The Return of Prince John

Background and Rules

by Chris J. Hahn

BACKGROUND

In the late months of 1997 and early months of 1998, I drafted a very rudimentary set of rules for the conduct of a solo-campaign set in the period of the English Civil War. The basic rules and orders of battle for the warring sides were published in LONE WARRIOR, issues 125 and 126 respectively.

The campaign rules were based, in large part, on and adapted from rules put forth in ADVANCED ARMATI, by Arty Conliffe. A large percentage of the campaign was waged on paper. The administrative tasks were not a burden. In some respects, the simplicity of filling out a form and rolling dice lent itself very well to the overall conduct of the campaign - the First War between Queen Polivka and Prince John.

In brief summary, England (though not truly England - the map and forces created for the solo-campaign were the result of imagination mixed with a little history) was divided by Civil War as the result of the death of its King and subsequent power struggle between his wife and son. Queen Polivka and the Royalists, after a shaky start, soundly defeated the Rebels, commanded by her son, Prince John. It was a short struggle for the throne, lasting from May 1639 to February of 1640. Prince John had been able to finally secure a political alliance with the Scottish, but armies of his sub-generals had been met and routed in the field by the Queen. In fact, Prince John, being then not so schooled in the military arts, had let his army get "in a bad way" during the Winter of 1639, and lost the war due to disease and starvation, and not at all in an honorable or glorious manner.

INTRODUCTION

It occurs to me that some readers of this piece (and of those articles to follow - this is a campaign, after all) will chastise me for lack of originality. They will argue that I am simply recycling material already published. And in a separate journal no less.

I would agree with them. But only to a point. The idea of the solo-campaign is not, new. I am basing it on fictional history. (See LONE WARRIOR, Issue 125) As intimated above, the first solo-campaign was a product of my satisfaction with the ADVANCED ARMATI rules by Arty Conliffe. It was also the product of a desire to game something more involved than the "normal" tabletop engagement. In the very recent past, I've enjoyed researching historical battles and putting them together as a wargame. I have also enjoyed learning new rules for different periods, making up battles and gaming these through to conclusion. And yet, it's a finite kind of enjoyment. That is to suggest, that with the "normal" wargame, there is no sense of continuity or of pressure (for lack of a better word) that one might find more readily with a game that is part of a campaign. In the campaign setting, flanks are far and wide; supply becomes a real issue or concern, as does the season and weather; and then, depending on the setting, there is the consideration of politics, alliance, and intrigue.

In counter to the argument on recycling, I would offer that there is nothing really wrong with recycling. That is to say, if something works, then why not re-use it? If something doesn't work or, on review, needs to be revised or even completely rebuilt, then at least the initial frame work of the campaign is still "standing", so one does not have to start over completely.

Therefore, what follows will look a lot like what appeared in Issues 125 and 126 of LONE WARRIOR. The format of these solo-campaign rules impresses me as a decent and fairly simple. In terms of content, I think the interested reader may find a number of changes and/or revisions. Therefore, without further delay, let me present for consideration and comment, an updated but by no means final version, of "For God, Queen and Country".

MAP, SETTING, FORCE DEPLOYMENTS AND ADDITIONAL NOTES

1.0 CAMPAIGN MAP
1.1 Following, please see map to be utilized in solo-campaign. It is very, very loosely based on England, circa 1650.
1.2 Borders between regions are marked by a thick line.
1.3 Borders of districts within regions are marked by a not so thick line.
1.4 Capitals
1.4.1 Queen Polivka's capital city is represented by star in a circle.
1.4.2 The former capital city of Prince John is represented by an asterisk. This city now serves as the capital city of the region.
1.4.3 The Scottish capital city is represented by a star.
1.4.4 Each region will have its own, dedicated capital city. These capitals are located within one of the districts comprising the region. These capitals are represented on the map by a star with a solid circle inside.
1.5 The names of Regions / Countries are in bold-faced type.
1.5.1 The two (2) provinces of Scotland are not named.
1.6 The districts of a particular region are indicated with a letter. For example, the four districts of The Lowlands have the letter "F" somewhere within the space of that district.
1.7 Terrain
1.7.1 The campaign map is used for army movement and for keeping track of region and district integrity / control. Hence, there are no terrain markings or symbols (with the exception of capitals) present.
1.7.2 As of this typing (July 08, 2001) terrain for tabletop encounters will be determined by the method put forth in Basic ARMATI, page 19. Another method under consideration is to develop 12 schematics of terrain and by the toss of a 12-sided die, use that table for the battle.

2.0 SETTING
2.1 The campaign is set in a fictional England (and Scotland), circa 1650.
2.2 Specifically, the start of the campaign has been determined to be April of 1649.
2.3 The first campaign turn finds Prince John and the French army under Duke Bertrand landed in the district of the main Scottish capital. (See map on previous page, please.)

3.0 DEPLOYMENTS
Note: Apologies for the length of this section. After some thought, I decided it would be better to place the initial orders of battle in the forepart of the article/rules instead of in an appendix.

3.1 Prince John and the French, as stated in 2.3 above, are disembarked in the district of the main Scottish capital. The following is the army organization for the French under Duke Bertrand:

    6 Foot Regiments (3 at 5 value; 3 at 4 value)
    4 Horse Regiments (2 at 5 value; 2 at 4 value)
    1 Dragoon Regiment (1 at 3 value)
    1 Hussar Regiment (1 at 4 value)
    3 Musketeer "Regiments" (3 at 2 value)
    1 Light Artillery Battery (1 at 3 value)
    2 Medium Artillery Batteries (2 at 4 value)

Leaders:
    Duke Bertrand / Commander Superior (+2)
    General Lohmann / Alternate Skilled (+ 1)
    Prince John / "Attached" Poor (-1)

Supply Depot(s): 2 established with 25 supply points each
Naval Forces: 12 Major Ships as Escort to Transports 4 Minor Ships as Escort to Transports

3.2 A second French Army, under the command of Prince Rourniere, is scheduled for arrival in August. As part of the overall plan of Prince John, the Scots and the French, this army will make landfall in the capital district of the Southern Association. The following is the organization for this army:

    7 Foot Regiments (2 at 5 value; 5 at 4 value)
    4 Horse Regiments (1 at 5 value; 3 at 4 value)
    1 Hussar Regiment (1 at 4 value)
    3 Musketeer "Regiments" (3 at 2 value)
    1 Light Artillery Battery (1 at 3 value)
    2 Medium Artillery Batteries (2 at 4 value)

Leaders:
    Prince Rourniere Commander Skilled (+ 1)
    General Faberge Alternate Average (n/a)

Supply Depot(s): 2 to be established with 20 supply points each
Naval Forces: 8 Major Ships as Escort to Transports and 6 Minor Ships as Escort to Transports

3.3 The Scottish
3.3.1 Scotland is divided into two (2) provinces of four (4) and three (3) districts respectively.
3.3.2. Garrisons for the districts are comprised of:

    1 Foot Regiment (1 at 4 value)
    I Highlander Warband (1 at 3 value)

3.3.3 The garrison of the province with three (3) districts is:

    1 Foot Regiment (1 at 4 value)
    1 Highlander Warband (I at 3 value)
    1 Light Horse Regiment (1 at 3 value)*
    1 Light Artillery Battery (1 at 3 value)
    * No "price" is assessed for the Scottish Light Horse in ADVANCED ARMATI, page 24.

3.3.4 The garrison of the Scottish capital is:

    2 Foot Regiments (2 at 4 value)
    1 Horse Regiment: Demi Lancers (1 at 4 value)
    1 Medium Artillery Battery (1 at 4 value)

3.3.5 There are two (2) field commands for the Scots, an army from each province. Their composition, leadership and supply status is as follows:

First Command

    3 Horse Regiments (1 at 5 value; 2 at 4 value)*
    1 Dragoon Regiment (1 at 3 value)
    1 Light Horse Regiment (1 at 3 value)*
    5 Highlander Warbands (5 at 3 value)
    5 Foot Regiments (5 at 4 value)
    1 Musketeer "Regiment" (1 at 2 value)
    3 Light Artillery Batteries (3 at 3 value)

Leaders:
    Lord McMullin Commander Skilled (+ 1)
    General O'Day Alternate Average (n/a)

Supply Depot(s): 1 established with 16 supply points

Second Command

    2 Horse Regiments (1 at 5 value; 1 at 4 value)*
    1 Dragoon Regiment (1 at 3 value)
    4 Highlander Warbands (4 at 3 value)
    3 Foot Regiments (3 at 4 value)
    1 Musketeer "Regiment" (1 at 2 value)
    1 Light Artillery Battery (1 at 3 value)
    1 Medium Artillery Battery (1 at 4 value)

Leaders:
    General Crispin / Commander Average (n/a)
    Bishop Glenn / Alternate Skilled (+ 1)

Supply Depot(s): 1 established with 10 supply points
* Again, there was no "price" listed for the Scottish Light Horse or for the Heavy Cavalry in ADVANCED ARMATI, page 24.

3.4 Non-Aligned Provinces
3.4.1 By terms of the First Civil War, the provinces that sided with Prince John are permitted no standing army. For district and capital protection, they are allowed garrison forces.
3.4.2 The non-aligned provinces are: The Lowlands, Northumberland and the Districts of the Southern Association.
3.4.3 The garrison force for each non-capital district of these provinces shall consist of:

    2 Foot Regiments (2 at 4 value)
    1 Horse Regiment (1 at 4 value)

3.4.4 The garrison force for each capital district of these non-aligned provinces shall consist of:
    2 Foot Regiments (1 at 5 value; 1 at 4 value)*
    1 Horse Regiment (I at 5 value)
    1 Medium Artillery Battery (1 at 4 value)
    * The Foot Regiment with a 5 value has a FV of 6[0]0.

3.5 Queen Polivka and Forces with the Crown
3.5.1 Queen Polivka rules the country from Eastershire. Provinces allied with her cause (from the First Civil War) are: Sussex and the Confederation of Western States.
3.5.2 Also by terms of the aforementioned treaty, these three (3) provinces maintain a garrison force in the capital city of the nonaligned provinces. Sussex maintains Northumberland; Eastershire, The Lowlands, and the Confederation maintains a garrison in the Southern Association capital.
3.5.3 The Army of Eastershire is composed of:

    4 Horse Regiments (1 at 6 value; 3 at 5 value)
    1 Dragoon Regiment (1 at 3 value)
    6 Foot Regiments (4 at 5 value; 2 at 4 value)
    3 Musketeer "Regiments" (1 at 3 value; 2 at 2 value)
    1 Light Artillery Battery (1 at 3 value)
    2 Medium Artillery Batteries (2 at 4 value)

Leaders:
    Queen Polivka / Commander Skilled (+ 1)
    General Dvorak / Alternate Skilled (+ 1)

Supply Depot(s): 2 established with 20 supply points each

The garrison force for The Lowlands is:

    1 Horse Regiment (1 at 5 value)
    3 Foot Regiments (3 at 4 value)
    1 Light Artillery Battery (1 at 3 value)

Leader:
    Colonel Jamieson / Commander Average (n/a)

Supply Depot: 1 established with 12 supply points

3.5.4 The Army of Sussex is composed of:

    3 Horse Regiments (1 at 6 value; 2 at 5 value)
    1 Dragoon Regiment (1 at 3 value)
    7 Foot Regiments (3 at 5 value; 4 at 4 value)
    2 Musketeer "Regiments" (2 at 2 value)
    1 Light Artillery Battery (I at 3 value)
    2 Medium Artillery Batteries (2 at 4 value)

Leaders:
    Baron Tvrdik / Commander Skilled (+ 1)
    General Machowski / Alternate Poor (-1)

Supply Depot(s):
    1 established with 18 supply points
    1 established with 12 supply points

The garrison force for Northumberland is:

    1 Horse Regiment (1 at 4 value)
    2 Foot Regiments (2 at 4 value)
    1 Musketeer "Regiment" (1 at 2 value)
    1 Light Artillery Battery (I at 3 value)

Leader:
    Colonel Darling / Commander Average (n/a)

Supply Depot: 1 established with 9 supply points

3.5.5 The Army of the Confederation of Western States is composed of:

    4 Horse Regiments (4 at 5 value)
    1 Dragoon Regiment (1 at 3 value)
    6 Foot Regiments (3 at 5 value; 3 at 4 value)
    1 Musketeer "Regiments" (I at 3 value)
    2 Medium Artillery Batteries (2 at 4 value)

Leaders:

    Lord Otto / Commander Skilled (+ 1)
    General Appleby / Alternate Average (n/a)

Supply Depot(s):

    1 established with 24 supply points
    1 established with 16 supply points

The garrison force for Districts of the Southern Association is:

    1 Horse Regiment (1 at 5 value)
    3 Foot Regiments (3 at 4 value)
    1 Light Artillery Battery (1 at 3 value)

Leader: Colonel Dinsdale / Commander Poor (-1)
Supply Depot: 1 established with 10 supply points

4.0 ADDITIONAL NOTES

4.1 Naval Aspects of the Campaign Game
The French are the only combatant out of a possible eight (8) "sides" to have naval strength indicated on their order of battle. In a first outline of this rules revision, I had developed weather charts for sea regions and was working on supply issues and combat procedures, when I sensed that the inclusion of a naval section or sections would rather complicate matters. I would much rather have this version of the campaign be comparable to the first version, in that the emphasis is placed on land warfare and politics. This is not to completely dismiss the importance of naval movement or engagement, but to relegate to a very much in the back burner.

For sake of simplicity though, I might suggest that Scotland and each of the six (6) provinces have a nominal fleet of 10 major ships and six (6) minor vessels. This gives the Queen a fleet of 48 ships, then.

I think movement should be unrestricted, as sailing vessels can cover much more "ground" in a month's time than can an army marching on foot. Weather, of course, can become a factor. It can delay ships or even wreck them in a storm. But again, my emphasis is on that action taking place on land.

Combat, too, should be resolved in a simple fashion. For example, in an engagement where 10 French ships face six (6) English ships, the French roll a 1d10 and the English a 1d6. High die wins and the difference is the loss incurred. If the French roll a "S" and the English roll a "5% then the French have lost two (2) ships in the action.

In brief summary, there is a naval aspect to the campaign game. In this case, it is an aspect better governed by verbal exchange (kriegspiel) and the roll of the die or dice, then by the production of a page or two of rules.

4.2 Fighting Value of Units and Cost of Units

The above orders of battle list a value for each type/kind of unit. The value is the cost of the unit in the Bonus Units section of ADVANCED ARMATI, page 24. This value is NOT the fighting value of the unit. For example, a warband of Highlanders in a Scottish command will have a cost value of 3, but will be rated with a fighting value of 5.

4.3 Army Organization and Identification
4.3.1 The French commands are organized per the French 30 YW list in ADVANCED ARMATI, page 25.
4.3.2 The Scots are organized per the Scots Covenanters list in ADVANCED ARMATI, page 24.

4.3.3 The Queen's Army and those of her allies are organized per the Later Royalist list in ADVANCED ARMATI, page 24. The reference to Rupert's Regiment of Horse will be ignored, as will the + 1 modifier to the unit of musketeers in the Bonus Units list.

4.3.4 The garrisons (and later on, armies) of the non-aligned provinces are organized per the Later Parliamentarian list in ADVANCED ARMATI, page 24. As above, any reference to the historical army (New Model) will be ignored. The + 1 modifier for the musketeer "regiment" is not applicable.

4.3.5 Army, garrison and naval identification will be by the use of straight pins made up as standards or banners to represent the various armies, garrisons and naval contingents of the warring sides.

4.3.5.1 A large copy of the campaign map with be mounted to a half or one inch piece of Styrofoam in order to allow the placement and movement of these army, garrison and naval force banners.

4.4 Scales

4.4.1 TIME - One completed game turn equals one month on the calendar. There are then, 12 turns to one campaign year.* *Time in tabletop wargames is as per the ARMATI rules, page 1.

4.4.2 GROUND - As per the ARMATI rules, page 1.

4.4.3 TROOP - As per the ARMATI rules, page 1. Offered as an approximation, the First Command of the Scottish forces would number: 2,200 Horse, some 11,400 Foot and, three (3) batteries. (I don't feel comfortable in assigning a specific number of cannon to the battery total.)

For this solo-campaign project, 15mm figure basing / unit size will be used. Furthermore, unit size will be based on the OPTIMAL scheme as depicted in the Basic ARMATI rules. A foot regiment (pikes and muskets) in standard formation then, will occupy 80mm x 30mm of table.

Wargames resulting from map contacts are separate and distinct from the higher-level concerns of the campaign. Contact and resulting battle between opposing forces will not take a month before a decision is reached.

5.0 CAMPAIGN GAME MOVE SEQUENCE - AN OVERVIEW

A goodly portion of this solo-campaign is conducted with paper, pen and pencil, and with a variety of dice. Some readers may think then, that it is paperwork "heavy". To a degree, there is an amount of paperwork, but given my experience with the first running of this solo-campaign and, keeping to the idea of streamlining the turn record and army status sheets, I believe a very good balance can be achieved.

In overview, each campaign turn - or month - proceeds in this First, the weather is determined for each province on the map. (A total of eight (8) die rolls and markings on a record sheet.) Then, die rolls are made to determine the political status of the non-aligned provinces. In the third 11 phase" of the turn, a status check is conducted for all standing armies. Reinforcement, if generated, are placed on the map. The state of supply and condition of each army is then determined. Further, a separate special roll is made with the possibility of the army having to check for an "incident". This process does involve some die rolling. It also involves a review of the map and of the current order of battle for each army. Determination of Seasonal Activity follows, and this too, is achieved by rolling a die, but only for each side and not for each separate army. Depending on the result for Seasonal Activity, Queen Polivka might need to check the status of the Scottish Alliance. Monthly operations are then conducted. This is where armies, garrisons and fleets may be moved about the campaign map. Finally, based on the outcome of monthly operations, victory points will be calculated for each side.

Obviously, the months (turns) of active campaigning - as in Summer - will take a little longer to complete than will the months (turns) of the Winter season. During that time of year, usually, armies will be encamped and refitting for the coming Spring and new campaigns.

There are seven (7) separate steps in the completion of one (1) campaign turn.

    STEP 1 Determination of Weather in Provinces
    STEP 2 Determination of Political Status of Non-Aligned Provinces.
    STEP 3 Conduct Status Check for Standing Armies
    STEP 4 Determination of Seasonal Activity
    STEP 5 Determination of Status of Scottish Alliance
    STEP 6 Conduct of Monthly Operations
    STEP 7 Calculate Victory Point Totals

6.0 CAMPAIGN GAME MOVE SEQUENCE - A DETAILED LOOK

6.1 WEATHER DETERMINATION
6.1.1 Weather conditions are determined for each province and sea region at the start of each monthly turn. Conditions are noted on the monthly turn record for reference. See example of record in Appendix 2.
6.1.2 Weather conditions will vary depending upon the season time of year in the campaign. See following table and effects of weather.
6.1.3 The seasons / time of year are: Spring, Summer, Fall and Winter.
6.1.4 Spring is comprised of three (3) months; March, April and May. Summer is comprised of three (3) also; June, July and August. Fall, of just two (2) months; September and October. The Winter season, of four (4) months; November, December, January and February.
6.1.4.1 Months are numbered in the following manner: January is the first month (1) through to December, which is listed as month number 12.
6.1.4.2 If not previously determined by narrative or scenario design, the start of the campaign is determined by the roll of a 1d12. For example, on the roll of 8, the first monthly turn of the campaign will be August.

6.2 Determining Conditions

Weather conditions are determined by rolling a 1d6 and crossreferencing the result to the particular season.

(1d6)SPRINGSUMMERFALLWINTER
1RainRainColdExtreme Cold
2RainClearRainSnow
3ClearClearRainSnow
4ClearClearClearCold
5ClearClearClearRain
6ClearClearClearClear

6.3 Effects of Weather

    CLEAR: No adverse effects on supplies, to movement, or resolution of combats.

    RAIN: A -1 modifier to all infantry and artillery fire. Infantry movement reduced by 33%. Cavalry and artillery movement reduced by 50%.

    SNOW: A -1 modifier to infantry fire ONLY. There is no penalty to movement rates, but due to ground conditions, infantry and cavalry units are subject to effects of un-dressed unit rule in ADVANCED ARMATI, page 28. The unit(s) in question do not have to perform a complex maneuver to earn the un-dressed status. Movement in snow will "throw" units into a mild state of disorder.

    COLD: No combat or movement penalty assessed. Greater chance of disease or illness among units of army - especially when "out of supply".

    EXTREME COLD: As above for illness / disease considerations. A -1 modifier to BOTH infantry and artillery fire.

    Note: Normally, armies will be in quarters during Winter Season. Maintaining adequate supply then, is the only real concern of command.

6.2 DETERMINE POLITICAL STATUS OF NON-ALIGNED PROVINCES

In the First Civil War, the Royalists and Rebels vied for an alliance with the neutral Scots. As previously cited, the Scots finally did side with the Rebels, but it was too late. In this, the Second Civil War (with a dash of foreign interest), the Queen and the Prince are now trying to secure the loyalties of three (3) provinces. These provinces were originally with the Prince, but the experience of the war and the passage of time has resulted in decidedly mixed feelings.

6.2.1 Determination Process

6.2.1.1 Each campaign turn (month), both sides will roll a 1d6 for each of the three (3) provinces not yet aligned with either the Queen or the Prince.

6.2.1.2 The side winning the die toss will add the difference to its political / alliance total. For example, if the Queen throws a 4 and the Prince rolls a 2, then the Queen has a +2 for that particular province. In other words, the people and military of that province is leaning toward taking the Queen's side in the on-going conflict.

6.2.2 Alignment Totals for Provinces
The Lowlands: 15
Districts of the Southern Association: 15
Northumberland: 15

6.2.3 Cumulative totals for Royalist and Rebel alignment will be tracked on the monthly turn record.

6.2.4 Non-aligned provinces may NOT engage in offensive operations.

6.2.5 District garrisons may defend themselves if / when attacked. (See rules governing Subjugation Attempts, Sieges.)

6.2.6 Only when alignment is determined, may the garrisons of the districts combine to form an army of the province.

6.2.6.1 If alignment is with the Rebels and the Royalist garrison is still within the capital district, then a field battle or siege will most likely result.

6.3 STATUS CHECK FOR STANDING ARMIES

6.3.1 Determine Generation and Placement of Reinforcements

6.3.1.1 Reinforcement / Recruitment will take place in the Spring season ONLY.

6.3.1.2 Roll 1d6 to determine in which month the new troops become available. On a roll of 1 or 2, it is March. On a roll of 3 or 4, the month is April. May reinforcements are generated on a roll of 5 or 6.

6.3.1.3 Reinforcement / recruitment is based upon the number of districts under immediate control. For example, in the campaign turn of March, the Royalists count the number of districts under their banner. A total of 11 districts means that troops to the value of 11 BP may be "purchased".

6.3.1.4 BP purchase allowance / dispersal:
Up to 40% of the BP may be used on cavalry.
Up to 20% of the BP may be used on artillery.

6.3.1.4.1 BP cost(s) for reinforcements are found on page 24 of ADVANCED ARMATI. For example, with 11 BP, Queen Polivka may "buy" three regiments of FT. Two regiments will be pike/musket regiments at fighting values of 5, and one will be an all musket regiment with a fighting value of 3.

6.3.1.5 French reinforcements are NOT available. The French Army with Prince John and the one under Prince Rourniere are all the forces available for the French.

6.3.1.6 Reinforcements are placed in the capital city. If the capital city is captured, then a capital city of a friendly province is utilized.

6.3.1.7 Basically, reinforcements become an army (albeit a small one) in their own right. If they have to march through five districts to get to the parent force, well ... then that's just yet another concern of command, is it not?

6.3.1.8 Reinforcements are considered "trained levy" and will fight (any combat) with a modifier of -1 in their first engagement.

6.3.2 Determine State of Supply for Armies

6.3.2.1 Armies are either supplied or they are not. There is no middle ground with respect to the state of supply. An army is either "IN" or "OUT" of supply. Armies "IN" supply may conduct operations without penalty or adverse effects. Armies that are "OUT" of supply however, will suffer a cumulative penalty for each month they are "OUT" of supply.

6.3.2.2 The cost of supply for an army (or other force) is a product of the number of regiments and batteries making up that particular force. Infantry regiments (whether mixed pike and musket, or just musket-armed) cost one (1) point each month. Cavalry regiments cost three (3) points each month. The price for a batter of artillery is two (2) supply points each month. For example: a Royalist force of seven infantry regiments, four cavalry regiments and two batteries of artillery, costs 23 supply points each month.

6.3.2.3 Supply points are totaled by adding together the points for home districts and enemy districts under control. The points total may be modified due to the season of the year. For example, a district will produce / provide more supply in Summer than it will during the Winter months.

DistrictSpringSummerFall Winter
Home/Allied6993
Enemy/Subjugated366 1

Example: A Royalist Army of 23 points is checking its state of supply. The season is Summer and the Army has three home districts under its control. In addition, it has just subjugated an enemy district. The supply point total for this army then, is: 9 + 9 + 9 + 6 = 33 points. The surplus 10 supply points may be banked in depots that the army commander can build for later use.

6.3.2.4 Supply depots may be built by any army or garrison force during any season and regardless of level of seasonal activity. The cost of construction is eight (8) supply points. Any surplus may then be stored in the depot. In the above example, this would result in a depot containing two (2) points of supply.

6.3.2.5 Existing supply depots may be utilized if there are not enough districts under control to supply an existing force. Record must be kept of the debits made on depots.

6.3.2.6 Depots of subjugated districts are taken over by the occupying force and count toward their supply points total.

6.3.3 Penalty Assessment for being "OUT" of Supply

6.3.3.1 If the cost of an army is greater than the available supply points, that army is considered to be "OUT" of supply for that month. Using the same Royalist force as defined above - 23 points in strength - a check of its supply status reveals that it has only two home districts available / secured. The difference in cost and supply is 23 - 18, or 5 points.

6.3.3.2 Any difference in army cost and available supply points results in the corresponding loss of an equal amount of army BP. The dispersion of this loss, or payment in troops, is made at the discretion of the 26 army commander.

6.3.3.3 In addition to paying BP cost, the army is question will fight with a modifier of -1 for each month it is "OUT" of supply. If then, an army has been "OUT" of supply for three (3) months, all combat rolls will be subject to a modifier of -3.

6.3.3.4 The monthly turn that calculations reveal an army to be back "IN" the supply chain, all negative modifiers are erased. There is no return of lost BP, however, unless supplied by reinforcements.

6.3.4 Determine Army "Condition"

6.3.4.1 Army "condition" takes into account other variables than the state of supply. Primarily, "condition" is concerned with morale, leadership, past performance in battle, and to a degree, the weather.

6.3.4.2 Unlike the state of supply for an army, "condition" is a graduated assessment. An army may be in one of the following four "conditions":

    EXCELLENT 6
    GOOD 5
    FAIR 2-4
    POOR 1

The numbers to the right of the conditional states may be determined by an initial Id6 toss, or determined at the start of the campaign. No army may have a score greater than "6" and no army may have a score of less than "1".

6.3.4.3 Every month, the "condition" of each army / force is checked. The commander of the force rolls a 1d6 and adjusts the "condition" per the following table.

    1d6 Adjustments to "Condition"
    1-2 Decrease present level by 1
    3-4 Level remains unchanged
    5-6 Increase present level by 1

6.3.4.4 Supply Status Modifiers to "Condition" Forces that are "IN" supply, receive a +1 modifier to "condition" roll. Forces that are "OUT" of supply, receive a -1 modifier to "condition" roll for each month they have been in this state.

6.3.5 Determine "Incident" Occurrence

6.3.5.1 Every month, an army will check to see if it is subject to the occurrence of an "incident". This "incident" is separate and distinct from supply concerns as well as the "condition" of the force. It is a relatively simple process by which "flavor" may be added to the campaign proceedings.

6.3.5.2 Every month, each army will roll 2d6. On a result of "2" (snake eyes), another roll will be made and the following table consulted to determine the nature of the "incident"

    2d6 Incident
    2 Disease strikes army: 1d6 BP eliminated and 2d6 BP are unavailable for field duty for the current month.
    3 Mange strikes cavalry contingent: 1d6 BP of cavalry eliminated and 1d6 are unavailable for field duty for the current month.
    4-5 Raiding by Brigands results in loss of 3d6 supply points.
    6-7 Pay for army is late: if offensive actions are subsequently determined, the army will not move from current district. If additional supply points are used (equal to half of basic requirement), the army will respond to offensive orders.
    8-9 Ammunition for artillery is found to be unsafe or of poor manufacture (wrong size). One (1) battery of army is out of commission until 8 supply points are paid to rectify situation.
    10-11 1d6 BP of infantry AND of cavalry change allegiance and switch sides. Subtract from present army total and add to nearest enemy garrison or army command.
    12 Peasant uprising in currently occupied district: roll another 1d6. On a 1 or 2, lose 1 BP; on 3 or 4, lose 2 BP; on 5 or 6, lose a total of 3 BP. All losses are taken from infantry formations.

6.4 DETERMINE SEASONAL ACTIVITY

6.4.1 At the start of each calendar season (Spring, Summer, Fall and Winter), both sides will determine their level of activity for that season. The three (3) levels of activity are: Political, Defensive and Offensive.

Note: In this particular case, the French and Scots are starting one month into the Spring season. It seems fair to presume that these forces would be operating under Offensive "orders". Further, it also seems fair to presume that the Offensive would be a total one. Thus, all three (3) armies will be marching.

6.4.2 Both sides roll a 1d6 to determine their level of activity.

On a roll of 1, the side will engage in POLITICAL activity. On a roll of 2 or 3, the side will engage in DEFENSIVE activity. On a roll of 4-6, the side will engage in OFFENSIVE activity.

6.4.3. Modifiers to Seasonal Activity Roll

    Condition Modifier
    EXCELLENT +2
    GOOD +1
    FAIR No modifier
    POOR -1

    Season
    SPRING / SUMMER +1
    FALL -1
    WINTER -2

6.4.4 Seasonal Activity Defined

6.4.4.1 POLITICAL With this activity result, attempts will be made to secure alliance with non aligned provinces and/or change the mind of the Scottish command. Please see Sections on Political Status of Non-Aligned Provinces and Status of Scottish Alliance.

6.4.4.2 DEFENSIVE With this activity result, a 1d6 will be rolled for each army under command. For example, if it is determined that Prince John will spend the Fall Season on the "defensive", he rolls a 1d6 for the French force and for each Scottish command.

6.4.4.2.1 On a result of 1-4, the defense is PASSIVE. On a result of 5 or 6, the defense is ACTIVE.

6.4.4.2.2 PASSIVE Defense allows for reaction ONLY by the army in question. The army will not move to engage a maneuvering enemy or invading enemy, but will remain stationary within the district it presently occupies.

6.4.4.2.3 ACTIVE Defense allows for reaction ONLY, as well. However, in this case, the army in question may move to engage the enemy. No invasion or subjugation of territory outside of the district occupied is permitted by this ACTIVE army. It may move into an adjacent district for the sole purpose of waging battle. Upon completion of the engagement, the army will withdraw to its original district.

6.4.4.3 OFFENSIVE With this activity result, a 1d6 will be rolled.

    6.4.4.3.1
    On a result of 1 or 2, the offensive is "LIMITED".
    On a result of 3 or 4, the offensive is 'EXPANDED".
    On a result of 5 or 6, the offensive is 'TOTAL".

6.4.4.3.2 "LIMITED" Offensive

Only one friendly army or force on the side with a "limited" offensive activity result may move, attempt subjugation of districts and engage in battle. The army for this offensive is selected by the roll of a 1d6. For example, the Queen has her own force and there are two others allied to her standard. On an additional roll of 1-2, one allied army is selected. On a roll of 3-4, it is the Queen's army that moves, and so forth.

6.4.4.3.3 'EXPANDED" Offensive

This kind of offensive will include two armies. Selection is a variation on the process described above. If the first two armies rolled for are selected, there is no need to roll the die a third time.

As above, these armies may move, attempt to subjugate districts, start sieges and engage in battle. Further, these armies may operate in conjunction as long as subsequent supply point costs are paid.

6.4.4.3.4 'TOTAL" Offensive

As implied by the adjective, all armies of the combatant are involved. Again, the armies may combine in operation, but will be subject to supply point costs.

6.5 DETERMINE STATUS OF SCOTTISH ALLIANCE

Note: I debated whether or not to include this additional political substep, as it may well complicate / lengthen the campaign game turn. As of this typing (July 09, 2001), 1 am keeping it within the rules. It seems to me that "checking" on the status of the Scottish alliance will add a little more interest to the game.

6.5.1 ONLY when Queen Polivka has POLITICS as her seasonal activity, may "talks" with the Scottish leadership occur.

6.5.1.1 The Queen rolls 3d6 to determine the status of The Scottish alliance.

6.5.1.2 On a result total of 15 or 16, the Scottish will become NEUTRAL in the conflict.

6.5.1.3 NEUTRAL Scottish forces will consolidate their position. If operating with Prince John and/or French forces, they will withdraw to the nearest friendly or unoccupied district.

6.5.1.4 NEUTRAL Scottish forces will NOT engage in nay offensive operations. They will, however, defend themselves if they are attacked.

6.5.1.5 On a result of 17 or 18, from the 3d6 roll, the Scottish will CHANGE sides.

6.5.1.6 Once allied with the Royalist cause, the Scottish forces will immediately attack Prince John and/or any French in the same district.

6.5.1.7 If operating independently at the time of the CHANGE, the Scottish will - as before - be subject to determination of seasonal activity rolls. They will NOT operate in conjunction with Prince John or with the French.

6.6 THE CONDUCT OF MONTHLY OPERATIONS

Overview: During monthly operations, armies, garrisons and naval forces may move, attempt to subjugate and occupy enemy or non-aligned districts, conduct sieges of enemy districts and garrisons, and engage in battle with other standing armies, with garrisons and naval forces.

6.6.1 Movement

6.6.1.1 Commands (armies / garrisons) under offensive or active defensive "orders" may move a maximum of two (2) districts in the course of a month / campaign turn. For example, A Royalist force in the capital district of the Confederation of Western Districts may march (move) South into the capital district of the Southern Association.

6.6.1.2 Movement is only permitted between contiguous districts.

6.6.1.3 In order to move into a second district, the marching force must have subjugated the first district. This applies to enemy or non-aligned districts and NOT to home districts.

6.6.1.4 Established supply depots can provide for armies/garrisons that are " cut-off "; not able to trace a line of supply to a friendly home district. Otherwise, marching / moving commands must be able to trace a line of supply back to a friendly home district. The line of supply is traced through subjugated

6.6.2 Subjugation / Occupation of Districts

Note: The following procedures are adapted from ADVANCED ARMATI, pages 33-34. Advance into an enemy or non-aligned district will result in one of the following circumstances: Attempt at subjugation versus district garrison. Subjugation of an unoccupied district.

6.6.2.1 Attempts at subjugation versus a district garrison are resolved by rolling an amount of six-sided dice and comparing the results.

The attacking force (usually an army) will roll 3d6. The defending garrison will roll 2d6. If the defending garrison is in the capital district of the region, it will roll 3d6. If the attacking force has the greater total, they win and are able to subjugate the district.

The losing garrison will roll a 1d6 and take that many BP as losses. They will withdraw / retreat to the closest friendly / allied district.

If the defending garrison has the greater total, then the attacking / advancing force is "tied up" in attempts to subjugate the district. At the discretion of the commander, it may stay in the contested district and try again next month, or it may retreat from the district and march back to its starting point.

6.6.2.2 If a district is unoccupied by its standing garrison, the advancing / attacking force is automatically successful in its attempt at subjugation.

6.6.2.3 If the district being contested in a capital district, the defending garrison will roll 3d6 against the total score of the attacking force.

6.6.3 Sieges

6.6.3.1 On a successful attempt of subjugation, the attacking player with roll one additional 1d6. A "1" indicates that there is a castle, manor house or small town that has to be taken by siege.

6.6.3.2 The attacking player must dedicate four (4) infantry BP from their army to conduct the siege.

6.6.3.3 The attacking player rolls another 1d6. On a result of 1 or 2, the siege will last one month. On a result of 3 or 4, the siege lasts two months. With a roll of 5 or 6, the siege lasts for three months.

6.6.3.4 The attacking player may elect to assault, and thereby shorten the length of the siege. If so decided, yet another Id6 is rolled. On a 1 or 2, the attacking force loses 3 BP. On a 3 or 4, the attacking force loses 2 BP. With a roll of 5 or 6, the BP loss is 1. Regardless of the resulting BP loss, the siege is considered lifted and the district fully subjugated.

6.6.3.5 If assault is not elected and the siege is carried out to its conclusion, the player conducting the siege rolls a 1d6. On a 1-3, the attacker loses 2 BP. On a result of 4-6, the attacker loses I BP.

6.6.3.6 The conduct of sieges will NOT interfere with supply of the advancing or subjugating army. The siege is simply a method by which the advancing army and commander may be aggravated.

6.6.4 The Conduct of Battles in the Field

6.6.4.1 When opposing armies are in the same district or a province, an actual battle (wargame) will usually result.

6.6.4.2 The roster or order of battle for those particular forces is consulted and each side prepares for a tabletop engagement.

Note: The rules in ARMATI and ADVANCED ARMATI have proved to be entirely sufficient to wargame battles in miniature. However, in order to provide for even more of a solo "feel" to the wargame battles, I am borrowing and adapting the ideas presented in "Pre-Battle Tension for DBA" by Norman Mackenzie in the July 1997 issue of Wargames Illustrated.

Very briefly, each army has a number of counters labeled "Observe", "Flank", "Defend" and so forth. One counter from each side is drawn and the results are crossreferenced to determine what happens on the field.

As if this typing (July 11, 2001), the adaptation is still in draft form. The ARMATI rules contain simple yet comprehensive command and control rules. In Mr. Mackenzie's article, the result of "caught on the march" represents an interesting problem for the division command system put forward by Arty Conliffe.

6.7 CALCULATION OF VICTORY POINTS

Overview: Each Army begins the campaign game with zero (0)Victory Points.

Victory in this campaign game is determined primarily by the comparison of victory point totals. This total may be figured for sides (Queen Polivka and her allies, for example), or for individual armies. It's a little more paper-work, but victory point totals may be calculated for the Army of the Southern Association, for example.

Borrowing again from ADVANCED ARMATI, pages 33-34, victory in the campaign may also be determined by the capture of the capital city of a province. If the capital city is captured (its district subjugated and there is not siege), then that Army surrenders and is disbanded.

6.7.1 Victory Point Schedule
Enemy Standard Captured in Battle + 1
Enemy (Key) Unit Broken in Battle +2
Enemy Veteran Unit Broken in Battle +4
Enemy Alternate Commander Killed +4
Enemy Alternate Commander Captured +8
Enemy Commander Killed +7
Enemy Commander Captured +14
Enemy Commander-in-Chief Killed +10
Enemy Commander-in-Chief Captured +20
Enemy Army Defeated in Battle +15
Enemy Army suffers Major Defeat in Battle +30
Enemy District Occupied/Subjugated +20
Non-Aligned District Occupied/Subjugated +10
Enemy Capital District Occupied/Subjugated +50

COMMENTS

I think this version of "For God, Queen and Country" is a marked improvement over the first. That's a subjective assessment to be certain, and one that will be tested in the actual playing of the solo-campaign. I am eager to proceed with the test. However, now that the rules are, for all intents and purposes, complete - it remains to produce a large scale map and the straight pins with colored standards, which will represent the various armies, garrisons and navies. Rosters must be developed and then maintained for each and every army, garrison and collection of sailing vessels. Furthermore, record sheets must be drafted in order to track the "flow" of each campaign turn.

It appears, at first glance at least, that all of the above translates into a mountain of Paperwork to say nothing of the die rolling involved. However, based on my recollection of the first campaign experience, the paperwork was simple, straight forward and rapidly completed. Even if the paper-work in this version takes 10 more minutes to finish, that's a small price to pay for being able to track two countries, eight provinces, seven or more armies and, the supplies for same.

More Prince John

Return of Prince John ECW Campaign

Return of Prince John ECW Campaign Rules


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