns as a normal continuing melee combat.

Dragoons

Dragoons (DR) are neither horse nor foot, and so they require their own rules. The first complication is that I am duplicating my dragoon units so that they may appear on the table in either mounted or dismounted form. Since in their mounted form they will be on cavalry-style bases of 3 figures, it makes sense to put the dismounted dragoons onto special open-order bases of 3 figures too. When they mount or dismount, simply switch the models – it’s a hassle, but it’s less of a mess than most of the options.

Dragoons may not fire when mounted, and they are very poor in melee. Their musket range (when dismounted) is 2 hexes, same as the musketeers. Theoretically, they have a 3-hex move, which they may use to do the following things:

* if mounted, move up to 3 hexes on horseback, or up to 2 hexes and dismount
* if dismounted, up to 1 hex on foot, or mount and ride up to 2 hexes

If they are on foot at the end of the move, they can shoot (half a dice per base/block of 3 figures, rounded up) – so 3 bases get 2 dice, for example.

They can melee at the end of the move, whether on horse or on foot - but not very well (half a dice per base/block of 3 figs, mounted or not).

Unlike Foot units, Dragoons can fight as soon as they arrive, whatever the terrain.

Thursday, 26 July 2012

A Nation Divided – into Hexes? (2b) – Mixed Foot Units - contd


It would probably be neater and potentially less embarrassing to do most of my thinking aloud and U-turning off-blog, but I would miss out on some valuable input if I did.

I am not back where I started – this is progress. On the subject of mixed pike & shot units I have gone from conveniently crude to more-correct-but-too-fiddly and now back to crude-but-justified, as we shall see. My thanks to Ross, again, and to email input from Ludovico.

The table produced in yesterday’s effort is not wasted – it gives a useful cross check for other approaches, and it served to remind me how much I dislike tables, when it comes down to it.

Here’s a mixed list of thoughts – some of them are useful, some are merely statements of policy (to keep me straight), some are blinding flashes of the bovinely obvious, and a few are the recording of some “doh” moments.

(1)   I don’t like look-up tables.
(2)   I don’t care much for rosters – I like to be able to see everything I need to know about a unit by looking at it, without worrying about what it used to be, or what it has lost, and without looking up any offline information.
(3)   Yesterday’s table demonstrates that shot-to-pike ratios of 3:2 and 2:1 may be regarded as effectively the same, given the rounding errors.
(4)   My foot units consist of 3 bases, usually, with 2 bases of muskets and one of pikes, so on a bases count this is 2:1, but in fact if you count the little men on the bases you will find that the pikemen are closer-packed, and provide 8 of the 20 figures in the unit, which is 3:2, I think. So take your pick – it doesn’t matter anyway. The units are structured like this because they are designed to work with Victory without Quarter rules, and because cosmetically it looks OK.
(5)   Going back to my original rules of thumb, a base of pikes gets 2 combat dice in a melee and gets none in ranged combat (firing); a base of muskets gets 1 dice for melees and one for firing.
(6)   My original idea was to allocate Casualty Markers, rather than remove bases, to denote attrition (since the troops are not homogeneous), and deduct 1 dice from any kind of combat for each such marker. The first “doh” moment was the realisation that removing a base of muskets would reduce both melee and firing dice allocations by 1, which is exactly the same as awarding one of the proposed Casualty Markers, however it might look on the table. With one stroke, that looks like the end of the Casualty Markers.
(7)   I am still left with the issue of “pike heavy” units – which I’ll define as ratios of 1:1 or less. 4-base or 2-base units can be represented in a straightforward manner, with equal numbers of pike and shot bases. Intuitively, a 3-base unit is less convenient, since the bases do not show the correct proportions of troops. The second “doh” moment was realising that a 3-base pike-heavy unit is simply a 4-base one with one base removed [cue spontaneous applause], and, courtesy of the first such moment, we know that the missing base should be a musket base. Since I probably wouldn’t have available troops to make up a unit with 2 pikes and 1 muskets, and since such a thing would look wrong, we just need to field a normal 3-base unit with some kind of marker to denote that it is pike heavy. Such a unit, as proposed by Ross a while ago, should get an extra dice in melee and lose a dice when firing.
(8)   I know that this all rather overstates the effect of casualties on firepower, but will live with it. In any case, it’s worth remembering that “firepower” means ranged combat in CCN terms, which means, in turn, fire at ranges greater than 1 hex, or maybe over 150 paces. The majority of effective fire would take place at ranges less than this, and CCN abstracts this as part of melee combat.

Right – where does that get me? The recycled rule for units of foot (FT) is:

Foot [rewrite]

In my ECW army a unit of Foot consists of 3 blocks (bases) – 2 of muskets and 1 of pikes. Other mixtures are possible, including all muskets, but the 2:1 mix appropriate to the later years of the war is the norm here. Any units which are specified as having a musket-to-pike ratio of 1:1 or less are termed pike-heavy, and are marked as such.

In CCN-speak, infantry units will be of classification FT – they may move 1 hex and Battle. In melee, pike blocks count 2 dice each, muskets 1 each; identified veteran units (which may not be more than 25% of the FT units fielded) count an extra dice. Identifed pike-heavy units get an extra dice in melee.

All losses for a mixed unit should be taken as musket bases – this is so that the fighting value reduces correctly.

In Ranged Combat (shooting), the musket blocks count 1 each, the pikes zero. Range is 2 hexes. Again, veterans may count +1 dice, and 1 dice is deducted for a designated pike-heavy unit. The number of Ranged Combat dice is not reduced if the firers moved (CCN does reduce it).

FT units which have pikes may adopt Stand of Pikes formation against cavalry – the rules and operation for this are exactly the same as for Squares in CCN.

Wednesday, 25 July 2012

A Nation Divided – into Hexes? (2a) – Mixed Foot Units


With thanks to Lee and Ross for their thoughts on the previous post, here’s another go at producing a simple treatment for mixed units of pike and shot, trying not to distort things as a result of oversimplification.

I am still keen to avoid look-up tables if possible. As Ross proposed, making the number of Combat Dice for melee and Ranged Combat an attribute of each unit seems to be the way to go. All of what follows can be produced by mental arithmetic, but at 2am the summary table might come in useful.

This is specifically for mixed foot units – any unit which consists of a single weapon or troop type does not require this level of detail. As suggested, I have worked out for various musket:pike ratios the required number of Combat Dice for a unit. In each case, the proportions of muskets and pikes are not necessarily as represented by the miniatures employed – though the fact that more than one type of armament is depicted indicates that the unit is mixed, and the number of bases gives an approximate numerical strength (at about 150-200 men to the base).

Losses to a mixed unit are recorded by attaching Casualty Markers, not by removing bases/blocks. A unit is eliminated when the number of Casualty Markers is equal to the number of bases.

In this new version of the draft rule, pikes count 2 dice per block in melees and 0 in Ranged Combat (firing), muskets count 1 dice per block in both melee and ranged combat – all as before. The number of dice produced is then proportioned for the specified musket:pike ratio for the unit and for the fraction which has been disabled as Casualty Markers. The result is rounded to the nearer, exact half up – this is where the rounding errors come in, but the game requires a roll of an integral number of dice! After all this, the number of dice to be rolled may still require to adjusted for the “veteran unit” bonus, and for any terrain-related or tactical bonuses or deductions (as per CCN rules).

The table which follows gives the number of dice before the last two adjustments described above. The figure before the slash applies to melees, the figure after applies to ranged combat. I have considered only the ratios 1:1, 3:2 and 2:1 – any other ratio required should be assumed to be whichever is the nearer of these 3 options.

I hope that the table makes sense, and is simple enough to be used without bogging the game down. I am still half-inclined to insist that all foot units should be 2:1, since that is what VwQ does, and since the differences are not large in any case!

Number of Combat Dice for a Mixed Foot Unit – Melee/Ranged Combat


No.of blocks (bases) less Casualty Markers
Muskets:Pike
5
4
3
2
1
1:1
8/3
6/2
5/2
3/1
2/1
3:2
7/3
6/2
4/2
3/1
1/1
2:1
7/3
5/3
4/2
3/1
1/1

As an example, consider a 4-block unit with a musket:pike ratio of 3:2, which has acquired 1 Casualty Marker. The table shows that the unit is entitled to 4 dice in a melee and 2 dice when firing. This has to be further adjusted for any “veteran” bonus, plus any terrain or tactical adjustment.

Easy-peasy.

Tuesday, 24 July 2012

A Nation Divided – into Hexes? (2) – Foot & Artillery


Continuing from the previous post, this is an attempt to produce a game based on GMT’s Commands & Colors: Napoleonics (CCN) which will work successfully for ECW and (maybe) 30YW. CCN, for those who are unfamiliar with it, is a card-driven board game played on a hex grid. The game uses purpose-built Combat Dice, which are marked with special symbols – Infantry (x2), Cavalry, Artillery, Flag (used to initiate retreats) and Crossed-Sabres (which has various uses – including melee hits and hits on Leaders).

Standard CCN is played with labelled wooden blocks – typically, for example, an infantry battalion consists of 4 such blocks. The game can also be played with miniatures, using a base of figures as a “block”, or some equivalent mapping.

One immediate issue which arises for ECW infantry is that the units are mixed – muskets and pikes – and thus casualties cannot simply be removed as a block/base – the result on the mix of arms remaining would be disproportionate. First proposal, then, is that losses against infantry units will be recorded by adding Casualty Markers, which represent a proportionate reduction in all arms. This may not be necessary for other types of troops, for which the units are homogeneous, but it might be more sensible to have the same approach for all arms.

Thus the first rule is that a unit is eliminated when the number of Casualty Markers is equal to the number of blocks/bases. In what follows, the basic rules are CCN unless otherwise stated – if you are interested, you may download the CCN rules from the GMT site here.

Foot

In my ECW army – primarily because it is being built to be suitable for Victory without Quarter – a unit of Foot consists of 3 blocks – 2 of muskets and 1 of pikes. Other mixtures are possible, including all muskets, but the 2:1 mix appropriate to the later years of the war is the norm here.

In CCN-speak, infantry units will be of classification FT – they may move 1 hex and Battle. In melee, pike blocks count 2 dice each, muskets 1 each; identified veteran units (which may not be more than 25% of the FT units fielded) count an extra dice. The number of dice available is reduced by 1 for each Casualty Marker.

In Ranged Combat (shooting), the musket blocks count 1 each, the pikes zero. Range is 2 hexes. Again, veterans may count +1 dice, and 1 dice is deducted for each Casualty Marker. I decided not to halve the number of Ranged Combat dice if the firers moved (CCN does reduce it) – there may be weak historical justification for this, but firepower is so feeble anyway that it hardly seemed worth the complication.

FT units which have pikes may adopt Stand of Pikes formation against cavalry – the rules and operation for this are exactly the same as for Squares in CCN.

[I considered allowing a variation, such that some FT units might have a 1:1 muskets:pikes ratio, however the blocks fielded might look. In such a unit, the 3 blocks would really be 1.5 blocks muskets and 1.5 blocks pikes. Melee power (rounding up) would be 3 for the pikes and 2 for the muskets, and firepower would still be 2 for the muskets (rounded up), which is not reasonable given the smaller number of muskets present, so overall I decided that such a unit would appear to have too big an advantage if I bent the rules for it. A big 1:1 FT unit with 2 musket blocks and 2 pike blocks would be OK, but otherwise the guideline is that units must be mixed in the same way as the blocks fielded. If you want a 1:1 foot unit, you can have a little 2-block one or a big 4-block one, but if you’re fielding a 3-block one they have to be 2:1] 

Artillery

Units are all of type FA – I have not yet considered the issue of different weights or calibres of guns. The units consist of 1 or 2 blocks, and may move 1 hex or fire. Moving and firing is not allowed. They have zero melee capability, so may not attack, and can only battle back with zero dice! In ranged combat, each block in the unit throws 1 dice at range 2 to 4 hexes. If casualties for artillery are kept as Markers, then 1 dice is deducted for each Casualty Marker, as with infantry.

Since I think that it is very unlikely that the artillery of the day would have been able to co-ordinate with other arms, the Combined Arms Attack rule in CCN is not used in my ECW variant.

I haven’t yet decided what to do about batteries which are overrun. I assume that the civilian gunners would clear off pretty smartly if attacked, so there is maybe a case for captured guns being used by the other side – I would like to claim that I am thinking about this, but my historical knowledge is so poor in this area that what I am probably doing is sitting wondering what to do!

At the moment, I am hoping the Terrain Effects chart from CCN may be imported as is.

Next post will look at the units of Horse (including a very brief look at the Caracole, which came close to distorting the entire game), and Dragoons.