Napoleonic, WSS & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label ECW. Show all posts
Showing posts with label ECW. Show all posts

Sunday, 1 March 2026

Guest Contributor Issue - Steve Cooney

 Always a pleasure to hear from Steve, and he very kindly sent some photos of his wondrous ECW collection.

Steve writes:

...inspired me to take a look at my Hinton Hunt ECW collection last week and dug out some of the old figures .

Attached pics of some conversions I did way back when my sight was a bit better , shows a small Forlorn Hope party , all conversions done with soldering iron and needle files , no filler , and painted with oils.
 



Excellent - thanks for these, Steve - inspirational stuff. I'm hoping to get back to some figure painting in a month or so!

 

Saturday, 12 July 2025

A Little Testing in the Shade

 Since I have a few quiet days, and it really is getting pretty warm out in the garden, I am having a few sessions on the Dining Room table, rolling dice and seeing how some rules scribblings shape up. This week's mission is to add a set of tweaks to my WSS rules to make them work for the ECW. Things are going all right at the moment.



I was out this morning at 06:30, to water our new plants. There is no immediate likelihood of a hosepipe ban here - this county has more than enough water, but I like to get it done early just to be on the safe side, in case the environmental vigilantes are on the prowl. The timing also allows me to go outside in pyjamas and dressing gown (and straw hat, and gardening boots) - one does not have to look one's best. At that time of the morning, I can also enjoy the singing of the blackbird and the song thrush in residence, since they sit on top of the tallest tree on the other side of the lane and attempt to shout each other down. Excellent.

 
The inside of our front hedge has a line of extra bushes embedded in it, which give a lot of additional colour at different times of the year; I should have taken a decent close-up, but you can just about make out that the Fuschia is in full flower at the moment


 
This one is an immigrant - this is my neighbour's sweet pea, which is growing through the fence, so we can enjoy it too

 
One of our recent arrivals is a Prunus named Bonaparte. No new growth at the moment (it shows up bright red), but young Boney is doing a brave job standing to attention in the hot, humid conditions. All the new shrubs have now had their leader shoots pruned, to encourage them to bush out. Bushing out is good

***** Late Edit *****

Completely separate topic - I've been looking at some specifications for a possible new car, and am keen to make sure that the luggage carrying capacity is better than my current vehicle. I'll certainly find some more details online, so am not unduly concerned, but I am astounded that the manufacturer specifies the capacity of the boot (trunk) in litres. Interesting.

Two obvious questions present themselves:

(1) What possible use is this? Unless I convert my luggage into a liquid, and pump it aboard, I can't see that such a figure helps very much.

(2) What on earth do they think their customers intend to carry?

********************* 

Thursday, 20 February 2025

William Lawes (1602-45) - don't shoot the pianist

 Something a little different this morning. I like to make small collections of music appropriate to the historic periods which I wargame - nothing overly serious, just mood-setting stuff.

This started about 10 years ago, when I put together a couple of CDs of Napoleonic marches (a stirring addition to tabletop warfare, though you have to stand ready with the off switch when it begins to do your head in). This is an interesting way to unnerve an opponent...

I tried to extend the idea to the War of the Spanish Succession, but was immediately challenged by the fact that bands didn't actually march in step at this period, so any formal "military" music is mostly music containing sound effects which parody warfare - typically composed by Lully and Delalande and similar, for the entertainment of Louis XIV and his guests at gala dinners. There were regimental bands, but their main duties involved playing concerts or festive music.

Thus it is no surprise that the ECW presents the same problem. There is contemporary "soldier" music available on record, much of which consists of ribald drinking songs. I was pleased to come across the work of William Lawes, a native of Salisbury, in Wiltshire, who spent most of his adult life in the service of Charles I. William was a composer, lutenist and viol player who produced an impressive portfolio of sacred and courtly works.

 
William Lawes
 
William survived the Siege of York, and seems to have spent his time with the Royalist army. Charles had him seconded to the King's Lifeguards (possibly to keep him close to the monarch, and out of harm's way); Lawes was killed at the Siege of Chester, in the rout following the Battle of Rowton Heath.

Here is a sample of his music for small groups - if you are interested, there is a fair amount online, much of which is very pleasing. This has been one of this week's better surprises.



 

Saturday, 8 February 2025

...and Just One More

 While I had my head in eBay I also spotted a Tey Potteries building from my old wish list, so I bought that as well - very cheap - these must not be trending now.

This one is Oliver Cromwell's house, which I believe is in Ely (is that Cambridgeshire?).


It amuses me to have my battlefields and siege towns sprinkled with National Trust properties from all parts of the UK. I don't know that much of the ECW took place in Oliver's actual garden, but the house will be useful for 17th and 18th Century scenarios in various parts of Northern Europe. MSFoy's Rent-a-Landmark Productions at work.  

Monday, 23 September 2024

Guest Spot: More of Steve Cooney's ECW Troops

 Always delighted to feature samples from Steve's collections.

Steve very kindly sent me this photo; the description is his:


Nothing to do on a wet dismal September day...so spent a few hours digging through the old figure boxes and found these (attached ). They represent the ECW Parliamentarian Command Group , mounted Oliver Cromwell , Thomas Fairfax and the Earl of Essex with Drummer and Commonwealth Standard Bearer on foot .
 
All are smartened up Hinton Hunt or Les Higgins 20mm figures I converted way back. Thought they might be worth an airing!
 

As ever, thanks very much Steve - great work


 

Sunday, 28 July 2024

ECW: The Battle of Meols Harcourt [Revisited]

 The end of this last week saw me involved in Zoom wargames on two consecutive evenings, which is unusual for me and was also very enjoyable. On Thursday I took part in one of Jon Freitag's superb extravaganzas [which you will find beautifully reported on Jon's blog here - thanks again, Jon] and on Friday I hosted a game of my own at which I had the same opponent - the Jolly Broom Man.

My own game was a return to the English Civil War; one objective was to try my Corporal John rules, which were developed to work with the War of Spanish Succession, with a few little tweaks to handle the ECW. JBM and I have been interested to try this for a while, to see if it might offer an improvement on my extant rules which I call CC_ECW, a name which is hardly poetic but gives an honest tribute to its origins.

In fact the two sets of rules are cousins, since one is based on Richard Borg's Command and Colors system and the other comes from Tricorne, which is Borg's application of his game system to the AWI. One distinctive feature of Corporal John is that musketry is subsumed into "Close Combat" as one of the unpleasant things which opposing units do to each other when adjacent, and the only explicit ranged combat which remains is artillery fire. This explanation is already sounding a bit dry, so I shall move on to the game itself.

I revamped a game which I had played years ago with my son (who was then 10, as I recall), which is set in my favourite context of the First War, before the New Model period removed much of the entertainment from the games, and also in the very amateurish North of England, my original home patch, for which I retain a great affection and for which (for the most part) I constructed my armies. The original edition of this game, as it happens, has a little resonance here because it was an early try-out of CC_ECW, which became my house ECW rules.

 
An old photo of my original game, in 2013, shows Alexander Rigby's Regt of Foot [P] standing guard in the village of Meols, which will have some echoes in the re-run

Thus my game on Friday was a re-run of the fictional Battle of Meols Harcourt, rather larger than the original (since the armies have grown in the interim), to see if Corporal John could handle it. JBM has offered me heroic support with Corporal John throughout its development, so I was delighted to have him on board again.

[Purists should approach what follows with a plentiful supply of salt, since our narrative may not sit comfortably with other, better-established versions of history, and some of the units and leaders present may well have still been in other places around the same time...]

 

Action at Meols Harcourt, some date in 1643

 

Back story and scenario notes

 

A Royalist force commanded by James Stanley, formerly known as Lord Strange (no, really) but who became the Earl of Derby on the recent death of his father, is on the march to secure the town of Preston, in Lancashire, for King Charles. The Earl has something of a problem with maps, and his army has made slow progress, though they have succeeded in stripping the countryside of horses and food as they went along.

 

Meanwhile, the Puritan commander of Parliamentary forces in the area, Sir William Brereton, leads a rescue force to relieve a reported Royalist blockade of Lancaster, but finds himself instead following the trail of wreckage which marks the passage of the Earl’s little army, in the general direction of Manchester. Something goes oddly wrong, and both generals are surprised to find that they are actually marching towards each other, and come face to face one misty Tuesday morning in farmland near the village of Meols Harcourt.

 

The village is on the land of the Twining family, a branch of the Heskeths, who live at nearby Harcourt Hall. There is a good bridge over a little river, Hassop Beck, which is otherwise fordable anyway. Hassop Beck may eventually run into the River Weaver – the Earl’s people aren’t sure.

 

So this is an encounter battle - no strategic objective beyond chasing the enemy away. Since the Royalists have the better army, they will probably take the offensive (and will move first). Brereton is gradually starting to believe that he cannot defeat the Royalists in the field, so he may in any case prefer to take a more passive role.

 

7 of the Royalist units are rated as Veterans; Parliament have no Veterans, but do have 6 newly-raised regiments rated as Raw. All Royalist cavalry are classed as Gallopers; Parliamentary cavalry are Trotters. The armies are very similar in composition (amazingly so, in fact). Each side has 20 combat units, so my standard algorithm involving the roll of 2D6 gave a requirement of 9 Victory Points for the win.

 

[It is a feature of the early years of the conflict in Lancashire that some prominent Royalists were exiled from the area - Tyldesley, Gerrard, Molyneux are examples - and subsequently raised significant regiments for the King, which went away to fight in other parts of the country. This did nothing to help the Royalist cause in Lancashire itself, but it does mean that if (as on Friday) these regiments return to their homelands they bring with them a level of experience and competence which the Parliamentary troops cannot match.] 

 

The river is just a water-splash, but has quite steep banks. Units fording it must stop in the river, but may carry on next turn. All units standing in the river or coming out of it must deduct 1 combat dice, and artillery may not fire while standing in the river. The (walled) Hall and the village count as built-up areas. There are two ploughed fields which count as standard enclosures in the rules. Monument Hill on the edge of the table is very rough terrain, and may not be entered. There are no points-scoring objectives on the field.

 

Here is our OOB for the day - the "unit number" simply helps me to find the correct soldiers in the ECW boxes!

 

 

Rules tweaks for Corporal John

 

I shall only briefly mention what had to be done to transplant the rules to a period 60 years earlier. Some weeding out of anachronistic Combat Cards was necessary (not many), and we had patches to cope with a few characteristics of the earlier war:

 

* The early war situation of "Galloper" cavalry vs "Trotters"

* Stand of Pike formation ("Hedgehogs") against horse

* Slightly altered role of dragoons

* Incorporating a Veteran / Trained / Raw classification into the Corporal John combat and Rally Check systems

* Similarly, named leaders would have different abilities

 

Let's get on, shall we?

In my usual manner, I shall hope that some kind of narrative emerges from the pictures and captions.

 
View from Parliament's right flank at the start. The village and Harcourt Hall are visible at the far end of the field. From this end, the groupings are Thomas Myddleton's horse, Henry Mainwaring's infantry and William Fairfax's horse on the left

 
After one turn, it can be seen that Brereton's (JBM's) troops are already advancing with unexpected vigour - we are left to assume that his rather more bellicose flank commanders had a major influence. On the right of the picture, we see the Earl of Derby's Royalist troops: Thomas Tyldesley with the horse on the left flank,  Henry Tillier with the main body of foot and Sir John Byron with the horse of the right

 
There is no question of John Byron backing down from a scrap, so a cavalry action between his troops and William Fairfax's began to shape up, and would continue all day

 
From Parliament's view, some of Mainwaring's infantry advance to the area around the village, while the remainder and Myddleton's horse move up towards the river in the distance

 
Ah yes - the Beck. This was specified as very moderate obstacle, and crossing a water-splash in one's own time is simple enough, but troops facing each other across the stream were understandably reluctant to fight their way across - early attempts by the Parliamentarians did not go well, so this area became something of a stalemate - a lot of glaring and swearing went on, but very little decisive action

 
Still the cavalry action on the Royalists' right, beyond the village and the Hall, is brewing up...


 
By an odd quirk of fate, Rigby's foot find themselves back in the village, as they had been in the first edition of the game, 11 years ago. Apart from the white "loss" counters [white shows up on Zoom far better than the regulation black], you may also see that Raw units are marked with yellow counters and Veterans with red - everyone else is Trained. If you see a purple counter (and you probably won't) then that denotes dragoons. Blue counters mark activated units, and shouldn't really appear in end-of-turn photos unless I've omitted to tidy them away [you can't get the staff, you know]

 
Attempts are made on the Parliament right to cross the river - these went badly enough to discourage much more of the same
 

 
Back at the cavalry fight on the other flank, the rule introduced to give Gallopers an advantage against non-Galloper cavalry at the start of an individual melee suddenly produced a remarkable result - the tweak allowed the Gallopers in such a situation to count crossed sabres as a hit - here is a photo to commemorate Marcus Trevor's RoH, with John Byron leading them in person, decisively overwhelming Shuttleworth's Lancashire Horse...


 
...and as the Parliamentary left wing fell back (William Fairfax was seriously wounded at this point), the flank was suddenly open

 
Rather late in the day, now that it was becoming obvious that the situation on the river was not going to change, the Royalists brought up more of their veteran foot in the centre


 
Sir William Brereton, in his best Puritan hat and accompanied by his trusty groom, Hector Smallpiece, suddenly realises that the Royalist right wing cavalry is now in his rear


 
Having held the village against allcomers through the day, Rigby's boys emerged into the open and were attacked by Lord Molyneux's horse, and, since their retreat was cut off, surrendered to a man, which made the VP count 9-3 in favour of the King's men, Lord Derby notwithstanding. The day was won

 
The position at the end - still with a stalemate on the river (no-one dared to attempt to cross, but neither side could risk giving the enemy an opportunity to cross in peace), the Royalists have taken the area around the village, and are heavily involved in the centre. The Earl of Derby, still firmly rooted on his baseline, is notified that his side have won. Since it is God's will, he is not surprised

 
As a closing shot, here is Tyldesley's cavalry, next to the river on the Royalist left flank, looking ready and able, but never in action throughout the day


Rules: brief footnote - the Scrabble rule

I did not intend to get into this, but there was a classic instance of something which is always a possibility in C&C-type games, which prompted some useful discussion afterwards and which will probably generate a rule change.

I describe this from my own viewpoint on the table, but the situation must have been the same for both.

Because Lord Derby was rated as something of a pudding as a commander, my Royalist hand of Command Cards consisted only of 5 cards. Since the river situation meant that we were both stuck in a stalemate on what was my left flank, I had a gradual build-up of cards allowing me to activate units on my left - eventually I had 4 such cards in my hand of 5.

Now the standard rules of Commands & Colors would allow me to play one of my Advance Left (or whatever) cards and just do nothing, which would give me a fresh card, but pressures elsewhere on the table made me reluctant to do this, and in any case such an action would make it very clear that I was trying to lose "Left" cards.

Our discussion was around what in the past I have called a Scrabble Turn. As I recall, in Scrabble you may trade in a letter tile for a fresh one from the bag if you are stuck. My first-sketch application of such a rule to Corporal John (or any of its relatives) is as follows:

(1) On any turn, either player may choose to discard a card from his hand - unseen - and take a fresh one. This replaces his turn, and the game proceeds.

(2) Alternatively, he may ask his opponent if he may change more than one card; the opponent may allow this, or may refuse (thus restricting him to a single card), or may negotiate for a different number of cards. 

(3) If a number greater than one is agreed, the active player may change his cards, and his opponent may also immediately exchange the same number of cards (without further negotiation) from his hand instead of ordering units, and the game continues.

And that's quite enough about that.

Once again my thanks to JBM for his company, enthusiasm and wisdom, especially concerning the ECW.

Monday, 1 July 2024

Siege of Liverpool 1644: Prince Rupert Postscript

 Following the comments and discussion on my previous post, I liked the idea of interweaving a couple of the emerging threads (see what I did there?).

Accordingly, here is an alternative view of Prince Rupert, featuring his signature neckwear, with acknowledgement to well-known earlier works by Gerrit van Honthorst and Alfred Edmeades Bestall, and very special thanks to my good friend Peter at PaK Cartoons.


Bold Rupert's chance reduced by half
When he forgot his lucky scarf

 

 

Please do not copy or reproduce this original piece without giving due credit to the source, or the Copyright Fairies will come and get you in the night. 

Wednesday, 19 June 2024

Siege of Liverpool 1644: The Game

 Last night I hosted the actual game, having talked about it for long enough. The draft rules worked pretty well - a few things need fixing, but we worked around most of the issues we came across.

Once again, my sincere thanks to the Jolly Broom Man for joining me on Zoom to play through another piece of historical tragedy. A very rewarding evening.

 
Royalist field artillery in action on the high ground near Everton

The build up to this siege has been sketched out in a previous post, so last night was all about getting on with it. Some sort of narrative should emerge from the photos; I'll briefly discuss rules matters later.

 
Things are very peaceful, before Prince Rupert's army arrives on the field. The end of the field nearest the camera is marshy - a no-go area

 
Two teams of sappers, relaxing in the grounds of the Castle before All Hell arrives


 
Rupert's besieging force arrives in the "safe area" outside the lines; he also had more troops available to assist in the event of a storm, but initially they were busy making gabions and cutting down trees. As you do...  The giant dice is to ensure that everyone can see the day's "digging number", which later had quite an impact when it became so high that the Royalist troops were struggling to complete building parts of the 2nd Parallel before the sun came up!

 
Sappers at work, zig-zagging their way towards the fortress - the brown felt strips work well, but don't look like hard cover, which is what they count as. The little stand of gabions is to remind us that they are not sitting ducks (and it is night time, after all)


 
An early trench raid - two companies of Meldrum's garrison troops, under cover of darkness, attack sappers on the job, and have brought some sappers of their own, to collapse the sap if the Royalist sappers are driven out. As I recall, this particular raid failed

 
We were using an Event Card system. To keep the number of events down to sensible levels, the active player had to roll a 5 or 6 on a D6 to draw a card. Sod's Law came into play very early; I had worked two historical events in as "Scenario Specials", and after only a few turns one came up...

 
... yes, it was a long shot, but Colonel Moore abandoned his fortress, leaving by boat during the night, which is exactly what he did back in 1644. The garrison suffered a loss of morale points, but passed the D6 roll required  to continue fighting without him

 
At this stage, the garrison's field guns were taking something of a hammering from the heavier Royalist pieces, and one of Martindale's first actions after taking over as Governor was to abandon the hornwork outside the North end of the town

 
Here Rupert gets his boys busy with the construction of a 2nd Parallel
 
 
The Royalists are digging forward from the East and the North

 
No immediate panic, but the garrison are beginning to run out of guns; since the port is still open to the river, there is no shortage of powder or ammunition, but guns are becoming a problem

 
Here is Rupert, accompanied by his famous magnetic dog, which for extra security is stuck on with BluTak for the day. Shortly after this photo, the Event Cards struck again, and announced that one of the Royalist senior officers had been killed - dice to identify which one. It was Rupert. I don't know what happened to the dog. Lord John Byron succeeded to the command, but it took a little while, during which the Royalists were unable to rally any of their damaged units

 
Mechanisms; markers; this shows that the Local Support rating for the townspeople (which can range from +3 to -3) is currently higher than you might expect, given the circumstances

Another trench raid; despite plentiful infantry support, the sappers were driven back on this occasion, and the garrison had cause to regret that they had not attached sappers of their own to the raid, who could have destroyed the forward sap. Oh well...

 
The sappers were soon back on the job


 
With the 2nd Parallel becoming better established, the Royalist guns started to concentrate on the earth wall. Here you see the stone damage chips accumulating, while Martindale has his own sappers working as fast as they can to repair the damage. This achieved very little against consolidated fire, and they were pulled back to safety

 
The Royalists' sole mortar, whose job was to drop shells into the town, to upset the civilians. There were a few misfires, none of them catastrophic. One of the rules which didn't work as intended was the starting of fires, and the management of existing fires in the town, so these chaps were less effective than they might have been. Next time, lads...                                                                                                                                                                                                                                                                                                                                                                                                                                                       

With the besieging force sapping towards the walls, Martindale redeployed his men to defend the hornwork
 
 
...and this brought about the first "Tactical Rules" period of the game, as a hand-to-hand combat developed at the hornwork
 

 
The attackers duly captured the hornwork, with their accompanying sappers helping to achieve an escalade
 
 
The bombardment had now achieved sufficient damage (30 hits in this case) to offer a practicable breach
 
 
Extra units were sent forward from the lines to aid with an assault, and a switch to tactical rules was declared again. The defenders, given their shrinking morale total and the existence of a breach, duly laid down their arms and asked for quarter
 
 
Massed Royalist reinforcements, just to emphasise the point, wait for orders
 
 
In this game, the morale points count down towards zero; the garrison has the blue marker here. The scores are close, but there is no hope. If the Committee find Colonel Moore, there will be questions asked



A very quick mention of the rules. We did not use mining partly because Liverpool is built on a marsh, but mostly because those rules do not exist yet!

I have draft espionage rules, and this whole subject can offer a lot of entertainment to the game, but at present it is in danger of generating an industry which requires more extra work than it is worth. I am working on it.

Fires; I mentioned this earlier. I already know what to do to simplify this section and get it to work properly. I'm on it, gentlemen.

As you would expect, there were a number of procedural things we smoothed out as we went along. By and large, though such a game is, by its nature, unfamiliar, it was a fun evening - entertaining, but also educational. I'll do some more work and some behind-the-scenes testing on some rule tweaks, and organise another game pretty soon.

Good. If you are still reading, thanks for your interest. Bruce Quarrie once wrote that only a maniac would attempt to fight a siege on a tabletop. He may have been right - you can maybe form an opinion based on my account of this little game!