It is in the nature of all things that there must be an ending. Eventually, even I shall have nothing to say.
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.
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.
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...
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.
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| Big 'uns |
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| Little 'uns |
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
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
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| DIS...(wait for it!)... |
![]() |
| ...MOUNT! |
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...
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| Roundheads + subs |
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.
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| Syringa vulgaris ‘Madame Lemoine’ |
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.
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| 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 |
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| Looking south-east from the lower slopes of Turnhouse Hill. The hills in the distance are the Lammermuirs |
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| Nick conquers the pile of rubble which used to be a cairn on top of Carnethie |
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| 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".
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| 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.
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