by Chris Hahn
Being a set of rules - with much room for improvement - for the conduct of an ECW solo-campaign. 1.0 INTRODUCTIONThis solo-campaign project stems from a growing interest in the English Civil War. This project is not an attempt to re-create the battles and campaigns of the English Civil War, but is an attempt to use that conflict as a foundation for a solo-campaign. In that respect, perhaps the more significant purpose of the project is to construct a playable framework for the conduct of a solo-campaign, dedicated to simulating the political intrigue, strategy and tactics, and accordant problems, of that particular period. The map is very loosely based on England, but names of regions and towns have been altered. (Please see following Map. Due to space constraints, I have elected not to include the names of all provinces, districts, towns, and castles on this attached copy. Fellow soloists should feel free to make up their own, if so desired. The place names are not necessary for the resolution of the action, but do add color to battles, sieges, and subjugation of territories.) Army organization for the warring sides is complete fabrication as well. And finally, the political background, or raison d'etre for the campaign, is the product of my imagination. (I borrowed heavily from past wargaming experience and from literature about the conflict.) As mentioned in the sub-title, this set of rules is not final nor is it perfect. It is a work in progress . . . it was felt though, that this third draft might be suitable for publication, reading, and comment. 1.1 PREMISE (NARRATIVE) King Harold II has met with an unfortunate accident while hunting with his son, Prince John, and their retinue of followers. The Queen was also with the group for the day's outing, but was not witness to the King's fall. The Court's Physician reported that the King broke his neck in the fall from his mount, and died instantly. Suspicion has fallen on both the Prince and The Queen. Indeed, each has been quick to point accusing fingers at the other. The politics of the High Court are in favor of the Queen, however, and with the mysterious death of the Minister of Foreign Affairs - blame once again falling around the Prince's shoulders - he flees to a northern province, to rally support. With the Royal House in some disarray, the country itself has split along roughly equal lines. The Royalist faction, siding with the Queen, and the Rebels (anti-Royalists) siding with the Prince, his trusted advisor, Blake, the Earl of Worcester, and their new ideas for a more democratic from of government. Religion plays a secondary role in developments thus far, supporters for the Queen being Catholic, and those for the Prince, of Protestant faith. The Scottish have been "innocent" bystanders so far too, preferring to wait and see how things develop before any decision, if any, is made about what faction they will align with, and how such alliance might benefit their aims. (OPTIONAL) The same holds true for the French. Still smarting from a defeat suffered at the hands of King Harold II in 1625, they have waited patiently for an opportunity to exact revenge. Presently embroiled in a conflict to the East, however, the French King is not receptive to the idea of opening a second front. And yet, the idea of taking the land of King Harold II after the Civil War has weakened both Rebels and Royalists, does appeal. Therefore, a small army under Duke Bertrand has been assembled in the coast province, waiting for favorable developments and favorable winds. 1.2 FORCES For the purposes of this sol-campaign project then: The forces under Queen Polivka shall be modeled after the Early Royalist Army List, as appearing in the Advanced ARMATI rule book, page 24. The forces under Prince John shall be modeled after the Early Parliamentarian Army List, as appearing in the Advanced ARMATI rule book, page 24. The Scottish forces shall be modeled after the Scots Convenanters Army List, as appearing in the Advanced ARMATI rule book, page 24. (OPTIONAL) The French forces, under Duke Bertrand, if called to duty, shall be modeled after the French 30YW Army List, as appearing in the Advanced ARMATI rule book, page 25. 2.0 CAMPAIGN GAME MOVE SEQUENCE2.1 SCALES Time: One complete game turn equals one month on the calendar. There are then, 12 turns to one campaign year. Ground: As per ARMATI rules (page 1 of Basic ARMATI book). Troop: As per ARMATI rules (page 1 of Basic ARMATI book). For this solo-campaign, EPIC Unit Sizes are used. 2.2 SEQUENCE
Step 2. Determine Weather. (See section 4.0) Step 3. Conduct Status Check for all armies. (See section 5.0) Step 4. Determine Seasonal Activity. (See section 6.0) Step 5. Conduct Monthly Operations. (See section 7.0) Step 6. Calculate Victory Point Totals for all armies. (See section 8.0) Step 7. (OPTIONAL) Determine Politic Status of French forces. (See section 9.0) 3.0 CAMPAIGN TURN SEQUENCE (DETAIL):Step 1 – DETERMINE POLITICAL STATUS OF SCOTTISH FORCES 3.1 NEUTRALITY At the start of this game, all Scottish forces are neutral. They will react if attacked however. The reaction will be defensive in that their effort will be to expel the invader(s) from Scotland. They will not launch any offensive action unless operating as part of an alliance. PROCESS OF ALLIANCE Each campaign turn, both sides will roll a 1d6. The higher roll "wins" a number of alliance points equal to the result of subtracting the lower die score from the higher die score. For example, if the Royalists die score is (6), and the Rebels roll a (2), then the Royalists will earn (4) alliance points. When one side has earned a total of 15 alliance points, then the Scottish forces will be allied with their cause, and may begin offensive actions - providing the Seasonal Activity roll allows - that same campaign turn (month). 4.0 DETERMINE WEATHERFor purposes of this campaign game, the seasons will be Spring, Summer, Fall, and Winter. Spring will have three (3) months (March, April, and May), as will the season of Summer (June, July, and August). Fall will be comprised of two months (September and October). Winter shall consist of four (4) months: November, December, January, and February. The months will be numbered: January being (1) and December, (12). The "start" of the campaign will be determined by the rolling of 2d(6). Conditions and Effects: Weather conditions must be rolled for in each region / province at the start of each monthly turn. It may be raining in the North, but the weather is fine in the Lowlands districts. (Weather rolls shall not be made for each separate district in a province or region, as this will increase the time spent determining the weather, as well as increase the amount of record keeping. Conditions: Weather conditions are determined by rolling a 1d6 and cross- referencing the result to the particular season.
Effects:
Rain - Firearms and artillery have their effectiveness reduced. (All infantry and artillery fire with a modifier of -1.) Movement is reduced as well. (Infantry movement rates are reduced by 1/3.) (Cavalry and artillery movement rates are reduced by 1/2) Snow - Firearms effectiveness is reduced slightly. (Infantry ONLY, fires with a modifier of -1.) Movement is not that problematic, but maintaining ranks may become a problem. (Utilize Un-dressed units rule in Advanced Booklet.) Cold - *Disease or illness among the army may also develop, especially if supplies are short. Extreme Cold - Firearms effectiveness is reduced slightly. (Infantry and artillery fire with a modifier of -1.) *Disease or illness among the army may also develop, especially if supplies are short. In general, troops will avoid active campaigning in this type of weather. Disease / Illness Impact: Armies operating in regions / provinces that have inclement weather (Cold or Extreme Cold), will roll a single d6. On a result of one (1), that army will be afflicted by some kind of illness or disease within the ranks. A second six-sided die is rolled, and that is the number of BP lost, permanently. This loss is applied to infantry units, ONLY. For armies that are suffering from poor supply as well, then subtract one from the initial die roll. For these armies too, any loss in BP, will be divided between cavalry units and infantry units. 5.0 STEP 3 - CONDUCT STATUS CHECKS FOR ALL ARMIES5.1 DETERMINE ARRIVAL OF REINFORCEMENTS (SPRING SEASON ONLY) Reinforcements / Recruitment will take place in the Spring Season. All "new" units will be generated from the Capital in the Major Region / Province. (Provided the Capital has not been captured.) As Spring is comprised of three (3) months, roll a 1d(6) to determine at which point these reinforcements / replacements become available: 1-2 is in March; 3-4 is in April; and 5-6 is in May Further: Reinforcements shall be considered trained levy, and will fight with a -1 modifier (both melee and fire) in their first engagement. After participation in their first combat, these units will not be penalized. 5.2 DETERMINE THE STATE OF SUPPLY FOR ALL ARMIES Armies are either supplied or they are not. Phrased another way, an army is either "IN" or "OUT". Armies that are "IN", may move and conduct offensive or defensive operations without penalty. Armies that are "OUT" will suffer cumulative penalties for each month they remain "OUT" of supply. 5.2.1 The cost of supply for an army is equal to the number of regiments and batteries making up that particular force. Infantry regiments cost one (1) point each month, Cavalry regiments cost three (3) points each month, and Artillery batteries cost two (2) points for each month. Example: A force of seven infantry regiments, four cavalry regiments, and one battery of guns, will cost a total of 22 supply points each month. 5.2.2 Supply points are earned or tabulated for an army by determining the number of home districts, enemy districts, and depots, that are in friendly control. Basically, an army that is within its own home region / province can be assured to be "IN" supply. However, if an enemy force captures or subjugates a district or two, or there is a poor harvest due to weather, then the chance exists for that same army to be "OUT" of supply. 5.2.3 For armies conducting offensive action away from their home region or province, it is necessary to maintain an open line of supply (and communication) to the capital of their home region or province. Foraging in enemy territory is possible, as is the capture of supply stores in castles or towns. However, this is not a "guarantee" of supply for the active army. A line of supply must be able to be traced back to the attacking army's capital. Campaigning armies may also construct supply depots. Depots may be constructed in home districts or in subjugated territories. The cost for construction is eight (8) supply points. The depots then, once placed, are worth eight(8) supply points if used or if captured by enemy action. 5.2.4 SUPPLY PENALTIES For the first month (turn) that an army is "OUT" of supply, it will fight with -1 modifier. For the second month (turn) that an army is "OUT" of supply, it will fight with a -3 modifier. If "OUT" of supply for a third month (turn), the army will disperse (except for veteran units which will remain with the command, but fight at a -3 modifier). Cavalry horses will be considered too weak to carry the troopers, or they will have been eaten. Infantry regiments will be scattered and essentially bands of fugitives / brigands, more concerned with self preservation than any political or religious idea / cause. In sum, at this advanced state of being "OUT" of supply, an army ceases to be an effective fighting force. 5.3 DETERMINE "CONDITION" OF TROOPS IN EACH RESPECTIVE ARMY "Condition" relates not only to the state of supply for a particular force, but is concerned with morale as well. The morale of an army may be affected by the weather, leadership, and past performance in battle. Unlike the state of supply, the "condition" of an army is more graduated. An army may be in "good", "fair", or "poor" condition.
FAIR CONDITION 2, 3, or 4 POOR CONDITION 1 A force in "good" condition will modify its seasonal activity roll by +1. A force in "fair" condition will have a modifier of 0 to its seasonal activity roll. A force in "poor" condition will modify its seasonal activity roll by -1. All armies / commands will begin the campaign with a score of (5), in "good" condition. Each month (game turn), the condition of each army / command must be checked with the roll of a 1d(6). On a roll of 5 or 6, the condition score is increased by one (1). On a roll of 3 or 4, the condition score remains unchanged. On a score of 1 or 2, the condition score is decreased by one (1). Armies / Commands that are IN supply, will add one (1) to the above die roll. Armies / Commands that are OUT of supply, will subtract one (1) for each month OUT, from the above die roll. 6.0 DETERMINE SEASONAL ACTIVITY6.1 SEASONAL ACTIVITY At the start of each campaign season, both sides will determine their level of activity for that season. The three levels of activity are: Politics, Defend, and Attack. Both sides roll a 1d6 to determine their activity for the respective season.
These rolls may be modified by the actual season of the year, as well as by the leadership rating of the commander-in-chief of the Royalist or Rebel forces. If it is Spring or Summer, add one (1) to the die roll. DEFINITIONS OF SEASONAL ACTIVITY 6.2.1 POLITICS On a result of POLITICS, that side will attempt to persuade the Scottish command to join with their cause against the other side. Because so much effort (gold and land) is being made, a modifier of +2 will be made to each alliance roll, during the first phase of the campaign game move sequence. If the Scots are already allied with the other side, then the effort will be made to point out the advantages of returning to the status of a neutral bystander, or again, joining in on the "right" side of the conflict. Each month of the season that the player is in POLITICS, roll 3d6. On a result of 15 or 16, the Scots become Neutral. On a result of 17 or 18, the Scots change sides. 6.2.2 DEFEND On a result of DEFEND, that side will roll a single six-sided die for each army under its command. On a result of 1 to 4, the defense is "passive". On a result of 5 or 6, the defense is "active". "Passive" defense involves the reaction to offensive movement or attacks by enemy forces. This reaction is restricted to incursions into that army's home territory ONLY. "Active" defense involves the option of crossing a border into enemy land, and being proactive in defending the home region or province. The direction or enemy territory that is pro-actively attacked is determined by the roll of a 1d(6), dividing the number of options into the pips on the die. For example, if there are two regions capable of being reached by the "active" defender, then on a result of 1 through 3, the army will attack the one province. On a result of 4 through 6, the other region will be invaded by the "active" defender. 6.2.3 ATTACK On a result of ATTACK, that side will roll a single six-sided die to determine the extent of its offensive action. On a result of 1 or 2, the offense is "limited". On a result of 3 or 4, the offense is "expanded". On a result of 5 or 6, the offense is "total". "Limited" offensives are limited to just one friendly army. That army is determined by a 1d6 as well, and its direction of attack may be a simple matter of geography, or the product of a die roll, if the home region or province is bordered by enemy territory on more than one side. This process explained above. "Expanded" offensives include two armies. These are also determined by the roll of a 1d6. The direction (object) of attack is determined as above.(*) "Total" offensive is just that, an all-out attack against the enemy. (*) *This is the ONLY case / situation, where friendly armies may combine forces against one enemy army. As the combination of forces is the result of rolling the dice, the chances are fairly good that attempts to combine forces will meet with about as much success as they did historically. Supply rules still apply, however. 7.0 STEP 5 – CONDUCT MONTHLY OPERATIONSMonthly Operations will consist of army movement, subjugation and siege resolutions, and battle.7.1 ARMY MOVEMENT The direction of army movement is primarily determined by results of the seasonal activity phase. Distances are generally one (1) district in length. Force-marching armies may travel across two (2) districts, but these armies will fight fatigued unless rested. Of course, the first district must be subjugated before the second district may be invaded. An attacking army may try to travel through three (3) districts. The first and second enemy districts must be subjugated before the third district can be invaded. Further, the attacking / moving force must maintain a line of supply. If contested in the second district, the moving army fights with a -1 modifier. If contested in the third district, the moving army fights with a - 2 modifier as well. 7.2 SUBJUGATION/OCCUPATION OF TERRITORY (Note: I borrowed quite heavily from the ARMATI text for this section.) An advance into enemy territory (a district) will result in one of three things: a battle (fought on the game table), a refusal of battle by either attacker or defender, or an attempt at subjugation of the district by the attacking player. 1. The defending army (if in the contested district) may offer battle to the advancing enemy army. In this case, the battle will be fought on the game table, under the normal rules set forth in the ARMATI books. 2. Battles fought in an enemy district and won by the attacker, result in the automatic subjugation of that district. The exception to this rule is the capital district, or major town district of each region. The attacker must also win the subjugation roll, in order to take control of the district. 3. If a defending army is not present in the target district, then the attacking player must roll successfully in attempt to subjugate that district. A failed attempt at subjugation results in a second attempt by the attacker. Failing this attempt, the attacker is expelled, and withdraws to the district previously occupied. A. In the first subjugation roll, the attacking player will roll four d6, and the defender will roll three d6. In the second subjugation attempt, both attacker and defender will roll four d6. 7.3 CONDUCT OF SIEGES The conduct of sieges is considered separately and distinctly from the paragraph above If a defending district contains a castle / manor house, and that district has been subjugated, then a separate roll is made for that castle / manor house and its garrison. On a roll of: 1, 2, or 3 - Castle / manor house falls along with rest of district.
On subsequent monthly turns, the attacker will roll again for siege resolution. If besieging forces contain 1 BP of artillery, then subtract one (1) from the resolution die roll for each BP of artillery available. 8.0 STEP 6 – CALCULATE VICTORY POINT TOTALSVictory in this campaign will be determined by the number of Victory Points accumulated by each side. (For further interest, one might also keep track for the individual commands, and then declare them to be the winner or "ruler" at the end of the campaign.) Victory Points shall be tabulated at the end of each season: Spring, Summer, Fall, and Winter. Each army starts the campaign with zero ( 0 ) Victory Points. Victory Points are gained by securing districts of enemy regions, winning battles, taking standards, and killing or capturing the leadership of the enemy. Victory Points may also be awarded for political maneuvering (keeping the Scots out of the contest, or at least, having them come in on your side.) 8.1 VICTORY POINT SCHEDULE Enemy Standard taken in battle +1 In addition to points for :
Villages +5 Towns +15 Major Towns +25 Capital +50 Cost of Recruitment / Reinforcement(*) (*) as per unit cost listed in ARMATI lists. "Buying" 20 points worth of foot regiments, will give the buyer a negative victory point total or addition of (20). 9.0 STEP 7 – (OPTIONAL) DETERMINE POLITIC STATUS OF FRENCH FORCES9.1 Non-Involvement At the start of this game, the French forces under Duke Bertrand are not involved. They will remain so unless one of two things happen. First, three ones are rolled on three d(6). On this result, the French will land the following game turn (month) in the region of Queen Polivka (rolling 1 - 3), or on the coast of The Southern Association (4 - 6). Or, Second, either the Rebels, Royalists, or Scots vie for their attention. 9.2 PROCESS OF ALLIANCE During Seasonal Activity turns when the result is POLITICS, the side having that result may opt for negotiating with the French to come into the fight on their side. An "alliance" is achieved when the total score of cumulative d(6) rolls reach the following:
Royalists: 21 Scottish: 32 For God, Queen, and Country: ECW Campaign Rules Large Map (84K) For God, Queen, and Country: Part 2 For God, Queen, and Country: Campaign Game Report Back to Table of Contents -- Lone Warrior #125 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1999 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |