Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that
Wednesday, 20 August 2014
250,000 hits and still waffling
I observe that my total of hits on the blog has reached 250,000 - my humble thanks go to everyone who has read my ramblings over the last 4 years and entered into the spirit of the proceedings. I've learned a lot, made some excellent friends and indulged myself shamelessly - thank you all, ever so much.
Since this has always been principally a Napoleonic blog (though sometimes I forget), it seemed appropriate to come up with some truly stirring music, as befits such a glorious moment in my life. I hope you enjoy this, and that you find it as moving as I did:
To follow this, in what was originally intended to be a short season of celebratory pieces, I was hoping tomorrow to provide a link to the legendary (and record breaking) performance of Selections from Carmen, by the senior members' choir of Our Lady of Mount Carmel, Wavertree, performed underwater in the deep end of Picton Road public baths, but, alas, the clip has been removed from YouTube.
Thus we shall have to make do with William Marx's definitive live performance of John Cage's 4'33" at the McCallum Theatre, Palm Desert, in 1973, followed by the whole of the 2nd season of Strictly Come Dancing.
It should be fantastic.
Monday, 18 August 2014
Tweakle Tweakle Little Star (4) – Leaders, for Goodness Sake
![]() |
| There's one... |
One of the characteristics of Commands & Colors: Napoleonics that
we have discussed a bit is that the Leaders (generals) don’t do a great deal.
Once again, I am happy to accept that this is the way the game has been
designed, and have no problem leaving the rules as they are, but I have also
spent some time thinking about what could be done in the way of some options to
liven the Leaders up a bit.
As the rules are published, the role of the
Leader is to enable combat units to ignore “retreat flag” results on the
special combat dice and to keep himself alive (since he counts as a full
Victory Banner/Point, same as a combat unit, if he is lost), and Leaders may
also be given orders generated by Command Cards; they are specifically
mentioned in just two of the tactical cards – Leadership (for which they are the source of activation, and
provide a combat bonus) and Force March
(for which they can provide a movement bonus for infantry to which they are
attached).
I believe that a forthcoming expansion to
C&CN – Marshals & Generals(?)
- will bring more focus on Leaders, so any tweaks suggested here must keep that
in mind. What follows is what I am proposing to try out in some test games
within a few weeks; some of the ideas here have been suggested by, and discussed
with, Lee and Iain, among others, and I may well have borrowed things from
Lee’s own Leader tweaks for his developing AWI variant, and I have certainly tried
a couple of these things already in my own ECW variant game. This package of
changes is intended to be simple, to fit closely with standard C&CN, and to
address a couple of small logical holes in the game (or things which appear so
to me).
Here goes – if there’s bits you like better
than others, then try those – if you reject the idea of making any changes at
all to C&CN then that’s fine as well, and I have a lot of sympathy with
your view:
The army will have a command structure.
Generals are fielded at C-in-C, Divisional and Brigade levels – I already use
colour-coded borders to the figure bases to distinguish rank. Predictably, an
army will consist of Divisions, which will consist of brigades. A brigade
should have a maximum size – for me, this is likely to be six units, which may
include attached divisional artillery.
To aid recognition, unit bases/sabots will
carry coloured beads to show which brigade they belong to. It will become a
good idea to keep brigades together, and to keep generals with their own areas
of command.
A Leader may be physically attached to any combat
unit, as in standard C&CN, but will only have an effect for units which
form part of his command. A relevant
Leader (i.e. one attached to a unit which is in his own chain of command) will
allow them to ignore a retreat flag result, as in standard C&CN, but will
also gain them an extra combat die in ranged or melee combat.
In addition, if a “Section”-type Command
Card is used to order a Leader who is attached to a unit in his own chain of
command, then the unit and any other contiguous units of the same brigade are
ordered as well. Thus, a Scout Left
card (activate one Leader or unit on the left flank) might be applied to order a
Leader who is attached to a unit in his own brigade on the left flank, and it
would activate the unit, plus any other units from the same brigade which form
an unbroken group or chain from the unit with the Leader. Any units which are
physically apart from the contiguous group, or which belong to a different
brigade, will require to be activated separately.
A brigadier may perform this role with his
own brigade, a division commander with any of his brigades (though only one at
a time – the one to which he is physically attached), and a C-in-C with any of
the brigades in his army (again, one at a time). The Leader only provides
combat bonuses and relief from retreat flags for the actual unit he is attached
to, as in standard C&CN.
The downside is that any Leader who
motivates his unit by putting his neck on the line in this way will have more chance of
being killed; the test for a Leader casualty with a unit suffering loss becomes
a roll of a single combat die –
crossed sabres and he’s lost (the standard test is 2 sabres symbols on 2 combat
dice). I have no ideas yet for succession planning – if he’s gone, he’s gone
for the day – but Leaders below Division level do not count as a Victory Banner
if lost.
When I first discussed this with the
Professor, we felt that this facility for bulk activation of up to a single
brigade as though it were one unit was a huge advantage, and should be
restricted to movement – i.e. combat orders could not be made at brigade level,
but eventually we agreed that it is simpler if we do not apply that
restriction; if the attacking brigade can all fight on a single card, maybe the
answer for the defenders is to organize themselves so they can do the same.
I’ll have to run some trials – if I find that unnatural geometric formations or
peculiar strategies result, then it’s back to the drawing board, but it is
potentially an interesting add-on – it addresses a number of holes in a single
step: introduces the concept of army structure, gives the Leaders a more
positive role in combat and provides a means of speeding up movement by
activating a brigade as a single entity. A couple of footnotes, before I end:
A brigade can only carry out one order at a
time, so having the brigadier and division commander both attached wouldn’t
produce a double order.
If a unit becomes separated from its
brigade, then it doesn’t get to take part in a brigade order, but that unit may
be separately activated and manoeuvred to join up again.
You may attach a Leader to a unit with
which he has no relationship (for example, if he is forced to take shelter with
them), but he will offer no benefit for them, in either combat bonus or retreat
relief, and he is still at risk if they take casualties.
I’m sure there’s a need for more
subclauses, but I’ve tried to keep it straightforward and tried to keep it like
C&CN – suggestions, abuse and muted applause will all be gratefully
received…
If there seems a need for it, I might write
a post about coloured beads some time.
* * * * *
Late addition:
As part of my ongoing effort to complete my siege warfare rules, I've been looking for rules for a miniatures game called Festung Krieg, published around 1988 as part of a suite of SYW games by Freikorps. Not only have I had no success, it's very difficult to find out anything at all about it; it's as if the thing never existed, though the very small number of owner votes on Boardgamegeek give it a high score.
Anyone own this game, or have access to a copy, or know anything at all about it? If you do, I'd be delighted if you would email me through the address in my profile.
* * * * *
Late addition:
As part of my ongoing effort to complete my siege warfare rules, I've been looking for rules for a miniatures game called Festung Krieg, published around 1988 as part of a suite of SYW games by Freikorps. Not only have I had no success, it's very difficult to find out anything at all about it; it's as if the thing never existed, though the very small number of owner votes on Boardgamegeek give it a high score.
Anyone own this game, or have access to a copy, or know anything at all about it? If you do, I'd be delighted if you would email me through the address in my profile.
Saturday, 16 August 2014
Tweakle Tweakle Little Star (3) – Hot Spots and Standing Orders
![]() |
| Mostly waiting |
Preliminary Waffle: Partly, this comes from
a description of a battlefield which I heard not long ago in a re-run of the classic
Thames Television World at War series
about WW2. An eye-witness described a large area in which mostly nothing was
happening – a great quantity of men and equipment, waiting and watching while,
in isolated pockets, it was apparent that a relative few were fighting desperately for their lives.
The eye-witness said that it seemed strange afterwards, when people asked him
was he present at the battle of such-and-such, because often it had not felt
like a battle at the time.
With that in mind, around January time I
was walking through the park in a nearby village while a class from the primary
school were playing football (soccer) on the public pitch there. This was
obviously timetabled school games rather than a formal match or a get-together
of enthusiasts, and they must have been 7-year-olds or thereabout. There is
something distinctive about matches involving 7-year-olds, especially if the
players are conscripts rather than a collection of those who wish to be
there or those who are chosen on merit.
Often you can’t see the ball – you can see
where it must be, because there is a knot of players which travels around the
field, like a very small, brightly coloured tornado, and sometimes the ball
pops out of it for a moment, before a group charge swallows it up again. The
overriding impression is of a speeded-up movie. Out near the edges of the playing
field, placed there by personal choice or for purposes of damage limitation,
you will find the less committed members of the teams – those who make up the
numbers – the weedy, the unco-ordinated and the exercise haters – chatting to
each other or making solitary daisy chains. On occasions the ball will bounce
out of the frenzied knot, heading toward some bespectacled dreamer on the
touchline, and a shout of “your ball, Ainslie” will wake him, far too late,
from his reverie, in time only for him to trot away to fetch the ball from
the rhododendron bushes and back into play.
Hot Spots, and Threat Ranges: I wrote of my
observations in the park to the Professor, and mentioned that it had occurred
to me that there was some kind of activation system at work here. It is recognisably
specific to football as played by 7-year-olds – proper, grown-up football is
not like this. By contrast, senior players are coached to run into space, manoeuvring
off the ball, to arrive at places where it is expected to be soon, if things go
to plan; that version of the game is much more like a military action, with an
overlay of strategy, than it is like the 7-year-olds’ bar-room brawl. Of
course, in a battle (or a wargame) there could be more than one “ball” on the
field at any moment – more than one “hot spot” (as the Professor called the
focus of activity) around which the action was taking place; the instruction to
the winger to be up there, on the left flank, in time to co-ordinate with other
players in a manner which they have practiced on the training ground, has very
obvious military parallels.
De Vries’s idea was that any wargame unit
which was close to a hot spot would be automatically activated. We debated what
“close” meant in this context, and it was suggested that it meant within their
own “threat range” of the enemy, which – again – we defined as being within the
greater of their own weapon range or charge distance – basically, the maximum
distance at which they could take some offensive action. Thus anyone who was
within range could fire at the enemy, or move, without a specific order. It
took us longer than it should to realize that this would not be sufficient in
itself – any unit outside their own threat range would remain inactive indefinitely
unless the rest of the action moved close to them; the foot artillery battery
which was 6 hexes from the enemy (maximum range being 5) would be unable to
move any closer unless we allowed some additional activation. Thus we needed
some extra system – dice based or whatever – which would allow some unengaged
units to be deployed (this, presumably, would handle the daisy-chain makers).
We also realized that the unfortunate infantry boys who are currently being
fired on by artillery would be stuck there, to stand and take it, if they were
outside their own musket range – maybe the extra activation slots could rescue
them, or maybe being themselves within the threat range of an enemy is a
trigger for activation in itself. At this point we felt there were too many
threads developing, and that the two general groupings of “those within their own threat range” and “a few other activation slots” would suffice – the second
category can be used for bringing up reserves, shifting the guys who are taking
a battering etc.
That’s as far as I’ve got with that one.
The basic idea is that activation sort of ripples around the hot spots, with
additional measures being taken to switch on outlying or remote units.
Standing Orders: This is different again,
but seems worth consideration. Iain contributed some thoughts on this – his
particular point was that artillery would be easier to utilize, and maybe less
of a consumer of available order slots, if it were possible to nominate a
target and leave them to get on with bombarding it until further notice. His
original note says:
Guns
would be given a target in real life, and tasked to destroy/suppress/reduce
[it]. What if an order given to an artillery battery in CCN specified a target,
and allowed the battery to continue to fire each move until that target either
moved out of range, or was destroyed? Then a new order would be needed to
direct the fire against a new target.
In passing, this also would potentially
allow a battery to continue to fire upon a target which moved but stayed within
range.
The concept of standing orders has come to
my notice previously in the rules of White
Mountain, a 30 Years War period game, heavily based on CCA, which is the
work of Anubis Studios. I reproduce
here the relevant section from the White
Mountain rules – it is set in the context of a card-driven system similar
to CCA, and it stipulates that only one such order is permitted at any one
time, but it should serve to give an idea how it might work:
ISSUING STANDING ORDERS
A
standing order is an order for a nominated group of units who will continue to
carry out that order, turn after turn, in addition to any other orders you
perform elsewhere.
You
may only have one standing order in play at any time.
Units
operating under a standing order may remain in place or may move only toward
the objective marker. If any unit affected by the card makes a move away from
the objective marker for any reason the standing order is broken and the
Command card is removed from play.
You
may also cancel a standing order by removing the Command card without acting on
it, and then take a normal turn instead.
To
issue a standing order:
1 Play
a Command card on the table in the nominated zone (left, centre or right). This
is the order that you want to units to act on automatically in future turns.
2 Mark
each unit affected by the order with a [blue] token.
3 Place
an objective marker anywhere ahead of the affected units in the same zone. This
is the point where the units, if they move, must move toward.
4 The
units may now be moved or otherwise acted on in accordance with the Command
card played.
5 Draw
a card to replace the one just played. Your turn now ends.
6 On
your next and all subsequent turns until the standing order is broken, you may
act with the nominated units as if you just played the standing Command card.
In
addition to this continual order, you may play Command cards elsewhere and act
with other units as usual.
Friday, 15 August 2014
Tweakle Tweakle Little Star (2) – The Free-for-All
Having established that there are scenarios
and battlefield configurations which are perhaps not ideally suited to the
Command Cards activation system in Commands
& Colors: Napoleonics, what else might fit the bill?
On the small number of occasions when
necessity has obliged me to come up with something suitable (typically because
the battle was the wrong size or shape for left/centre/right demarcation), I’ve
successfully used a dice-based system, whereby the number of units which may be
ordered is the total of nD6 (or, more usually, nD3), where n is given by an
algorithm involving the current number of units and generals in each army, and
might make some allowance for the historical abilities of the commanders
involved. This system (and it has evolved a bit) is derived from assorted
sources: Portable ™ wargames of various
types and shapes, an OOP edition of Hearts
of Tin, articles in Bicycle News and
elsewhere, and even some stuff of my own. Personally, I prefer something
simple, preferably linked to the structure of the army, which does not involve
counting the distance between each leader and his units – not every turn,
anyway. The ability to carry forward a small “float” for later use is nice, too.
All good – the only potential weakness is that the algorithm has, thus far,
been based on guesswork, the only check being that the resultant numbers of
ordered units are not dissimilar to those in a straight game of CCN.
What I have actually done, though, is less
important than the fact that the world is full of alternative ways of
activating an army, and probably a fair number of them would have been
suitable. It’s mostly a question of effecting a smooth join at the edges.
I had a lengthy exchange with Prof De Vries
about what else I could have done. He is invariably amusing, but he also has a
refreshing tendency to produce crazy extrapolations, which sometimes are more
useful than he intended. How would it be, he said, if we dropped activation
completely, and fell back on what we might consider a streamlined Old School
game, where you can move or fight with anything you like, yet still keep the
neat, quick, simple moving and combat systems from CCN? As far as I know, Peter
Gilder and Charles Grant Sr didn’t bother about limiting the number of units
under your command on any given turn (apart from the ones who were stopped or
routed by the copious morale tests, of course), so you would expect a
deep-throated murmur of approval from the traditionalists. In truth, such a
game sounds like it might be a blast, and I am very keen to try one. Being of
an analytical (not to say pessimistic) bent, however, the Prof and I also came up
with a few potential problems.
1. One of the reasons why CCN works so well is
that the games move quickly – your turn usually doesn’t give you a great amount
of scope for moving stuff about, but it will be your turn again very soon. In
direct contrast, if I could get back all the accumulated time that I’ve spent
over 40 years wargaming, watching people scratching themselves while they
decide what they should do with their other 33 units this turn, I would have
more than enough left over to build an Austrian army. I might even have enough to
read all the way through the Empire
rules. If we’re going to allow a free-for-all, then it will be necessary to
impose some time limit on a turn – if your time runs out before you’ve fired
then perhaps you will learn something for next turn.
2. If all units can be ordered every turn then
there is no opportunity cost, there is no need to prioritise, or to choose the
best use of a limited resource. In normal CCN, if you wish to order a unit to
come out of square then that will be one less order that you could have used to
do something else. With no limits, you can have your cake and eat it as well,
every single turn. This would not have occurred to me 10 years ago, but it
seems quite uncomfortable now.
3. The Prof also made the point (and it may be
a very good one – this is not the bit of game design where I have a very
strong intuitive feel for things) that if everyone can move and fight then the
balance of the game may alter. Attacking will become easier, because you can
just throw everyone in, and deploy the artillery nicely in support, but on the
other hand everyone in range will be able to fight back. He saw a number of
potential distortions which could arise, the chief of these being that it would
be much easier to move units to gang up on an isolated enemy unit – especially
on the end of a defensive line. One suggestion was that the traditional
SPI/Avalon Hill Zone of Control idea should be applied – it should become
necessary to engage every adjacent enemy unit, you can’t simply ignore some of
them to concentrate on getting a local superiority over others. Also, since the
normal CCN game is expected to involve action from only a few units each turn,
the kill rates might need to be reduced a little if the game were to become a
free-for-all in this way.
As ever, we have no convincing answers, but
we have at least identified a number of questions. I am determined to try a
no-activation-limits game of CCN (without cards), just to see what happens.
Solo, I think…
In the next post I’ll talk a bit about
another possible approach I discussed with the Prof, which probably will not
work either, but is not without interest, I think. After that, if I’m still up
and running, I’ll have a look at possible tweaks for Leaders in CCN, which
might offer some more useful results.
Wednesday, 13 August 2014
Tweakle Tweakle Little Star (1) - here we go again
Not a lot of wargaming going on here at
present, what with one thing and another. There are still a number of related
activities I can involve myself in at odd moments – fettling figures, a bit of
painting, redrafting (yet again) my plans for progressing the Artillery Project, background
reading – all that – but only a few actual battles of late. One thing I still
enjoy very much is sitting down at the kitchen table with a cup of coffee, a pencil and an A4
jotter, and scribbling down ideas. Recently I’ve been (yet again) doing a bit
of going-back-to-basic-principles, partly because it’s fun, partly because it often
helps reaffirm the faith, and partly because it sometimes generates new ideas,
or at least turns a faint light on some old ones. Partly, I guess, it is also because
it has become such a familiar activity that it is comforting to get back to the
same old thought processes. Maybe it's a time-of-life thing - if I catch myself always wearing the same old sweater when I do it I'll get some more clues.
For a few years now I have been using Commands & Colors: Napoleonics as my
main rules for miniatures, as people who read this blog will have noted ad nauseam, and this has produced a few
changes for me – none of them bad, I hasten to add, but all worth understanding
for what they are, and worth bearing in mind.
First and most important change for me has
simply been the use of a published rule set, with the package of advantages
this brings, and with the consequent behavioural discipline it imposes (unaccustomed
as one is to discipline).
Big advantages have been, quite simply,
that the system is widely used and extensively tested, it works, and it gives
games that are fast and mobile and more enjoyable than most of my wargaming has
been for years. It’s hard to argue against that, really.
The discipline, and this is more serious
than it may sound, is that I have had to get used to keeping my hands off the
rules. Leave them alone. They work. I’ve never had a set of rules, ever, which
I have not eventually ruined by attempting to improve them; once the supposed
improvements used to be in the direction of greater realism (the Great Blind
Alley of Realism, especially given my own feeble grasp of what realism would
look like); later they were in the direction of simplifying or speeding up the
game (to overcome the tedium introduced by the earlier attempts at realism),
but they almost all failed because I did not understand the fundamental fact
that game design is a real skill (or science, if you will), and a simple tweak
will usually have an unforeseen downside where you hadn’t expected one. So for
C&CN, thus far, I have managed to avoid tweaking a working system, and my
new belief set includes this as one of the doctrines. The game works, and –
broadly speaking – leaving it untweaked also works.
Good. So what is the pencil and paper for,
then?
Well, in the last 12 months or so I have
hosted a number of games with visiting players who were completely new to
wargaming (Lord help them, coming here) or else were experienced, sometimes
very much so, but had not played C&CN before. Their reactions were
interesting, and served to highlight, and sometimes confirm, some of my own.
The complete novices all found the game
straightforward enough, after some initial coaching, to be able to follow the
narrative of the battle, rather than struggle with the rules themselves. That
is a terrific strength. No-one, as far as I know, was frightened away. The
experienced guys all found it interesting – sometimes not quite to their
preferred taste - and understood the game readily, including its differences from
and similarities to other games. I think there have been four such visitors in
the 12 months, and they all – to a man – produced some well thought out suggestions for
tweaks to the rules afterwards.
Which is, of course, exactly what my own
reaction would be. Some of these suggestions would make the game more like
other games with which they were more comfortable – that’s absolutely fine; in
some cases I had considered some of this stuff already – some of them were
decent ideas but, in the interests of preserving the untweaked rules (which
work, let us remember), I disregarded them. Some of them, though, hit the odd
nerve…
If I am to be absolutely honest – and this
does not compromise my faith – there are a couple of aspects of C&CN which still
don’t feel quite right for me, and my requirements are evolving a bit. This is going to be an unfair, unbalanced
presentation of some ideas, and I hasten to emphasise that my first choice and
my intention is to continue to use the game as published, so please don’t
anybody feel moved to leap to Mr Borg’s defence.
1. The Command Cards which handle activation
and provide occasional tactical opportunities are central to the game; they are
a very large part of the “short, fast turns” philosophy which keeps the game
moving, which makes it work so well, so it would be real heresy to take a
dislike to them. However, there are occasions when the challenge, the main
thrust of the game, becomes a struggle with the damned cards rather than a
tabletop battle involving miniature soldiers. Also, if I’m going to be really
picky, it’s very hard to justify some of the cards in terms of what they
represent in a real battle. It’s nice when the artillery can suddenly advance quickly, or fire a lot more effectively for one turn, for example, as the result of the
right card turning up, but why did it happen? What on earth does the Short Supply card represent? (This card
is usually removed from my pack – regard it as a Scenario Variant if you
prefer). I occasionally wonder what other activation approaches would work,
in the absence of the Chance Cards, which sometimes can seem to be faintly reminiscent of
some kind of Waddington's game [shrieking noises offstage…]
2. To me, there is too much obsession with the
published scenarios which come with the game. If I were spiteful I might
suggest this shows a lack of imagination among the players, but my own view is
coloured by the fact that I play solo much of the time (Maximilien No-Mates Foy).
A two player game must give both sides a worthwhile chance of achieving
something; the scenarios appear to concentrate on providing this balance as a
priority, sometimes at the cost of a slight distortion of the historical
context. Fair enough. Another advantage of the published scenarios is that they
start with the armies present, set up (and looking good) and just out of
artillery range, ready to go. They avoid types of action where C&CN, untweaked,
does not work so well: bringing up reserves – including off-table reserves – or
making large strategic moves on the table.
3. I have become more interested in using a
wider board, with bigger armies. This appears to justify some changes in the
Command and activation rules, if only to cope with the changes of scale.
4. I have recently developed a C&CN-based
game to fight battles in the ECW. It still needs a little polishing, but works
well enough to trot it out for visitors without fear of embarrassment (hopefully).
One side effect, though, is that I have got into a habit of trying tweaks,
refining or undoing them, then trying something else. I suppose the whole idea
of an ECW variant is just an excuse for a mighty tweakfest, but this mindset is
old and familiar and habit forming, just at a time when I thought I’d grown out
of that stuff.
5. Leaders. Mustn’t be rude about Leaders in
C&CN, because the game was fine-tuned by people who know what they are
doing, but the Leaders are a bit limp, aren’t they? They feature in a couple of
the activation and combat bonus Tactical Command Cards, but otherwise they are
all the same as each other (no unseemly star or ranking system), they do not
relate to any army structure (real or imagined), and they provide no combat or
rallying advantages to troops they are attached to. Their main real functions are
to help stop people running away and to avoid getting killed (since they count
as Victory Banners in their own right). I know that there are some mooted
changes for Leaders coming in a future C&CN expansion, but this is the one
area where I might well have a go at some gentle tweaking before long.
6. Sieges. I am keen to get back to developing my incomplete (beta-test? dormant? stillborn?) Napoleonic siege game, and it makes sense now to use C&CN for the tactical-level actions within the sieges, and thus it makes sense to develop the one-day-per-turn part of the game in a manner which is consistent with (or is an extension of) C&CN. I feel tweaks a-plenty coming on.
OK – Leaders aside, I am not proposing to
make any dramatic changes, but I have been amusing myself thinking what other
approaches to activation might fit with the C&CN combat and movement
systems. I have had to address this on a couple of occasions already – during
my solo Peninsular campaign, for example, there was a battle which was fought
end-to-end of the table, which doesn’t fit well with C&CN’s arrangement of
Centre and Flanks on the Section cards; I improvised (borrowed) a dice-based
system which worked well enough. The world carried on afterwards without
lasting damage, and I didn’t feel particularly dirty, though I may not have
rushed out to tell anyone at the time.
I’ll write a further post (maybe two) on
some of the alternative ideas on activation I’ve been scratching at – for
possible occasional use with the other, standard C&CN mechanisms. These are not
working solutions, by the way, just more navel gazing. The value, as ever, if
there is any, is intended to be in the scenery along the way rather than the
destination.
Some
of these ideas have already been distilled (or at least warmed up a little) in
email exchanges, which I always find worthwhile – if you have contributed to
these, and if you have offered some original idea which I claim as my own in
what follows, then you have my undying gratitude and humble apologies. Prof De Vries - this means you.
Saturday, 9 August 2014
Hooptedoodle #145 - Fever
A propos of nothing, really, apart from the fact that it is good music for a warm evening and makes a change from Peggy Lee, here's Maria Muldaur's pleasantly quirky version of Fever:

Cool or what?
Tuesday, 5 August 2014
Hooptedoodle #144 - Mike Trebilcock's Big Day
This follows on from a conversation I had recently
with another ageing football (soccer) fan, about the strange tale of Mike
Trebilcock. It is a story which, if written for a schoolboy comic, would be
dismissed as stupidly fanciful - preposterous.
A bit of personal background first: I was
born in Liverpool, a city whose passion for the game is not unconnected to
having had long periods of its history when there was little else to be
cheerful about. Just as I began to take an interest in my team of choice,
Liverpool FC, they had a disastrous season and slid into the old English Second
Division, but their local neighbours, Everton FC, were promoted out of the
Second Division that same year, and moved up into the First (which was equivalent
to the current Premiership) – thus the two local rival teams managed to miss
each other, and the absence of league matches between them was to continue for
a further 9 years, until Liverpool finally gained promotion again.
The rest is, in a football sense, history,
but I well remember the dark years of the interim when my school pals and I
used to go to Anfield for Liverpool’s home matches in the Second Divn, yet
happily visit Everton when LFC were playing away (my mum wouldn’t let me go to
away games at that age). There was less venom attached to local rivalries in
those days – I was (and remain) a devoted Liverpool fan, but Everton, because
of the local connection, were my second favourite team, and I still retain a
soft spot for them. They were also, indisputably, playing in a more glamorous
league, against more fashionable competition and – since the club was largely
financed by the Moores Family, owners of Littlewood’s football pools – there
were some expensive, high profile players on show. Despite being a Liverpool disciple, I was always a secret
admirer of Alex Young, the legendary Golden
Vision, and of a number of other stars Everton bought in.
Back to Mr Trebilcock: After the two big
Merseyside teams were both back in the top flight (as it used to be called),
Everton had a particularly good run in the 1965-66 FA Cup, and reached the
final at Wembley, where their opponents were another great Northern team of the
day, Sheffield Wednesday.
Mike Trebilcock was a Cornishman, a
forward, who made a considerable name for himself at Plymouth Argyle (in the 2nd Division), before
being purchased (for £23,000) by Everton for the start of the 1965-66 season,
when he was 20. He was injured during his debut game in the big time, and
played very little football for the rest of the season – if I recall correctly,
he played a few games for the reserves to get himself back to fitness. For the
Cup Final, for reasons no-one has ever understood, Everton’s regular chief
goalscorer, Fred Pickering, who was an England international and had, in fact,
scored in every round of the Cup leading to the final, was dropped, and Everton
fans were dumfounded, not to mention fretful, to learn that Trebilcock was
playing in his place.
The game was a classic thriller – Wednesday
went 2-0 up, then Trebilcock scored twice in 5 minutes (good goals, too) and
eventually Temple scored a breakaway goal to win the game for Everton, 3-2.
Trebilcock remained at Everton for a
further 2 years, but never managed to establish himself as a first team player
– he played less than a dozen games in total, and eventually he moved on to
Portsmouth, then Torquay, and he had a good, solid career as a pro at these
lower levels. He played for a while in Australia before retirement – his big
day at Wembley in 1966 was very much a one-off. He is still alive, and he is
mostly famed now as the first black player to score in an FA Cup Final,
but I always felt that if he was asked, “what is your outstanding memory of
your footballing career?”, he would probably not have to think very long about
it.
The teams, for anyone interested, were:
Everton: Gordon West; Tommy Wright, Ray Wilson;
Jimmy Gabriel, Brian Labone (capt), Brian Harris; Alex Scott, Mike Trebilcock,
Alex Young, Colin Harvey, Derek Temple
Sheffield Wed: Ron Springett; Wilf Smith,
Don Megson; Peter Eustace, Sam Ellis, Gerry Young; Graham Pugh, John Fantham,
Jim McCalliog, David Ford, John Quinn
Subscribe to:
Posts (Atom)















