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. |














Well done on prep, game, and battle report! Wish I had your talent in drawing maps.
ReplyDeleteThanks, it turned out to be quite a long post. I enjoy creating the maps which helps.
DeleteExcellent looking game sir!
ReplyDeleteThank you kindly.
DeleteSome very interesting ideas Peter; thanks for posting these, they've given something to think about today!
ReplyDeleteGood to hear they may be of use, or spark some other variation.
DeleteThese are fantastic ideas. Looks like you had a cracking game too. I have 10mm ECW so keen to give these ideas a try and they would work well other periods too.
ReplyDeleteHaving just got back from a trip, it was fun to get in a quick game with a few units.
DeleteGreat prep work there Peter and a believable first action, the sort of small scale encounter that was fairly coming during the ECW. Looking forward to the next game:).
ReplyDeleteThank you. These small scale encounters can be most entertaining to play.
DeleteVery well thought through process, Peter…I’ll have to give it a try. I like the randomness of force composition, terrain, and the disruption to set ups. Great ideas for solo. Many thanks for the inspiration 👍🏼.
ReplyDeleteGlad the ideas may be of use in your solo gaming. Not that the ideas are new, they are just variations of ideas from OHW.
DeleteWhat a great idea , I must try it out .
ReplyDeleteI hope it all works out in your games.
DeleteVery nice. Lovely looking maps & ideas which just beg to be “borrowed” for my own games. Many thanks 👏👏
ReplyDeleteCheers,
Geoff
I always enjoy drawing maps. If I progress with this idea of small maps I may laminate the cards.
DeleteA very clever well thought out system for generating a battle - the table looks excellent too!
ReplyDeleteThank you. Most of the terrain is scratch made with the exception the trees.
DeleteIt was enjoyable to read this very thorough plan for your campaign. It has many good ideas. Nice surprise that it was followed by a battle report too.
ReplyDeleteThe battle report was almost going to be a second post, but as a small game it was quick to write.
DeleteVery sensible workflow for engaging small actions. Thanks!
ReplyDeleteMany thanks.
DeleteI read your post carefully. You always have such brilliant ways to create a campaign. The tactical options to win for use in a main battle is genius.
ReplyDeleteAs I play a few more games I may add to the tactical options to add a bit more variety (or for a particular campaign situation).
DeleteAnother brilliant set of rules for campaigning. I like the victory conditions being mostly multiple objective control as this turns these battles into more of an encounter rather than a fixed fight.
ReplyDeleteI decided to mix up the number of objectives for variety. I do need to consider the length of the game to make the targeting of objectives more of a priority.
DeleteYour ECW systems and games are always interesting and inspiring. The one thing I don't understand is 'Foraging' - the word has nothing to do with changing the composition of one's force, something that a general could not really choose to do on campaign; although units might be unavailable due to disease or mutiny, or reinforcements might arrive, neither would be under his control. The effect seems too 'gamey' IMHO.
ReplyDeleteA good-looking game and an enjoyable battle report that tempts me to raise ECW armies for myself.
Checking on my written notes I did have this down as foraging and recruitment, somewhere along the line it got shortened to foraging. My thinking originally was to allow an additional unit in the main battle in that a well supplied army could field more units with fewer desertions, but thought that was too much of an advantage and decided to give flexibility to the choice of force composition.
DeleteA great start to a mini-campaign. I do so enjoy seeing all your ideas on how to set up these games and integrate them into a campaign. And it's an ECW campaign with Hinchliffe figures to boot, Just Cracking!
ReplyDeleteThank you. You may also spot a few Minifigs amongst the Hinchliffe figures.
DeleteAs everyone else has said, fantastic ideas Peter. Very clever way to add a campaign effect to a single large battle. Thanks for sharing this.
ReplyDeleteI now just have to work it into a campaign.
DeleteVery nicely executed - the perfect sized game for many of us and an inspiration for anyone scratch building a new project. I think you should seriously consider submitting this to a wargames magazine.
ReplyDeleteThe game size fits with your pocket armies concept. I might give it a go, thanks.
DeleteInteresting ideas as usual Peter.
ReplyDeleteThank you. They keep me entertained in my retirement.
DeleteAs always Peter, lots of great ideas here and the table looks lovely...just a shame the "baddies" won!
ReplyDeleteI was surprised Parliament lost as they seemed to begin with the advantage.
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