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


Sunday, 18 September 2016

We Apologise for This Interruption in Service


Things have been a bit complicated around here recently - personal and family issues connected with my mother's infirmity mean that I am unlikely to have much time for wargaming or any other leisure activity for a little while.

Thanks to everyone who drops in here - it really is appreciated. I hope things will be back to normal for me before too long - I wish you all peace and comfort!

********

Someone very kindly sent me a link to the following, which is one of the celebrated 1950s Interlude sequences which the BBC used to employ when programme schedules got out of whack, or when the technology had a headache. This is dedicated to all those who remember those hairy old days of TV with affection, and also to anyone who prefers their films not to have too many sudden surprises, or any of that modern, psychological nonsense. Enjoy.


Monday, 12 September 2016

Hooptedoodle #234 - Donkey Award - The Auld Firm


My mother has been having worsening problems with her mobility, and on Saturday I was obliged to call in an emergency doctor, who agreed with me that her difficulties with vertigo required some prompt investigation, and suggested that a visit to hospital would enable this to be checked out, and would also allow the Occupational Therapists to see if it might be possible to get her to walk with her zimmer frame with more confidence.

Accordingly, he arranged for her to be admitted to the Western General (in Edinburgh), and for an ambulance to collect her from home. Since it was about 10pm when he arranged this, we were led to expect the ambulance to arrive around midnight. We packed a bag for her, and waited for the ambulance.

And waited.

And waited. From about 3am we started getting calls from the ambulance control team, to apologise for the delay - apparently they were having an unexpectedly busy night, and, quite rightly, any 999 (emergency) calls received take priority. Such was the flood of 999 calls, in fact, that it was 7am before the ambulance came, by which time my Mum (who is 91), was not very well or happy at all.

Can't really complain - money is tight, we are lucky to have the services we do have, and the doctor and the ambulance crew were all marvellous. So what strange thing was going on in Central Scotland on Saturday night then? - was there an outbreak of Dengue Fever, or had an aeroplane crashed on a city centre? Was it the Great Fire of Bathgate? How could this be?

The answer, of course, is the Auld Firm game. You probably could not care less, but the two biggest rival soccer teams in Scotland are Celtic and Rangers, both based in Glasgow, and both drawing fans and support from all over the country. Since some financial difficulties (too complicated to explain here) resulted in Rangers' being demoted to the lowest division a while ago, there have been no league games between the two for some 4 years or so.

However, cream always rises to the top, as all sewage workers will testify, so Rangers very quickly won promotion through the lower leagues, back up to the Scottish Premier, and on Saturday the magnificent tradition of the Auld Firm match against Celtic was renewed. Terrific.

Well - to a point. Scottish football undoubtedly needs teams with the drawing power and wealth of the Glasgow giants (I nearly said cyclops twins), but the traditions of these clubs, I regret to say, also involve a history of religious and sectarian bigotry (and we are speaking here of Ulster history, rather than Scottish), and a century and more of mindless, drunken conflict. I am confident, I hasten to add, that a lot of very decent people take their kids to the big games in Glasgow, but they are not the ones you see or hear. The Auld Firm game is, mostly, as far as you can tell, about hatred, and about such topical themes as the Battle of the Boyne and Irish Republicanism.

Depressing. Saturday served to remind us of what the tradition really consists of. Not that it matters an awful lot, Celtic won 5-1, which probably turned up the heat a bit. My Mum's ambulance was delayed by the need to look after critically ill people - people who had suffered heart attacks, people who had been injured in accidents - no problem with any of that. But by far the majority of the unusually high demand was football fans, in the aftermath of the big match; guys who had alcohol poisoning, guys who had hurt themselves falling down in a drunken stupor and - most of all - guys who had spent the evening in a frenzy, kicking lumps out of each other.

Thank you, my friends. Thanks for everything. It is a pleasure to share a planet with you.


Thursday, 8 September 2016

More Pottery Buildings - and another mystery church

Though the rate of arrival is now officially reduced, a few more ceramic "ornament" buildings for my ECW towns have sneaked under the wire of late. From the Tey Pottery "Britain in Miniature" series, I'm now really just keeping an eye open for particularly good bargains on a couple of odd buildings which I fancy; I was very pleased this week to get a very cheap example of the splendid Anne of Cleves' House (Lewes), in excellent order, and at a great price, since the collectors normally really go for this one, and prices are usually around £40 to £50 on eBay. Scrooge McFoy, naturally, did not pay anything like that amount.


I also secured a couple of nice churches - these are not from Tey, but are similar in style, and were made as part of John Putnam's "Heritage" series.

The first is, apparently, a miniature of St Michael's Parish Church, Blackawton, Devon, which building dates from the 14th Century.



The other is simply labelled "Church with Tower", which is certainly true, but the configuration with the narrow circular tower (spiral stairway?) joined onto the central square tower is a bit unusual. Anyone recognise the church? - it really doesn't matter, obviously, but I am gently interested.




All these pictures are lifted straight from eBay (for which thanks), and the buildings will be retouched (a little) and matt varnished (a lot) before they appear on any battlefields.

So - no prizes, but does anyone know the unnamed church?


***** Late Edit - Footnote *****

I've only recently become familiar with these ceramic miniature buildings, so I know very little about them, and don't really wish to know more than I need to understand to get a feel for the ranges and their availability. I am not, I remind myself, a proper collector, since I wish to use them in my toy soldier games rather than deploy them artistically on the piano. 

In case you care, Tey Pottery was founded by Carol Maxted-Massey, who produced various styles of ornamental pieces, at one time working with her brother. The factory was initially at Marks Tey, Colchester, though they later moved to 3 separate factories in Norfolk (at Hainford, Lenwade and Banham). They produced teapots, animal miniatures and painted tiles, but they also produced ranges of miniature buildings - I am particularly interested in the Britain in Miniature series, but there were others (usually smaller in scale), and they also did a number of out of catalogue or special order pieces which appear on eBay from time to time. Out of interest, I obtained a pdf history of the maker, so I have a better understanding of what is out there (and some of it is marvellous). Ms Maxted-Massey moved to Spain in 2002, and production ceased at that point.

John Putnam was a teacher who took early retirement in the 1970s so that he could concentrate on his great passion for ceramic modelling and sculpture. His output included his "Heritage" range of buildings, which became very popular. His factory was at his home, a farm near Blackawton, Devon (hence the choice of the church model illustrated above). His work was popular in the USA, so in later years he travelled to New England in order to add some American buildings to his range. John Putnam died some years ago, and his family moved to Totnes - I believe the pottery concern still exists, but whether they are still trading, and whether any new pieces were ever added, are unknown to me. 

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.