Rules

Saturday 11 May 2024

English Civil War - Battle of Nantwich Game Report

This past week I played out the Battle of Nantwich, 1644, scenario from the book “With Pike and Musket” by C.F. Wesencraft. This is the second time I have played the scenario, this time I was using the English Civil War (ECW) rules I have been working on and posting about over the past few weeks. One area of the rules I was wanting to test is the organisation of the armies into commands and the sequence of play, which limits the number of commands in an army that a player can move.

Hurry up lads! We need to find the river crossing before turn 6 of the game.

By having rules for army organisation and limiting the number of commands that can move, the aim, or hope, is to make deployment decisions important as they were for commanders of that era. Moreover, manoeuvring the army after deployment was far from straightforward and often time-consuming. So, restricting players to two orders to move command(s) or conduct artillery bombardment prevents armies from being overly responsive. Coupled with the movement rule, which reduces movement to 3 inches for any unit making a turn. 

Here are snippets from the rules on organisation and sequence of play…


One of the reasons for choosing the Battle of Nantwich scenario was it was not the standard pitch battle with infantry in the centre and cavalry on the wings, and it would be a good test of the organisation and the moving of command(s) rule mechanisms.

Battle Report…

Background

The Royalist infantry have been separated from their cavalry by the flooding or the River Weaver. The Parliamentarian force has used the opportunity to attack the Royalist infantry who are positioned just north of the village of Acton. Additionally, Parliament will get support from the Nantwich in the form of a regiment of infantry arriving from the south east (turn 6). Meanwhile, the Royalist cavalry are expected to arrive from the north east having found a river crossing (turn 2).

Order of Battle

Royalist:

  • Centre Command - 3 x Infantry plus commander
  • Infantry Reserve - 2 x Infantry plus overall Commander
  • Artillery Command - 2 x Artillery
  • Cavalry Command - 6 x Cavalry plus 2 commanders (arriving on turn 2 from the north east).

Parliament:

  • Centre Command - 2 x Infantry plus overall commander
  • Reserve - 1 x Infantry arriving on turn 6 from the south east.
  • Artillery Command - 1 x Artillery
  • Left Wing Command - 3 x Cavalry plus commander
  • Right Wing Command - 3 Cavalry plus commander

Tabletop Setup and Objective

The Royalist infantry has positioned their centre command infantry in front of Acton village, with a secondary reserve of infantry stationed behind them. Their two artillery units deployed at either end of their centre. Parliament has stationed their infantry in the centre, formed in two lines, with their cavalry evenly distributed on both wings. Their artillery is positioned to the right of their centre.

The initial deployment.

Parliament forces are aware of possible Royalist cavalry appearing on their left flank and will be pressing home their numerical advantage as quickly as possible, with the objective of securing Acton village before the Royalist cavalry can intervene.

Both armies will receive addition units during the game.

The Royalist cavalry will arrive on turn 2 and will have to move north of a marshy area before being able to join their infantry defending Acton. While Parliamentarian forces will receive support from the south east with a unit of infantry on turn 6.

Opening Game

Parliament advance their right-wing cavalry with the aim to outflank the Royalist infantry, simultaneously bombarding them with their artillery. The Royalist infantry maintain their defensive positions, retaliating with artillery fire as they anticipate the arrival of their cavalry.

The Royalist cavalry arrived, having discovered an alternative river crossing, and posed a significant threat to Parliament's left flank. Parliamentarian cavalry from the left wing, reinforced by infantry, were positioned to counter the threat. Parliament’s defensive response to the cavalry resulted in delays in advancing their infantry centre toward Acton to support their right flank cavalry, which had initiated an assault on the Royalist infantry.

The left flank cavalry be seen advancing while artillery fire is exchanged.

Royalist cavalry arrive.

Parliament’s cavalry continue their outflanking move.

Parliament’s cavalry come under fire from Royalist artillery as they slowly turn in readiness to charging.

The cavalry begin their charge as the Royalist reserve infantry are moved to face them.

Parliament’s centre is yet to advance as the attention has been directed to the charging Royalist cavalry is the distance.

Middle Game

The cavalry stationed on Parliament's left flank were proving their mettle in clashes against the Royalist cavalry. Both cavalry forces engaged in repeated charges, each trying to gain the advantage. Meanwhile, the defenders of Acton village were standing resolute against the flank attack by Parliamentarian cavalry,  while watching the steady advance of the enemy infantry in the centre and along the road from Nantwich.

Support from Nantwich arrives for Parliament.

Royalist cavalry try and force their way through.

End Game

The Royalist defenders of Acton village soon found themselves pressed as Parliament's infantry centre launched their assault. Despite initial setbacks, the Royalist cavalry eventually routed the Parliamentarian cavalry and found themselves facing a line of infantry. With the Royalist cavalry effectively delayed further by the infantry, Parliament's cavalry and infantry were able to rout the defenders of Acton, securing the village. They were soon reinforced by the arrival of additional infantry from Nantwich.

The assault on Acton underway by both Parliament’s infantry and their cavalry.

Royalist cavalry prepare to charge Parliament’s infantry. In the background the assault on Acton is underway.

Acton village is secured as the Royalist defenders are routed.

Summary

The game was played out over 12 game turns and the outcome mirrors history with a Parliamentarian victory. The Royalists face an uphill battle to secure victory, relying on the swift breakthrough with their cavalry or having the Parliamentarian player fail to balance their forces effectively between attacking Acton village and delaying the Royalist cavalry.

Regarding the rules, the army organisation approach worked for the scenario. I did overlook assigning a Parliamentarian commander to the reserve infantry arriving on turn 6, but this mistake did not impact the game's outcome. The rule limiting the moving commands or conducting artillery bombardment, presented the attacking Parliamentarian player with choices, having to decide between defending their left flank against the Royalist cavalry's flank attack or pushing forward the centre infantry to offer timely reinforcement for the right flank cavalry's assault.

Sunday 5 May 2024

Still meddling with English Civil War rules

My English Civil War themed posts continue, hopefully I am not boring with these posts as I gradually muddle and stumble my way through the large battle ECW rules one bit at a time. This weekend, my focus has shifted to the game’s combat mechanics, and I've also begun looking at including victory points to determine the game’s winner. Part of this idea behind victory points is to encourage cavalry units to charge off the enemy’s side of the tabletop after they have defeated their opposition, which they had a tendency to do so until later in the war.


A game in progress testing the rules.

So where did I end up with the combat mechanisms? Firstly, I pulled out artillery bombardment into a separate section from all other combat as it uses a different mechanism. 


Draft - Artillery rules


Artillery are not very effective but can be a nuisance and prompt an enemy to act.


Secondly, I went with an opposing dice mechanism for all other combat. There were a a few of reasons behind this approach. These were to avoid the first strike situation particularly with the IGOUGO sequence of play I am using and to simplify combat by combining both musketry and melee. Given this game is geared towards the larger battle and the effective distance for musketry was between 80 to 100 yards a combat distance of 3” seemed suitable. With charge of pike, units would charge and once exhausted retire a short distance still within musket range. They did not remain continuously locked in combat.


Draft - Combat Rules.

A couple of combat examples…


Infantry attack. The primary unit does not benefit from an attached commander as they only help with defence. However, they will add to their red D6 roll, 1 for muskets (they still have ammunition) and 1 for a supporting unit. The attackers (red) have a score of 4 vs. 2 for the defenders (black) who will now take 1 hit.


Cavalry Attack. The primary cavalry unit will add 3 to their score. 1 for being cavalry, 1 for an attached commander in an attack, and 1 for support from dragoons. Dragoons are very useful for providing support on the flanks.


Initially, I used a rule from Neil Thomas’s Introduction to Wargaming, where a unit exiting over the enemy tabletop edge would be eliminated and also two enemy units would be eliminated. This penalty can be quite severe. So I have opted to try a victory points approach instead. I still want to encourage, and reward, advancing cavalry units off the tabletop once their foe’s have been routed. The battle ends, when one side has been reduced to less than half of their starting units. Then each player calculates their victory points. Point are awarded as follows:

  • 1 point for each routed enemy unit.
  • 2 points for each cavalry unit exiting the enemy’s side of the tabletop.
  • 2 points for each enemy commander lost in action.
  • 5 points if the enemy units are reduced by half, including any enemy cavalry exiting the tabletop.
I am still working through what the points value as I play a few more games. I am hopeful to finalise other areas of the rules soon.

Wednesday 1 May 2024

Continuing with an English Civil War wargaming theme

Currently, the focus of my wargaming activities are very much on the English Civil War. I'm still messing around and tweaking a set of rules to suit larger battles, while making changes I have been revisiting the book "Edgehill - The Kineton Fight 1642" for ideas and reference on how the armies fought, and finally one more infantry unit left the painting table.


A recently painted base of infantry, a mix of Hinchliffe and MiniFig miniatures.

Currently re-reading

The bulk of my time has been testing out rule changes. Initially, I started tweaking my existing homemade ruleset, but as the rules evolved more and more towards larger battles I have been influenced by the SPI ‘s board-game “Musket and Pike” a Thirty Years War Quad Game. This pretty much confirmed the approach of using of single bases in the games, previously I used two bases for a unit.




Some other rule mechanisms which seem to be working in the test games are:

Variable Hits

Adjusting the number of hits a unit can sustain to 1, 2, or 3 based on the unit type before being routed. For example: dragoons are routed after a second hit, whereas infantry and cavalry rout after a third hit. However, certain circumstances allow units to withstand more hits before being routed. Such as dragoons in cover or supported infantry. This can mean a dragoons can get committed to defending once engaged, with no option for retreat if they surpass their standard hit limit. Similarly, infantry that become unsupported with 4 hits will immediately rout. With these changes the combat mechanisms are simpler and no longer have adjustments for cover as it is addressed in the unit’s hit limit. 


Example of infantry support - An infantry unit on the right is able to take an additional hit (3 hits) because there are 2 friendly units within 3 inches.

Example of cover - Dragoons in cover can take an additional hit before being routed. Normally they would be routed on thanking their second hit.

Reduced Shooting Range

Reducing shooting ranges to 6 inches has proven effective. The range reduced from 12 inches means units are moving closer for combat allowing for more manoeuvrability for cavalry on the flanks on my 6 by 4-foot tabletop.

How to Win

Unless playing a scenario with victory conditions. Victory is achieved whenever one army’s infantry and cavalry units combined number is less than half of its original strength. The dragoons and artillery are not included in the count. 


Exiting the tabletop - For every cavalry unit exiting the tabletop on the enemy side, the enemy immediately withdraws two of their units closest to the cavalry unit’s exit point. All 3 units are counted as lost. The average cavalry commander of this age having defeated his opposing cavalry would pursue his foes, attempt to capture the enemy baggage and prevent reinforcements.

Combat

I'm still experimenting with the rule combat mechanisms and haven't settled on one yet. The current approach involves opposing dice rolls a method I have rarely used.


The closing turns of a game.


Wednesday 24 April 2024

Some English Civil War painting

Due to a recent cold, there hasn't been much to post about this past week, but I managed to paint up a couple of English Civil War (ECW) infantry bases. They are a mix of MiniFigs and Hinchliffe miniatures with one random model of unknown origin, all recent second-hand purchases.

ECW infantry recently painted

Mainly a mix of MiniFig and Hinchliffe miniatures.

Despite feeling a bit under the weather, or maybe because if it, I've been tinkering with the ECW rules I generally use. Here are a few of changes I've been considering and testing:

  • Having units represented by a single base rather than two bases as I currently do. 
  • With increased numbers of units in the game and to minimise the tracking of hits, combat rules where amended so units are eliminated after their third hit in most cases, but infantry units can endure up to four hits if supported by two other infantry units within 3 inches. The aim is to encourage infantry formations with second lines to provide support. This rule also means losing one unit in a group may compromise the resilience of the other units.
  • Adopting a rule from the book "Wargaming: An Introduction" by Neil Thomas, where if a unit exits the opponent's base edge, two enemy units are eliminated, presumably to safeguard the baggage and lines of retreat.
  • Reducing shooting ranges to 6 inches.

Here are a few photographs of the tabletop setup to carry on with some more play testing. The scenario is loosely based on the Battle of Ripple Field.

Parliaments deployment.

A view of teh tabletop setup for a scenario loosely based upon the Battle of Ripple Field.



Wednesday 17 April 2024

Defensive Positions for Stompy Robot Armies

After recently painting several English Civil War units, I felt the need for a change, something more imaginative and quick to do. We are preparing for our move to New Zealand later this year, which feels like an endless task, and as part of this mammoth tidy up I was dismantling an old outdoor table for disposal, when I chanced upon some plastic nut and bolt covers. 

The Blue Stompy Robot army a mix of Battletech and Warhammer Imperialis models. The recently created defensive positions are in the front. 

For whatever reason, the idea of defensive positions for the robot armies popped into my mind. I suspect wargamers are just naturally scanning for items they can repurpose for their games. After a quick wash and a rummage through my surplus Warhammer 40K bits box, I was able to create six defensive structures, three for each army. They are painted red and blue to tie in with the respective army colour scheme.

The nut and bolt cover and starting point for the defensive structures.

Defences for Red Army with a Battletech model for comparison.

Blue Army defences with two other models for comparison.

The next steps in my Stompy Robot project involve making a 2 by 2 foot gaming mat on which I will draw a hex grid, along with creating some futuristic and desolate terrain, buildings, and hills. You can find a brief overview of this project as I initially planned it here.




Friday 12 April 2024

Cheap out of ammunition markers for my ECW games

It seems my English Civil War forces are set to stay on the tabletop for another weekend, ready to test some ammunition supply tweaks to my D3 ECW rules. Previously, I have relied on individually based figures placed behind units to indicate units were out of ammunition. However, with the number of units in the armies expanding, I'm reluctant to paint up more individual figures as markers. Consequently, I have had to look at alternatives along similar lines to the cardboard casualty markers I use in my games.

I currently use paper and card marker for my casualties.

I decided to utilize powder barrels as markers, which seem quite appropriate for what they were indicating. After searching and finding a suitable image online, I took a screenshot and replicated it for printing. Once printed to the correct size I stuck the barrel images to some cardboard. I cut out and shaped the images using a pen to give them a rounded look, then added a touch of grey to the edges using a colouring pen for a nice clean looking finish. 

Shaping the barrels also has the advantage of making them easier to pick up.

The printed images are stuck to cardboard.

Once dry the barrels are cut out.

The cut out barrels are shaped to be curved.

I run a grey pen around the outside of the barrel to hid the lighter edges and any places where I did not cut very accurately.

I did consider making some powder barrels from wooden dowel but thought they would have a tendency to roll off the base. The paper and card approach is also much quicker to make and is consistent with my existing casualty markers.

An infantry unit marked as being out of ammunition.

I found a suitable unused container in the tool shed to hold all my English Civil War casualty and out of ammunition markers.

All the markers fit nicely into a container with partitions. The different coloured casualty markers represent a different number of hits.

Ammunition supplies.

I can track my available ammunition supplies on one of my supply cards.

Sunday 7 April 2024

Scenario #31 - An English Civil War Game Report

A brief recap. I am playing a scenario devised by Steven on his blog Sound Officers Call! It is called Scenario #31 - ECHELONED ATTACK. Although inspired by the Battle of Aspern-Essling (1809), my game is set during the English Civil War.

Bacground

A Royalist force, under the leadership of Lord Cedric Harrington has moved across the river Eldernorth into territory controlled by Parliament. To counter this unexpected move Parliamentarian forces under the command of Colonel Charles Ashcroft, have hurriedly organised their dispersed forces to attack the Royalist bridgehead from various directions.

At some point in the battle.

I have to admit I made a slight error regarding the reinforcement points compared to the original scenario. Somewhere between taking notes and setting up the tabletop, I inadvertently omitted a reinforcement point for Parliament. Hoping that my oversight didn't significantly impact the scenario, I continued with the game.

Tabletop setup.

Order of Battle…

A note regarding the order of battles. I allocated 9 points per army, where detachments of dragoons and commanded shot, as well as guns, are half a point each, while full units like infantry and cavalry are counted as one point each. 

Royalists force on the tabletop:

  • 2 x Commanded Shot
  • 1 x Infantry
  • 1 x Cavalry
  • 2 x Guns
  • 2 x Ammunition Supply Carts

Royalist forces in reserve:

  • 2 x Infantry
  • 3 x Cavalry
  • 1 x Ammunition Supply Cart

Parliamentarian force off-table:

  • 4 x Dragoons
  • 4 x Cavalry
  • 3 x Infantry
  • 3 x Ammunition Supply Carts
Note - Ammunition carts are used to resupply artillery and infantry units when they run out of ammunition. One cart can result one unit only.

Opening moves of the battle…

In anticipation of nearby Parliamentarian forces arriving, Lord Cedric Harrington deployed his available troops and guns in a defensive line stretching between the village of Oakfield and the hamlet of Little Yallop. Commanded shot units were stationed in Oakfield and Little Yallop, with a reserve cavalry unit positioned behind Oakfield.

The Royalist defensive line and reserve cavalry wait for the Parliamentarian forces to arrive.

Assault on Oakfield…

The Parliamentarian forces, consisting of dragoon detachments and cavalry, initially arrived to the west of Oakfield village. In response, the Royalist reserve cavalry swiftly charged Parliament's cavalry, while the dragoons began their assault on the village. Meanwhile, the Royalist artillery were proving highly effective, delivering accurate and relentless fire on the Parliamentarian infantry who were advancing from the north to reinforce the attack on Oakfield.

The initial assault on Oakfield village.

The Royalist cavalry, after a delay, arrived just in the nick of time to witness the fall of Oakfield to the enemy assault. Without hesitation, they spurred their horses onward, charging into Parliament's cavalry to the west and others moved to reinforce the defensive line, which was starting to retreat in the face of  overwhelming numbers.

Royalist cavalry reinforcements arrive just in time.

The Royalist defensive line is stabilised as reinforcements move into position.

Attack on Little Yallop…

As the Royalist forces worked to reorganise their defensive positions and reclaim Oakfield amid some fierce fighting, the battle intensified in and around the hamlet of Little Yallop. Parliamentarian troops began to arrive from the northeast along the road, sparking fierce clashes. Parliamentarian dragoons spearheaded the initial assault on Little Yallop supported by their infantry. In response, Royalist cavalry made a decisive charge, routing not only the infantry, but pursuing some of the dragoon detachments to  provide some relief for the commanded shot defending Little Yallop.

Royalists stabilise their defensive line and attempt to retake Oakfield.

Royalist cavalry successfully see off some Parliamentarian cavalry, then charge off after them.

The attack on Little Yallop heats up as Royalist cavalry make a charge to relieve the situation.

Height of the battle…

At the height of the battle, both commanders were frantically throwing any available reinforcements into the engagement to secure control over Oakfield and Little Yallop, pivotal points in the battle. Despite numerous assaults, Parliament were able to maintain control around Oakfield, with dwindling units on both sides as the fierce fighting had taken is toll. Meanwhile, to the east, additional Parliamentarian cavalry arrived, successfully routing the troublesome Royalist cavalry who's gallant charge had undoubtedly saved the defenders of Little Yallop.


The battle for Oakfield at is height.

Parliamentarian forces are able to retain control of Oakfield.

The timely arrival of Parliamentarian cavalry are thrown into battle.

The Royalist cavalry are routed while the defenders of Little Yallop watch on.

The final assault…

In a final attempt to recapture the village of Oakfield, Lord Cedric Harrington, the Royalist commander, rallied his remaining infantry for one last assault. The attack nearly succeeded in dislodging Parliament's infantry, but ultimately failed as enemy cavalry intervened, routing this final Royalist assault and their commander.

Note - the final assault was one of those anything but a one situations, and then a one is rolled.

The Royalist infantry are rallied and make a final assault.

Parliamentarian defenders just hold on long enough for their cavalry to arrive.

The Royalist infantry and commander are routed.

Who won?

At the end of the game, each army maintains control of one of their objectives, Oakfield village and Little Yallop hamlet, but the Royalist commander suffered a rout and left the field of battle. Hence, I am declaring a marginal victory for the Parliamentarian forces.

Steven’s scenario provided a most enjoyable weekend game. Link to post and scenario - here.

A final note - my newly painted Royalist cavalry performed well, unlike the usual trend where new units often struggle on the tabletop.