Since returning from holiday (and catching up on some of the inevitable backlog of gardening tasks) I decided to try playing a few small English Civil War (ECW) actions. The idea is to use these actions as lead-in games to a larger battle, with any success in the smaller actions providing advantages in the larger game. This is an approach I am considering using in a future ECW campaign which is one of my goals later this year.
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| English Civil War game underway. |
Before any small action game is played, both players select one option from the following tactical list:
- Skirmishing – In the main battle, the player may choose the table edge they deploy from.
- Foraging – In the main battle, once terrain is known, the player may swap one unit type (for example, exchange an infantry unit for cavalry, or vice versa).
- Seek Out Battle – In the main battle, the player may deploy after their opponent.
The winner of the first small action keeps their chosen tactic. (In the case of a draw neither player gets a tactic.) Both players then select again from the remaining options for the second small action. Once both preliminary games are completed, the main battle is played with the tactical advantages.
The smaller actions are played on a 4 x 4 foot tabletop, using the following sequence.
1) Decide Forces
Using the One-Hour Wargames (OHW) approach, each player rolls a D6 on a Force Selection Table to randomly generate a force of five units. If both players roll the same, then re-roll until they differ.
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| A force selection table that determine a 5 unit force composition. |
Each force includes a commander, who may be used once per game to rally a unit removing D6 hits. I am using a variant of the OHW rules for my games.
2) Decide Terrain and Objectives
Rather than rolling dice to determine terrain and objectives, I made six tabletop setup cards showing terrain layouts and objective locations. The cards are shuffled and one card is drawn at random.
The winner is the player holding the most objectives at the end of the game.
3) Decide Deployment Edge
Both players roll a D6. The higher scoring roll chooses their preferred table edge and becomes the defender. The other player is the attacker and deploys from the opposite edge.
Setup the tabletop.
4) Defender Pre-Action Events
The defender rolls a D6:
- 1, 2, or 3 - One unit is bogged down and does not appear.
- 4, 5, or 6 - Two units are delayed and arrive on turn 5.
Units are selected using the following priority order: 1) Artillery, 2) Infantry, 3) Cavalry, 4) Dragoons.
5) Attacker Pre-Action Events
The attacker rolls a D6:
- 1, 2, or 3 - One unit is delayed and arrives on turn 5 (use the same unit priority list as above).
- 4, 5, or 6 - One cavalry or dragoon unit must be deployed within 9 inches of an enemy unit.
6) Defender Deployment
The defender deploys first, placing all units within 12 inches of their table edge.
7) Attacker Deployment
The attacker then deploys any infantry within 9 inches of their table edge and cavalry and Dragoons between 9 and 18 inches.
Note: Attacker pre-action events may override these restrictions for one unit.
8) Start the Game
The defender activates first.
Example Game Setup
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| Dice rolls for the force selection (Royalist red and Parliament black). |
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| The Royalists won the dice off and as defenders chose the table edge to deploy (red circle). |
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| With the deployment areas confirmed, the tabletop was set up. |
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| Both forces are deployed. |
Game Report
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| A lone Parliamentarian cavalry unit bravely charges forward. |
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| The remaining Parliamentarian units are slow to engage to defending Royalists. |
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| The Dragoons are putting up a good fight from behind the hedge. |
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| The Dragoons drive off Parliament’s cavalry who retire and regroup. While the cavalry melee continues as a second Parliamentarian cavalry unit engages. |
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| Parliament’s cavalry are driven off. |
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| Fresh troops arrive for Parliament. |
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| With their cavalry lost, Parliamentarian forces opt to retire. |














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