Friday 28 July 2023

Solo decision cards for ECW wargaming

Over the past few months I have been playing a number of solo English Civil War (ECW) games using decision cards to direct one or both of the armies. I originally thought about using decision trees, but instead of decision trees I found a checklist of actions that are ordered by priority to be more simpler to use. Three tactical checklists were initially created depending upon the “stance” of an army, these were:

  • Attack
  • Hold
  • Retire

The decision on the tactical checklist to be used during a turn used a similar ordered checklist approach. The Army Stance decision card is referred to at the start of each game turn to check if an army’s stance has changed.

As I wrote up the various decision cards, two more cards were added, one for deployment and another for shooting priority. The deployment card is ignored when using a set scenario for a game, but the shooting card is required. Originally, the shooting actions were included in the cards, but it was repetitive. By pulling out the shooting instructions and putting them into their own card, I was able to make the decision cards clearer and more succinct.

There are limitations to these cards, they work best with pitched battles and are geared towards rules that are based around the IGO-UGO alternating turns of play. 

The rest of this post goes through the decision cards one by one in the order they are used, starting with the Deployment card. While this card is not used where a scenario determines an army’s deployment. It does help with understanding how the orders in the Tactical cards relate to various arms of an army.

Some earlier cards which were printed out and stuck on cardboard.

A note on the tactical cards. They follow the logic of:

  1. What to do with artillery and detachments of dragoons/commanded shot?
  2. What to do with the cavalry which are positioned on the flanks?
  3. What to do with the infantry positioned in the centre?
  4. What to do with the reserve units cavalry and infantry?

The actions related only to the movement of units, because once a unit was engaged in combat (shooting or melee) there were no further movement decisions to make until the action was resolve. This helped to simplify the decisions to those of movement not combat. This should not really have been a surprise to me, as when wargaming and you are looking at what units are free to move to attack your opponent or support your units already engaged in combat.

With a list of prioritised actions, I did not want the automated opponent being able to action all the decisions in a game turn. The armies during the English Civil War were ponderous at best, even with well trained units, and generally followed a predetermined plan laid out by their commander before the battle. To reflect this, only two of the prioritised decision actions can be actioned within a game turn. It is worth mentioning that the rules I use also restrict the number of units a player can move during a game turn.

Just a random ECW photo to break up the post.


DEPLOYMENT CARD

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 3 or more infantry units, they are split into two equal groups and placed in the centre 1st line and centre reserve. With an odd number of units, the additional unit goes in the 1st line centre. Otherwise, all units go in the centre 1st line.
  • Cavalry are split into two equal groups, one for the right flank and one for the left flank, if there is a larger group, then they are placed on the right flank. When there are more than two units, split the divide the flank cavalry into two with the larger group in the 1st line.
  • Dragoons split into two equal groups, one for the front line of right flank and front line of left flank. Where possible dragoons will take advantage of terrain for cover.
  • Commanded shot, if available, will be positioned with cavalry on the flank with the least cavalry.
  • Artillery are placed in front of the centre.


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 outnumbered comparing total infantry and cavalry units (ignore detachments) and has lost more than 75 percent of its total infantry and cavalry units.
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 when comparing total infantry and cavalry units (ignore detachments - see note).
3) The army will attack by default if the above checks do not apply

Note - I treat all artillery, dragoons and commanded shot as detachments.

HOLD TACTICAL CARD

During the movement phase apply these actions in the order they are written until 2 orders are completed or the end of the list is reached.

  1. Any unit can pivot to face the closest imminent threat within shooting range (not artillery) or charge distance.
  2. Dragoons and commanded shot units, if not holding an objective or within shooting range of an enemy unit, even an engaged one, will advance to harass enemy unit, taking cover where possible.
  3. Cavalry units will charge other enemy units within charge range. Target cavalry first, otherwise the closest unit.
  4. Infantry out of ammunition will advance if being shot at, unless they have a terrain advantage or hold an objective.
  5. 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 CARD

During the movement phase apply these actions in the order they are written until 2 orders are completed or the end of the list is reached.

Any unit can pivot to face the closest imminent threat within shooting range (not artillery) or charge distance.
  1. Dragoons and commanded shot units, if not holding an objective or within shooting range of an enemy unit, even an engaged one, will advance to harass enemy unit, taking cover where possible.
  2. Cavalry units will charge other enemy units within charge range. Target cavalry first, then the closest unit.
  3. Cavalry units on the right flank will advance to engage the opposing enemy flank, targeting enemy cavalry first. Against infantry targets, cavalry always move and attempt to position themselves to charge any enemy infantry in the flank or rear.
  4. Cavalry units on the left flank will advance to engage the opposing enemy flank, targeting enemy cavalry first.Against infantry targets, cavalry always move and attempt to position themselves to charge any enemy infantry in the flank or rear.
  5. Infantry in the centre first line will advance until they are able to engage the enemy with musketry or combat. Start with units lagging behind, then the right most unit.
  6. Reserve cavalry on the right flank will advance to engage the opposing enemy flank, targeting enemy cavalry first, or position themselves half a move behind the first line.
  7. Reserve cavalry on the left flank will advance to engage the opposing enemy flank, targeting enemy cavalry first, or position themselves half a move behind the first line.
  8. Reserve infantry units will advance to fill gaps in the first line or position themselves half a move behind the first line.

RETIRE TACTICAL CARD

During the movement phase apply these actions in the order they are written until 2 orders are completed or the end of the list is reached.
  1. Any unit can pivot to face the closest imminent threat within shooting range (not artillery) or charge distance.
  2. Cavalry units will charge other enemy units within charge range. Target enemy cavalry first, or the closest enemy unit.
  3. Artillery units are removed.
  4. Cavalry will retire towards their baseline.
  5. Infantry will retire towards the baseline.
  6. Dragoons and commanded shot will retire towards their baseline, taking cover where possible.

SHOOTING PRIORITY CARD

During the shooting phase apply these rules to determine shooting priority.

INFANTRY - Always target infantry units first, then the closest unit. If distances are similar, 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 are similar, 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 are similar, then shoot the unit which is most directly in front.

A photo to finish off with - if you go through this wordy post.


14 comments:

  1. Peter, you certainly come up with interesting and innovative game design ideas. Will you stick with solo play for your ECW or will you eventually be bringing this to a remote gaming table near you?

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  2. Thanks for posting these, once I get my gaming cabin set up they will get a run out.

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    1. I hope they prove to be of use and thank you for raising clarifications and spotting the typos.

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  3. It’s interesting to see the evolution of your thinking on this Peter. I think you’re right to pursue something like this for periods like the ECW (and even later) as armies appeared fairly staid and typecast tactically.
    Chris/Nundanket

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    1. I am sure they could be applied to other earlier periods with modifications.

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  4. Well, I made it through the post Peter and very glad I did so - lots of interesting ideas here and I reckon the basics could be used right up to the start of the 20th century with very few adjustments.

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    1. I plan to try a few scenarios which are not pitch battles.

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  5. Interesting ideas. They make me want to dust off my own ECW collection.

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    1. Thank you. I will keep an eye out to see that ECW collection.

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  6. I love what you have developed Peter. Really intelligent, innovative and inspirational (the 3 I's if you like).

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    1. I am glad it is of interest. Next up is to test out with scenarios that are not pitched battles.

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  7. Doesn't the deployment cards basically generate mirror deployment every time? I do like them, by the way, because they should create a deployment that "looks right."

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    1. If the armies are identical, as in same detachments, same infantry units, and cavalry units, then yes they will be identical with preference always given to the right flank.

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