Rules

Monday, 22 October 2018

ECW Campaign Game 7 Setup

After a frustrating Sunday night spent trying out some 19th Century rules. It was with a sense of joy I setup the seventh game of this English Civil War campaign. As 1642 progresses with each side taking turns to contest regions, it was with no surprise the Royalist to choose Wales. After all, they are well positioned to provide support from their Northern base and an adjoining region. This will allow them to re-roll one of their dice when determining recruitment.

Campaign map with controlled areas (Royalist = red and Parliament = Blue)
Both sides recruited well, but the closeness to their Northern base has provided the Royalist cause with a slightly strong force, one particularly strong in terms of infantry.

Parliamentarian forces (12 units)
5 x Cavalry (Trotters)
4 x Infantry (Mixed Pike and Shot)
2 x Dragoons
1 x Commanded Shot

Royalist forces (13 units)
4 x Cavalry (Gallopers)
5 x Infantry (Mixed Pike and Shot)
2 x Dragoons
1 x Commanded Shot
1 x Elite Pike

The forces clash near the town of Brecknok in Breconshire. The terrain cards quickly determine the tabletop layout. They include a couple of hills and a river, which seems quite appropriate for the region.
Cards to determine the location of terrain.
Because of how the river card was laid down, the river will run north to south. Dice are used to determine the river's entry and exit points. I was hoping for the river to be more central or cut across the tabletop more diagonally, but it was not to be.

The tabletop terrain layout with a tributary of the River Wye on the far side which can be only crossed at the two bridges.
Having the smaller force Parliament deployed first, followed by the Royalists. After which Parliament declined to make a free move to adjust its position.
Parliamentarian forces deployed 
Royalist units deployed
A view from the Royalist lines with a unit commanded shot across the river
In this game I plan to incorporate a game clock and have the game starting at a set time, with daylight starting at 7am and dusk closing in at 6pm. The battle would start at 6am plus the score of a D10 dice adding a number of hours. A 2 was rolled so the battle would start at 9am (7am + 2 hours) with each game turn taking 1 hour.

Should a battle go until dusk with no decisive result, battle honours will go the to side with the best army resolve. Though that would appear unlikely in this game.




5 comments:

  1. The Royalist right looks quite secure. Good looking table!

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    1. While the right flank is secure they may have to expect some harassing fire from dragoons on the other river bank.

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  2. On a D10 a zero is treated as a zero and not ten. A dawn attack as you suggest.

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  3. Another inspiring post. I think this is a great way to start an ECW campaign. Much food for thought.

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    1. Thank you. I am looking forward to progressing with the second part of the campaign and introducing marching armies in 1643.

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