When I started this blog I was playing games using grids, square grids, for most of my wargaming. However, in the last few years I am increasingly moving towards free movement and was one of the reasons I added "but not always" to the blog's title. Anyway, this weekend I returned to gaming using a grid with an English Civil War (ECW) game to help address the balance.
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| A grid-based ECW game set up. |
Back in October 2021 I tried to increase the friction in my ECW games by adding an activation mechanism. I updated the rules with some of the changes, but neglected to update the activation approach as I was (and still am) in two minds.
The activation check introduced was to roll 2D6 and if the score is greater than the unit’s accumulated hits, the unit completed the action. Otherwise, it did not carry out the order, and in the case of a melee action a unit had to retire half a move. This friction activation replaced the previous card activation where the order in which a player’s units perform their actions was determined by taking cards in a deck. The deck has the following ten cards which are shuffled together in one card deck.
5 Red cards:
- Horse Activation
- Foot Activation
- Dragoon Activation
- Artillery Activation
- Commander Activation
And 5 Blue cards:
- Horse Activation
- Foot Activation
- Dragoon Activation
- Artillery Activation
- Commander Activation
Each time a players colour card is revealed (blue or red) that army's player activates the unit type on the card. Once complete, take the next card from the top of the pack and repeat until all cards have been drawn, then shuffle the card deck and start the next turn.
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| The game is underway. |
Being in two minds about the activations as I like activating the army by unit type (Horse, Foot, etc.) and the friction element (dicing against the hits). I decided to try and combine the two with a few modifications which included doing away with the use of cards to using dice instead, and friction now uses one dice with the score doubled rather than the 2D6.
The current draft "D3 ECW" can be found at the top of the blog page (or click
here).
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| Shoot range of 2 for muskets. |
After a couple of games I was asking myself - is it really necessary two have the two layers of activation? The rules worked ok, but my natural inclination is to keep things simple so I think I should pick one or the other. At the moment I am leaning towards the unit type activation because is does reflect the difficulty commanders had trying to coordinate the various arms of an ECW army, and I like the ability to choose the type which reduces the randomness of the original card approach and players have to prioritise which actions they what fought first.
Anyway, the ECW gaming is continuing this weekend, and probably during next week, to see where I land with the activations and also a change to the artillery shooting mechanism.
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Artillery in action
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| Push of pikes |