| Plain side of the boards now have squares on |
So what's all this, Foy?
Well, in common with a lot of other chaps I
have been looking at the For King and
Parliament rules, which are a recent ECW extension of the popular To the Strongest Ancient/Medieval game,
and I have to say I am very impressed.
I am pretty comfortable with my own current
C&CN-based ECW game, which
handles very large games splendidly, but there are a few characteristic
subtleties of pike & shot warfare which I have struggled to build into such
a high-level rule set. Having received good reports of To the Strongest, I purchased the FK&P rules, and am currently on my 4th read-through. They look
good. They seem to offer a very entertaining game, not too complex, the
philosophy of which is very much in the spirit of how I like wargames to be,
and they handle some of these aforementioned subtleties rather nicely. Hmmm.
I have reached the point where it would
make sense to try the game out. My two overriding concerns are whether it really
would handle what I regard as a large battle, and - to be frank - I am a bit
alarmed by the amount of clutter associated with it. I don't care for roster
systems, so having all necessary information on the table, with the units, is
very acceptable. On the other hand, this game involves copious use of playing
cards (it is a dice-free system, though there are dice-based alternatives),
ammunition chits of three varieties (pistol, musket and artillery - why three varieties? - is this because
infantry may have light artillery attached?), "dash" chits for cavalry,
"untried" markers, pursuit pointers, victory "medals",
disorganisation chits (= losses in the terminology of most other games) and
assorted information about specific leaders and units. I have obtained some
half-sized playing cards, but I am concerned that all this stuff might reduce
the tabletop (especially if the tabletop has me attached) to a state that in a
less correct age would have been termed as like a tart's handbag.
I'm working on it - I have consulted the
Jolly Broom Man, who is also looking to adopt these rules, and he has some
constructive thoughts on how it may be possible to reduce the depth of
laser-printed MDF counters so that one may see over the top.
First practical issue for me is that the
game uses a square grid. I have no problem with this at all - I am very much in
favour of grids - except that I do not have such a thing handy. Well, I didn't
- I do now. I gave some thought to tweaking the game so it would work with
hexes (I have boards, scenery, all sorts for a hex-based game). The Northumbrian Wargamer's excellent blog
explains the adaptation to hexes, and it seems to work OK. I decided against
that, to give the game a fair trial in its intended form.
I came up with a simple way of adding a
square grid to the reverse (plain) side of my existing warboards - a solution
which could be quickly and easily painted over if I lose interest in the idea,
which understates the square pattern in the interests of avoiding dizzy turns,
and is subtle enough to be ignored if an un-gridded field is needed. The
picture makes it clear what I have done - this is one of the table sections,
freshly marked out on the reverse side. To allow room for the 60mm square bases
I use with my ECW troops, I settled on 7½ inch
squares. This may seem like an odd size, but it works OK with my unit sizes,
and it very conveniently divides into a 5-foot table width to give 8 squares
deep. I have marked out the boards so that I can have a 12 x 8 cell standard
table, or 15 x 8 if I add in the (5th) extension board
. That's all fine - I haven't tried it yet, but it seems workable. I will have
a problem to solve for roads (which run through the centres of cells, but I
don't have any suitable bits for 8" squares) and streams (which run around
the edges of squares, a system which seems more intuitively comfortable than
the C&CN arrangement, but - again
- I will need to set something up). Most of the other scenic bits I can
probably hash together from what I already have.
Despite my (predictable?) carping,
nit-picking approach, I am enthusiastic. If the rules really do allow very big
games to be fought then I am ready to make FK&P
my ECW rules of choice. If they work well, but don't handle anything as big as
Marston Moor (etc), then I can still turn my boards over to the hex side and
use the C&CN-based game for
special whoppers. A lot will depend on how comfortable I am with the amount of
clutter involved.
From being the only wargamer in the known
universe who uses 7-inch hexes, I have moved on to be the only one to use 7½-inch squares. Whether or not this is progress will reflect how the
test games go.