"IRONSIDES"

Being a set of near-imbecilic rules for the larger actions of the Great Civil War, by a Levelling Man.



"We shortly expect a pitched battle, which if the cavaliers will but stand, will be very hot, for we are all much enraged against them for their Barbarianisms, and shall shew them little mercy"

Nehemiah Wharton, before Edgehill

" Wae's us, we are all undone!"
unnamed Scotsman, at Marston Moor

by Corporal Howard Whitehouse, Ireton's Regt, hanged for plundering, 1646

"Cromwell's own division had a hard pull of it, for they were charged by
Rupert's bravest men both in
front and flank --- they stood at the sword's point a pretty while, hacking
one another; but at last (it
so pleased God) he broke through them, scattering them before him like a
little dust."
Leonard Watson, Scoutmaster-General, at Marston Moor

"I could not but smile out to God in praises, in assurance of victory."
Oliver Cromwell, at Naseby

Here is a short set of army-level rules for the English Civil War. It is based on the assumption that if the details of combat are kept simple and abstract, if movement distances are fairly large and limited primarily by the presence of the enemy, and losses are considered in terms of loss of effectiveness (and in decent-sized chunks, to boot), then perhaps we can play a game that looks mainly at the decisions open to seventeenth century generals, and still expect to complete the battle and get home before our coaches turn back into pumpkins.

I don't think it matters what scale of figures you use. The die rolling for Leadership Points per division is essentially stolen from De Bellis Antiquitatis. Other influences include Andy Callan's "Dark Age Infantry Slog", the ideas of Paddy Griffith, and, most especially, my own Peninsular War rules, the bizarrely titled Old Trousers.

The key premise is that each unit has a 'CV", a "Combat Value" between 2 and 7, which represents its worth in terms of morale and discipline as well as numerical strength. All combat, reaction and manoeuvre are based on this number, and as it falls the unit becomes less and less useful, until it reaches Zero and disintegrates there and then. Infantry and foot artillery movement is predicated on the CV, and a hard-pressed regiment is likely to advance quite slowly ---- though it can run away (sorry, make a tactical withdrawal) at top speed.

The essence of combat is that one side seeks to cause a CV loss to an opponent by rolling a D6 and scoring equal or less than its own current CV (a 'l' always being a hit, a '6' a miss, whatever modifiers apply). The recipient unit will hope to rally any CV loss at the beginning of its next turn, trusting in the meantime that it can maintain good order ( or at least not run away) on its reduced CV. If things get bad it may not only fail to withstand the enemy's fire / cold steel / impressive uniforms and manly bearing, but also be unable to rally its strength back when opportunity arises. C'est la Guerre --- in general, good troops will deal heavy blows and accept some punishment but poor quality units will be unlikely either to hit hard or take losses. Really good troops will be able to suffer some loss of CV before any loss of effect takes place.

Movement is rapid in comparison with most rules sets, since I find a lot of 2" moves very tedious indeed. Often it will be possible to move from out of artillery range into contact in one turn. However, since the firing rules permit multiple shots by a threatened opponent, a player who decides to assault an artillery battery needs to realise he may be shot at two or -just possibly - three times by that battery during the single turn it takes to advance against it. Ouch indeed --- Still, artillery is fairly ineffective at this period, and barely mobile at best.

The importance of generals and the choices open to them are of paramount concern. Generals can choose to monitor the formation as a whole and allow the regimental officers do their job as inspirers of men, or they can use their prestige and charisma (those that have any!) in attaching to a single unit (the "hat-waving factor") while essentially abandoning the rest of their command. Most of the staff duties of carrying messages, allocating ammunition etc is kept in abstract form in terms of Leadership Points (LPs). These are the basic tools of command in Ironsides. Each Captain-General and immediate subordinates have a number of LPs per turn (usually D6 +/modifiers) with which to control the units under their command, to a maximum of 6. Unused LPs are lost -they can't be saved for later or given to a friend -sorry! In addition, each commander has a number of 'Re-rolls' (RRs) which he can use to alter the dice thrown by his units if he doesn't like the results. This represents the hat-waving element in action - "fire low, lads", "rally for the King!" - and some men are better at it than others. Each commander has a "Command Radius" within which he can influence units under his own control. Beyond the Command Radius, units are left to their own devices, which means little or no movement, recovery from losses or initiative to act.

Unlike the neater organisation of later wars, with brigades, divisions and corps, ECW armies were divided into ad-hoc formations based on branch of service (horse, foot and guns) and position on the battlefield. Typically, there might be four commands: left & right cavalry wings, infantry, and artillery. Infantry regiments had a theoretical strength of about 1,300 men, but were often so much smaller - half or a third of notional strength - that they were combined into informal brigades of 1,000 -2,000 men. Generally, we'll count such brigades as regimental units for the purposes of play. Cavalry were organised into troops of about 70 men, then into regiments of ideally 4-600 men. Again, feebly understrength regiments were combined into brigades (counted as regiments). Artillery, especially the larger pieces, was collected in a train, under the command of an overall Master of Ordnance, and divided up - if it appeared on the battlefield at all -according to his wishes.

You will notice that within each arm there are some differences. The cavalry are divided into 'trotters' and 'gallopers', which more often than not means Parliamentarian and Royalist. Trotters represent the older school of cavalry tactics, often using the pistol at a distance as primary weapon (this is a defective tactic, but popular early in the war), and also the tactics of Cromwell's troopers, charging at a round trot', rather than at a gallop, but relying on shock and swordplay for effect. Most Parliamentary horse would use the pistoleer tactic in 1642-3 and perhaps into 1644. Gallopers are the dashing cavalier horse epitomised by Prince Rupert, fast moving and probably lighter in gear.

You'll find that trotters are slower, but are less likely to go haring off after a beaten enemy. A third type of cavalry is the cuirassier - a rarity - being a heavily armoured trotter. Dragoons move mounted, but fight on foot nine times out of ten; they are unlikely to do well in melee except against a very battered opponent.

Infantry are assumed to have a rough proportion of 1 pikeman to 2 musketeers, the 'ideal' of the period. If this falls to 1 - 1, the infantry are "pike heavy', giving an advantage in close combat at a cost in firepower. Royalist and Scots Covenanter forces were often poor in muskets. Likewise, a unit without pikes, or with very few, is deemed "shot heavy" with the opposite qualities. Detached musketeers are considered separately as 'skirmishers', as are dismounted dragoons.

Artillery is generally scarce in the field: except for the smallest guns, it is slow to fire and barely mobile after the civilian drovers have placed it in position and probably cleared off to drink their wages.

This isn't the place for a full description of ECW armies, but as a general rule the proportion of horse to foot was much higher than in later years; 1-2 was considered ideal, and was approximately the standard of the New Model Army from 1645 onwards. Royalist armies usually had 35-50% horsemen, the army that lost at Naseby being about 4,000 of each. Armies were small - 5,000 men was a respectable regional force, and 10-20,000 a large field army. The King had 14,000 men at Edgehill, 18,000 at Marston Moor, perhaps 8-9,000 at Naseby; the largest field force was the 26,000 Parliamentarians at Marston Moor, in three separate armies. The whole New Model Army was raised to a target of 22,000. Moreover, battlefields were small; Marston Moor was less than two miles across, Naseby battlefield a little over a mile. You won't need a huge table to play an Ironsides game.

While Ironsides is designed for large battles rather than local skirmishes, it is a good idea to start small. Our local club in scenic Chattanooga, Tennessee (some distance from Marston Moor, let it be said) usually plays with 6-10 infantry units, about the same of cavalry, and a couple of artillery pieces per side. This is enough for a 2-3 hour game, with two or three players dividing UP duties as Captain-General (who also gets the artillery, baggage train etc), two wings of horse and one body of foot. Ideally we'd have four players per side, but we don't, and I assume that many games will take place between individual players, or even solo. Take this into account, for nothing makes a game - any game - unwieldy like overloading each player with to much to do. Ironsides in a simple but intensive game - you have to constantly attend to your units or they will die on you - so too many units means too much administrative work for any but the most accountant-like wargamer.

At this point I have chosen to concentrate on the armies that fought in England and Wales during the 1640s; I suspect that Montrose's campaigns in Scotland, or the recurrent turbulence in Ireland could be played, at least in part, with these rules; however, these were generally much smaller and messier affairs, and I would not blithely assume that we can simply call a highland clan just another infantry unit. Maybe I shall move in that direction at a later time.

H.J.W., January 1998

SCALES & ORGANISATION

Scales: 1" = 50 yards
1 turn = 20 minutes, in two alternating parts.

There is no set figure scale. Basic units are regiments, (sometimes actually brigades) depending on time and place, of perhaps 400 to 1200 men, less for cavalry formations, and pairs of artillery pieces.

Playing pieces can be organised by stands, or not, into regiment sized units. Infantry and cavalry 'units' are made up of several stands grouped and acting together. I don't think that the internal organisation of the regiments matters as long as consistency is maintained; this, however, is what I use:

Infantry regiments are made up of a stand of pikes, with two of musketeers, one on either side. Each stand is an inch wide, and holds 12 6mm figures in two ranks, giving 36 figures. I have some smaller units of 24, in stands of 8. The musketeer stands are actually in two separate ranks, so make 4 pieces, which looks better in a 'hedgehog' formation. You could do the same thing with 6 15mms per stand, 3 wide x 2 deep, or conceivably 2 x 2 25mms. At 3" (150 yds) frontage, this represents the space taken up by 900 men in 'order' (a yard per man) 6 ranks deep, or 1200 at the older 8 rank deep Dutch formation.,

Cavalry and dragoons are mounted on similar inch-wide stands, 5 figures abreast, usually 3 stands to each regiment for convenience. Each stand represents a double-troop of about 150 men in three ranks; deeper 'pistoleer' formations can be shown by putting stands one behind the other. Again, larger figures can be used, 2 15mms per stand, though a solitary 25mm would appear rather sad! perhaps a regiment on two stands of 2 would work. The dragoons could be given more 'open order bases to differentiate them; of course, they also need 3 dismounted stands in open order (3-4 figures?) with at least a token base of horseholders and led horses to the rear.

Artillery pieces represent pairs of guns, and need as narrow a base as can be reasonably managed; technically, about half an inch would be right.

My own preference is to have each regiment cover approximately the same frontage in battle formation, purely for ease of play.

ARMY STRUCTURE

The army is commanded by a Captain General. Beneath him in sequence of importance are the Lieutenant General, who commands the horse, the Sergeant Major General, in charge of the foot, and the General of the Ordnance, or Master of the Ordnance, who commands the artillery.

Below these worthies are the Commissary General, second in command of the horse, and usually in charge of the opposite wing to the Lt. General. Below the Sgt. Major General may or may not be a number of Brigade commanders - usually nominated colonels - commanding 2-5 infantry regiments.

What this looks like in organisational terms is something like this:

Captain General (? LPs - see chart on pg 10) Lt. General Sgt Major General Master of the of Horse (D6 LPs) of Foot (136 LPs) Ordnance (D6 LPs) Commissary I I Artillery Train General (136-1 LPs) Brigade Commander Brigade Commander 2 wings of 2-5 regiments 2-5 regiments cavalry regiments Players will always portray the Captain - Generals, and ideally there ought to be individual players for the generals of horse (even two) and foot. The artillery is easily subsumed into the Captain-General or Major-General's role. Multiple commanders definitely add to the period feel! Note that where it says "D6 Us" this is for a notional 'average' officer - see the variable chart on page 9.

LOWER LEVEL FORMATIONS

Brigades (not the small brigades, which we count as regiments) were a common way of helping the Sgt Major general handle his infantry. These do not have the full command capabilities of, say, C 18th brigades. We will allow the Brigadier a very limited supply of Us, which he will be able to exert some control, but will probably need Us from the Sgt Major General if he wants to get much accomplished!

Independent regiments or Forlorn Hopes have no wing or brigade commander.

Easy Rule: allow each such brigade 1 LP per turn to Move or rally, extra Us from the Sergeant Major General for infantry brigadiers, or the Captain-General for independent commands only.

More Interesting Rule: Roll a D6 per unit to find out how many Us it has for this turn; if you feel like it, designate Colonels as 'poor', 'average' and 'good'.

Die Roll Good Average Poor
1 0 0 0
2 - - 0
3,4 - - 1
5 2 2 1
6 3 2 2

GENERALSHIP RATINGS

Commanders below Captain-General - the first tier of officers including generals of horse, foot and artillery, and the commissary general in charge of one cavalry wing each need a 'Skill Rating' and 'Morale Rating', which are not at all the same. Base this on historical research, or roll for them;

Die Roll SKILL MORALE (Re-Rolls per turn)
1 Idiot -2 LPs, radius 2" Cowardly wretch; enemy gets 1RR against his units each turn
2 Fool; -1 Us, radius 4" Ninny; no RRs
3,4 Fair Man; LPs as rolled, radius 6" Decent Chap, 1 RR
5 Clever Fellow; +1 LP, radius 8" Dashing Leader, 2 RRs
6 Child of Victory; +2 LP, radius 10" Valiant Hero, 3 RRs

(You might deduct 1 for the Commissary General's skill rolls, as clearly he is not accorded the respect of his superior.)

For quick and simple games, you might count all commanders as having rolled a 3 or 4 - ie average men, no LP modifier, 6" radius of command, one RR per turn - see chart on page 5.

Army and Wing or branch commanders (there being very little consistency in command hierarchy amongst any of the ECW armies are usually portrayed by players; generally gi'em a 24" radius for a Captain-General, 12" for subordinates, Us as rolled and a +2 for Morale. Alter this as necessary, but remember that wargamers who want to be given the advantages of Cromwell or Prince Rupert will resent being given the characteristics of Essex ---- if you really want to do this try

PARLIAMENT LPs Radius Morale
Cromwell D6 +4 30" 3 RRs
Fairfax D6 +2 24" 3 RRs
Waller D6 +1 24" 2 RRs
Essex D6 -1 12" 1 RR
Manchester D6 18" 1 RR

ROYALIST LPs Radius Morale
Charles 1st D6 18" 3 RR
Rupert D6 +3 24" 3 RR
Hopton D6 +2 24" 2 RR
Goring D6 18" 2 RR
Newcastle D6 18" 1 RR

Should any of these commanders serve as subordinates (say, Rupert commanding a wing of cavalry under Charles overall command at Naseby), halve the command radius, but leave other factors the same.

What Subordinate Commanders Do:

These officers may either Command the Formation: take a position among their units, usually behind the front line, where it was easiest to administer the needs of the formation as a whole. This works out as follows:

Leadership Points: as rolled, +/- modifiers for Skill. Any unit within the command radius can move if given 2 LP (See movement rules - sometimes you get to move several for the price of one).

Rallies: use RRs to 'try again' if an initial effort to rally should fail.

Combat: Can use RRs for a unit to improve its shooting, but not melee - you have to attach for that.

Reaction: Use RRs to 'try again' if an initial die roll should fail.

Attach to a unit: this means leading one regiment from the front, and letting the others go hang!

Leadership Points: as rolled, +/- modifiers for Skill. Attached unit moves free, others cost 2 LP each.

Rallies: use RRs to 'try again' if an initial effort to rally should fail. Deduct 2 from die roll for attached unit, add 2 for others.

Combat: Use RRs to aid both shooting and melee - but you might come a cropper.

Reaction: Use RRs to try again! if an initial die roll should fail. Deduct two from the score because the men are really impressed to see you there! Really bad generals (those with no RRs) get a free one at this point for at least showing some effort!

What Captain Generals Do:

These Generals may either -

1) Command their whole Order of Battle: Take up a position to observe the development of the action, and influence it by allocating LPs to subordinates in need of bolstering, either by a flow of orders, visits from staff officers or the occasional bottle of good claret. All formations within command radius and visible can receive LPs. Those which cannot must survive on their own LPs. 2) Attach to a wing, branch or brigade: "e.g. Fairfax joins the right wing horse", "King Charles is at the head of his infantry": this essentially means abandoning command of the army as a whole while seizing command at a key location. In this case the General may use his LPs and RRs for that command only. He retains his usual Radius of Command for that wing, branch or brigade only. The regular commander loses all powers - no LPs, no RRs- during the attachment since he is presently merely a toady to the Great Man --- so. on the whole, this is a risky thing to do. To make up for this, the CV of each unit goes up 1, until said Great Man goes away again, when it drops 1.

While the Captain-General is attached to a wing, branch or brigade , the rest of the army operates on its own LPs only.

THE FORCES

Combat Values:
Bad - the rawest & least enthusiastic troops CV2
Poor - Most infantry in 1642 CV3
Average - Most early war troops CV4
Fair -Well-trained infantry, most cavalry CV5
Good - confident veterans, esp New Model Army CV6
Superb - the Ironsides, just paid and preached to: CV7

Artillery batteries are based on pairs of guns;

Modifiers for unit size are as follows: really big units (1200 men+) -2 (for shooting and melee only)
big units (1000- 1200) -1 (for shooting and melee only)
small units (500 -700) +1 (for shooting and melee only)
really tiny units (under 500) +2 (for shooting and melee only)

(halve these unit numbers for cavalry)

Now argue with your friends how many small units can get into close combat with one big one---

SETTING UP A BATTLEFIELD

I'm not a believer in complicated rules about how you set out a model battlefield. If you can't find any maps of real battles, and have no idea what C 17th England looked like, you probably need to visit a good library. Once you have laid out a suitable landscape, set out the armies 500 - 2,000 yards apart. Scouting was generally rudimentary, so simply finding the enemy was a task in itself no Napoleonic manoevering into action. Let the defender set out one command, ideally the most forward units, then the attacker; take turns putting out troops until all are deployed. Be fair about this; ECW armies deployed slowly and without a lot of secrecy (don't tell me about Montrose here,

RE-ROLLS (RRs) are the other part of the command equation. Briefly, each commander has 0-3 RRs per turn, depending on their charisma, reputation and ability to prance about impressively on a white horse. Whenever a unit within command radius fails a die roll, an RR can be used to roll one (not two, not three) die again. This can be used for rallies, shooting, reaction and emergency responses. It cannot be used to reroll your own LPs ('cos you can't really inspire yourself by a good speech, unless you listen to an awful lot of self-improvement tapes), and -most importantly - can't be used in melee unless our gallant man is in there himself risking his own posterior. Keep track of RRs however you like, remembering that the turn has two parts.

Game Sequence: this goes as follows - it isn't nearly as complicated as it sounds

1) INITIATIVE
2) MOVE GENERALS
3) ARMY LPs
4) ALL OTHER LPs
5) ALLOCATE LPs FOR RALLIES & MOVEMENT
6) ATTEMPT RALLIES
7) MOVE ALL UNITS FOR SIDE A
8) SIDE B FIRES
9) SIDE A REACTS
10) SIDE A FIRES
11) SIDE B REACTS
12) SIDE A COMPLETES MOVEMENT
13) TARGET OF CHARGE REACTS -EMERGENCY RESPONSES.
14) SUPPORT & OPPORTUNITY CHARGES
15) CLOSE COMBAT
16) REVERSE THE PROCESS - SIDE B MOVING

In Detail, these are the rules -

1) INITIATIVE. Roll each turn for initiative. Higher roll (Side A) goes first - yes, this does mean that sometimes you get to move second, then first, which always feels wonderful as your opponent snarls at your sweeping manoeuvres!

2) MOVE GENERALS. Side A may move generals, and attach or detach as preferred. Generals move 36" per turn, but each attachment or detachment costs 12" - ie it takes time to leave a unit or find out what's going on with a new one. However, once a general is attached to a formation he moves again to accompany the unit when it moves. Replacement generals - usually the senior colonel, though this is very unstructured in the ECW - take up their posts at this time, and embarrassed gentlemen swept away in routs return to their command after one full turn away.

EXAMPLE: Cromwell leaves his vantage point to ride over to the cavalry on his right. He has 36" distance to do this. If he attaches to the cavalry wing, or to a specific unit within it, he loses 12" since he has to confer with the officers already present If he simply stops to observe the position, he doesn't have to do this.

3) LEADERSHIP POINTS. Captain Generals roll for LPs. These will be used to 'help out' officers under their command who do not have enough LPs to control all their units. At least, that's the idea. They decide who will receive the benefit of their LPs prior to Point 4. They may also dedicate LPs to rally units isolated from their own commander but within the senior man's Command Radius (see Point 6). An optional rule that no command can have more than 16 LPs restricts the action of forces, and means that my favoured method of placing small dice next to each general to keep track of LPs works well.

EXAMPLE: Cromwell rolls a '2' added to his usual '+4'. He now has 6 LPs to distribute. He hasn't attached to the cavalry, but gives them 2 LPs, gives 2 to the foot, and the last 2 to the cavalry on the left - measuring to see whether their general is within the future Lord Protector's 30 " command radius. He gives nothing to the artillery, which is already deployed.

4) SUBORDINATE LEADERSHIP POINTS. Each General rolls a D6 (+/- modifiers) for LPs. These will be used to move units and to try to rally units who have lost CVS.

Units beyond the general's Radius of Command cannot move forward or change formation; cavalry, dragoons, detached musketeers and very light artillery, however, can move foreward half- distance if they roll their CV or less. Otherwise they halt or retire (player choice), and may fire and melee to defend themselves only Independent regiments receive their LPs at the same time.

EXAMPLE: Henry Ireton, commanding the horse on the right, receives his 2 LPs. He himself is a good, dashing commander (D6+ 1LPs 2RRs) and rolls a 4. Adding his own 1 and Cromwell's 2, he has 7LPs. However, since you can't have more than 6 to give to each command he counts as having 6.

5) ALLOCATE LPs FOR RALLIES & MOVEMENT. Generals attached to units do not have to pay LPs to move or try to rally that unit: however, all other units under their command cost double LPs to operate.

Movement costs 1 LP per unit of foot or horse, but if several units within a formation are moving together, facing the same way, and generally cooperating as a column of assault, march column, or simply a long line, they can be moved as a single unit for I LP. Gaps of up to 50 yards between units are permitted Units in a second line can participate in the movement provided they follow these criteria. All wheels, changes of formation and crossing obstacles need to be done individually at a cost of I LP per unit, with the exception that a march column can follow a curving track or cross a ford or bridge for the cost of I LP to the lead unit.

This never applies to artillery, who always need their own LPs to move each piece; in march column, however, the leading piece pays once, and all others can follow free. Heavy guns need 3 LPs Mediums 2, Lights and V. Lights 1. However, they can then move, unlimber & - this is technically just possible - fire. They can fire for free if they don't move. What a bargain!

EXAMPLE: Ireton has six regiments of horse, in two lines. If they are all performing the same manoevre, all can move on 1 LP. However, he has two units 'out of position so has to move those separately at 1 LP each. He has no artillery under his command, so has no LPs to pay for them.

6) ATTEMPT RALLIES - roll the unit's CV or less with one D6 to regain one status at cost of 2 LP for front line units within 10" of the enemy, 1 LP if in reserve or more than 10" from the enemy. If general is attached to one unit, subtract 2 from the die roll, but add 2 to the score of any other unit under his command trying to rally ('cos'ee ain't there,see--).

Units can never rally more than 2 CV per turn, nor can they rally beyond starting CV. A unit that loses heavily over the course of a battle can only rally to 2 CV above it's lowest point - a unit that started at 6 CV, but goes down to 2, can only be rallied up to 4 maximum today.

If you have the LPs you can try as many attempts to rally one unit as you like in any given turn - you just can't succeed more than twice (though repeated failure is allowed --)

Once you've paid your LP(s) to rally, a commander can use his RRs to repeat the attempt at no extra cost.

A unit that is outside the Command Radius of it's commanding officer can rally 1 CV if it rolls its CV or less on a roll of 2D6 added together, which isn't easy for most cases. Also, if the Captain- General chooses, he may try to rally the unit himself at a cost of 1 LP provided that it falls within his Command Radius.

EXAMPLE: Ireton has three LPs left. He has two units who have each lost 1 CV from artillery fire. He decides to use one LP for one unit (CV6) and two for a weaker unit (CV4). He rolls a3 for the first unit -so rallying the unit - and rolls a 4 and 5 for the second, passing only one, and so bringing it up to CV5. He could use a RR to try again, but chooses not to.

7) MOVE ALL UNITS FOR SIDE A. Each unit moves forward, stopping at each range limit for enemy fire. Halt on reaching the long range limit of any enemy able to fire. If already within long range, move up to short range. Yes, this does mean you may have to halt to receive fire more than once in a turn. And yes, if all goes well, you will be able to complete the full movement distance.

MOVEMENT RATES

INFANTRY

March Column CV x 4" (Max 20")
Line of Battle CV x 2" (Max 10")
Forlorn Hope, Dismounted Dragoons CV x 3" (Max 15")
Infantry move at 1/2 speed over rough terrain. Linear obstacles cost 2" each.

CAVALRY & ARTILLERY

Galloping Horse : 24" line, 36" march column
Trotting Horse & Dragoons: 18" line, 28" march column
Cuirassiers : 16" line, 24" march column
Light & V. Light Artillery: 12" limbered, 3" prolong
Medium Artillery: 1.5" x CV limbered, 2" prolong
Heavy Artillery,: 1" x CV limbered, no prolong
Rough terrain: 1/4 speed, linear obstacles cost D6" cavalry, 2D6" guns.

Artillery can only move by prolong after being sited the first time, as the civilian drivers will go home before anything dangerous happens!

EXAMPLE: Ireton's horse are trotters, so advance 18 ". There is a low hedge at one point, costing D6". A 4 is thrown. There is also a patch of bog about 3 " wide at one end of the path of advance, which is covered at 1/4 speed, i.e. 12". Thus, Ireton will have to slow his whole line to around 6" if he doesn't want to have units moving at different speeds across the ground, and thus disrupt his formation.

All formation changes (not including artillery unlimbering to go into action) are done before movement and cost 6". The rest of the move is done in the new formation. Turns must be done by wheeling on the inside stand, but 'about facing' or 'moving at the incline' count as one formation change (e.g. a unit wanting to move sideways would go its CV for its particular formation, minus 6").

No unit can deliberately move in march column within 12" of an enemy unit. The colonels are not suicidal.

Linear obstacles include hedges, walls, streams, ditches etc. Severe obstacles may be designated as "double effect" or worse - some things cannot be passed! C 17th hedges could be formidable barriers! Any unit except skirmishers counts -2 to CV for firing and close combat while crossing rough terrain or linear obstacle and for the rest of the turn - so beware! This 'disorder' ends at the next rally phase for that side - provided they have cleared the difficult ground - and costs nothing to reform.

There are no limits on interpenetrating units of the same side as long as the nearest enemy is at least 12" away, with no friendly troops in between. This means that a faltering front line can fall back through a line of supports, but that the supports cannot pass through the front line unless it is more than 12" from the enemy's formed troops (though not skirmishers).

Artillery can unlimber after movement at a cost of guns 8" medium & heavy artillery, 6" light & v. light artillery. Limbering up is essentially impossible, since the drivers leave! If the movement allowance is equal or less than the cost of limbering or unlimbering, you can do one but not the other. Yes, if you've got the right artillery you can limber, move, unlimber and fire in one turn - you always wanted to, din'cha?

A unit moving away from the enemy can always move its original maximum speed. Those new recruits may not advance as fast as the Blue Regt of London, but when they retreat --

EXAMPLE: As Ireton slows his advance to 6 " - with several units in disorder from passing the hedge and bog - a light artillery piece moves forward in support. It loses 6" of its 12" move to unlimber, at which point the civilian drovers declare that they are done for the day, and retire to the Blue Boar tavern, a safe distance to the rear!

8) SIDE B FIRES -

Any unit eligible to fire has the opportunity to do so once on their opponent's phase, once on their own, and once as a possible reaction to being charged - ie three chances in the course of a turn.

Infantry, light and very light artillery can fire up to 3 times in a turn: Medium guns can fire twice in a turn.

Heavy guns can fire once.

EXAMPLE: Our light gun can fire three times during the turn. It immediately fires once, on its own turn, saving the other two shots for the opponents' part of the turn, since it expects to be charged by enemy horse.

FIRE

Roll 1 D6 vs own CV: pass and the target loses 1 CV. Modifiers to die roll: Pluses are bad for the shooter, minuses good. Target in hard cover +2
Target in Column or Hedgehog -1
Target in soft cover +1
Target is unlimbered artillery +1
Target is limbered artillery +1
Target in skirmish order +1
Target is cuirassiers +1

Cavalry Firers are Horse trotting w/ pistols +4
Firers are Horse standing w/ pistols +2

Infantry Firers are "Pike-heavy" foot +1
Firers are "Shot-heavy" foot +1
Firers in Hedgehog +2

Unit size: Very large -2, large -1, small +1, really small +2

Artillery modifiers (see next page, with ranges)

RANGES: (Short/Long)
V. Light Artillery (Robinets & Falconets >21bs): 3/6" +2/+4 to fire
Light Artillery ( Falcons, Drakes, Minions,2-4-lbs): 4" / 12" +1/+3 to fire
Medium Artillery (Sakers - c.6lbs) : 6"/15" 0/+2 to fire
Heavy Artillery (Culverins & Demi-Culverins,9 lbs+): 10"/20" -1/+1 to fire
Skirmishers (Dragoons & Forlorn Hope): 2"/4" +1/+3 to fire
Infantry Volleys: 2" (no long range)
Cavalry Pistols; 1" (no long range)

EXAMPLE: Royalist dragoons (CV4) lining the far end of the hedges just crossed by Ireton open fire at 4". This adds 3 to the die roll. The dragoons roll a 1. 1+3 = 4, so it's a hit; one CV lost to Ireton's end regiment.

9) REACTION: At this point Side A tests Reaction. Any unit that has suffered a CV loss must test; if not, proceed onwards!

Optional rule - for a quicker game, don't test Reaction from fire for units whose current CV is 4 or more. This means they don't have to test every time they pass through a 'band of fire' as long as they have adequate morale.

Roll 2 D6 vs CV. If general is attached, modify by his Morale Rating.

Pass both - continue with orders. Pass one: No advance this turn: if an officer is attached, he can order a withdrawal if desired, stand still in current position otherwise. Fail both: retire at least 4", up to a full move distance, according to player choice, facing the enemy. The enemy will say you ran away, in any case. Fail on a pair of sixes: obvious panic rout! 3 D6 foot, 5 D6" horse, abandon artillery etc. Test rection for any friendly troops within 3" of path of rout, end facing the rear. Any rearward movement (retreat or rout) counts as next turn's movement, halt next turn and attempt to rally back lost CVs.

If CV reaches '0' run away immediately in abject terror and humiliation! This does not necessarily mean total destruction, merely sufficient disorder, exhaustion and demoralisation to end its combat effectiveness for the day. If you wish, the unit can be presumed to regroup overnight and return to duty at 50% of its starting CV (rounding down odd numbers.)

EXAMPLE: Having lost 1 CV from the dragoons' fire, Ireton's unit, now at 5, rolls 2D6 It scores * 2 and a 6 This will prevent it from advancing, so Ireton uses one of his RRs to retest, and scores * 3. The regiment can complete its move.

10) SIDE A FIRES - just like in Point 8

EXAMPLE: Our light gun (CV5) fires at an enemy infantry regiment, at 8" range - i.e. long range. This adds 3 to the die roll. There are no other modifiers. The D6 score is 1, so the total of 4 means a hit - I CV lost to the Royalist foot unit.

11) SIDE B TESTS REACTION - as in Point 9

EXAMPLE: The Royalist infantry regiment (CV5) takes a I CV loss from artillery fire, bringing it down to 4. It tests reaction with 2D6 - a 3 and 5. It thus passes only one; it cannot advance this turn, and will have to wait until next. A RR could be used to repeat the failed die roll.

12) SIDE A COMPLETES ALL MOVEMENT. Side A units, including any that took fire (Point 8) and passed reaction (Point 9) finish movement. Some units may receive fire more than once, and have to test reaction more than once. Any Side A unit attempting to charge advances to 2"6" of enemy and tests reaction, 2 D6 vs CV, needing to pass both to make contact. The target unit chooses this distance - 2" is musket range, while 6" is the distance necessary for cavalry to reach full speed, and get full dice.

EXAMPLE: Ireton does not intend to charge this turn, because his formation is disrupted During the enemy turn, the Royalist horse holdposition, 10" away.. Let us assume that on the next turn he does charge the Royalist horse, and passes reaction tests with his first line of three regiments.

13) TARGET OF CHARGE REACTS; rolls 2 D6 vs CV. This is a normal reaction test, where the unit may pass neither (run away!) one (hold position) or both (do whatever it wants). However, there's a second step:

THE EMERGENCY RESPONSE

If you passed both dice on the reaction test, roll 2 D6 vs CV again. If you passed one, roll 1D6 vs CV. For each of these you pass, you may do one of the following as you choose. No, you can't choose 'fire' twice

* Change facing.

* Change formation. Time to form Hedgehog if the cavalry are upon ye! * Form up if caught while crossing rough ground/linear obstacle

* Fire. Yes, you get to fire again at those charging idiots - but check you haven't already fired all the shots you are allowed for the turn!

* Limber up

* Evade (only for artillery and skirmishers). Evading means an immediate scurry to the rear of 2 D6" for skirmishers, running gunners sans cannon or limbered light or V. light artillery, 1D6" for limbered medium artillery. Running gunners leave their cannon and join nearest infantry support - but if none are within their distance they are killed automatically if overrun by enemy. Yes, they can come back later.

* Cavalry may countercharge 2" x CV. 6" will reach an enemy that is coming on to the charge, or has halted; additional distance may reach an enemy that failed reaction and, ahem, chose to retire. Side A and B units meet in close combat.

If you fail this Emergency Response, you just stand there like a fool and hope to defend yourself as best you can!

EXAMPLE: The three ftont Royalist horse regiments facing Ireton -let's say Goring is in command - roll reaction. Two pass and may countercharge, but one fails both with a pair of sixes, which always fail. Goring uses two RRs on this unit, but passes only one. Therefore it does not flee abjectly, but must take the charge at the halt. Each unit must then test its emergency response, since it needs to answer the enemy's action on the enemy's turn. Two units throw 2D6, one 1D6 Since there is no need to rally from disorder or change facing, only one pass is needed to do the crucial thing, which is to countercharge. If both are passed, the other can be used for a pistol shot in the enemy's faces as both sides come together.

14) SUPPORT AND OPPORTUNITY CHARGES. Side B cavalry units in line (not march column) who are not themselves the target of a charge may test for an Emergency Response (Point 13) to countercharge the attacking units in support of their comrades, refacing if necessary and moving their CV x 2". If they have enough distance they may pass around the target unit and prevent the attackers reaching it. If they can merely reach the target unit, they will join in the melee alongside it. Of course, if they don't have enough movement, they will not reach the combat at all --- how embarrassing! Cavalry may also attempt, using the same mechanism, to make an "Opportunity Charge" at the start or end of their opponent's movement phase, forcing the enemy to react as in Point 11 --as long as they are in range--

Units other than cavalry making a countercharge in support of the target unit may not join in the close combat this turn, but may fire - on their turn - into the flanks of a columnar formation if within 22' of their direct front.

EXAMPLE: Goring has an extra unit of horse that can reach the combat by refacing and charging. It doesn't need to take reaction, but rolls 2D6 for the emergency response and passes only one. This is no help at all, since it has to both reface and charge to do any good It simply refaces to be in a better position if things go badly for its own side.

15) CLOSE COMBAT.

Each unit involved rolls a number of dice versus their own CV to inflict I CV loss on the enemy.

Infantry roll 2 D6 , but 4 if in formed hedgehog vs attacking cavalry.

Cavalry roll 4 D6 for a charge (trot or gallop) of 6" or more, 3 for a charge or countercharge of less than 6", 2 if standing still, either to receive the charge or in a continuing melee. Trotting pistoleer cavalry must also use one of those dice in a pistol shot - usually a waste of time, (see firing rules) immediately prior to combat; if they manage to inflict a CV loss on the opponent, it applies before the melee is calculated. Likewise, cavalry that stands to fire rather than countercharge uses one of its D6 to fire. Yes, I suspect this will be the last thing they ever do, too

EXAMPLE: Ireton's left flank regiment and its direct opponent on Goring's side come crashing together. Both have CVs of 6, and will roll 4 D6 in combat. Ireton's men are trotters, but are not obliged at this point in the EC Wto waste a D6 firing. Goring's unit gets to fire ftee, since it has an extra 'success' ftom its emergency response rolls. It does so, needing a I to hit, and fails to do so.

However, attacking units whose CV is less than the number of dice allowed can only roll dice than to the number remaining CV - the men won't do it, and to allow it seems to encourage unlikely 'suicide attacks' by battered units in the hope that they will trade their own destruction for the chance to wipe out a stronger opponent. Yes, it is possible for both sides to effectively destroy the other. Infantry cannot attack cavalry, but only advance to shoot at them. I know it did happen, once - In multi-unit combats, divide CV losses in a fair and gentlemanly fashion.

CLOSE COMBAT

: Roll your number of D6s vs own CV. Modifiers: Add or deduct from die roll : minuses are good!

Cavalry vs Hedgehog +3
Skirmishers vs formed troops +2
Infantry vs Hedgehog -2
Dragoons fighting mounted +2
Enemy in Soft Cover +1
Fighting in March Column +3
Enemy in hard Cover +2
Artillery defending +2
"Pike-heavy" foot -1
"Shot-heavy" foot +1

Fighting vs Broken troops-3 Fighting vs cuirassiers +1
Unit size: Very large -2, large - 1, small + 1, really small +2
General attached: may use RRs in combat.
Crossing rough terrain/linear obstacle: -2 from CV until next rally.

EXAMPLE: Ireton's men roll their dice, scoring 1,3,4 and 6. Goring's get 1, 4,4, and 5. Since sixes are always misses, Ireton inflicts 3 CV hits and takes 4. Goring's men win the fight, though both are badly damaged.

Flank and Rear Attacks: Attacker gets double dice and a free attack! -if you survive, you fight back - serves you right for getting into this mess!

To count as a flank or rear attack, the assaulting unit must either begin the move with its line of approach fully behind the enemy flank, or have a charge distance of at least 8" after getting into that position - none of the wargamer's trick of simply wrapping round at the end of the move. Even then, the recipient of the charge is quite likely to pass an emergency response and face about.

If attacked in flank or rear while already fighting an opponent to the front, roll 2 D6 vs CV. Pass both and the unit heroically faces about - doesn't count as flank attack. Pass one - resolve combat with the unit to the front before flank attack hits you and probably shatters you. Fail - flank attack gets you first - free attack and double dice!

Results of combat: Test morale (2 D6) vs loser of most CV this close combat; if he fails one he retreats 4 -12" (player choice), winner takes his position. If he fails both, it's a rout, count as 'broken troops': 3D6" foot, 5 D6" horse directly backwards - check reaction for any friendly unit within 3" of the line of flight. If loser holds, then infantry will hold position and carry on fight next turn, but cavalry will retire 3" - 6" (player choice) to rally. This applies to both sides in the typical 'A charges / B countercharges' combat.

Movement at the end of melee counts as the next turn's movement, so remember you've already moved. Retreats finish their move facing the enemy, routs facing away (and towards home, the woods etc)

If neither side loses more CV in the close combat, the fight goes on; anyone left in contact at the end of the combat will be 'pinned' in close combat, which will be resolved next turn.

An infantry unit in hedgehog or otherwise that loses at least 2 CV and twice the CV it inflicts in a close combat round with cavalry breaks into disorder, counting as "Broken troops", -3 to die roll . There is then a second round of melee as the cavalry try to mop'em up.

EXAMPLE: Having lost the melee and come down to the dangerously beaten up state of CV2, Ireton's men roll 2 D6, getting 1 and 4. Thus it must retreat, though not rout. It must drop back and so retires behind its unit immediately to the rear. Reserves are very helpful!

Cavalry pursuits were the bane of the Civil War horsemen, especially the Royalists. Victorious cavalry will pursue unless halted by testing 1 D6 vs CV for trotters, 2 D6 added together if gallopers. A unit that hares off in Hot Pursuit of its beaten foe will move D6 x 3" towards them, and loses 1 CV. If it reaches the fleeing foe, or any other enemy in its path, it fights a close combat immediately, 2 D6 thrown in one go. Treat this as a normal close combat. Cavalry that does not rally on its next rally phase will lose another CV and charge the nearest enemy to its front (arc of 45' of straight ahead) or the enemy camp. This may continue almost indefinitely if the unit proves unable or unwilling to rally, in which case it will be removed when CV reaches '0' or it rushes headlong off the table.

A victorious cavalry unit that does halt and regain composure may charge again on its next turn, or, if the enemy turn comes first, as an opportunity or support charge,

EXAMPLE: Goring's men add 1 CV for their victory, making them CV4. It would be best advised to halt rather than plough into Ireton's support unit, which is unbloodied and looks tough (CV6). Of course, as gallopers it rolls 2d6, added together (2+6=8), fails, loses ]CV, and ploughs into them. Both sides roll 2D6 Goring scores 2 and 3, Ireton 1 and 5. Both sides lose 2 CV, so the melee will continue. Goring's men will, however, be at a 1, which doesn't look good for its long term prospects.

16) COMPLETE THE TURN:

Reverse the process, with Side B moving and side A reacts. The two parts together make one 20 minute turn.

THIS COMPLETES THE TURN SEQUENCE.

RISK TO GENERALS

An attached general has a 1 in 6 chance of either he or his mount being a casualty whenever the unit takes 1 CV loss - ie a loss of 3 CVs in a melee mw93p123.jpg - 15.96 K means a 3/6 (50%) chance of a sword cut or musket ball! This is especially dangerous to Captain-Generals who attach to a whole wing rather than just a regiment, since any CV loss to the wing (etc) puts them at risk - it's all that gold they wear that attracts the enemy --

Unattached generals are not entirely safe. If his figure is contacted or overrun by enemy infantry, he becomes a casualty on a roll of 1, if cavalry, 1 -2; test for what happens to him the usual way. If wounded or unhorsed, he has a 50% chance of being captured. Otherwise he escapes to nearest friendly unit - though he loses 1 LP for losing his decorum and half his despatches in the rush! (army commanders having their permanent HQs overrun would be much worse - say, captured on 1-4 and lose 3 LPs. Just hope there aren't any letters about Irish Catholic armies coming to invade England an your papers! ).

You should roll for the general becoming a casualty every time - and as soon as - the unit he accompanies takes a CV loss.

Easy Rule. A general who becomes a casualty is lost. His replacement appears 2 turns later, (ie one turn without any LPs) roll his character, but deduct an extra '1' from the roll since he is clearly a mere underling.

More Interesting Rule. Roll a 2 D6, one each of different colours, representing horse and rider. The higher is the casualty. If it is the rider, roll I D6 for our hapless victim.

1) Horrible Death! Whole command loses 1 CV per unit.
2) Mortal Wound. Unit loses 1 CV.
3) Gravely wounded - carried to the rear.
4) Hurt - lose 1 Morale Rating and 1 Skill Rating.
5) Bloodied but unbowed - no effect
6) Saved by your leather bound prayer book or gold locket with the picture of someone else's wife. A miracle! Add 1 CV for the unit he accompanies!

If the horse is hit, roll on this table: 1) Dying horse collapses on the general; he's hurt (see 4 above)
2) Horse stampedes 2D6" in random direction. General considered out of action whole of next turn. If he passes though enemy unit, 50% chance of capture.
3 -5) Horse dies. General gets another from a lackey.
6) Horse continues, bleeding: General poses heroically; add 1 to his Morale Factor for the rest of the game as the troops cheer!

A general who is attached to a unit which dissolves on reaching a CV of V may return to the rest of his command after a delay of 1 full turn while he dusts off his uniform and covers his chagrin.

EXAMPLE: Goring has attached himself to a unit which loses 2CV in melee. Thus he has a 2 in 6 chance of being hit. He rolls a 2, and becomes the recipient of an enthusiastic swing of a Parliamentary sword. A second roll indicates that he takes the blow rather than his horse - potential disaster for the king's cause, even if he is a dissolute wretch - but the die comes up a '6' and the slashing blade catches on Goring's flask of brandy, careens off the miniature portraits of three of his mistresses, and finally embeds itself in his pack of carefully marked cards. He lives! The regiment acclaims him and CV goes up one!

SKIRMISHER'S

During the English Civil Wars, there were two uses for skirmishers. Dismounted dragoons habitually fought in open order behind hedgerows and other cover, offering flanking fire, while in open battle it was common for bodies of detached musketeers to approach the enemy in skirmish formation to get them to waste the valuable first fire. Alternately, they might be interlined (that's the period term) among the cavalry to shoot at oncoming horse before their own mounted men counter charged.

Each unit of detached musketeers or dismounted dragoons is assumed to be of normal regimental strength - see under "The Forces" for unit size modifiers when determining initial CV.

The skirmish screens are treated as normal units in that when two skirmish screens meet, they trade fire until either one retires or the general tires of keeping his formed units waiting and pulls back his skirmisher (or indeed, just passes through them - same difference). In this case the opposing skirmishers can either shoot once at long range and retire their CV x 3" behind their own parent formation or fire at close range and hope to stop the attack. If they don't, it could be nasty -

Interlining musketeers shoot at long range, then may shoot again if they pass the reaction and emergency response tests.

Proper Cavalry don't have skirmish screens Oust a few vedettes etc). When cavalry attack an dismounted skirmish screen, the skirmishers test morale vs CV, but can do no more than take a long range shot and hike it back behind the supports or into cover.

Note that use wod skirmishers was very limited, and that no more than one unit of dragoons and / or detached musketeers would be available in field battles in England: Scotland and especially Ireland would be different.

CAMPS

Defending your own camp and capturing the other fellow's was a prime concern during the ECW. Each army will have a camp, usually set up in its rearward are, though conceivably marching with the force. Once set up, movement would be very difficult -say, 3 turns and 2 LPs per turn to administer. The camp would have a guard of firelocks, being a small body of musketeers. Baggage guards were often very good troops, with newfangled firelock muskets. While there aren't many of them, they have the advantage of using the wagons for cover (I know that in the famous Sprigge picture of Naseby they are gamely standing around the outside, but I wouldn't --). Count the baggage guard as a really small unit, CV 5 or 6, which doesn't move from its position. Baggage counts as soft cover.

If a camp comes under attack (usually by rampaging cavalry) the fire locks will test reaction as usual, the crucial point being that they pass at least one of the two dice rolled in order to stick around and defend the camp. They will give fire, and, if the attackers come to close combat, count as being in soft cover. A fully entrenched camp would constitute hard cover, but would be completely immobile. An attacker who reaches a camp but fails to pass the reaction test to close, simply mills around the edges, doubtless stealing bits of washing and shouting insults. However, if the attackers win the melee, they are held to have captured the camp. This is important: The CV of all units on the loser's side immediately goes down by 1 (they have, after all, lost all their valuables), while the unit (s) that took the camp add 1 CV in wild elation.

ROLE-PLAYING COMMANDERS

Those wargamers, of whom I am one, who enjoy the spice of role-playing, may add two components to the game. 1) the Gallant Speech, at the beginning of the game, when each player has the chance to make a brief but - one hopes - rousing speech to his command. The quality of this is judged by the umpire and/or other players, and may result in a rise in that character's morale rating, skill rating, or even added CV to the inspired soldiery. Be sparing with rewards for good speechifying, however, and be prepared to take away from those who obviously fail to rise to the task! 2) the Written Briefing, in which each player is given a specific personality to portray, with appropriate personal goals, references to friends and foes on either side, and suggestions as to how the character ought to be played. As an example:

" Lord Fosberry, Lieutenant General commanding the King's Horse. You are afire-eater, a veteran of campaigns with the great Wallenstein in Germany. You are anxious to give the wicked and traitorous roundheads a damned good thrashing. Your cavalry admire you and will follow you anywhere. Sadly, the army is commanded by that fool the Earl of Pidgeon, who is slow and nervous, and insists you follow his doddering plans. You must try, for Royal Charles' sake, to leave the Earl at a distance so that you are able to make full use of your horsemen. " What this might mean, of course, is that Fosberry is actually a wild-eyed lunatic who the Earl of Pidgeon doesn't trust for a minute, but can't find a way of getting rid of him --

RANDOMISED TROOP RATINGS

The quality of troops in action frequently had less to do with unit history and reputation than such mundane concerns as recent alcohol consumption, regularity of footwear issues, and whether they had eaten breakfast today. To add some variety to unit ratings, roll a D6 for each:

"Standard" 1 2 3 4 5 6
Parliament: 1642
Foot 3 2 3 3 3 4 4
Dragoons 3 2 3 3 3 4 4
Horse 4 3 4 4 4 5 5
Artillery 5 3 3 4 4 5 6
1643
Foot 4 3 3 4 4 4 5
Dragoons 4 3 3 3 4 4 5
Horse 4/5 3 4 4 4 5 6
Artillery 5 4 4 5 5 6 6
1644
Foot 4 3 3 4 4 5 6
Dragoons 4 3 3 4 4 5 6
Horse 5 4 4 5 5 6 7
Artillery 5 4 4 5 5 6 6
Scots Foot 4 3 3 4 4 4 5
Scots Dragoons 4 3 3 3 4 4 5
Scots Horse 4/5 3 4 4 4 5 6
1645
Foot 4/5 3 4 4 5 5 6
Dragoons 4 3 4 4 5 5 6
Horse 5 5 5 6 6 7 7
Artillery 5 5 5 5 6 6 6
1646-1660
Foot 5/6 4 5 5 6 6 7
Dragoons 5/6 4 5 5 6 6 6
Horse 5 5 6 6 7 7 7
Artillery 5 5 5 6 6 6 6
Royalist:
1642
Foot 3 2 3 3 3 4 4
Dragoons 3 2 3 3 3 4 4
Horse 4 3 4 4 5 5 6
Artillery 5 3 3 4 4 5 6
1643
Foot 4 3 3 4 4 4 5
Dragoons 4 3 3 3 4 4 5
Horse 4/5 4 4 5 5 6 7
Artillery 5 4 4 5 5 6 6
1644 onwards
Foot 4 3 4 4 4 5 6
Dragoons 4 3 4 4 4 5 6
Horse 5 5 5 5 5 6 7
Artillery 5 4 4 5 5 6 6

Note that Royalist foot would be mainly' pike heavy', and the horse gallopers. Parliamentarian foot would be 'normal', the horse mainly trotting pistoleers at the outset of the war, becoming 'shock' trotters on the Cromwellian model as the war progressed. Scots foot would also tend to be 'pike heavy', the horse gallopers, often with light lances.

All comments, reactions, ideas, foul insults, useful criticisms, popish church plate etc to -

Howard Whitehouse, 265 McCarter Rd, La Fayette, Ga 30728, U.S.A.

SAMPLE UNIT CARD:

Command: Left wing Horse
Commander: Sir Bulstrode Bagshot

Skill Morale
Fool, -1 LPs Dashing, 2 RRs

Regiment 1 Bagshot's Horse CV 5
Regiment 2 Lord Berry's regt CV 5
Regiment 3 Sir Alan Bicknell's regt CV 6
Regiment 4 Colonel Bates' regt CV 5
Regiment 5 Archibald Brown's regt CV 7
Regiment 6 Peel's Dragoons CV 4

Notes: Sir Bulstrode is an Oxfordshire landowner of no fixed ability or military experience, whose reputation as a Falstaffian good fellow and teller of tall tales, mostly about himself, makes him tremendously popular with the men.

Housekeeping Notes: Many wargamers, including myself, dislike elaborate roster systems and paperwork in general. Here are some ideas to 'keep it simple'.

LPs: Keep a number of dice available, one for every command. When the LP die is rolled, add or subtract modifiers and place the die next to the command to show how many LPs it has this turn. If it has more than 6, use two dice - though a reasonable optional rule might be used in which 6 Lps is the maximum anyone can have in one turn.

CVs: If you really don't like keeping even a simple roster, use a system of markers placed behind each brigade to keep track of CVs. Small stones cost nothing, pennies very little, while more elaborate systems using single 'officer' type figures would look good, their numbers declining with losses. You could also use the 'dice' method, with one or two small dice behind each unit showing its current CV.

Unit Identification. It helps to affix a small tab to one stand of each regiment to identify it. Likewise, generals can have tabs with name, skill and morale factors given. Somehow, wargamers always forget who is who and the gallant stand by the Westminster Trained Band becomes' the affair of the Minifigs with the tan bases'.

UNIT ROSTER CARDS (Copy these)

,
Commander: Skill Morale
Regiment 1 CV .
Regiment 2 CV .
Regiment 3 CV .
Regiment 4 CV .
Regiment 5 CV .
Regiment 6 CV .
Regiment 7 CV .
Regiment 8 CV .
Regiment 9 CV .
Regiment 10 CV .

Tables (extremely slow 636k)


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