Over the past few months I have been playing a number of solo English Civil War (ECW) games using decision cards to direct one or both of the armies. I originally thought about using decision trees, but instead of decision trees I found a checklist of actions that are ordered by priority to be more simpler to use. Three tactical checklists were initially created depending upon the “stance” of an army, these were:
The decision on the tactical checklist to be used during a turn used a similar ordered checklist approach. The Army Stance decision card is referred to at the start of each game turn to check if an army’s stance has changed.
As I wrote up the various decision cards, two more cards were added, one for deployment and another for shooting priority. The deployment card is ignored when using a set scenario for a game, but the shooting card is required. Originally, the shooting actions were included in the cards, but it was repetitive. By pulling out the shooting instructions and putting them into their own card, I was able to make the decision cards clearer and more succinct.
There are limitations to these cards, they work best with pitched battles and are geared towards rules that are based around the IGO-UGO alternating turns of play.
The rest of this post goes through the decision cards one by one in the order they are used, starting with the Deployment card. While this card is not used where a scenario determines an army’s deployment. It does help with understanding how the orders in the Tactical cards relate to various arms of an army.
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| Some earlier cards which were printed out and stuck on cardboard. |
A note on the tactical cards. They follow the logic of:
- What to do with artillery and detachments of dragoons/commanded shot?
- What to do with the cavalry which are positioned on the flanks?
- What to do with the infantry positioned in the centre?
- What to do with the reserve units cavalry and infantry?
The actions related only to the movement of units, because once a unit was engaged in combat (shooting or melee) there were no further movement decisions to make until the action was resolve. This helped to simplify the decisions to those of movement not combat. This should not really have been a surprise to me, as when wargaming and you are looking at what units are free to move to attack your opponent or support your units already engaged in combat.
With a list of prioritised actions, I did not want the automated opponent being able to action all the decisions in a game turn. The armies during the English Civil War were ponderous at best, even with well trained units, and generally followed a predetermined plan laid out by their commander before the battle. To reflect this, only two of the prioritised decision actions can be actioned within a game turn. It is worth mentioning that the rules I use also restrict the number of units a player can move during a game turn.
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| Just a random ECW photo to break up the post. |