Always a pleasure to hear from Steve, and he very kindly sent some photos of his wondrous ECW collection.
Steve writes:
Excellent - thanks for these, Steve - inspirational stuff. I'm hoping to get back to some figure painting in a month or so!
Always a pleasure to hear from Steve, and he very kindly sent some photos of his wondrous ECW collection.
Steve writes:
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.
***** 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?
*********************
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.
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.
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?).
Always delighted to feature samples from Steve's collections.
Steve very kindly sent me this photo; the description is his:
As ever, thanks very much Steve - great work
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.
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.
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.
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.
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.
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.
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...
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!