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Showing posts with label paper figures. Show all posts
Showing posts with label paper figures. Show all posts

Monday, 1 September 2025

Ten Years Ago - September 2015

Continuing my new monthly resurrection of a post from ten years ago.

I'm not sure why I suddenly decided that I needed to wargame the English Civil War using One Hour Wargames, but I did. And because I wanted to do it as soon as possible I put together some armies using paper figures from Junior General.

I did a few posts in September 2015 showing how I assembled the armies themselves, but I highlighted a 'make' last month. So I thought I'd take you back to their first game. It's one of the One Hour Wargames scenarios rebadged as the first action in a mini-campaign set in the county of Midsomer.


So let's go back to 1642, and the  Battle of Midsomer Barrow

Since that outing those paper figures have seen many more battles and have fought under at least five different sets of rules!

Monday, 15 April 2024

Simple ECW Rules

A couple of years ago I had a go at the very simple two-page rules in 'Wargame The English Civil war' (which I assume were , like the more detailed rules, written by Andy Callan). They gave a quite fun and quick game and I liked some of the mechanisms. However they are very limited in their scope, and they are designed to simply introduce the idea of wargaming - moving troops, fighting, shooting and morale - to beginners. They have no rules for terrain, the troop types are limited and (obviously) there's a number of situations you can get that aren't covered by the rules as written.

The other day I got the rules out, had another read-through and scribbled a few ideas into them for some terrain effects, as well as adding in dragoons (which are the main missing troop type).


I set up an uneven battle as well. The basic game gives each side one gun, four foot and four horse units. In my game I gave Parliament and extra horse and foot unit, whilst the Royalists substituted a dragoon for one of their horse but also has some hedgerows and a hill on which to base a defensive position.


Parliament advances, whilst the Royalist dragoons take the hedgerows that link the Royalist centre to its right wing.


Parliament had superiority in horse on both flanks, but the Royalists still got stuck in. Actually there's no advantage in teh rules for initiating the attack aside from deciding where the fight will take place.


Puffs of smoke represent units that have fired. This happens before movement and units which fire can't move.

In the foreground you can see where the Parliamentarian horse has attacked the Royalists.


As Parliament's troops got closer to the Royalist positions there was a lot more shooting.


You need a 6 to hit in this game, and most units roll two or three dice when shooting or in melee. If at long range or in other sub-optimal circumstances you need to confirm any hits made as well. So hits are hard to score. However the Royalist dragoons managed to get two hits on an advancing Parliamentarian foot unit.


Hits cause a morale test at the end of the turn. This is on a single D6, and can cause a rout even on one hit. Units are very fickle when it comes to morale. A unit of Parliamentarian horse ran away.


But then the Royalist horse did as well.


On both flanks.


On the Royalist right one horse unit was now outnumbered two to one (a situation the rules don't cover and which I still haven't resolved to my satisfaction), whilst on their left Parliament's horse had free-reign.


Parliament assaulted the hedge-line, and the dragoons ran straight away.


The surviving Royalist horse also gave up at this point.


A side loses when they have lost half of their units (discounting artillery). So those loss of three horse and the dragoons saw the Royalist army give up. Their foot was still looking strong, but both flanks were compromised. 


Parliament would have broken on five units lost, and in fact lost two horse and a foot unit. They were also suffering badly in the centre, and could well have lost a couple of units in the next turn or so, so if the Royalists had hung on for a little longer they may have scraped a victory.

I scribbled lots of notes in the rules, and now need to go back and work through each section. There's a lot of things I want to play around with. I'm still not clear exactly how leader benefits work, for example, and may scrap what's written in favour of something easier to follow and more intuitive. But the core of the rules seem pretty solid and I very much enjoyed the game. 

Monday, 24 April 2023

The Battle Of Ambridge

'The Archers' is a British institution. Set in the village of Ambridge, this BBC radio 'everyday story of country folk' has been running since 1951, and is now the longest-running drama series in the world. At some point in its history it was established that there was a battle at Ambridge during the English Civil War so, of course, it would be rude not to have a go at refighting it.

To be fair, from what I can find out, there is pretty much no information about the battle aside from the fact that it happened in 1642, so any reconstruction is going to be somewhat conjectural. However Battle Of Bridgeton at Elenderil's 'Small But Perfectly Formed' blog is probably as good as we're going to get for a source, since it's based on notes provided by the BBC to a group from the Sealed Knot who were involved in a episode of the series which featured a reconstruction of the battle. In the comments on the blog Elenderil speculates that the battle may be based on that of Powick Bridge, which was certainly fought in the same area as The Archers is set, but his scenario isn't Powick Bridge.

Elenderil's scenario has the following background:

"The Royalists are preparing for the 1643 campaign season by bringing new recruits from Wales and the Welsh borders into Central England to join the King's main field army. After reaching the West Midlands they find the route blocked by a well fortified garrison at a significant river crossing. Marching downstream to secure crossings away from that garrison they hope to cross at the small village of Bridgeton where an old Roman road crossed the river at fords and a medieval bridge. As they cross a ridge line to the West of the village their Cavalry scouts report a force of the local Parliamentarians approaching from the East. The Parliamentarian force is tasked with denying the crossing to the Royalists and preventing them from moving further East"

Anyway, I took Elenderil's scenario, and fiddled with it a little, firstly in order to scale down the forces and terrain in order to fit it on an 8x8 portable wargame grid and, secondly, to put the village of Ambridge closer to the centre of the action by allowing some deployment on both sides of the River Am. For some reason he sets it in early 1643, although the only map I can find showing the location of the battlefield says 1642.

Here's the terrain setup, looking north. The River Am runs north-south and cannot be crossed except at the bridge. The village of Ambridge lies to the east of the river. The Royalists will approach from the south, looking to secure the road and the river-crossing in order to avoid a large Parliamentarian garrison on the river elsewhere (maybe the nearby town of Borchester). Parliament has sent troops from the garrison to hold the crossing, and they have marched from the east along the road and formed up to the north of the village.


Here's the two forces involved:

Parliament have:
1 x Commander
1 x Artillery
1 x Raw Horse
1 x Trained Horse
1 x Raw Pike & Shot
2 x Raw Pike & Shot
1 x Trained Dragoons
8 Initiative Dice, Breakpoint 11

The Royalists have:
1 x Commander
1 x Artillery
1 x Veteran Horse
2 x Trained Horse
1 x Raw Horse
1 x Trained Pike & Shot
3 x Raw Pike & Shot
10 Initiative Dice, Breakpoint 14

Deployment could be in the first two rows on the respective north (for Parliament) and south (for the Royalists) edges of the board.


The objective is for the Royalists to control the whole length of the road, by having no Parliamentarian unit on or adjacent to it at the end of eight turns. Obviously forcing the opposing army to break is an automatic win as well.

Both sides massed their horse to the west and foot in the centre. Some foot were on the Ambridge side of the river.


A cavalry action started to the west, and it was obvious that the superior Royalist numbers were going to win the day.


Both sides fought each other across the hedges to the east of the village.


Royalist horse routed one of the Parliamentarian units ...


... then turned on the flank of the foot.


An overview of the battle. At this stage the Royalist foot hadn't made much headway in the centre, but their horse were very much in control of the western end of the battlefield, and Royalist numbers were beginning to tell to the east of Ambridge.


Indeed the Parliamentarian troops to the east of the village quickly routed.


Parliament's commander fell as the Royalist horse kept up the pressure.


The Parliamentarian foot kept fighting and holding off theh Royalist horse, though. Royalist foot were now engaging the Parliamentarian dragoons across the river. The dragoons were the only unit Parliament had controlling the road.


The Royalists reorganised for one final push.


A Parliamentarian regiment was now surrounded, but kept fighting; the Royalists seemed unable to finish it off.


The dragoons were driven from the enclosures by the river.


This was enough to break Parliament's army. The Royalists picked up a win in six turns.

On the whole it was a pretty easy win for the Royalists; they never seemed in much trouble. I ran it through again, and they had a slightly harder time, but still picked up a win in seven turns. I may tweak the forces a little to make their job a touch harder.

Not that Elenderil's scenario has the village on the other side of the river; I moved it to make the main area of the board less cluttered. There are two river crossings as well. I simplified that too. Looking at semi-official maps of Ambridge, it actually appears that the river runs east-west, and that the main part of the village lies to the north:


And the battle takes place north of the village.


So maybe a scenario redesign is also in order. I must confess that I like the idea of the troops fighting through the village instead of just near it, though.

Friday, 21 April 2023

Whalley Rerun

I haven't tried this scenario for ages, but with a low unit-count and some open areas I thought that it would offer some excellent flanking opportunities in order to test my rules changes.

Here's a rundown of the forces:

Parliament

1 x Commander (Colonel Shuttleworth)
1 x Elite Pike & Shot (Shuttleworth's Foot)
1 x Average Pike & Shot (Brereton's Foot)
1 x Average Dragoons
2 x Raw Horse

Royalists

1 x Commander (Earl of Derby)
1 x Average Pike & Shot (Molyneux's Foot)
1 x Elite Pike & Shot (Tyldesley's Foot)
1 x Raw Pike & Shot (Fylde's Clubmen) - This unit cannot fire and starts with a Strength of 3
1 x Raw Dragoons
2 x Average Horse (Derby's Horse and Houghton's Horse)

The action starts with the Royalist advance party, consisting of Tyldesley's Foot and the dragoons, being surprised by Shuttleworth's Foot and Parliament's dragoons. To cover this I had Parliament go first. To simulate surprise, and the the fact that a lot of each side's forces were unprepared and acting as reinforcements, I gave the Royalists only 2 activation dice on the first turn, and only 4 on the second. Parliament was restricted to 4 activation dice on the first turn as well.


Tyldesley's Foot beat a hasty retreat when Parliament's foot opened fire on them. Surprisingly the dragoons stood their ground. 


The Royalist advanced party fell back towards the stream, but their horse was coming up and engaged their Parliamentarian opposing numbers.


Colonel Shuttleworth advanced his foot in pursuit of the Royalists


The Royalist horse was held back, allowing Parliament's horse to cross the stream and attack Lord Derby's troops. However the poor Parliamentarian horse wasn't really up to the task and was driven off completely.


With their forces now consolidated the Royalists advanced across the stream, and slowly began to push the Parliamentarians back.


Molyneux's Foot broke under fire ...


... but elsewhere the Royalist advance was a resounding success, the high-point of which was Fylde's Clubmen striking Colonel Shuttleworth's veteran foot in the flank and routing them.

Reduced to a regiment of foot and some dragoons, Parliament's army broke.

I fought it again the next day. After having a look at the terrain on Google Maps I made the stream trickier to cross in the second game (stop when you reach it and on the next bound the only move you can make is to cross one square). This time the initial Parliamentarian volley destroyed the Royalist dragoons, whilst Parliament's horse pushed back the Royalist cavalry. The Royalists quickly found themselves on the back foot, and defending the stream-line, but steady fire from Parliament's foot and flank attacks from their horse saw Lord Derby's men break.

The flank attack changes didn't get a massive test in either of these games, since most retreats were blocked anyway, but I will keep trying.

Thursday, 20 April 2023

Newbury

I am playing around with my Portable ECW rules a little more at the moment, looking at two things. The first is the co-location of artillery with other units, rather than it occupying a square on its own. I covered this in a post earlier this month. The second is a tweak to the way flank attacks work.

Flanking enemy units is basically very easy in most iterations of the Portable Wargame, but over time I've made the effects of being flanked deadlier, especially in how it affects the ability to retreat. For the past year I've been considering ways to help reduce this. I started by looking at making it harder to make a flank attack, but couldn't get that to work for me. But the other day I clicked that really I'd created my own problem by making it harder - nay, impossible - for flanked units to retreat. I went back to the basic Portable Wargame rules and in those a unit can simply retreat, so long as it's not blocked by terrain or other units. So if you are hit in the front and have an enemy on your flank as well, you can still retreat from the unit in front of you.

So for my own Portable ECW rules I have decided to try the following change: When testing for the effects of a hit a unit takes a -1 modifier to the roll if they are in the frontal zone of more than one unit. This makes it more likely that they will simply take a hit, but doesn't preclude a retreat. The rule that a unit cannot retreat if in the front squares of more than one unit is removed. All other retreat rules apply.

To test this I set up my refight of Newbury, which has become a default scenario for any testing, since it has a decent number of units, a relatively simple battlefield and roughly equal forces.

So here is everything set up and ready to go, with Parliament on the right and the Royalists on the left. 


After a couple of moves the two armies were closer together. Parliament were on Round Hill, which is the only objective in the scenario. Both sides had ensconced themselves in enclosures to the north, whilsy the horse of both sides massed on Wash Common to the south.


The cavalry action on Wash Common. Both sides had taken hits.


On their extreme left the Royalists broke through and routed the Parliamentarian horse opposing them.


With their horse looking shaky to the south, the Parliamentarian troop to the north on their left flank advanced, hoping to drive the Royalists out of the enclosures and turn their right flank.


The Royalist horse was slowly grinding down and pushing back the Parliamentarian horse, and were soon able to turn on the flank of Parliament's centre.


Parliament brought up a reserve regiment to hold them off, but their cavalry was collapsing and the Royalists would soon have nothing between them and the Parliamentarian flank and rear.


The last of the Parliamentarian horse routed.


The Royalist horse began to attack Parliament's right. However towards Newbury, Parliament was putting in a string attack on the enclosures.


It wasn't enough, though. Their attacking foot regiment broke against a strong defence by the Royalist foot, and it was enough for Parliament to reach their breakpoint. They failed their first morale test, despite holding the objective, and the battle was over.


The co-located guns got a nice test here, adding in factor to the units they were with in both shooting and close combat. However the flanking changes didn't get tested at all; any units hit in the flank simply took SP hits and didn't get the option to retreat.

So this means I need to play more games ...
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