Rules

Monday, 5 November 2018

WW2 on a grid and ECW cards

Having unexpectedly played one English Civil War battle over two games last week. I wanted a bit of a change and opted for a couple of WW2 games using a grid, and thought it was time to try the rules, and their recent modifications, on a square grid. There will be more on how all that progressed in a future post. In the meantime a couple of photos of the two games played.

German forces launch an attack across a river
A couple of Churchill tanks, recently purchased, make it on the tabletop
As the first phase of the ECW campaign, controlling of regions, is getting closer to completion with only 3 more can be contested. I need to start producing cards for the years 1643 and onwards, when marching armies are introduced into the campaign. The purpose of the cards is to add random factors to the battles. I did consider adding some cards to effect the campaign moves, but reminded myself that the purpose of setting up this campaign is to provide a narrative and wider context to my games.

At my local office stationary supplier I found some blank study cards which I can use to create my cards. There about 100 cards for $3.
So far I am considering the following cards and game implications gleaned from my limited reading of the period.

  • A unified command structure under the King - Allows Royalist forces to make 1 additional action each turn.
  • Any action in a region next to Thames Vally (and London) - Allows Parliament to field an additional foot unit.
  • Envy amongst Royalist commanders - Reduce Royalist actions 1 each turn.
  • The Queen successful at raising funds in Europe - For the remainder of the year Royalist forces can field 1 extra unit of their choice.
  • Parliament able to negotiate a deal with the Scots - For the remainder of the year Parliamentarian forces can field 1 extra unit of their choice.
  • The Navy supports Parliament - Any battle in a region next to the sea allows Parliament to field an extra unit.
  • Prince Rupert commanding - Royalist forces can field an extra cavalry unit.
  • Loyalties change - A unit switches sides on the eve of battle.
  • Bad weather - Artillery units get bogged and fail to turn up for battle.
  • A fiery sermon - Parliamentarian army resolve increased by 1.
  • Cromwell leading the cavalry (1644 and onwards) - Half the Parliamentarian cavalry can be treated as Gallopers.
  • Excise duties applied by Parliament to fund armies - For the remainder of the year Parliamentarian forces can field 1 extra unit of their choice.
  • Sickness breaks out - Reduce force by 1 infantry or cavalry unit.
  • Support from wealth Royalist Commander - Royalist forces have 1 additional unit.
  • Fortress located nearby - Force gets an additional artillery unit.
  • Took a wrong turn - 1 to 3 units (D3 dice roll) arrive on turn 3.
  • Clubman risings (1644 onwards) - For the remainder of the year forces field 1 less unit of their choice.
  • Army pay delayed - Reduce force by 1 infantry or cavalry unit.
For each battle 1 card will be drawn from the pack. Those cards with dates specified will be aded to the pack when the campaign moves into the year. Hopefully I will be able to add a few more cards and any suggestions are welcome.

And finally, a quick shout-out for another blog which is also posting an ECW campaign - 1642 And All That - and comes with a very rich narrative (including a fun bit on 17th Century insults).



3 comments:

  1. Love the Churchill's, they are my next acquisition for WWII. Some really nice events on the cards, will the Model Army get reflected in Order-of-Battle?

    Good shout for 1642 And All That, some enjoyable content on their by a hard working blogger.

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    Replies
    1. I am in two minds with the New Model Army. Leave it to chance with a card, or have it come into effect in 1644.

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