Review:

Ironsides (ECW Rules)

Reviewed by David Barnes

"Ironsides", a set of English Civil War Rules for Wargames by Howard Whitehouse (playtest edition). Reviewed by David Barnes. Available from Howard at 312, Ridgecrest Drive, La Fayette, Ga. 30728. USA.

The heading is: "Being a set of near imbecile rules for larger actions of the Great Civil War by a levelling man." That being the case, I have asked my ancestor, Richard Penderill (or Penderel) to cast his eyes over them and make some remarks. "Good morrow Masters all. In good sooth I should say that, as a yeoman farming with my six brothers in the fair county of Shropshire I would not have had ought to say on this subject had not my mother, Dame Joan, bid me take a great dark hulking lad to Brewood on foot and in the dark one night after the battle of Worcester. His shoes were full soft leather and wore out on the way there, we going by side lanes to avoid old Noll's troopers. I gave him mine but he complained bitterly they were too harsh for his feet. And more so as the owner of the house a Brewood was too afeared to take him in. Thus we walked another nine miles homeward to Whiteladies again." [I reminded Richard about the Rules]

Master Whitehouse - an Esquire mayhap, by his English, hath provided for us some short rules with which to play at warre - which is far and away better than taking part in the real thing. Master Whitehouse, as an honest fellow, acknowledges ideas of Messires Andy Callan, Paddy Griffith and some stealing from "De Bellis Antiquitatis". It matters not as to the scale of thy figures. Losses are considered in terms of effectiveness of thy troops and not banishment from the table. Each unit hath a "CV" not as my tutor had it, "Curriculum Vitae" but "Combat Value" between 2 and 7. This representeth their worthe in terms of morale, discipline and numerical strength. All combat, reaction to enemie or chance and manoeuvre are based on this number. As that number falleth so the unit hath less use for thee, until sorrowfully it reach nought and doth runne away. Infantry and artillery movement is predicated upon the "CV" so it can advance, if hard press'd, but slowly. If it run away however it does so at top speed!

Combat goeth in this wise:- One side seeks to cause CV loss to its opponent rolling a bone (D6) and scoring EQUAL OR LESS than its own CV as it currently is. [A "1" is always a hit, a '6' a miss, whatever modifiers apply] Plusses are bad for the one giving fire and minuses are good. Leadership points (D6 +/- modifiers per turn control the units Capt. Generals and their brigadiers do hope for high throws each turn. Unused LPs are lost and cannot be saved for another turn. Also, a "Command Radius" applies within which each commander may influence his troops. Units beyond CR scope lose their ability to be of use or recover from losses. Forces are generally either "Horse, Foote or Gunners". "Horse" be divided into "Trotters" or "Gallopers". Noll's troopers generally Trotters and the King's Majesty's gentlemen Gallopers. Rarely 3/4 armour Trotters appear. Infantry will be of the order 1 pike to 2 shotte. Should the ratio fall 1:1 close combat advantage is gained. Commanded shotte are designated "Skirmishers" as are dismounted dragooners. Artillery except minions and robriettes are few and almost moreless once battle is joyned.

Thanks Richard, I'll finish off. Scale 1 inch = 50 yards, 1 turn = 20 minutes in two parts, alternating. Lists of Army and below organisations are given. "Easy Rules" and "More Interesting Rules" are listed. General's ratings - Idiot, Fool, Fair Man, Clever Fellow, Childe of Victory, for Skills, and, for Morale :- Cowardly Wretch, Ninny, Decent Chap, Dashing leader and Valiant Hero. Parliament and Royalist real life leaders are given Leadership and Radius, Morale and "Rallies on"... lists as examples. A short listing of "What Subordinate Commanders" and "Capt. Generals DO!" Combat values of Forces. A short note on Battlefield terrain and Game Sequence. Ranges etc. etc. are all well covered. (A pull out sheet is provided of Quick References.) Game Sequence is gone through alternating side A and side B. "All comments, reactions, ideas, foul insults, useful criticism, popish Church plate" to Howard Whitehouse. Howard also says of other possible campaigns with these rules, i.e. Montrose, Ireland etc. "I would not blithely assume that we can simply call a highland clan just another infantry unit." Soar Alba!

Not a great deal of paperwork with these rules, no great re-basing needed - a little familiarity with them helps. Try them out. It's a great period - there are loads of figures available in all sorts of scales. My old mate Alisdair Jamison is playtesting these rules. I hope he'll write about them too.

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