Crowning the King

Variants for The King's War

by Stephen Rawling

Editor's Note: Welcome to the long awaited expansions and additions article for our game, The King's War. Here developer Stephen Rawling presents some material that didn't make it into the final version of the game plus some play aids to help with those long campaign games everyone so enjoys. I've added my own play balance comment tagged on to the end of each option. Oh, and yes, I'm still trying to get Charles to work on a 30 Years War game using the same system.

Cromwell and the SDO: As a Member of Parliament, Cromwell was subject to the provisions of the Self-Denying Ordinance which forbade MPs from holding Field Commands. Evidence suggests that Oliver did feel obligated to resign his command and toyed with the idea of doing so until his role in the stunning triumph at Naseby (June, 1645) made such a move politically unthinkable. To simulate the possibility of Cromwell removing himself, if the Cromwell Leader has not taken part in a battle which resulted in a major victory within 3 months of passage of the SDO, remove the Cromwell Leader from the game. (Pro-Royalist).

Early SDO: Take a blank chit, write "Early SDO" on it and toss it in the Ambuscade cup. If the Parliamentarian player draws it anytime in 1644, he may play it. All SDO rules (including the New Model Army) are invoked from that turn onwards. This represents an attack of common sense early on by Parliament. If the chit is not pulled by the time the regular SDO rules are triggered, the SDO still takes place. Pulling the chit after the SDO is in effect is ignored (a wasted pull - consider a scurrilous pamphlet has instead been published condemning Parliament's actions). (Pro- Parliament)

Supply Considerations: As CHV pointed out in his expanded Designer's Notes (see last issue - Ed.), supplies, per se, were not a major consideration throughout the war. To a certain degree, the wretched supply situation for both sides is reflected by the high desertion rates imposed by the game system. Still, major figures did spend a fair amount of time worrying (and writing) about the need to secure gunpowder supplies throughout the wars. To reflect this, neither side may initiate or maintain a siege, or engage in any sized battle that could qualify as a major victory, unless they can trace a chain of boxes, free of enemy units (Clubmen are OK) back to a box containing a Level 2 or Level 3 Fortress. (Neutral).

Blank Campaign Map Aid: While most of the scenarios in The King's War are playable in an evening, the Campaign Game can take a while. Leaving the game set up is wonderful for those with the space to do it. For those that don't, we reproduced a blank copy of the Campaign Map on the opposite page.

Photocopy it and upon breaking off the game, simply write in where all the pieces are. You'll be ready to take up where you left off. Inventive players may also wish to come up with their own house rules for hidden movement of units that "are behind the lines." A surprise raid may suddenly burst forth from a "quiet" area, and so on (Neutral).

Multi-Player Options: While The King's War consolidates all the competing factions into just two sides, the use of extra players can introduce the terrible "divided councils" that plagued both sides throughout the war. For a jolly time try the following variations:

    1) Three players - One Royalist vs. two Parliamentarians. One Parliamentarian player controls all regions and forces in the South and the East, the other the North and the West (plus the Scots when they show up). Regions and forces may be transferred between players (subject to all other rules) but the receiving players gains complete control over the units once they enter his "domain". Parliamentarian players must decide between themselves how to split CPs, allocate sieges, and sequence their moves in response to Royalist movements (Pro-Royalist)

    2) Four players - Two Royalists vs. two Parliamentarians: As above except the two Royalist players are Charles I and the Duke of Newcastle respectively. One player on each side controls all regions and forces in the South and the East, the other the North at the West. The Charles I player controls a Irish reinforcements. The North and We Parliamentarian player control the Scots when they show up. Regions and forces may I transferred between players (subject to a other rules) but the receiving players gain complete control over the units once they enter his "domain". Also, Charles must always have more Regions and units under his control than the Duke. Players must decide between themselves how to split CPs, allocate sieges and sequence their moves in response to ei emy movements. (Neutral).

    3) Five players - As above, with ar latecomer assuming control of the Scots. .4 an independent player on the Parliamentarian side, the Scottish player must still follow a the dictates of rule 11. 1. Once he has complied with those, he is free to cooperate with the other two Parliamentarian players as he sees fit. The Scottish player wins if he controls 9 boxes (three of which must be Berwick, Newcastle and Carlisle) by the end ( the game, or the Scottish player controls York and a path of boxes leading back to the Scotish border. The Scottish player is not a lowed to attack the Parliamentarian forces in this version and receives 1 CP per turn if allies give him none of theirs. (Pro- Royalist)

Concessions: Throughout the war, a large number of Members of Parliament would have preferred to negotiate with Charles rather than fight him, taking the political classic position that the King was suffering from a surplus of bad advisors rather than simply being wicked in and of himself. While Cromwell and others thought this naive (how could you negotiate with someone who had no intention of keeping his word?) this elements can be introduced into the game via Concession Chits. Concession chits represent the great issues of the day (Religion, Taxation etc.). At the start of any Campaign game take three blank markers and write "Concession" on them. Give them to the Royalist player (or the Charles I player in a multi player game). At the start of any battle (not Skirmish) or Siege turn initiated by the Parliamentarian player the Royalist player may announce he is ready to negotiate.

The opposing Parliamentarian player (it does not have to be all of them, only the player whose forces are affected) may accept or decline. If he declines, play continues as before. If he accepts, the battle or Siege Resolution that turn does not occur and Parliamentarian forces must withdraw to any adjacent box. At the end of the turn, the Royalist player may either announce he is either concluding or suspending negotiations. If he concludes the negotiations, he give the Parliamentarian player one of his Concession chits. If he suspends negotiations, he gives the Parliamentarian player nothing (and has bought a turn for himself - but at what cost?) Each Concession chit is worth 20 VPs to the side that holds it at the end of the game unless Charles is dead in which case the Royalist Player gets nothing for holding them. The Parliamentarian player still does. (Pro-Royalist)

The Scottish Option: King of both Scotland and England, Charles found himself fighting both realms due to a lack of tact plus a stiff neck. It was his refusal to acknowledge Scottish religious feelings that precipitated the Bishop's War in 1639. An army of Scots invaded the North, and Charles, lacking cash summoned Parliament and well, things got out of hand. You know the story. In this option we assume Charles has the sense to see too many foes at one time is a bad thing. The Scots are now neutral and will not intervene unless bribed by one side or the other.

Bribes are handled by secretly writing down during the January 1644 turn how many VPs your side is willing to lose in exchange for Scottish support (admittedly an abstraction, the VPs in this case represent favorable tax treatment, patronage, etc.). If playing with Concessions, the Royalist player can give a chit to the Parliamentarian player as well (representing acceptance of the Covenant by Charles) guaranteeing intervention on his side by the Scots. Whichever side they come in on, the Scots still follow all provisions of rule 11.0. The Montrose rules are suspended if the Scots go for Charles. (Pro-Royalist)

The Irish Option: Ireland was not formally part of the kingdom at this time, being ruled through Charles' Lord Lieutenant of Ireland. Irish politics extremely complex at this time, revolving around the native Irish (original inhabitants), the older English (but Catholic) settlers, and the newer English and Scottish (both Protestant) settlers.

Basically, the English Catholics offered to support Charles to the hilt if he would side with them in their dispute with the Protestants. Charles felt he could not be seen doing this as it would play poorly in England and instead brought over his loyal Protestant troops (clever propaganda by Parliament convinced everyone they were all Catholics anyway). Suppose Charles had taken up the Irish Catholic's offer? To simulate this, bring all Irish units into play in the January 1643 turn.

If playing with Concession Chits, the Royalist player must give one to the Parliament player at this time. All Irish unit losses are made up at the next scheduled reinforcement date. Irish units will not desert to the Parliamentarian side and must remain stacked with the Charles I leader at all times. If the Irish option is in effect, then each turn roll a six sided die. On a roll of 4-6, the Parliamentarian player receives one extra CP that turn reflecting a money subsidy from Irish Protestants. The Royalist player may not choose the Scottish option above if he chooses the Irish option. (Pro-Royalist).

French Intervention: Charles I occasionally thought long and hard about asking his fellow monarch, Louis XIII to help out in his dispute with Parliament. After all, his wife was French too. His advisors talked him out of it pointing out the impact this action would have on Publick Opinion. Suppose Charles had been more adamant and Louis more willing. The Royalist player may request French help at the start of any turn before June 1643 (death of Louis XIII).

If playing with Concession chits, he must give one to the Parliamentarian player (the chit represents surrendering all English claims to France and would have been a propaganda coup for the forces of Parliament). The French pieces in the game represent a small expeditionary force led by one of the numerous (and spare) French nobles of the period, le Comte de Canard. French forces appear at any Royalist controlled port (the small number of units appearing represent what could be hastily scraped together less losses incurred in transit across the Channel).

French forces must always operate together in one stack at all times and must stack and stay with Charles I as soon as possible. No replacements are available. No additional CPs are received, the French are paid for directly out of the Royalist CP allotment. To show French training and tactical superiority over the rudimentary Parliamentarian forces during this time, any battle involving French troops receives the same +1 /-1 die roll modifier afforded Cromwell in 1644. All French units are removed at the end of June 1643 (death of Louis XIII) unless the Royalist player rolls a "6" on one die, in which case the French stay forever (and presumably still breeding there to this very day! -

Ed. I make this one to be very Pro- Royalist. As a balancing agent I suggest to reflect English horror at the thought of the beastly French traipsing about the countryside, the Parliamentarian player receives one extra CP per turn any French units are present in England).

Dutch Intervention: The Dutch at this time were technically allies of the French but Protestant and not so wild about the divine right! of kings. So the Dutch will not intervene un less the French do and will do so most surreptitiously. If the French intervene, then each turn during the CP allocation Phase, the Parliamentarian player may roll a die. If the roll is a "5", he receives one CP from the Dutch if the roll is a "6" he receives 2 CPs. These CPs represent money subsidies sent by the Dutch. (Pro-Parliament).

Money Woes: Despite being King, Charles simply could not raise funds with the same regularity as could Parliament. To reflect his more variable income, at the start of each turn, roll a die to determine his CP allotment. On a roll of " 1 ", the Royalist player loses 2 CPs that turn. On a roll of "2", he loses 1 CP that turn. A roll of 3-5 is no change. On , roll of "6", he gains 1 CP from "a loan by overseas friends" or selling off an office or land holding. (Pro- Parliament).

Professional Armies: Perhaps the most far fetched idea of all, how quickly would the war have ended had either side possessed a trained army from the start? Such a force would have implied an England very much different from what was actually the case with a stronger King and weaker Parliament. To simulate this let the Royalist player arbitrarily upgrade any six of his starting units to Veteran status at the start of any Campaign Game. All Royalist Leaders begin in their level II incarnation. The oppressive taxation used to create this force results in more popular support for Parliament so allow the Parliamentarian player to deploy at start all the units printed with a specific city's name (London, Hull, etc.) he controls with the recruit side up.

Also, the Royalist player loses 1 CP per turn and the Parliamentarian player gains 1 CP per turn permanently. (Very proRoyalist).

Alternatively, one can fantasize that the "Trained Bands" fielded at this time were actually just that. At start and during the Campaign Game, deploy all Parliamentarian units printed with a specific city's name with the veteran side face up. (Pro-Parliament)

Recruitment Display Play Aid Starting out, it's hard to get a grip on just where the enemy centers of support lie. Reproduced on the opposite page is a copy of the Recruitment Display showing each side's maximum available infantry and cavalry regiments. Of course, adventurous gamers will scorn such cheap tricks.... (Neutral).

Large Maps (very slow: 214K)

Jumbo Maps (monstrously slow: 1.1MB)


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