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


Sunday, 4 September 2016

ECW - Guest Spot...

Steve Cooney very kindly sent me a note with some more pictures of his ECW troops, focusing on conversions. As far as I am concerned, this is a key topic, since the illustrations show a mixture of 20mm Hinton Hunt and Les Higgins cavalry figures (of which I use quite a few), and Steve explains the steps he has taken to improve the compatibility of these two makes.

Steve writes:

"...thought you might like to see some figures I tidied up recently....

They are Les Higgins and Hinton Hunt ECW Royalist and Parliamentarian Cavalry, I have attached a couple of photos. I snip the joints between the base and the horses forelegs on the Higgins figures, raise the front of the horse, and re-solder it so that the finished figure is slightly higher than it was originally.  

That way the Les Higgins figures are very compatible with the Hinton Hunt figures and are lovely models in their own right.

Hope you like them."






Thanks Steve - informative and inspirational!

Friday, 2 September 2016

Battle of Montgomery - 18th Sept 1644 - Another Really Bad Day for Lord John

Lord John, just checking that those chaps over by the river are the Other
Lot - his groom is saying nothing...
Well, since the hoped-for guest general is still missing, presumed to be on vacation, Max No-Mates decided to go it alone, and the battle has duly been fought this evening, to the aforementioned hybrid C&C-cum-allsorts rules.

The game lasted about one and a half hours, and I have a sad bit of news for all my Royalist readers - Lord John Byron blew it once again. The real battle swung in the balance for a little while, before the King's men collapsed; my version of it went the same way, but it was never very close...

I started the action at the point where the Parliamentarians have realised that they are outnumbered, and therefore in a bit of trouble, so they decide they must sit tight, while Lord Byron launches his men into a glorious attack, keeping a little reserve back to watch over the siegeworks at Montgomery Castle (and taking personal command of this reserve, naturally).

The activation rules allow spare activation counters to be hoarded (to a maximum of 5), and Byron's best bet would have been to advance slowly and steadily, keep his forces organised and the supports close at hand, and save up a little cache of extra counters to help out in moments of stress, later. He didn't get very good activation dice, that is for sure, but a slower advance would have been a sound idea - the Parliamentarians were not in a position to do much beyond standing and waiting. 5 Victory Points was all that were needed, and the Royalists had scope for gaining an extra 2 if they captured the Salt Bridge, the only Roundhead retreat across the River Camlad (or Kemlett, as John Speed's map says).

The Royalist attack gets moving, concentrating (historically) on the better ground on their right.

Meldrum does a bit of shuffling, to get his defence organised.

General view of the start of the attack - the rough ground is in the Y of the roads, far left.

Meldrum is ready, and salting away spare activation counters for later use.

So they stand and wait...

With the counter cache accumulating.

And the Royalists get nearer...

...and nearer...[really milking this]...

...and by the time they make contact Byron's second line is starting to get out of touch.

Of course, a cavalry fight broke out on the flank.

At last, Meldrum's foot got off what had to be a decisive musket volley - dreadful!
- they hit nothing at all in their big moment! - this was a high point for
the Royalists - things really looked quite promising.

But when the troops got into melee combat, the Parlies did very well indeed.

The cavalry battle was nasty, but Wm Fairfax with the Parliamentarian
horse gradually got the best of it, and also forced Michael Ernle's RoF into
Stand of Pikes (hedgehog, whatever).

Lord John suddenly has a vision.

And now we have it, as the combined cavalry of Myddleton's Brigade and the
Derbyshire Horse swept into Robert Broughton's Foot, coming up in support
- the Reaction Test required Broughton's lot [Class 3] to roll a 3 to get
themselves into Stand of Pikes, but they failed, leaving them unformed and
pretty much helpless. They took heavy losses and were forced to retreat 4 hexes,
which effectively put them out of action for the rest of the day. 

Now Myddleton's horse crashed on into Henry Warren's Foot, which was
also wrecked, Warren himself being captured
 

Suddenly very short of troops, Byron sent up the remainder of his Horse, but
the day was lost. Michael Ernle's regiment, still in Stand of Pikes, was destroyed
by musketry, and surrendered. The 5 VPs were accomplished. 

Situation at the end, seen from behind the Parliamentarian position.

Sir John Meldrum - job done - no celebration and certainly no hat-waving.
He has to get back to running the Siege of Liverpool in the morning.
Overall losses - Meldrum's Parliamentarian Army numbered about 1500 horse and 1500 foot; they lost about 400 horse, 200 foot. Byron's Royalist Army had about 1500 horse and 3000 foot; they lost about 700 horse, 2200 foot, and Col Henry Warren was wounded and taken prisoner. OOBs can be found in the earlier "preamble" post, here.

The real battle ended with the broken Royalist force being pursued right off the field, to the south, which is where they suffered most of their loss (500 killed and 1500 prisoners, I believe, overwhelmingly from the Foot). This evening's version did not continue to play out the pursuit, but I have a simple dice system to simulate the situation at the end of the day. This reflects the state of the respective armies - in particular the balance of effective cavalry remaining. In this action, the Parliament army held the field, with moderate initial losses and the troops still fairly fresh, while the Royalist cavalry was not in a desperate state, but was battered. The system is crude but works OK - the winning side roll 1D6 for each base lost (red "loss" counter - I don't remove actual bases) - any base which rolls 4, 5 or 6 can return to the ranks in the morning - they were just lost somewhere in the general excitement; the bases on the losing side are only rescued by a 6 - those that avoided death and capture are heading homewards, thank you very much.

In my game, poor old Byron should have advanced more carefully, keeping his force better co-ordinated, storing up extra activation counters wherever possible and using his greater numbers of foot to gain superiority in a focused area. He would also have done well to keep his shakier units (Class 3 - yellow markers) out of the front line - this was probably compromised, both in the game and in the real battle, by the fact that the senior officers in the Foot (notably Ernle) were from the Shrewsbury garrison, so the most jaundiced troops were to the fore. There were two particular occasions where lack of enthusiasm caused problems: part of Tom Tyldesley's horse were forced to take the necessary double retreat as the result of a reverse in the cavalry skirmish, which removed them from the action, and - especially -  Broughton's foot failed the reaction test needed to redeploy when attacked by Myddleton's horse, were badly beaten and ran a long way from the action, leaving Myddleton's men to continue to roll up the Royalist left.

In an action of this size there are few second chances - when the day starts to swing one way, lack of fresh reserves and lack of opportunity to withdraw damaged units are decisive - and quickly. The real Battle of Montgomery lasted about an hour - my version must have been fairly similar. Without the Homeric narrative of the rally of the Cheshire Foot and the Yorkshire Horse, the story is simple enough - the King's troops attacked, it did not go well for them and they retreated from the field, losing a great many in killed and captured on the retreat.

Battle of Montgomery - rule tweaks

Because of the relatively small size of the forthcoming battle, I am intending to allow a little more tactical detail in the rules. The combat will remain pretty much straight Commands & Colors, but units will have a front, flanks and a rear, and will be able to do some (limited) changing of formation - thus the activation and movement rules will be different, and there will be a "reaction" test (based upon the quality of a unit) to allow emergency changes of front or configuration during the opponent's turn. [As ever, I hasten to add that this is not intended as an improved version of the published game - it is merely that C&C is rather a blunt instrument with which to fight a very small battle!]

This is all lifted straight from a rather long-winded (though much read) post I put up here about a year ago, Manoeuvring in Hexes; the only problem is that that note was about Napoleonic games, and extensions to Commands & Colors: Napoleonic - I've never actually written down how this translates to the ECW variant. I shall not attempt to batter through all the discussion in that post - please follow the link if you can be bothered, if not, just assume that I have thought about this before!

In the tactical extension to my ECW game, the recognised formations for Foot will be:

Column of March - essential if you wish to get anywhere in a hurry
(especially on roads - columns of march get a bonus hex of movement on a road)
but can't fight at all - not even a bit.

Formed Line of Battle (or battalia - choose your own jargon) - muskets on
the flanks, pikes correctly in the centre -  optimal fighting formation, but
moves slowly, cannot fire on the move.

This rather stylised arrangement of bases represents Stand of Pikes -
Renaissance equivalent of a Napoleonic square - this formation cannot
move, has no front, flanks or rear, has limited combat power but is good
defensively against Horse

Unformed - no formation, minimal combat ability - units which fail to
redeploy are in this form (with their original front), also units occupying
villages, woods or enclosures will normally be unformed, which is a useful
reminder that they must stop to reform as they emerge!

Units of Foot may be seen in this form, simply because their commander
has not got around to specifying what they are doing - this is just a
default "don't know" formation - to an extent, they are assumed to be getting
on with things, but must move at slowest rate, and if involved in combat
will be Unformed unless they shape up, or pass a reaction test

For Horse, things are less complicated:

This is a general purpose formation in which Horse can fight or move
- the front is defined, intuitively...

Column of March is almost a cosmetic device - it probably looks good to move
Horse around in this formation, and is essential if you wish to claim road bonus,
but remember they can't fight like this!

What else? Oh yes - for the purposes of the Reaction Test, the forces at Montgomery will all be Class 2, apart from the rather war-weary "Irish" Royalist foot units from the Shrewsbury garrison, and Tyldesley's two units of Royalist Horse, which will be Class 3 - which means that they are rather less likely to carry out emergency manoeuvres on the battlefield, and are subject to double retreats if things go badly.

The details about turning rates and all that are in the Napoleonic post from last year, if you have the stamina.

The units of Horse will all be of Trotter type, which means they have a standard move of 3, but advance to contact is limited to 2 (because of all the fiddling about with pistols).

The only other thing I can think of at present is that, since this particular game is to be played end-to-end of the table, temporary rules are needed to force units to face the flat side of a hex, rather than a vertex, which involves some intuitive, minor alterations to movement rules, firing arcs, definitions of flanks and permitted retreat directions. Easy peasy.

That's quite enough about that. Oh yes - artillery? There wasn't any. That was easiest of all.


*****Late Edit*****

Not so fast....

I received an email from Jack Mortimer, asking me if I would publish the full rules, or at least send him a copy by reply. The answer to both these questions is no, but I can set out a bit more of the detail.

Foot move 1 hex in line, 2 in column or unformed, + 1 hex bonus for a column of march which spends entire turn on a road. Cannot move and fire in same turn. Stand of Pikes cannot move. Terrain rules are pretty much as C&C. Units entering a new hex may turn 60 degrees without penalty; any larger turn, or any stationary turn (which includes a turn BEFORE moving) takes a full move. Any ordered change of formation takes a full move; any change of front or formation in reaction to opponent action is instantaneous, but requires the unit to pass a Reaction Test (q.v.).

Horse move 3 hexes, but only 2 if advancing to contact. Horse have negligible (i.e. no) range combat ability - pistol fire is abstracted into melee. Non-free turns and formation changes take 1 hex of movement (not a full move), otherwise movement rules as Foot. Charge to contact must be in a straight line - i.e. any necessary turns must be carried out (with necessary penalties) before final charge. Column of march gets 1 hex road bonus, as for Foot.

Units can only fire within defined frontal arc. Units attacked in flank/rear who fail reaction test and do not turn about do not get to battle back in melee, and opponents get an extra combat die. Horse in melee with Stand of Pikes roll just 1 die, the SoP itself also rolls just 1. Since a SoP cannot move, any retreat it suffers must be taken as casualties instead of movement.

Reaction Test - units are ranked Class 1 to Class 4 (elite to dross). When required, unit may take Test in reaction to enemy action; to pass, must roll 1D6 >= (Class + 1 for each loss counter - 1 if general attached); natural roll of 1 is always a failure, natural 6 always a pass.

Otherwise, the game is basically my CC_ECW variant!

Wednesday, 31 August 2016

Battle of Montgomery - the set up

Looking south, from the Parliamentarian position on the (unfordable)
River Camlad toward the town and castle of Montgomery. The Salt Bridge in
the foreground is rather more grand than the original.
I've now set up the battlefield for Montgomery (18th Sept 1644), as discussed a few posts ago. I hope to play the game this weekend, though one of my pencilled-in visiting generals appears to have vanished without trace - the scouts are out. If necessary, I'll play the game solo, though that hadn't been the intention.

It's a fairly small action, by my usual standards, so I intend to use a tweaked version of my CC_ECW game, with extensions to allow for some elements of tactical manoeuvre. The Command Cards will not be used, since the game is to be played end-to-end of the table (on the larger, 17 x 9 grid) - I'll use a dice-based activation system.

More soon.

Sir John Meldrum's Parliamentarian army - initial position, with Sir Wm
Fairfax on the left flank with the cavalry (which initially was to push
through to the castle with provisions).

Lord John Byron's Royalist force, near the town and castle. The road to
Welshpool snakes down the length of the table - note Col Mytton's
Parliamentarian garrison peeking over the battlements! The 
area 
of the table between the roads and the river (far left in this picture) is 
classified as rough ground, since it contained many hummocks and boggy 
streams - slow going here.


Col Washington's dragoons, who fought as commanded shot

Royalist horse
Near-contemporary town plan - north (and the river) is to the right
View of the battlefield, from St Nicholas' church - the town had some walls,
but they were in a bad state of disrepair, so I have omitted them from the scenery.




Sunday, 28 August 2016

Hooptedoodle #233 - Hannibal, Me, and Napoleon Makes Three


Useful hiker's map of the Zillertal area - our grand walk seems insignificant,
up in the top right hand corner, starting from the blue reservoir and heading
towards the corner
Yesterday we arrived back from our family holiday in Austria. We had a really great time, for a number of reasons, though it was a bit hotter than I find comfortable, and we have duly started sorting through our photographs. There's a sort of drill when we get home - check the house is OK, check the goldfish are still alive, switch the phones and the water heater back on, look at the mail, unpack the bags, put the dirty clothes in the laundry basket, and check we have enough to eat for the next 24 hours. This year we had the additional task of summoning the man from Lothian Pest Control to sort out a mighty wasps' nest in the roof space over the South Wing of the Chateau, and only after that did we have the time to check over our photos.

Funny things, holiday photographs - if you look through them as soon as you get home you see lots of stuff that is familiar because you have seen it very recently - it's basically just more of the same, and the tendency is to judge a photo by the quality of the composition (or something); a lot of them can get ditched because they aren't significantly interesting. Fine - now go and look at some holiday photos you have kept from 5, 10, maybe 20 years ago. Apart from the fact that everyone looks so much younger (ouch!), the pictures will leap at you, and will bring back places and events and feelings and people which would otherwise have been forgotten. What I am trying to say, I think, is that the criteria by which we judge very recent pictures are likely to overlook the main reason why we store away pictures at all - to jog the memory. Stryker recently commented here that once upon a time he carefully excluded his schoolmates from his snapshots of a school visit to the Tower of London, and now rather wishes he hadn't - with the passage of the years, those long-gone faces would be more interesting than the cold old stones of the Tower. I think that is significant - something to keep in mind.

One of the events we recorded in our photos from last week was a major hill walk on Wednesday - major by our own standards, that is. It was a wonderful day's outing which I shall certainly never forget, and as a result of it I am pleased to consider that I have joined a select group of people - some of them rather famous people - who have walked over the Alps into Italy. No matter that my route was not especially historic, nor that the definition of Italy for my purposes is rather new-fangled (post-1918) - that's close enough for me to claim Hannibal and Napoleon as potential drinking buddies. Also, if my own march lacked a bit of classical authenticity, I can claim the distinction of being older, by quite a bit, than my distinguished predecessors at the time of making the journey. Better and better.

We started by taking the public bus up a spectacular toll-road to the reservoir at Schlegeis - right up at the southern end of the Zillertal, and then trekked up the valley to Pfitscher Joch and the border with South Tyrol, which - thanks to President Wilson's crayon alterations to the maps at Versailles - is now in Italy. That probably sounds pretty unspectacular, but for a family day out this is tough going. The walk is about 5.5 miles each way, the start is at about 1700 metres and you climb up to something over 2200 metres. The path is rocky and steep in places, the temperature on Wednesday was about 30 deg Celsius, without a cloud in the sky, and the air is thin, offering reduced oxygen and pretty trifling protection from the sun. The trees gradually disappear as you climb, and there was still plenty of ice up on the hillsides - even in a heatwave in August. This is serious boots and walking poles and plenty of sun-cream, and no messing about. We took about 2-and-a-half hours on the way up, and a fraction under 2 on the way down. Marvellous - unforgettable views and a real sense of achievement for humble hikers like us - my knees are still stiff now!

The magical reservoir - what a place!

So off we go, climbing steadily...

...and the trees start to peter out, and it gets steeper...

...and more rugged...

...and steeper, and hotter...

...and we try not to think too much about the fact that the only way back
is the way we have come...

...and we drank about 2 bottles of water each - the stuff evaporates without trace...

...and eventually, with my Polar pulse-meter reading a steady 140+ because
of climbing in the thin air...

...we reached the border...

...courtesy of the Treaty of Versailles.


Here's a peek into Italy - I was interested to remember that Andreas Hofer and
many of his Tirolean rebels of 1809 would technically have been Italians
in the modern world. I wonder how they would have felt about that! 
Here are some of Hofer's pals on the monument in Innsbruck - doing
some serious skulking - it was a speciality.
We also did a few trips on the excellent narrow-gauge railway which
serves the Zillertal - it's efficient and it's cheap, though if you want to go
anywhere outside the valley you have to travel to Jenbach and get on to a
proper OBB train

And we did some cycling along the valleys - I have put my son's chain back in place
in some surprising locations, over the years.
It's always good to get some insights into someone else's culture.

The Catholic church is everpresent - the inescapable social, as well as spiritual,
core of the community. Here is the church of the little village of Hippach - this
was the weekend of the Ascension.

Moo. The Austrians manage to to make farming pay. After WW2, a great many
demobilised soldiers were given land grants to set up smallholdings - the
intention was that they would learn new skills, would feed their communities,
 and would eventually sell off the land and work on bigger farms. In fact, the
majority of the smallholdings are still there - the small farms were
kept in the families, and agriculture is the second most important industry,
 after tourism. The cost of living in Austria is not particularly high, but
farmers get about 28-30 euro cents a litre for milk, while their British
equivalents average about 19 pence (which is about 21 cents).
Differences? - subject for a lengthy debate, but the use of co-operatives and
the absence of chains of middle-men are contributors.
The rest is simply a series of things which amused me:

Not sure what this is (anyone remember Harry Worth on British TV?) - it seems
to be a very compact device for coming and going around town.

A warning of the potential dangers of walking on the river

...and of possible drastic measures for unathorised parking at the shoe shop. 

Here's an attractive sight for those who like their knackers smoked...

...but a street sign from the Old Town in Innsbruck reminds us of the need to avoid overindulgence.