This week I have added two decision cards, a deployment card and shooting priority card, for playing solo English Civil War solo games. These decision cards provide guidelines to assist the solo wargamer in playing a battle against an opposing English Civil War army on a tabletop. The decision cards can also be adapted for collaborative gameplay with multiple players facing off against a card-driven opponent or for solo observation, where both armies are controlled by the cards. The cards serve the following purposes:
- To determine the deployment of each army
- To establish each army's stance (retire, hold, and attack) and associated tactical actions at the start of each turn
- To prioritise unit movement and charges for the army’s stance
- To determine target priority when shooting
While all the guidelines can fit onto a few sheets of papers. I prefer to use cards when playing the game, having the tactical action cards to hand when moving the units means no flicking through pages.
The cards printed up and stuck to cardboard. |
I have tried to make the decision cards to be rules agnostic, but there will be some activation mechanisms that are not suited, particularly where movement in a game turn switches between the armies during a game turn.
Rather than take photographs of the cards here is the write up.
Army Deployment
When determining an army’s deployment of troops follow these steps:
- Divide the army’s deployment area on the tabletop into three zones: right flank, centre, and left flank. The troops will deploy in these zones in one, two, or three lines depending upon the units involved and their numbers.
- When there are two or more infantry units, they are split the units into two equal groups and placed in the centre and centre reserve. Where there is an odd number of units, the additional unit goes in the first line centre.
- Cavalry are split into two equal groups, one for the right flank and one for the left flank. and placed in the centre and centre reserve. Where there is an odd number of units, the additional unit goes in the right flank. When there are two or more infantry units on a flank, they are split the units into two equal groups and placed in the flank and flank reserve. Where there is an odd number of units, the smaller group is positioned in the flank reserve.
- Dragoons and commanded shot units are split into two equal groups, one for the front line of right flank and front line of left flank. Where there is an odd number of units, roll a D6 and on a 4-6 place the larger group on the right flank. Where possible dragoons and commanded shot will take advantage of terrain for cover.
- Artillery are placed in front of the centre.
- Commanders are placed between the right flank reserve and centre reserve.
The flank and centre zones |
While deciding the deployment of an army also decide upon the characteristics of the commander. Use a D6 to determine:
1-2 Cautious
3-4 Steady
5-6 Impetuous
The commanders characteristics will influence the stance an army will take during the battle.
Here is an example of an army waiting to be deployed…
Before deployment - there are 5 x cavalry, 2 x artillery, 1 x dragoons, 1 x commanded shot, and 5 x infantry. |
The army deployed…
The army deployed. |
- The odd numbered cavalry were split into a group of 2 and group of 3. The larger group was positioned on the right flank and because it had more than two units was split into two and and small group placed in reserve.
- As with the cavalry, the infantry had 5 units split into groups of 2 and 3. The larger group positioned in the centre and the smaller in centre reserve.
- Artillery were placed in front of the centre.
- The dragoon and commanded shot units were placed in front of the flanks. I diced to see which flank the commanded shot were to be position and the dragoon unit was placed on the other flank.
Just a final note. If using a commander in the rules, then they are positioned to the right of the centre reserve.
Army Stance Card
Decision table for determining an army’s stance is checked at the start of each player’s turn. Work through them in the order they are written. Then select the tactical action card which is first met.
1) The army will retire if any of the following apply:
- It is has lost more than 50% of its units AND rolls a 4+. The score is modified by a commander’s characteristic: -1 if impetuous or +1 if cautious or the commander has been forced from the field of battle.
2) The army will take a hold its position if any of the following apply:
- It is the opening turn of the battle and the army has artillery.
- If it holds the objective it was tasked with taking.
- It is outnumbered AND rolls a 4+. The score is modified by their commander’s characteristic: -1 if impetuous or +1 if cautious or the commander has been forced from the field of battle.
3) The army will attack by default if the above checks do not apply.
Hold Tactical Actions
During the movement phase apply these actions in the order they are written until no more than half an army's units, ignoring artillery, have moved or the end of the list is reached.
- Any unit can pivot to face an the closest imminent threat.
- Dragoons and commanded shot units, if not holding an objective or within 12” distance of an enemy unit, even an engaged one, will advance to harass enemy unit taking cover where possible.
- Cavalry units will charge other enemy units within charge range. Target cavalry first, then the closest unit.
- Infantry out of ammunition will advance if being shot at, unless they have a terrain advantage or hold an objective.
- Infantry will hold their position, only moving their reserve to protect the army flank, fill gaps in the line, or help hold an objective.
Attack Tactical Actions
During the movement phase apply these actions in the order they are written until no more than half an army's units, ignoring artillery, have moved or the end of the list is reached.
- Any unit can pivot to face the closest imminent threat.
- Dragoons and commanded shot units, if not holding an objective or within 12” distance of an enemy unit, even an engaged one, will advance to harass enemy unit taking cover where possible.
- Cavalry units will charge other enemy units within charge range. Target cavalry first, then the closest unit.
- First line cavalry units starting with the strongest flank, or the right flank if of equal strength, will advance to engage the opposing enemy flank units, targeting enemy cavalry first. If not all can move, always start with the rightmost unit.
- Cavalry units move to position themselves to charge enemy units, preferably in the flank or rear.
- Infantry in the centre will advance until they can engage the enemy. If not all units can advance this turn, start with the right most infantry unit unless there is a unit trailing behind, then advance that unit to maintain a consistent line.
- Infantry units out of ammunition will advance to engage enemy.
- Reserve units, first cavalry and then infantry, will advance to fill gaps or position themselves half a move behind the first line. Start on the right hand side.
Retire Tactical Actions
During the movement phase apply these actions in the order they are written until no more than half an army's units, ignoring artillery, have moved or the end of the list is reached.
- Any unit can pivot to face the closest imminent threat.
- Cavalry units will charge other enemy units within charge range. Target enemy cavalry or the closest enemy unit.
- Artillery units retire or remove from play, depending upon rules.
- Cavalry will retire.
- Infantry will retire.
- Dragoons and commanded shot will retire.
Shooting Priority
During the shooting phase apply these rules to determine shooting priority.
Infantry - Always target infantry units first, then the closest unit. If distances similar similar distances, then shoot the unit which is most directly in front.
Dragoons and Commanded Shot - Always target cavalry units first, then the closest unit. If distances similar similar distances, then shoot the unit which is most directly in front.
Artillery - Always target infantry units first followed by cavalry units, then the closest unit. If distances similar similar distances, then shoot the unit which is most directly in front.
Final Notes
Most of the games I have played with the decision cards have used a variation of One-Hour Wargames with an IGO-UGO activation approach, or an approach used from the book “With Pike and Musket” where you dice to determine which army moves first, then after both have moved shooting and melee are simultaneous.
A good fifty percent of the games had both armies controlled by the cards. This proved to be quite entertaining as both army had the same constraints applied to them. The exception being the commander’s characteristics.
I will no doubt find some errors in the decision cards and will update them. Thank you to those who have flagged my typos and made suggestions in the comments. They are much appreciated.
What is next? I will be running a few more games using scenarios which are not a traditional set battle to see how the decision cards cater for those situations.
You obviously changed the wording on the deployment card as the unwanted text in the square brackets appears a few times "...two or more infantry units, they are split [the units] into two equal groups and placed...".
ReplyDeleteOn the stance card I would modify the chance of hold: more likely with an edge in artillery and less likely if weaker in cavalry, as well as just being outnumbered overall.
Also, how are the objectives referred to on the stance card assigned / determined?
Thanks. I will double check the deployment to make clear. The objective would be set by the scenario or game background.
DeleteThe combination of greater artillery and less cavalry is certainly one to consider adding.
I should include a note regarding objectives.
DeleteGreat stuff Peter. I'm going to re-read this all more carefully. Your work is inspired and inspiring.
ReplyDeleteThank you. It has certainly been interesting working through the decision cards, and I now need to spend some more time providing some design notes and tidying up my text.
DeleteIt reminds me of the ancient army deployment cards I tried after reading about them in a magazine in the late '80s or '90s. Different units grouped together on a card and cards chosen unseen at random and placed as left, right or centre formations. That gave you a few headaches as things were not in an ideal place often.
ReplyDeleteDeploying the opposing army using cards sounds interesting.
DeleteA super game, especially like the Royalist horse chasing of into the wide blue yonder. This should inspire me to get on with my Hinchliffe's Rupert's Charge (12-figure) unit once I've finshed the last of my big Spencer Smith regiments (80-figure units can be a real grind).
ReplyDeleteRupert’s charge figures would be interesting to paint. I am not sure I would ever attempt an 80 figure unit.
Delete