Horse, Foot,
and Dragoons Yet!

English Civil War Rules

by Neville Dickenson


Some time past readers will recall that the editor took a long flight of fancy in the general direction of the Thirty Years War one which consumed a large part of Vol. I Number 4, a situation worsened by the proximity of Aram's excellent feature on The Glorious Revolution.

Well, were back to the pike and shot era with an Englishman's views on how to play the English Civil War or Wars, depending on how you want to look at it.

Neville Dickenson, one of the partners in Miniature Figurines has given us permission to print his own ECW rules, which, I might add, are naturally well suited to the Thirty Tears War during which the English often vent abroad to study the art of war on the continent in a private capacity.

If the terms "Lobster" and "trooper" confuse you, a "Lobster" is a heavy cavalry soldier fortunate enough to lay his hands on a full suit of armor. King Charles's Life Guards on the Royalist (where else) side, and Massing's Lobsters on the other were reportedly so equipped, but the less fortunate troopers usually had to make do with back and breast, or, sometimes, back, breast, and helm. We hope, in the near future, to run an article explaining the various Wierd types of canon used during this period of animated political discussion.

RULES FOR ENGLISH CIVIL WAR

MOVE DISTANCES
InfantryIn LineIn ColumnIn Square
Pikemen6 ins7 1/2 Ins6 in.
Musketeers8 In.10 In.-
CavalryTrotCanterGallop
Lobsters8 ins16 ins24 ins
Troopers10 ins20 ins30 ins
Dragoons12 ins24 ins36 ins

Cavalry can only move from a trot to a Canter or a Canter to a gallop in a move. Stationary Cavalry cannot use a Gallop move.

Hedges it takes 4 ins of a Cavalry trot or Canter more to cross a hedge and they cannot use the Gallop move.

It takes half an Infantry move to hack down the unit frontage of hedge which is then removed.

Walls Low walls will he crossed As hedges by cavalry and infantry will lose half their Trove distances to cross being disordered After crossing until next move. Charge moves will not be used.

High walls will not he crossed by Cavalry and will take Infantry A full move to the other side during which they are disordered until next move.

RIVERS

Rivers are crossable in a half move or full move or not crossable at all. If fords are used the distance will be half that of the characteristic. Units disordered After crossing until next move.

WOODS

Woods cannot be entered by Cavalry Infantry move at half speed and will be disordered whilst in their except Skirmishers who will lose one sixth of their move.

HILLS Cavalry will lose one sixth of their move up hill and one half of their move going down hill. Charges may be made uphill but not downhill. Infantry will lose one third of their move uphill and add one sixth of the their move downhill.

ROADS

Add one sixth to all move distance on roads. Only column or file of musketeers formation

GUNSFalconSakerCulverin
Movement drawn by horses12" 10"8"
Number of horses124
Distance to limber/unlimber1/4 move1/2 moveFull move
Distance crew can pull6 ins4 ins2 ins
Number of men
in crew (Foot)
556
Number of men
in crew (Mtd)
112

Firing

RangesLongMedShort
Musket12 Ins8 Ins4 ins
Pistol4 Ins-2 ins
Dragoon Musketoon10 Ins6 Ins3 Ins

DEDUCTIONS: Firing by volleys of six men

TypeLongMediumShort
MUSKET321
PISTOL3-2
MUSKETOON321

When a volley of less than 6 men are firing deduct one from each dice for every man short of required number.

Firing, Individually

Muskets & musketoons.
Musketeers may fire singularly and require a six at long range, 5 or 6 At medium range and a 4 or 5 or 6 at close range to score a hit. Dragoons who carry a musketoon must dismount to fire and require dice throw as Musketeers to score hits but have a shorter range. Add one to dice throw if muslet or carbine rested on a wall or window sill.

Pistols
Each Cavalryman carries two pistols each with a maximum range of 4 Ins at which range a 6 is required for a hit a short range of 2 ins at which a 5 or 6 is required.

Reloading

Muskets & Musketoons
It takes a move to reload and half a move to fire. Reloading cannot be done on the move.

Pistols
It takes half a move to reload each pistol during which time the Cavalryman must remain stationary. No deductions for firing on the move.

GUNSFalconSakerCulverin
MAXIMUM RANGE24 ins36 Ins45 Ins
EFFECTIVE RANGE9 ins12 ins15 ins
RATE OF FIREEvery moveEvery 2 movesEvery 3 moves
No. of dice for Effect
Maximum Range1/212
Effective Range123

Firing Gun

Throw two dice, one coloured, one white. The coloured dice gives direction, the white gives range. The range of the target is first estimated and then a tape measure placed over the gun with the estimated distance at the gun muzzle and the tape extending towards target. A wind gauge divided into 5 half inch sections is laid 4 Inches from the muzzle at right angle to tape passing over the 3 and 4 marked section. The tape measure is moved over the coloured dice throw number maintaining the position over the gun.

The white dice Indicates range as follows:

DICE THROW12563 and 4
0-10"2" Short1" Short1" Over2" Over Correct Range to target
10-20"4" Short2" Short2" Over4" Over Correct Range to target
20-30"6" Short3" Short3" Over6" Over Correct Range to target
Over 30"8" Short4" Short4" Over8" Over Correct Range to target

At the point of impact a rectangular 'Hit Area' is placed under the tape and casualties caused by throwing the number of dice in the effect table.

Size of 'Hit Area'

    Falcon 1/2 by 1 1/2 ins
    Saker 1in by 3ins
    Culverin 1 1/2 ins by 4 1/2 ins

GUN ON GUN

A hit is obtained by the above method and a further dice thrown as follows:

    Score
    6: Gun destroyed for remainder of game
    5: Wheel damaged. One move to repair
    4: 4 Gunners hit Saving Throw: 4,5,6
    3: 3 Gunners hit Saving Throw: 4,5,6
    2: 2 Gunners hit Saving Throw: 4,5,6
    1: 1 Gunner hit Saving Throw: 4,5,6

    When gun firing on gun the following table will be used with the above.

    1) A Falcon firing at a Saker deduct 1 from the dice
    2) A Falcon firing at a Culverin deduct 2 from the dice
    3) A Saker firing at a Falcon add 1 to the dice
    4) A Saker firing at a Culverin deduct one from the dice
    5) Culverin firing at a Falcon add 2 to the dice
    6) Culverin firing at a Saker add 1 to the dice

    Only recognized Gunners may crew the guns.

AMMUNITION

Guns will have a limited supply of powder and shot which must be kept close to the gun if the movement factors are not to be effected. Ammunition will be kept within 2 inches and if hit all troops and artillery pieces within 4 inches must be thrown for.

Balls and PowderFalconSakerCulverin
Number of balls963
Portions of powder15129

It requires one portion of powder for short range firing
two portions of powder for medium range firing
three portions of powder for long range firing
Extra wagons carrying powder and shot may he used and these will be shown on the field.

FORMATIONS

Pikemen will be in two ranks and charging cavalry must throw for morale first. If good and they charge in, Pikemen will not require a morale throw. Pikemen in three or more ranks cannot be charged.

Pikemen in one rank on their own or with a front rank of musketeers must throw for their morale first if being charged by cavalry. If good and they stand cavalry will not require a morale throw.

Musketeers in two ranks must throw for their morale if charged by cavalrv and if it is good, they stand. Cavalry will not require a morale throw.

Musketeers in one rank must throw if charged by cavalry see forlorn hope rules.

MELEE Contacts

Attacking units may be fired upon provided the firer was loaded the previous move and the attacker did not move less than half the move to attack.

Pikes extended two Inches and Cavalry cannot break through them unless they can make a breach with their pistols. If a breach is made then they will have impetus on the second row of pikemen or musketeers. Gunners and musketeers before firing and pikemen before the impact must throw for morale and will carry out the orders demanded by the morale throw.

Cavalry must throw for morale if fired upon whilst charging or if attempting to enter a pikestand, if that morale is had, they will 1). if trotting or cantering turn around from the point where they received the fire and use up the remainder of their move and 2). if galloping swerve left and right of the intended attack continuing their move to the full extent. When Infantry charge Infantry, they may do so without a morale throw regardless of casualties.

IMPETUS

Cavalry that charge home will have impetus which is calculated by throwing one dice per attacker, each throw of 3,4,5,6 for a lobster, 4,5,6 for a Trooper and 5,6 for a Dragoon causing a casualty who has a normal saving throw.

MELEE

Two rounds occur each move but only front ranks may fight on the first round.

    Musketeers and Gunners count 1 point
    Pikemen count 1 1/2 points
    Dragoon count 1 1/2 points
    Troopers count 2 points
    Lobster count 2 1/2 points

One dice is thrown for each complete 6 points and half the total score is the number of casualties in points value caused with normal saving throws.
Pikemen received a bonus of 50% of their score for the first round of a melee.
Troops can only fight the way they are facing.
Both units will throw for morale at the end of each move using the Morale chart and the unit losing least casualties will add one to the dice throw.

MORALE

Each unit has a point value.

Infantry Regiments

    1 point for each 6 pikemen 3
    1 point for each 6 musketeers 3
    1 point for foot officer 1
    2 points for the Standard off. 2
    1 point for mounted officer 1
    Total: 10

Cavalry Regiment

    1 point for each 2 troopers 6
    1 point for officer 1
    2 points for standard officer 2
    Total: 9

Artillery

    2 points for full crew 2
    1 point for the officer 1
    6 points for the gun 6
    1 point for ammunition 1
    Total: 10

N.B.
1). The Officer points value will only be used if there are men to be commanded.
2). The Infantry Mounted Colonel may be detached to carry out the duties of staff officer etc but his points factor will not be allowed to his regiment.
3). The gun if damaged will be diced for and the throw made will be the Morale Factor to the Crew Total.

ADD 1 if:
1) The attacker
2) Supported by friendly units which is not engaged within half a move
3) Flanks or rear secured
4) The unit won melee that move
5) Enemy downhill
6) Enemy units withdrawing
7) Lieutenant general with unit
8) Pikemen in more than two ranks.


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© Copyright 1969 by Pat Condray
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