As the commander of the Allied forces for the Key Points campaign is away, we decided to test out some ECW rules I've been working on. These are a conversion of the Muskets and Marshalls rules we've been using for the Napoleonic games recently that are available from http://hintonhunt.blogspot.co.uk/.
A number of tweaks are needed so its probably easiest to reproduce my design notes from Captaines and Calivers, the ECW version of M&M.
Many rules like to distinguish between fast-moving Gallopers and static Trotters relying more on firepower, likely in search of tactical differences to spice-up the rules. I see little evidence this was true with many units charging somewhere between a trot and a gallop, and with no-one relying on caracoles or static shooting.
The main point of difference is therefore the quality and also the discipline. Horse are likely to pursue defeated opponents so having greater discipline gives more chance of them influencing the remainder of the battle.
So the volley is something the player with initiative can initiate, but leaves them unable to shoot next turn, so vulnerable should they not charge. Equally though it has a morale impact on the enemy possibly weakening them.
Artillery were not the great killers in the ECW they were in later conflicts - rates of fire were lower, pieces hard to manoeuvre and grapeshot being rare. Also the crews were largely civilian and so took less damage to see them off as most were relatively unskilled.
For this reason close-range fire hits on a 4 not 3 as in M&M. Also the light batteries have been made a little smaller at 4 for Gallopers.
A morale test has been introduced to charge or counter charge as there is no longer the natural trigger of volleying to halt the attacker. Fresh units (+1), with support (+1), attempting to charge (+1) are bound to charge even on a roll of 2.
To speed things along on the test game I pre-deployed all the forces adopting a classic ECW formation with both sides having pike & shot in the centre and Horse on their flanks. Parliament had a forlorn hope of Dragoons deployed forward in a small field, faced by an assault party. Parliaments Horse were rated Disciplined so there was more chance of them remaining on the table should they win a melee.
|Forces of parliament arrayed for battle
|Scottish Horse on the Royalist right
|Parliaments left flank
|Scottish Horse advancing
|The assault party prepares to attack the Dragoons
|Scottish Horse take to their heels or maybe hooves
|View from the Irish Brigade position before they routed their enemies
|Montrose scots advance
|Scots move forward
|The Irish charge-in
|Parliamentary cannons take aim
|The Irish in action again
The rules held-up well for a first outing with no obvious major glitches. It certainly had the feel on an ECW battle and if we had played a little longer (or faster) then the returning cavalry would have had time to make their presence felt on the centre.
+1 combat dice for standing and firing felt too powerful so part-way through we opted for +1/2 on the die roll instead. This puts it on a par with infantry charging but you don't receive the morale bonus.
The decision on when to risk a volley and charge felt meaningful and added an additional tactical choice.
We will play a second test game on our next regular club night so watch this space for more on this and also the up-coming Easter game - 28mm War of the Spanish Succession