Sunday, 16 June 2024

Fast Play Pike and Shot - Armies at Edgehill

The first pair of armies are not the greatest fighting forces ever, but they do have some interesting points.  Two different tactical doctrines were used by the opponents Swedish vs Dutch.  Prince Rupert forcing his Uncles army to fight using tactics they didn't really have the training in while Essex stuck with the tried and tested Dutch system.

De Gomme's plan of the Royalist deployment. Parliament's forces are off the top of the plan
(source Royal Collection Trust website)

The Royalist deployment is interesting as it used the four squadron brigade structure (if De Gomme's plan is accurate and there is no reason to think it isn't) which had been tried and abandoned by the Swedes a decade earlier.  This placed one squadron in each brigade to the rear as a reserve of sorts and required some complex drill to bring it forward into action.  As a result up to a quarter of each brigade's manpower may not have been available in the initial attack unless the brigades had time to 'shake their lines out' which in my view wasn't likely.  I take that view due to the Swedes abandoning the four squadron brigade in favour of one with three brigades, which would have been easier to deploy for action and the fact that De Gomme's plan shows just enough space between the front three Brigades to allow the rear two to advance into the line of battle.

 By comparison while he is often considered cautious and conservative in outlook, Essex played to the strengths of his untried army and the experience of his officers.  His brigades deployed in chequerboard formations with gaps in the front line to allow the second line to advance.

The Royalist cavalry were deployed three ranks deep and supported by dragoons for added firepower.  Both wings had a small reserve brigade behind the front line.  This was not a chequerboard formed by individual troops of cavalry but by the larger squadron or regimental formations.

By comparison Parliament's horse where in deeper eight rank formations intended to allow the use of rolling firepower.  Individual squadrons were deployed chequerboard here as well although Ramsey may have abandoned that deployment on his wing and brought the second line up to join the first to minimise the advantage of the longer frontage enjoyed by the Royalist horse.  Like the Royalists they were supported by shot both dragoons and detachments of shot.

It seems that Parliament's forces were better equipped with a higher proportion of musket to pike than the Royalists in the infantry brigades.  I have worked on the basis of Parliament being 2:1 ratio and Royalists being 1:1.  The exception to that is Ballard's Brigade where both Holles' and Ballard's Regiments have detached significant numbers of shot to support the cavalry on their flank these I have reduced the headcount of the main brigade by the number of musketeers deployed as commanded shot and reduced them to a 2:3 ratio.  I have placed a battery of artillery with each army but have not allocated any light guns either to brigades or as stand alone guns, so that is a decision for you to take if you play the game.

The order of battle is drawn from the excellent book Edghill: The Battle Re-Interpreted by Scott, Turton and von Arni.  My version has more information on unit strengths. pike to shot ratios and number of ranks in each formation but I have had to remove this to make the list fit into the blogger format!

Edgehill 23 October 1642
Unit Statistics
Parliament ArmyConfidenceShootingClose Cbt
Dutch formations
Right WingSir William Balfour
Sir William Balfour'sNervous04
Lord General'sNervous04
Fielding'sNervous04
Col John Browne's DragoonsSteady22
Col James Wardlow's dragoonsSteady22
CentreThe Earl of Essex
Sir John Meldrum's BrigadeSteady45
Col. Charles Essex's BrigadeNervous46
Sir Thomas Ballard's BrigadeSteady46
Reserve
Sir Philip Stapleton's BrigadecuirassiersSteady05
Left WingSir James Ramsay
Sir James Ramsay'sNervous04
Waller'sNervous04
Goodwin'sNervous04
Sandy's & Bedford'sNervous04
Urry'sNervous04
Holles Musketeer DetachmentNervous22
Ballard's Musketeer DetachmentSteady22
Independent
Field Artillery6 gunsNervous11
Royalist Army
Swedish formations
Right WingPrince Rupert
Rupert'sKeen05
MauricesSteady04
Prince of WalesSteady05
Stuarts (King's Lifeguard)Keen04
Byron's Brigade (2nd line)Steady05
Usher's Dragoons (Dismounted)3 troopsSteady11
Usher's Dragoons (Mounted)Steady01
CentreSir Jacob Astleyloose 1/4 to reserve
Charles Gerrard's BrigadeSteady35
Richard Fielding's BrigadeSteady36
Henry Wentorth's BrigadeSteady35
Lord Belasyse's BrigadeSteady35
Sir Nicholas Byron's BrigadeSteady35
Left WingLord Wilmot
Wilmot'sSteady04
Grandison'sSteady04
Carnavon'sSteady04
Digby's Brigade (2nd line)Steady04
Aston's HorseSteady04
Aston's Dragoons (Dismounted)12 TroopsSteady22
Aston's Dragoons (Mounted)Steady02
Independent
Field Artillery6 gunsNervous11
The Gentlemen PensionersCuirassiersKeen03

The battlefield

I used the maps in the Edgehill book to create a simplified version of the battlefield.  I’m ignoring the slope of Edgehill itself by starting the action after the Royalists have descended to it’s base.  I have included some hills on Essex’s side of the field and some field boundaries where these had an impact on the fighting.  All of those features are rough ground.




Welcome to the Battle of Edgehill October 23 1642.




Thursday, 13 June 2024

Fast play Pike & Shot - clarifications and Q&A

I promised to answer any questions and post clarifications to the fast play pike and shot rules, so here we go.  I'm going to post all clarifications and answers to questions by updating this post so you may want to book mark it.

13 June 2024

Q - Does a loss of confidence have any impact on combat or movement?  If it does wouldn't it be better to have two rally phases one for each player?

A- No it doesn't, so there is no disadvantage to only having one joint rally phase.

Q - Do I have to use the suggested 7.5 x 5 cm bases?

A - No as long as they fit into the squares with a bit of space all around them you can go bigger or smaller.  For that matter you can vary the size of the game grid too if you want to use larger figure scales, You will just need a bigger playing area to allow the minimum grid dimensions to fit.

Clarification - Calculating unit statistics and cavalry frontages.

As I came to generate the first army list I realised that I had created two problems.  One was that the calculation of unit statistics was very confusing (I even confused my self TBH) and secondly the frontage for cavalry mounted as a brigade was too narrow.  I will rewrite the part of the design notes on unit statistics later today if you only intend using my lists it's not that big an issue but if you want to create your own it probably is!.  For cavalry frontages I'm going to try putting a single squadron on a standard base rather than a 'brigade'.  I might need to change the way I calculate cavalry statistics as making the formations smaller reduces their effectiveness a lot.

18 June 2024

Addition - Ultra light artillery

These are things like frame guns, robinettes and Swedish short barrel 3pdrs.  I have been mulling over how to model these.  This is what I came up with where an infantry brigade has these attached then they add plus one to a single dice in shooting.  For example a brigade has three shooting dice and rolls a six a four and a one (needing a five or six to cause hits) one of those rolls can have plus one applied which in this case would be the four.  If the rolls were three, three and one than the artillery has had no effect as the best uplift would be to a four which is still a miss.  Stand alone ultra light artillery can fire in support to any adjacent brigade's shooting in the same way as an attached gun.

Addition - Commanded shot attached to cavalry.

I'm not sure about this as these tended to be small units of around 50 shot.  But a cavalry squadron split into three or four divisions could have a hundred shot or more attached sat in the gaps between troops,  so I'm going to try this.  If the cavalry is the defender and still has shot attached it adds one to a single close combat dice (same system as for attached artillery above).  However, the shot may only advance with the cavalry if it moves only one square.  If cavalry are pushed back in combat the shot is 'killed' if they use the additional movement for charging the shot disperses.  Either way the bonus plus one can not be used again.  Killed or dispersed commanded shot does not count as a loss for deciding if an army has been beaten.

01 July 2024

Clarification - Rallying

I was asked on TMP if generals have to be with a unit which is attempting to rally off a level of loss of confidence.  The answer is that generals are not portrayed under these rules.  Each command, usually right and left wings of horse and an infantry centre plus (sometimes) a reserve may attempt to rally one unit per turn.  The General while not modelled is simply assumed to be with their command and to have visited the unit that is attempting a rally.

Addition - cavalry pursuits

When a cavalry formation destroys it’s opponent it takes hits based on it’s own attack dice and defends against them as normal.  The resulting loss of confidence reflects the unit's reduced manpower as some troopers have gone off in pursuit.  Any unit ‘destroyed’ by this does not count towards the army break test.  Afterall they are still in existence, just otherwise engaged.

Monday, 10 June 2024

Fast play Pike & Shot rules

Long post warning! But there is a set of wargame rules in what follows.

The Jolly Broom Man (JBM for short) has been running a British Civil War campaign dealing with the first civil war in England.  For this he wanted to use a simple set of rules with brigades as the manoeuvre unit. long time readers will know I have been looking into the the Thirty Years War and British Civil Wars  period and playing around with the concept of 2mm armies as well as writing a detailed set of rules for the period.  What JBM liked in a set of rules was the exact opposite of those rules though, which made me wonder how simple could I make a set of pike and shot rules while keeping a decent feel for early to mid 17th century battles.  This couldn't be a stripping back of the detailed set I have been working on over the last few years (years, read that as decades) it needed a fresh approach.

At heart the idea is that a set of rules where a brigade is a single base should remove the micro-management of brigade formations.  That works as brigades were not static formations but shifted depending on the situation they were facing.  So the rules had to reflect that. You will probably spot ideas 'borrowed' from other rules but hey imitation is the sincerest form of flattery and all that!

This is what I came up with.  At the moment they are still liable to change based on any feedback I get.  There are a few fudges where I have blurred the lines on ground scale and weapon ranges, I have an excuse all lined up for that in the design notes though.

THE RULES

The full rules consist of a play sheet/QRS (in a second post made at the same time as this one) and the explanations below.

The rules use a brigade as the standard tactical unit.  This is a formation of between 500 and 2,000 infantry, 200 and 1,200 cavalry or dragoons and a battery of 2 - 6 guns.  The number of figures and base size is up to the players as long as they fit into the grid squares and they can be identified.  I went for 10cm squares for 2mm figures on 8.5 cm frontage by 5 cm bases.

1. Table size and troop deployment

Units may deploy up to three squares in from their table edge.  Each player takes it in turn to place one brigade.  There may only be one brigade in a square.  After the first brigade is placed each following brigade must be placed adjacent to a previously deployed brigade.  The only exception to this is for Dragoons who may be placed dismounted in a rough terrain square up to five squares from their table edge.

The table must be at least 10 squares deep by 15 squares wide.

2.Turn sequence

This is an “I go - You go” system.  Player one runs through the turn sequence and when they have completed their turn play moves over to player two.  The turn sequence is as follows

Player one

  • Set unit stances
  • Movement
  • Defensive fire
  • Shooting and close combat (close combat is an attack and defence by both players)

Player two

  • Set unit stances
  • Movement
  • Defensive
  • Shooting and close combat (close combat is an attack and defence by both players)
Lastly both players attempt to rally off confidence reductions from combat.

2. Set unit stances

Each brigade must be in a ‘stance’ which determines how it will fight and move.  These stances are:

  • Marching
  • Shooting
  • Close Combat
  • Defensive

A brigade chooses a stance at the start of it’s turn and stays in that formation until the start of its next turn.  Only Infantry or dismounted dragoons units may take up a defensive stance.

3. Movement 

A unit will have a number of movement points determined by it’s stance.  These are shown on the QRS 

 Field artillery - cannot move once deployed

Brigades may only move directly ahead, or change facing to face another side of the current square  by 90 or 180 degrees or to mount or dismount.  The movement point cost to enter a square is determined by the terrain type within it as shown on the QRS.  Changing facing costs one movement point.

4. Terrain

Types of terrain

Terrain is defined as clear, rough, buildings and impassable.  in addition any terrain type may also be classed as blocking.  Blocking blocks line of sight in addition to any other terrain effects.  Common types of terrain are treated as follow:

Woods - rough and blocking

Orchards/scrubland/warrens/boggy ground etc - rough

Grazing land or Champion land - clear

Fields with crops ready for harvest - rough.  (things like corn, beans or wheat in full growth).

Rivers and Lakes - Impassable.  Rivers lie along the edge of squares and prevent movement between the squares they divide but do not otherwise change the terrain in those squares

Hills - clear and blocking or rough and blocking

Roads, fords and bridges are a special case.  These convert any rough or impassable terrain to clear but ONLY for a unit in marching stance which is following the line of the road or crossing the bridge or ford.

The entire square is counted as a single terrain type not just the area covered by the terrain piece laid out in it.  With the exception of roads and rivers.

Terrain effects

Clear terrain has no effect on movement or combat.

Rough terrain has no effect on infantry or dismounted dragoon movement.  Cavalry cannot use their charge bonus movement point if they have to enter rough ground and need  two movement points to cross a square of rough ground (so can only cross in marching stance).  Attackers deduct one from close combat dice if attacking into rough terrain.

Buildings are treated as rough terrain except that cavalry suffer no movement penalties.  Attackers deduct one from all dice when shooting into or in close combat against troops in buildings.  Cavalry cannot count the charge bonus for making a double move ending in contact or for attacking flanks or rear of foot

Impassable terrain cannot be entered by any troop type other than as noted for roads etc.

In addition blocking terrain blocks line of sight.

5. Combat

Each brigade has a shooting and close combat factor which is the number of dice rolled in those types of combat.  This is based upon the number of men in the real formation and not the number of figures on the base.  Once the combat factor is calculated players don’t need to worry about the number of men depicted or figures on the base.  An explanation of how to calculate these factors is in the design notes.

For example an average New Model Army brigade would be 900 men with a 1:2 pike to shot ratio deployed in six ranks.  It would class as 

  • Confidence:  Steady
  • Shooting factor: 2
  • Close combat Factor: 3

The score required to create hits on the enemy is determined by the units stance and adjusted by terrain  as shown on the QRS .

Combat target areas

Infantry, dragoons and cavalry may only shoot or engage in close combat straight ahead.  Field Artillery may fire into the square directly to their front then into the square directly ahead of that or one square either side of that.  They can then shoot into any square directly ahead of those three squares provided they are in range and the artillery has line of sight.  Light artillery may be attached to an infantry brigade by adding a model gun to the brigade base or may be stand alone pieces.  In both cases they may only shoot into the two squares to their front. 

Close combat attacks may only be made into the square directly ahead of the attacking unit.

Light Artillery

Light artillery fire is rolled separately to musket fire even when attached to a brigade. They have a range of two squares  each gun will roll one dice  at a range of 1 square and two dice at a range of two squares.  It will hit on a six in the first square or a double six in the second one in all stances other than marching.  In marching stance it may not fire at all.  If attached to a brigade it's stance is the same as the brigade it is attached to.

Defensive fire

The non active player may attempt defensive fire if they have not fired or fought in close combat in their previous turn and are in shooting or defensive stance.  Defensive fire uses the shooting factor but only scores hits on di rolls of 6

Defence rolls

Units roll the same number of dice as it would in melee (if in shooting, melee or defensive stance and half that if in movement stance) and every six rolled negates a hit taken in that combat.

Push backs and follow ups from close combat

After calculating the reduction in confidence for the units involved in close combat the unit which has taken the largest number of step reductions in confidence is pushed back one square.  Any units in that square are also pushed back to make space. 

In the case of ties the attacking brigade will decide whether:

  • both brigades retire one square, or
  • they stay in contact
Where only one brigade is pushed back or destroyed the other may follow up or stand it's ground unless the winner is a cavalry brigade where it must always follow up or artillery which may never move.

Taking hits to confidence

Units have five possible levels of confidence

Keen - Steady- Nervous - Wavering - Breaking.  

The majority of troops will start as Steady.  Some elite troops will start as Keen while some less enthusiastic units may start as Nervous.

Each hit which is not negated reduces the level of confidence by one step.  Confidence may be returned by rallying (see below).

6. Rally

At the end of each turn a player may attempt to rally a number of units.  If successful this will restore one step of confidence.  Each army has a number of commanders available.  Each commander may only attempt to rally one unit per turn.  It must be within their allocated command.

Most armies will have three or four commanders.  One commander in chief, one commander for each wing of cavalry, one for the infantry centre.  In some cases there may also be a commander for a reserve or for re enforcements.

To attempt a rally roll 2D6 to return: 

a breaking unit to wavering requires a score of 11 or higher

a wavering unit to nervous - 10 or higher

a nervous unit to steady - 9 or higher

A steady unit to keen - 8 or higher

A unit may only recover one step of confidence in a turn and may never recover beyond the level of confidence that unit held at the start of the game.

7. Winning and loosing

Unless different conditions are listed in a scenario the first side to loose 1/3rd of it's units or more has lost the game.

DESIGN NOTES

You have probably noticed that I haven't defined things like ground scale or turn length or included a morale rule in the above.  I didn't forget, I deliberately left them out to make things move faster.  Morale is sort of dealt with by the different levels of confidence and the rally rules.  If it helps I sort of considered each square to be somewhere between around a hundred and two hundred yards across.  Figure scale doesn't really matter its the factors for the brigade that count, and yes I know that is very board gamey, but that was one of the underlying design decisions to speed things up.  I did consider the number of men in the historical brigades being depicted just not how many figures that converted to.  That decision I leave to your sense of aesthetics!

Combat factors are calculated as follows.

Close combat factors – Infantry and dismounted Dragoons

1.     Decide how many men are in the historical unit, what the ratio of pike to shot was and how many ranks they deployed in.

2.     If the historical unit deployed in more than 6 ranks deduct the men in the ranks after the first six. For example: if there are eight ranks divide by eight then multiply by six.

3.     Next using the pike to shot ratio determine how many pikemen and musketeers are in the first six ranks.  To do that add the numbers in the ratio and divide the answer at step three by that then multiply that number by the individual parts of the ratio.  So if there are 900 men with a ratio of 1:2 divide 900 by 3 (1 +2) this gives an answer of 300.  1 x 300 means that there are 300 pikemen 2 x 300 gives 600 musketeers.

4.     Now it’s time to allocate factors.  For close combat all infantry and dragoon units have a base factor of one, add two for each full 500 pike armed soldiers or one for a pike division of between 250 and 499 men in the first six ranks (ignore pikemen of between 1 – 249 for the moment). Add one for each full 500 musket or arquebus armed infantry in the front six ranks.  If any soldiers have not counted towards the close combat factor yet (so those pikemen we ignored earlier or any after the first 500, plus any others not already counted in giving a factor) count these up as a single total if that number is 250 or more add an additional 1.  If it is below 250 ignore them.

Close combat factors – Cavalry and mounted dragoons

1.     Cavalry units have a base value of two, mounted dragoons have a base value of one.  For cavalry and mounted dragoons we look at the first 3 ranks only not the six used for infantry to determine how many men to use in calculating factors.  Add an additional one for each 250 cavalry and mounted dragoons in the first three ranks. If cavalry (not dragoons) are armed with pistols or carbines add an extra factor of one for each full 250 men. Ignore any balance of less than 250 troopers. Add an additional one for cuirassiers deployed in six to eleven ranks and a further one if they are in twelve or more ranks.

Shooting Factors -Infantry and dismounted dragoons

1.     As with close combat factors we need to determine how many men are in the first six ranks and how many are armed with muskets.  This is done as in steps 1 to 3 in infantry close combat calculations

2.     Any unit with musket armed troops will have a base factor of one.  To that add one for each full 500 musket armed soldiers in the first six ranks and a further one for any reminder of between 250 and 499.  Ignore arquebus armed soldiers these are included in close combat factors due to their shorter range.

Note cavalry do not have a shooting factor as their firearms are used at close combat ranges

For example a New Model Army infantry battalia of 900 men with 600 musketeers and 300 pikemen deployed as 6 ranks.

Confidence - steady

Shooting – 2.  Base of 1 plus 1 for 500 musketeers.  The balance of the musketeers has no effect as in total they only come to 100 unallocated men.

Close combat – 3.  Base of 1 plus 1 for pike division of between 250 and 499 men and 1 for the first 500 musketeers.  The balance of the of the pikemen and musketeers has no effect as the 300 pikemen are already used to gain the plus one and there are only 100 unallocated musketeers.

I will provide some army lists with unit statistics in further posts post

Although the default name for a combat unit is a Brigade this does not always mean that there are several battalia in the formation.  For infantry the Swedes and Dutch will have three or four battalia (or squadrons if you prefer) on a base.  Imperials, Spanish and Catholic League forces will have one large body on a base made up of troops from one or more regiments.  Early British Civil War brigades will have two or three battalions on a base (Royalists will be using that structure for longer than Parliament).  The New Model Army will normally have one large 'battalia' per base depending on the battle being fought.  Cavalry brigades will represent several squadrons in almost all cases.

When I'm designing, or amending a set, of rules I almost always start by considering the relationship between weapon ranges, ground scale and movement ranges.  That is because I try to focus on the risks that arise in combat for the period. Understanding that almost automatically informs me about the turn length and after that the rest is just deciding on some mechanisms.  I then pretty much move onto the quick reference sheet  with the detailed rules being to explain things that I took for granted on the QRS.

As mentioned earlier there are some fudges to make the game playable.  The main one is shooting ranges.  Muskets could cause harm at 300 yards but mostly didn't.  Effective range was around 50 yards so part way into the adjacent square, but I have given a range of two squares, why?  well I wanted to create a danger zone units had to cross to come to close combat.  Plus Brigades may be at the front of a square or at the back of a square so the actual range they are firing at could be anywhere from point blank to 400 yards.  

The other big fudge is unit frontages.  Big brigades could have a frontage of over 200 yards, so more than one square, but I have stated all brigades fit into a single square.  That is because I wanted to keep the rules simple no more and no less.  You can pretend the intervals between shot corporalships, shot and pike divisions and different battalia in the brigade have been compressed if it helps you to suspend disbelief.

The boring legal bit

These rules and the associated QRS are copyright to Dave Geldard.  You are free to print copies for your own use or to provide spare copies for use by your gaming friends.  You may not copy print or distribute for commercial gain without the permission of the author.  Printing copies or otherwise transcribing the rules and QRS will considered acceptance of these conditions.

Last of all I will answer any queries as a separate blog post so any clarifications or amendments are easy to find.  I hope you enjoy these rules.

Edited 14 June 2024 to clarify combat factor calculations. Amended defensive dice allocations when attacked in flank or rear and added light artillery rules.

Fast Play Pike and Shot - the Quick Reference Sheet

 As promised here is the QRS.  You can't play the rules without this as I didn't include a lot of the factors  and the like on the previous post to stop it from becoming too long.  This is a google spreadsheet rather than an excel one as Blogger is having one of it's I'm not accepting content from Microsoft days!

You should be able to copy and print this.



Wednesday, 15 May 2024

When your PC goes phut!

 You have to admit that computers are great until they aren't, as I found out this last weekend.  On Saturday evening everything was working fine.  On Sunday morning the beast wouldn't boot up.  It went straight to Windows diagnostic then to automatic repair then to a high tech version of 'Computer says no'!  Turns out that my desktop couldn't read the tiny hard drive which contains the boot up instructions.  ASUS in their wisdom send the machine I have out with such a tiny boot drive that it can't hold a restore point to solve this issue.  Fortunately there is a very good computer tech in the town who doesn't charge an arm or a leg for that matter to fix things.  He had to take the box away save all my data and reinstall Windows 11.

So I now have a functioning computer again but have to reinstall all my apps including MS office which will take a while and preclude a lot of the stuff I have been doing of late until everything is reinstalled.  So there may be a delay in updates on the home made 2mm armies.