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


Wednesday, 19 June 2013

Foy's Twelfth Law

Foy's Twelfth Law states:

It is in the nature of all things that there must be an ending. Eventually, even I shall have nothing to say.


Monday, 17 June 2013

Hortillery & Articulture...

...or something like that.

Big 'uns

Little 'uns
It's taken a while to get everything ready (because artillery is fiddly), but my ECW armies finally have guns. In fact they are rather over-supplied now, but there is an element of future planning in there (he lied). I still need to get a couple of big bombarding guns and a couple of mortars, since you can't do the ECW without sieges, but this will certainly keep me going in the meantime. A dozen new guns with crews are going into the boxes tonight - very good.

Topic 2

In the garden, Nature rears her formidable head once again. Last October I posted here to express our astonishment that our half-hearted attempt to grow Edelweiss from seed produced a single fine bloom. This year we didn't know what to expect. Are they annuals? We had no idea.

Well they have come up fine and strong, and we have the beginnings of a marvellous show. Unbelievable - and this is despite the environment in our garden being wrong in a number of ways:

1. Next to the sea - salty air and high humidity

2. Wrong type of soil

3. About 1000 metres lower than their preferred habitat

4. Permanently overcast, near-Arctic climate

We can only assume our Edelweiss don't know any better. Here they are, anyway - alive and well and living in entirely the wrong country. We hope our experiment is not endangering our Scottish ecosystem...

Bless my homeland for ever - erm - just a minute...


Late Edit...

Thanks to John P and Ross for comments - here is a relevant clip I found, which shows how the Sappers might have looked in action. It is a surprisingly long clip...


Strangely, all suitable clips I could find apart from this one were filmed in Oregon. Cultures obviously can be transplanted, like wildflowers.


Saturday, 15 June 2013

Perfect Circle


I sometimes have a look at The Miniatures Page (TMP). I am a member – I believe I am a Trusted Member, no less, but sadly I can’t remember my password, and can’t be bothered doing anything about it, so my involvement is limited to a casual gawp from time to time.

Often I find TMP interesting, even useful. On occasions it is a bit depressing, though – a general dumping ground for nerds of all nations who may misunderstand each other and at times aren’t paying much attention anyway, being distracted by the need to strike attitudes and out-nerd each other.

All this is merely my humble personal opinion, of course, but I was interested to note that I have been getting a fair few hits on this blog from TMP readers, and it highlighted what might be a classic example of collectively missing the point. Naturally, I am delighted to welcome all TMP activists here – pleased to meet you – but I was amused by the particular thread which got them here.

A few posts ago I put up a tweaked set of map cards for the Perfect Captain’s Battlefinder system. This was entirely an exercise in self-interest on my part, since I wanted a set of their (excellent) cards which were changed a bit to feel comfortable in a Northern Counties ECW context. Thus my son and I did a bit of PaintShopping and altered the place names to suit. In case it was of wider interest, I offered it up on the blog, with all due credits and links to the Perfect Captain.

It was of wider interest, as it happens. In particular, some worthy Resource Investigator type [check out Dr R Meredith Belbin’s famous work on team roles – identify the members of your local club...] put up 3 of my 4 altered sheets of map cards on a TMP post [obviously not a Completer Finisher, then], with a link to this blog – though not to the post in which they appeared. There are a few responses – one fellow says he found the blog and the C&C-derived rules, but not the map cards. The original thread setter suggests that he should contact me directly, which is accepted as a good idea, though none of the 500 or so hits which came from TMP in the last month seem to have resulted in such a contact – why am I not surprised? Eventually, some hero has reported that the map cards can be found on the Perfect Captain site – which is true, though not my tweaked version, obviously. We can all settle peacefully now – we have successfully completed the circle and arrived back at the point immediately before the point at which I started. Maybe someone will link to this new post, and we can go around again.

In fact, if I have drawn the attention of a few new people to the Perfect Captain then I am more than happy. I am more than happy in any case, simple soul that I am. Some more ECW cavalry will be going away for painting next week, and my artillery should make some major progress shortly. I have an interesting collection of random kit for the guns – some heavy stuff from the old Hinchliffe 20mm range, and a fair assortment of light pieces (from sources unknown), which includes a robbinet, a leather gun, a little frame gun and some other intriguing objects. As ever, I have no real idea what colours to paint these things – maybe plain wood, and there seems to be a generic orange stain whch is often depicted. I am also confused by the various explanations I have read of the names of the types of guns, so for the time being I shall not attempt to identify Falcons or Sakers or even Bastard Demi-Cannons – my ECW artillery will be called Heavy, Medium and Light, which is a cop-out but avoids argument.



Monday, 10 June 2013

A Little More on Tri-Chess


I'd like to be able to blame Hugh for this, after his comment on my recent Pythagoras post, but I think really I just had to produce a graphic to punish myself for losing my 1970s photo. This is how my Glinski-based (accidentally Glinski-based...) Tri-Chess game looked.

I actually built a set, albeit with very cheap, nasty, unweighted plastic pieces (all we could afford in them days, Pet). It was spectacular, but the game itself was sadly flawed - brave but ill-judged, like Babbage's pocket calculator, Cross-Country Billiards and other fleeting glories which history has consigned to File 13. The physical set disappeared long ago, though I remember throwing out the board relatively recently - might even have been in this Century.

Please don't ask me about the rules. It is still a sore point, and I shall just smile mysteriously. No, I do not regard this Grand Folly as clever - merely further evidence that I am basically a moonbeam.

Sunday, 9 June 2013

Activation – More Dithering


It often occurs to me that a blog can be kind of a mixed blessing. For example, if I really can’t make up my mind about some element of wargames rules, it would be more dignified – and I might well look a little less foolish – if I did my dithering and thinking aloud off-blog. On the other hand, I invariably get useful input via the Comments, and that more than makes up for the discomfort of being seen to blunder about in real time. People are very kind – maybe they take pity on me.

Having oscillated between hot and cold on the subject of the Victory without Quarter ECW rules for some time now, and having gone so far as to do a fair amount of amendment and rewriting of those rules, the announcement that once again I am not happy with some aspects of them might generate a range of reaction somewhere between mild eye-rolling and total indifference. So the fool can’t make up his mind – so what’s new? 

My concerns with VwQ are mainly about the activation rules. I’m really still not very happy with them – not even with my own revamped version – and they get a mixed press on TMP and elsewhere. Taking the core activation system out of VwQ might be likened to removing the nervous system from your favourite cat. The results are unpredictable. You might not like what you are left with. Might be better to think of something else to do instead.

As a last ditch effort to stop short of a completely fresh start, I’ve been doing a bit more reading about activation approaches, to see what else might just fit with the rest of VwQ. I have been revisiting all sorts of games. I liked the activation rules in the latest version of Ross’s Hearts of Tin rules, and these formed the basis of some further scribblings of my own, and I had an exchange of thoughts on this with Martin. As it happens, Martin recently purchased the John Curry reprint of Donald Featherstone’s Wargaming Pike and Shot (first published 1977), which is not the first place I would have thought of looking for ideas on activation. Martin’s enthusiasm encouraged me to buy my own copy, however. Well, well.


It's actually a pretty good book. The bulk of it consists of scenario descriptions of battles from the Renaissance and 30 Years' War period, but a new bit of this revised edition is a summary of some previously unpublished rules used by Don, and there is a discussion of turn sequences which uses a simple activation rule (or, as Don calls it, motivation – which I rather like) – it involves a fair amount of dice-rolling, so it might be a bit labour intensive for my taste, but it looks interesting. I haven’t tried it out yet. Naturally, I couldn’t just use it as published, so I’ve started by meddling with it and tweaking to fit with my own games better. What follows is not Don F’s rule, but it is influenced by it and is not unlike it.

Let's start with a slight detour. First thing you need for this is some easy way of identifying units which are part of the same formation, or which all report to the same commander. A while ago, when I was under the spell of Sam Mustafa’s Fast Play Grande Armée, I adopted a very handy idea of his, which was to put coloured markers on the bases of units which were brigaded together, so you could see the breadth of an individual general’s command at a single glance. Naturally, once again, I fiddled with the system until it looked like this:

This is a Napoleonic example – here you see some labels waiting to be cut out and attached to unit bases. This is a collection of leaders and units from Maucune’s Division, which you will see has the distinguishing colour of yellow. The brigades are identified by the colour of the inner square. Thus it is very easy to identify all Maucune’s units (yellow outer square), or all the units which report to General Montfort, who is one of Maucune’s brigade commanders (red within yellow). These labels are much smaller in reality than they appear here – I laminate them, cut them out and attach with a smear of BluTack. [OCD on the battlefield.]

Right, you may be thinking, this must be leading up to something. There is obviously some reason why we might wish to identify higher formations in this way. And you will be correct - at long last, we come to the ideas about activation.

1. A brigade should consist of between 3 and 8 units. If a higher level of organisation is suitable for your game, a division may comprise between 2 and 4 such brigades.

2. When the player takes his turn, he nominates one of his generals. In a big game, he may have a choice of nominating 1 of his division commanders or up to two of his brigade commanders – decide for yourself how this would work.

a. For the nominated general he now rolls 2D6 for each unit in that general’s command for which he wishes to issue an order – this is where the coloured labels come in handy, so you don’t miss any.

b. A natural roll of 9 or more activates the unit – give them a counter or something – they are under orders for this turn.

c. Otherwise, adjust the dice roll as follows:
i.          For a good general, add 1
ii.         For a poor general, deduct 1 – sort-of-OK generals require no adjustment
iii.        For a good unit, add 1
iv.        For a poor unit, or one with heavy losses (shaken, whatever...) deduct 1
v.         For each complete 6 inches (or whatever you fancy) that the unit is distant from the general, deduct 1 (for hexes, this would be “for each hex beyond the first...”)

d. If the result is 4 or more, the unit is under orders

e. This continues until all units under the general’s command are activated, or until one fails the test, in which case no more units are tested. This means that it is important to take care over the order in which units are tested for activation – go for the good guys who are near at hand first – one failure and that’s your lot for this general on this turn.

3. The activated units now move, fight and all that stuff, as you would expect. End of turn.

4. Then the opposing player nominates one (or maybe two) of his generals, and so on. And that’s it, really. It may involve too much dice throwing, I'm not sure, but it has a few ingredients which appeal:

a. It’s simple, and easy to understand

b. Restricting activation to a single general keeps the game focused and ensures a quick rotation of turns

c. The fact that you can choose the general gives more direct control – less of a random element than a card system, for example, but some bad luck with the dice can still make life difficult.

5. And, as an add-on, we propose that any general who is a casualty has to be replaced, but should be replaced by an officer who is one degree worse. 

                                                                     -ooOoo-

Re-reading this now, it seems to me that most of this is familiar anyway, and I’m not sure why it has taken Martin and me so much correspondence to get to this stage. I am not even sure that I shall go on to test it, though I have thoroughly enjoyed the development process. However, in a spirit of what I hope will charitably be taken as innocent enthusiasm, I offer it for your thoughts.

Friday, 7 June 2013

ECW Dragoons - including squad players

DIS...(wait for it!)...

...MOUNT!
Restored after some damage inflicted by Royal Mail, I now have a unit of dragoons to add to each army. Lovely painting, as ever, by Lee, with a little subsequent gluing, straightening and touching up by moi. I have little to say (nay - in truth, I am afraid to say very much) about the shipping incident, other than to mention that once again I have learned that it doesn't really matter how carefully you pack goods for mailing, there will still be some height a package can be dropped from, some degree of lateral acceleration which can be applied, which will defeat your efforts.

Anyway, here they are. The first pictures show Col. Henry Washington's Royalist unit, in both mounted and dismounted guises. In my rules, mounted dragoons may ride up to three hexes, or may ride up to two hexes and dismount. Dismounted dragoons may walk one hex, or may mount and ride up to two hexes. These distances, of course, are subject to normal terrain issues. Mounting/dismounting consists of switching 3 of the 4 bases, as shown. The command base remains mounted, to represent horse holders who may not fire, and also to make it easier to spot them in the woods! Dragoons who end their move dismounted may fire - they may not fire from horseback. They may also, of course, take part in melees in either state, but are not very good at it - mounted dragoons are half as effective as normal cavalry in a melee.

Overall, to be honest, dragoons are not very lethal - an irritant rather than a major threat. They have the advantage of being able to move and fire (which normal musketeers cannot), and they can fight as soon as they arrive in woods or a village, without forming up, but they are gnats rather than hornets. They have been known, though, to pick off the odd general...

Roundheads + subs
They do look nice. Here are the Parliamentarian unit. This is a posed team photo, featuring a typically dastardly Roundhead trick of fielding the substitutes at the same time as the original line-up - they would not be seen like this in a battle. The unit purports to be Tom Morgan's boys, though of course they could be anyone.

The figures are Les Higgins, mounted on Higgins horses, though the command chaps are SHQ/Kennington, also on Higgins horses. The careful observer may notice that the officers are rather better fed and wear slightly bigger hats than the rank-&-file, but you'd expect that. They probably have thicker underwear too. By the way, I keep seeing mention of "out of production" Les Higgins ECW and Marlburian figures on eBay - not so - the ranges are alive and well and available in any numbers you fancy from Old John, whose blog is here. These lovely old figures deserve better recognition, I believe - I keep doing my best to plug them.

My special thanks to the Contesse Foy, whose heirloom embroidery scissors were just the thing for cutting out those pesky dragoon standards.

Syringa vulgaris ‘Madame Lemoine’
Elsewhere, Spring has definitely, finally arrived in our garden. We have a super little lilac bush which blossoms every year, but the flowers are fragile and short-lived, They go brown within a couple of days, and they are so easily wrecked by rainfall or any kind of a stiff breeze that it is very easy to miss them. If you blink, or the weather is wrong, you have to try again next year. Well, this month they are in fine form - does your little heart good to see them.

And just wait till you see how the edelweiss are getting on. Assuming the flowers come out nicely, and the deer can refrain from eating them, there should be quite a show later on.


Sunday, 2 June 2013

Hooptedoodle #88 - Back in Training


With the prospect of some serious walking in the Salzkammergut next month, and very much aware that I haven’t had much exercise since Hadrian’s Wall last Autumn (what with the flu and other distractions), I went up into the Pentland Hills yesterday with Nick.

Very pleasant day – marvellous views – but once again Scotland did its famous climate trick. Having been persuaded by the warm sunshine to leave my extra fleece in the car, I found the wind at the top of Carnethie so cold that I would have been very pleased to have taken it with me. Unusual naivety for us – I always work on the principle that it is easier to remove extra clothing and carry it than to put on clothing that you didn’t bring along.

Good walk – I’m a bit stiff this morning with the climbing – I’m sure that Carnethie gets steeper each year. In truth, some of the climbing does get harder, and much of this is down to the worsening erosion of the paths – the climb up Scald Law and down its Western side is pretty tricky now with all the scree and broken stone.  Especially since there are a great many sheep and lambs on the hills, I am amazed that it was possible to meet an unleashed rotweiler on a narrow ledge – is it just me, or are there a few dog owners who don’t seem to have much of a grip on reality?

Happiness, by the way, is finding a pork pie in your packed lunch when you are on top of a hill.

We think this one is Castlelaw - if you have exceptional eyesight you
may be able to make out the army rifle range targets, right of centre

Looking south-east from the lower slopes of Turnhouse Hill. The hills in
the distance are the Lammermuirs

Nick conquers the pile of rubble which used to be a cairn on top of Carnethie

Fearsome sight - Foy on campaign in Flaming June. In the background are
Scald Law and East Kip, and then, further away, we must be getting
into Lanarkshire
The walks in the Salzkammergut, we think, will be rather less demanding than some of the Alpine stuff we did in the Tyrol in the last two years, but one has to be ready. Part of the script for yesterday was to try out my new boots, but I had not yet got around to wearing them in the house first, so I used my old ones. Yes - we'll just have to go out again as soon as possible.

My planned September break this year will not involve anything as daunting as Hadrian's Wall - the intention is to make a serious assault on the coffee shops of Regensburg and Vienna. I'll need to get in some training for that, too, now I think of it.

In passing, I might mention that Nick and I were discussing yesterday whether Captain Scott and his chaps on their South Pole trip spent much time saying, "Gosh, what a fantastic view!", or even, "Ooh, it's freezing here".

Oh, my aching sides
Also in passing, I got a quick blood-pressure workout at the end of our walk when we got back to the car park at Flotterstone and I found this attached to my car. After the initial self-righteous panic, I quickly realised that it was a spoof, and contained some advice on how to avoid having your vehicle broken into when it is unattended, authored by some well-intentioned bunch of cretins known as the Penicuik Crime Prevention Panel. It certainly got my attention, but how hilarious is that for an idea? One way of preventing break-ins, of course, is to put a sniper in the trees to pick off any unauthorised person going within 3 feet of the car.