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.
The Rules
Cavalry
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.
Infantry
Infantry
is where the greatest adjustments are needed from a Napoleonic rule set. The
firing systems were very different and the volley is seen as more the prelude
to an assault than a normal fire mode or a attempt to stop an assault. In fact
defenders in a melee usually attempted to keep-up steady fire as the attackers
advanced in the hopes of inflicting some damage. For this reason the defender
does not shot to halt the attack but rather receives an additional combat dice
to reflect their shooting.
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.
A
number of formations have been introduced - partly to provide some additional
tactical choices and partly to enable Dutch or Swedish deployment methods to be
employed.
Artillery
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.
Mechanics
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.
The Game
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 |
|
Parliaments centre |
|
Royalist forces |
The Royalist forces made the early running, advancing across the line to engage the parliamentary troops opposite them. The Horse lead the way with the assault party also rapidly attacking the Dragoons holding the field.
|
Scottish Horse advancing |
|
The assault party prepares to attack the Dragoons |
Fortunes were fairly mixed for both sides in the early cavalry exchanges. On their left the Royalists gained the initiative and managed to catch their opponents at the halt, predictably pushing them from the field. On the Royalist right the fortunes were reversed with the Scottish Horse soundly beaten by the parliamentary forces and routed from the table. As expected the Dragoons were pushed out of the field by the assault party.
|
Scottish Horse take to their heels or maybe hooves |
In the centre the main infantry lines came in range and commenced a steady fire upon each-other. Both sides began to inflict casualties and a few disparities emerged between the shooting effectiveness. The Royalist Irish brigade fired a lively volley and then charged, routing their opponents and pursing into the second rank. The parliamentary foot also tried a volley but with less effect and were stopped dead as a struggle developed.
|
View from the Irish Brigade position before they routed their enemies |
|
Montrose scots advance |
In the centre a slogging match ensued with the tide ebbing and flowing but with the Royalists having the upper hand. On the flanks each had one side had cleared one flank but crucially the more disciplined parliamentary Horse had remained on the field and was ready to intervene. With time running-out we declared the game a draw and reviewed the rules
|
Scots move forward |
|
The Irish charge-in |
|
Parliamentary cannons take aim |
|
The Irish in action again |
The Verdict
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