6mm English Civil War Rules

February 21, 2017 | Author: Mihai Mal | Category: N/A
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6mm English Civil War Rules...

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English Civil War Peter Berry, David Heading and Edward Sturges

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English Civil War Published by: Baccus 6mm Ltd 2010. First edition by AdSigna Publications 2005 Text Copyright: Peter Berry, David Heading and Edward Sturges Layout and Design: Baccus 6mm Ltd Photography: Peter Berry Cover Artwork and Line Drawings: Lesley Prince Maps: Sven Lugar Buildings and Scenics: Timecast and Baccus Baccus 6mm figures painted by Peter Berry and Mersey Painting Services All rights reserved. No part of this work may be reproduced or used in any form or by any means without the express written consent of the authors. Printed in the UK For more information about the figures and models used in this catalogue as well as the other rules sets in the Polemos series, visit: www.baccus6mm.com A Yahoo group has been set up to allow for discussion of all aspects of playing games using Polemos rules. If you have any questions, are looking for tips and advice or just want to talk to other gamers, you can join by logging on to http://games.groups.yahoo.com/group/polemos

To see more of the talented Lesley Prince’s art and design work, visit her web site www.lesleyprince.com

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Contents Introduction

ii

Part One – Setting up the Game

Part Four – Army Generators

Scales and basing

4

Using the generators

42

Figure sizes

4

Oxford Army - 1642

43

Troop types

5-7

Essex’s Army - 1642

44

Troop quality

8

Oxford Army - 1643

45

Identifying units

8

Essex’s Army - 1643

46

Brigading bases

9

Oxford Army - 1644

47

Higher organisation Pre-battle activities

9

Parliamentary Army - 1644

48

9

Oxford Army - 1645

50

Deploying the armies

10

New Model Army - 1645

51

Definitions

10

Hopton’s Army - 1644

52

Waller’s Army - 1644 Scots Army - 1644

53 55

Part Two – Playing the Game Move sequence

12

Scots Government Army - 1645

56

Tempo bidding

12

Scots Royalist Army, - 1645

57

Using Tempo points

13

Ulster Protestants Army - 1646

58

Tempo points costs

13

Catholic Confederate Army - 1646

59

Movement

15

Scots Army 1650

60

Movement distances

16

English Army 1650

61

Facing and formation changes

17

Effects of terrain in movement

18

Part Five – Appendices

Shaken levels

18

Scenario - Naseby, 1645

64

Ranged combat

19-23

Scenario - Shieldfield, 1644

66

Close combat

24-31

English Civil War Armies - A guide

68

Army morale

32

Designers’ notes

72

Part Three – Terrain and Optional Rules Terrain

34

Terrain effects

35

Terrain and shaken

36

Terrain generation

37

Defensive points

39

Optional rules

39

Additional troop types

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Introduction During the middle years of the seventeenth century, the British Isles underwent a period of huge change, catastrophic wars and campaigns, political revolution, social upheaval political experimentation and religious ferment. It was a period when the famous and the infamous made their entries into the history books leaving their legacy and their legends. Names such as Ralph Hopton, William Waller, Prince Rupert, Thomas Fairfax, the Earl of Essex, the Earl of Newcastle, Owen Roe O’Neill, The Earl of Montrose and Duke of Argyll can still evoke fierce loyalties and harsh criticism even today. The characters of those chief protagonists, King Charles I and Oliver Cromwell, are still considered, analysed and argued over by successive generations of historians. There is little surprise therefore that the English Civil War has always been a firm favourite for wargamers. Polemos English Civil War is unashamedly aimed at large scale actions. It is quite possible to stage, play and complete actions the size of Edgehill, Marston Moor and Naseby in an evening. For one of the intrepid team, this is his fourth attempt at writing a set of ECW rules and he sincerely hopes that he has got it right this time!

The rules systems and army lists in this booklet provide all that wargamers will need in order to play the game (apart of course from the armies, a table, dice and a measuring device). However, the advent of the Internet enables us to offer extra support and develop new ideas. The Polemos pages can be accessed from the Baccus web site www.baccus6mm.com. There is also a section on the main Baccus discussion forum that will put you in contact with other players, as well as a dedicated group on the Yahoo forums. The Polemos rules have not been developed with competition games in mind. As a result, we anticipate that situations will arise during a game that are not covered by the rules. Should such an impasse rear its ugly head, the participants must use the 50% rule on page 4, which we regard as the Most Important Rule in the booklet. We would like to give our wholehearted thanks to those who have helped with the playtesting, proofreading, design and concepts that have gone into the rules. We would especially like to thank those on the Polemos playtest Yahoo group. Special thanks also to Dr Lesley Prince for permission to use her wonderful period artwork and to Dave Ryan of Caliver books for use of the Shieldfield scenario.

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Part1 Setting up the Game

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Setting up the game THE 50% RULE This is the first rule in the book for very good reason. In case of any argument, the two sides are defined. One side is given as side 1, the other as side 2. A d6 is rolled. If the result is 1, 2 or 3, side 1 wins. Otherwise side 2 wins. Both players are expected to sort it out in the pub/bar/other place of refreshment afterwards.

SCALES AND BASING Ground Scale All distances are expressed in Base Widths (BW) and Base Depths (BD) in order to aid the use of differing base sizes. A BD is half a BW. 

One base width (BW) represents 80 paces.



One base depth (BD) represents 40 paces.

On this basis, using a BW of 60mm a table of 1.8 x 1.2 metres (6’ x 4’) represents 2400 x 1600 paces. As a rough guide this is the area of the action at Lansdown.

Time scale There is no specific time scale in these rules. A Civil War action could be over quickly (for example Cropredy Bridge) or could drag on most of a day with the armies assessing their position after nightfall (for example Second Newbury). A turn represents a focus of action during the engagement rather than a specific span of time.

The suggested principal base size for 6mm to 15mm figures is 60mm x 30mm, and for larger castings 80mm x 40mm. In fact the rules will work with any size bases provided that both sides are organised consistently. The bases illustrated in the rules are mounted on bases measuring 60mm x 30mm or 30mm x 30mm. All distances are given in base widths (BW) and base depths (BD). Artillery is depicted by a base one normal base depth square, i.e. 30mm if using recommended base sizes, bearing one gun model. Limbers should be mounted on a separate base of standard infantry or cavalry size. Generals may be placed on bases 1 standard base depth square i.e. 30mm if using recommended sizes. The higher the status of the general, the more aides, hangers-on, lackeys, etc he can have on his base. Messengers denoting the pool of available Tempo Points may be depicted by a single mounted figure on a small round base.

Figure Sizes Polemos ECW will work with any size of figure provided both sides are based consistently. The pages of this book are illustrated with examples of 6mm figures which work exceptionally well with the basing concepts. However, many gamers play Polemos rules using anything from 10mm to 30mm figures.

Basing The basic unit of manoeuvre in Polemos ECW is the Base. This is a group of wargames figures mounted permanently on a single base of a given size. The actual number, size and position of the figures on the base is not important. It is not vital to the rules that the specified base sizes are adhered to. So long as both armies use the same sized bases and the 2:1 ratio of base width to base depth is maintained, the rules will still work.

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Setting up the game TROOP TYPES Foot Foot bases are standard bases of BW x BD representing a battalion sized unit, (often called a ‘battalia’) of approximately 500 men.

Pure shot or pike bases were relatively rare. They were usually the result of forming large bodies of ‘Commanded Shot’ to undertake a specific task or objective.

Foot are defined by their ratio of musketeers (shot) to pikemen (pikes) contained in the unit represented by the base. For the purposes of these rules we divide most foot into five categories based on their ratios: Shot, Shot-heavy, Mixed, Pike-heavy and Pike.

An example of pure shot and pure pike bases would be at Lansdown. The majority of the Royalist shot were taken off to force the Parliamentarian position through the woods, where the pikemen would have been useless. The residual body of pikemen attempted to force the issue by charging uphill against an entrenched enemy position.

In the following table, the Shot-Pike ratio for a Shotheavy base would be any base whose historical counterpart contained more than three musketeers for every two pikemen up to four musketeers to every pikemen. Writers of the period generally recommended a 2:1 ratio (which would be shot heavy) but there could be wide variation, with ill-equipped forces fielding substantially more pikemen or very well supplied and specialist garrison units having all or nearly all musketeers in their ranks.

Subsequent Royalist romanticism has turned this foolhardy venture into a glorious adventure that in fact saw needless casualties and the death of Sir Bevil Grenville.

Shot:Pike ratio

Shot Shot-heavy Mixed Pike-heavy Pike

1:0 More than 3:2 – 4:1 2:3 – 3:2 Less than 2:3 – 1:4

The exact ratio of shot to pike figures depicted by the figures on a foot base is not that important, and it is not necessary to maintain any proportions other than those favoured by the owner. However, bases which are all shot, or all pike should ideally have all its figures represented as shot or pike figures respectively to assist identification and verisimilitude. Note that in addition to the usual categories of foot discussed above there are some unusual types, for example Clubmen and Highlanders. whose special properties are discussed in Section 4.

0:1

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Setting up the game Horse

Horse are based on a standard BW x BD Base, representing a squadron of about 125 troopers formed from a number of individual troops, usually from the same regiment. Horse are defined as: Swedish Tactics (S) – those using offensive tactics Dutch Tactics (D) – those using defensive tactics. The difference between offensive and defensive tactics is, essentially, in the use of firearms. Troops drilled in Dutch tactics kept control, fired their pistols at the enemy and then, if successful, went in with the sword. Those using Swedish tactics closed more aggressively and used their pistols in the subsequent melee. Most indications are that the latter tactic was more successful but it did lead to the victorious cavalry becoming almost as scattered as the vanquished.

Note that in addition to the usual categories of horse discussed above there are some unusual types such as Cuirassiers and Scots Lancers, whose special properties are discussed in Section 4.

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Dragoons

For each 250 man detachment of dragoons you require two bases, one depicting them mounted and one base depicting them dismounted. Both types of base are standard BW x BD. Dragoons operate as a base of shot when dismounted, albeit with inferior performance reflecting their lack of numbers. Some players may object to the battlefield uselessness of dragoons, but it should be noted that their major use was as cheap scouts and outpost troops off the battlefield. A dismounted dragoon base should contain a number of dismounted dragoons with (if they can physically fit) picketed horses to the rear of the base. This is purely for aesthetic reasons. If you cannot fit horses then consider showing the dragoon figures as one rank deep and/or more scattered than figures on your foot bases.

A mounted dragoon base is organised in the same way as a horse base.

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Setting up the game Artillery

Leaders

An artillery base contains 1 model gun plus crew. It is a BD square and represents two cannon.

Leaders can be either Generals and Officers. Leader bases measure 1BD square. We would suggest that the more important the leader, the more figures you put on the base. Generals and Officers do not fight but may be at risk from combat.

As we are considering field actions only field artillery is considered catered for and is not differentiated between light, medium or heavy in the main rules. ECW armies employed cannon of a bewildering variety of names and sizes. Their effectiveness on the field was generally extremely limited. Ideas of infantry columns being blasted by case and round shot should be placed where they belong – at best in the Napoleonic era. ECW artillery was relatively immobile, erratic in aim and could be nearly as big a menace to its own side as to the enemy. The latter is probably explained by the habit of ECW commanders of using their own troops to mask their artillery. Nevertheless, given that the armies of the time managed to drag these objects about the country with them, they were believed to have some positive effect, even if only on morale. If nothing else, the number of enemy guns captured in battle provided a good indicator of the scale of the victory.

Generals represent the Commander in Chief of the force on the table. Officers represent the various Wing and Centre commanders. Their number and identity may be specified for large forces, and usually command either the wings, which will normally be of cavalry, or the centre which is normally of foot. A specified Officer cannot affect the bases under the command of other Officers, although a General, who commands the whole army, may affect any base. Officers are rated by their ability. An Officer may be Good, Bad, or Average

You can decide to have a train base for aesthetic purposes if you try to move your artillery during a battle or if it is still arriving when the battle starts. A train base contains one or more limbers or carts, plus civilian drivers, animals etc. Polemos English Civil War

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Setting up the game Troop Quality



Troops are divided into three primary categories: Raw, Trained and Veteran, with an extra category (Elite) for some special troops.

Basing Swedish Tactics horse in a wide single rank and Dutch Tactics in a narrower frontage two rank formation.



Basing raw troops in a more ragged formation.



Raw: Untrained troops with only a vague idea of which end of a musket, sword or horse is dangerous.

Giving better quality bases more command figures or colours.



Using different formations to denote ratio. Shot heavy battalia should have their shot advanced in front of the pike, Mixed battalia can be ranked with both arms level, and Pike heavy can have their pike advanced in front of the shot.

Trained: Troops which have used drill on the parade ground at least and can be, roughly speaking, relied upon to carry it out until something goes awfully wrong. Veteran: Troops that are battle hardened and have seen it all before. This has some advantages, as they are more likely to retain cohesion and carry out effective combat duties, but has disadvantages, in that they may not want to put themselves in harm’s way unnecessarily.

While this is desirable, it may not always be practical as bases are pressed into service to represent different historical prototypes. One alternative is to use small coloured stickers available from office suppliers. For example:

Elite: Any of the above categories can be designated ‘elite’. This simply means that they have a high regard for themselves, and understand (rightly or not) that they have a God-given right to win. This enables them to carry out remarkable feats of derring-do, and also means that they are likely to crumble quickly in adversity and go completely out of control in victory.

 



White indicates Shot Heavy (ST for horse.)

Identifying units



Black indicates Pike Heavy.

Establishing the morale, training and arms of your bases is both very important, and in a large battle, quite tricky. You may wish to do this using visual clues, for example:

No sticker indicates Trained, Mixed and DT respectively. Pure Pike and Shot Bases could use coloured stickers, but would look far more dramatic if portrayed with the proper figures.

Dutch Tactics

On the Rear Left of the base: Red indicates Raw. Blue indicates Veteran.

(Write an “E’ on the sticker for Elite) On the Rear Right of the base:

Swedish Tactics

Pike Heavy Mixed Shot Heavy

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Setting up the game Brigading Bases A Brigade is a group of bases. Brigades are established at the start of the game and bases may not transfer between brigades during the course of the game. Typically brigades will be between two and four bases strong for foot and two to five bases strong for horse. There can be no mixed foot/horse/ dragoon brigades. All bases within a brigade will be of the same quality, ratio and tactics. The only exception to this is that a brigade of horse may contain one or more bases designated as elite. Historically dragoons could be attached to brigades of Horse. However for the purposes of the game they are treated as separate brigades or independent bases. Each base of a brigade must be in front edge to rear edge or side edge to side edge contact with another base of the same brigade and be facing the same direction in order to obtain the benefits of being in a brigade.

Higher Organisation Your army is commanded by a General. In armies exceeding about 15-20 bases, the General will usually be assisted by one or more senior Officers. These Officers will typically command the army’s (usually cavalry) wings, while the General or another Officer commands the centre. An Officer can only control and influence his own wing/centre (referred to as his ‘command’, while the General can control and influence any unit within the army. Note that in some cases the army may be differently organised. In some cases one side in a battle will be comprised of more than one army fighting alongside one another (for example Marston Moor) – this requires special rules which are contained in the relevant Army Lists set out in section 5. Dragoon bases may operate in a dragoon brigade or as independent bases. Artillery bases operate independently of the brigade structure. Independent dragoon and artillery bases must be assigned to a wing or to the centre, unless there are no Officers in the army, in which case all brigades and bases are commanded by the General.

Army Generation Where the battle is fought as part of a campaign, the forces involved will be determined by the campaign situation. Otherwise, the random rolling available in the army lists may be used to generate the opposing forces. In force generation, care should be taken to match the forces to the scenario chosen. A force defending a river crossing could expect to be outnumbered by 2:1, while in an encounter battle the forces should be more nearly equal. This does not mean that each army should be a mirror image of the other, though. Imaginative players (or better still, an umpire) can easily think up variations, such as part of their force being delayed (by getting lost, for example) as happened at both Second Newbury (1644) and Hopton Heath (1643).

Pre-battle activities It is all very well to know that your enemy is somewhere in the vicinity, but you need to be a little more precise than this. Furthermore, some idea of the terrain over which you are required to fight may be useful, and information of the size and disposition of the enemy. While all this can be handled naturally in a campaign game (if you have the time and inclination), a scenario game (or a campaign run by time limited players) need some rules to cover this. Count up the number of mounted dragoon bases you have. Add to this one quarter of the number of bases of horse in your army. This is your basic scouting point value. Add to this the roll of a D6, and compare your result with that of your opponent. The winning side consults the following table: Scouting difference

Notification of forces

10 or more

Opponent discloses numbers of horse brigades and foot brigades

6-10

Opponent discloses total number of brigades; you disclose total number of brigades +/- 20%

0-5

Both sides disclose total number of brigades +/- 20%

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Setting up the game Note that brigade composition differs markedly between different armies. The winner may consult the relevant list in section 5 to get an idea of what this means in terms of enemy bases.

Deploying the armies In a set piece action we recommend that the opposing armies are each deployed within 5 BW of the table centre line. For an attack/defence type of battle, the defender deploys on his half of the board, the attacker within 4 BW of his starting table edge or at least 5 BW from the table centreline. If the defender won the scouting by six or more, he may deploy dragoons, commanded musketeers or cavalry in or behind obstacles up to and including the number of base widths he won by in front of his deployment line. If the attacker won the scouting by ten or more, he may require the defender to declare if he has troops in any locations on the board where troops may be concealed. For an encounter battle, neither side initially deploys on the table, both enter according to a pre-written order of march in march column. For a hasty attack the defender deploys on his half of the board, the attacker enters according to his pre-written order of march in march column. In almost all cases an army’s starting table edge is the long edge of a rectangular table or board. If you have a deep table you may wish to alter the deployment from within 5 BW of the side’s table edge to at least 10 BW on their side of the table centreline. This is because if you deploy further away the armies will take too long to make contact to have an enjoyable game. If you are playing a game with more than one player a side then one player should take on the role of General and the other player(s) should be allocated an officer. References in Section 2 to the player should then be taken to mean the General’s player.

Definitions Advance to Contact: Moving a force into base to base contact with an opposing force. Base Depth (BD): A standard unit of measurement in these rules. It is equivalent to half the width of the standard base used by both armies. Base Width (BW): A standard unit of measurement in these rules. It is equivalent to the width of the standard base used by both armies. Brigade: A number of bases brought together to act in a single formation at the start of the battle. Charge: Only available to Horse (S) and Irish and Highland foot. A charge is an attempt to launch an intimidating attack on an opposing force. Close Combat (CC): Combat fought at close quarters when two or more opposing bases are brought to base to base contact. Command: The forces commanded by an officer. D6: A six sided die numbered one to six. D10: A ten sided die numbered zero to nine. D20: A twenty sided die numbered zero to nineteen. Force: A term used to describe a single base or a brigade attempting an action. General: Commander in Chief. The player commanding the tabletop army. Leader: Any officer or general. Officer: A subordinate officer to the General (Usually a wing or centre commander). Ranged Combat (RC): Combat conducted using musketry or artillery. Also used when deciding the outcome of an attempt by one force to charge another. Shaken: The status of a unit that has lost a degree of cohesion and/or confidence. Tempo Points (TP): A measure of the command capability of the leaders. Tempo Points are used to attempt to gain control of a move, give orders to forces and rally bases.

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Part 2 Playing the Game

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Move Sequence and Tempo Move Sequence

Tempo bidding

1

The tempo bidding process is central to Polemos ECW. At the start of each game move, both players will attempt to gain the initiative, allowing them to carry out manoeuvres and attacks and force their opponent to respond.

Tempo bidding (both players)  Make all compulsory moves (both players) Tempo Player’s phase

2

Tempo player moves  Announce which forces are charging  Move forces, including moves to contact

3

Tempo player ranged combat (including charges)

4

Tempo player close combat Non-tempo Player’s phase

5

Non-tempo player moves  Announce which forces are charging  Move forces, including moves to contact

6

Non-tempo player ranged combat

7

Non-tempo player close combat

Both sides 8

Rally falling back, shaken and pursuing bases

9

Army morale check made if required

You will note that each move effectively falls into two phases in which each player gets to move and initiate combat in turn. When a player is moving and initiating combat in his section of the move, he will be referred to as the Active player. This designation will alternate between the players throughout the game.

At the start of each game move each General determines his tempo points (TPs) as follows:     

1TP for each four* bases in the army 3 TPs for each good commander 2 TPs for each average commander 1TP for each poor commander The score of 1D6

*If an army is left with spare bases after dividing the total number by four, these do not count towards the extra TP. If a General is removed, or his command is routed, the General no longer receives TPs for him, even after a successor is appointed. Unused TPs at the end of a move are discarded and not carried forward. Under certain scenario or historical conditions, officers may receive more or fewer points. For example, Sir George Goring when sober may be classed as a good officer, particularly if the nearest ale house was behind enemy lines, while on a bad day he might struggle to be called poor. The General then decides, in secret, how many of his available tempo points he is prepared to bid in order to gain the initiative. The maximum tempo bid is 6, the minimum tempo bid is 1. Armies without their General may only bid 0 or 1TPs. The two players then reveal their bids and the highest bidder gains the initiative. He is known as the Tempo Player for the duration of that game move. His opponent is known as the Non-tempo player. If the bids are equal, last move’s Tempo player regains the tempo. If the first game move tempo bidding is tied, the tempo player is decided using the 50% rule. The players then deduct their tempo bids from their total of available TPs. The remaining TPs will be used to issue orders to their troops.

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Move Sequence and Tempo Using Tempo Points Moving Each player uses the General’s TPs to move the army’s brigades or bases. A General does not need to spend TPs to move himself or his officers. In order to move a brigade (at the reduced cost from moving each base individually) each base in the brigade must:  



Be facing in the same direction. Be in base contact with at least one other base in the same brigade. Any part of the base can be in contact. Not be Shaken.

The TP cost of moving a brigaded group of bases is based on the number of qualifying bases in the group with a minimum of 1TP. Note that line of sight is blocked by Hills, Woods, Settlements, Enclosures, Walls, Hedges and all Bases.

Stealing Tempo The non-tempo player may ‘steal’ tempo in order to move a base or brigade out of sequence. To do so he must be in base to base contact with the base or brigade to move and must pay an extra 2TPs over and above that normally required by the non-tempo player to carry out that particular action. Tempo stealing takes place between phases 3 and 4 in the move sequence.

Multi Player Games In a game involving more than one army per side, such as second Newbury, the joint commanders each make their individual tempo bids secretly from one another. They then each roll 1D6 with the winner putting their bid forward. The allied general(s) whose bid is not used will still deduct it from his total of available TPs.

Tempo Point Costs for movement Tempo Player

Single base Brigade of bases

1

Non-Tempo Player

2

No of bases in the brigade-1

No of bases in the brigade

Unlimber Artillery

2

3

Limber Artillery

4

5

Modifiers to TP move cost: +2 Force is out of Line of Sight of Leader. Multipliers to sum of TP cost after modifiers: x2 Leader attached to a Base in close combat. x2 Command has lost Officer (or General if no officer). Polemos English Civil War

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Using Tempo Points — Example Example Sir Ralph Highanglican is a Royalist commander of repute, with eight battalia of ill equipped foot (pike heavy) and eight bases of Swedish tactic horse . He is an average commander. Therefore his TPs are as follows: 1TP for each four bases

=4

2 TPs for each average commander

=2

The roll of 1D6

=2

Total

=8

Colonel Praise-the-Lord Puritan is a dour Parliamentarian, with eight units of foot (shot heavy) organised into two equal-sized brigades and four of Dutch tactic horse, again formed into two brigades. He is also an average commander. Therefore his TPs are as follows: 1TP for each four bases

=3

2 TPs for each average commander

=2

The roll of 1D6

=3

Total

=8

Sir Ralph and Colonel Puritan therefore each have a total of 8 TP . Being a gung-ho sort of chap, Sir Ralph decides to expend 3TP on his tempo bid, leaving him with 5TP for the turn. The Colonel, more cautious, bids 2 points, leaving himself with a total of 6TP. When the bids are revealed, Sir Ralph is the Tempo player, but now has the problem of allocating his limited supply of TPs. Sir Ralph now has 5 tempo points and, as the Tempo player, it is for him to move. His foot is brigaded in two lines each of 4 battalions. His horse is equally split on the wings, but as 4 separate brigades each of a pair of bases.

He wants to move his front line of foot and both his wings forward, but a rapid calculation indicates that this would cost him 3 points for the foot but 4 for the horse, exceeding his budget by 2 points. He begins to rue the extra points he spent in the tempo bidding phase, and also to curse the incompetent nincompoops who deployed his cavalry. Compromising, he advances the front line of foot and his left wing, hoping the rest will catch up next move.

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Movement MOVEMENT The Tempo player moves his forces in their respective sections of the movement phase. Single bases may be moved independently. The precise sequence within the phase is as follows. The Tempo player is the Active player for the first half of the move with this switching to the nonTempo player in the second half: 

Immediately following the Tempo Bidding both players conduct compulsory movement by moving all bases required to move during that phase as a result of previous outcome moves. No TPs are required for this.



The Active player announces all charges, expends TPs for charges and marks but does not move the charging bases.



The Active player expends TPs and moves other relevant bases.

During the rally phase at the end of the move (page 28) a player may attempt to halt the fall back. If the attempted halt is unsuccessful, a raw force will rout. Trained or veteran forces will continue to fall back in the following move’s movement phase at 1BW for foot and 2BW for horse. A trained force will have one more attempt to halt, a veteran two more attempts in the following rally phase(s). If they fail all these further efforts, they too will rout. A force that is falling back will halt at 1BD from any enemy bases which their path would otherwise lead them closer to. A force whose fall back is halted for any reason adds one level of shaken. In the next move, if the force that is falling back is not rallied and is in contact with terrain which would reduce its movement distance, it increases its shaken level by 1. If this indicates a rout, then the base is assumed to have dispersed into the terrain, and cannot be rallied during the game.

Routing

Compulsory Movement Compulsory moves required as a result of previous outcome moves do not cost TPs and are conducted first. Compulsory movement consists of Falling Back, Routing and Pursuit.

Falling Back In the first move that a force is falling back (see page 28) it will be moved directly to their own rear for 2BW if foot and 3BW if horse, retaining their original facing. There are no TP costs for this action. Bases that are falling back may pass through friendly bases to their rear. If there is a gap of 1BW or more at the start of the move between those bases falling back and the friendly bases they pass through there is no adverse effect as a result of the action. If the gap is less than 1BW then those bases to the rear will each receive one level of shaken (page 18). The bases to their rear do not need to be lined up exactly parallel with the ones falling back as it is assumed that troops falling back will filter through intervals between subunits or, if the friendly base is more side-on, to front and rear of the friendly unit.

A base that is routing moves as fast as possible (foot routing 2BW, mounted 3BW) directly away from the enemy which caused its rout. Routed bases may veer by up to 45° to avoid obstacles, terrain they cannot enter, or other bases. If they cannot veer around an obstacle, or terrain they cannot pass through or an enemy base they are immediately removed. If they cannot veer around friendly bases, then mounted will burst through any troop type, while foot or dismounted dragoons will burst through artillery and dismounted dragoons. Bases subjected to being burst through are also routed. If a base cannot burst through friends, it is removed. Note that artillery does not rout (it is always removed instead). If a routing base contacts terrain it may enter it must do so and suffer the appropriate movement penalty. Unless being pursued by enemy bases, a routing base will be removed from play once it has moved to a position where it is no longer in a position to burst through other friendly bases. Bases being pursued will be removed once the pursuit has been halted. Routing bases cannot be rallied under any circumstances.

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Movement Pursuit

Movement Distances

Horse(S) who charged and achieved a rout result against the target base in either the ranged or close combat phases of the previous move must pursue the routed base. Other charging bases have the option to pursue. If the routed base is foot, pursuers move 2BW in the first move, 1BW in the next and 1BW in subsequent moves until rallied.

Bases may be moved independently or as a brigade. Both types of manoeuvre unit are described as a Force.

If pursuing mounted, the pursuers move 3BW in the first move, 2BW in the second and 1BW in subsequent moves until rallied. Rallying is conducted in the rally phase of the move. All bases that simply move into contact may choose not to pursue. Pursuing bases will automatically gain one level of shaken. If the pursuers would contact non-routing enemy bases as a result of the routed base(s) being removed thus uncovering a new enemy force, the pursuers are halted at 1BW from the nearest new enemy base. If possible, the pursuers will attempt to charge the new enemy bases in the next phase. Should their new opponents be the next to move then it just shows the benefit of keeping reserves. For the purposes of resolving the next round of ranged combat, the pursuers will not count as shaken. If the pursuers charge home, they will count as +1 shaken for the close combat. If the pursuers do not charge home, they will halt in place and count the normal shaken penalty for pursuing bases which is +2. Pursuing bases may veer up to 45 degrees to follow their target. They cannot continue pursuit into terrain that is impassable to them. If a pursuing base contacts terrain which it is able to enter it must do so and suffer the appropriate movement penalties. If a pursuing base is halted by terrain or the presence of new enemy bases it my attempt to rally at the end of the same move.

A force may move straight ahead, for the normal TP cost, up to the following distances in its movement phase subject to terrain constraints.

Movement rates Base

Normal

March column

General/Officers

2 BW

4BW

Foot

1BW

2 BW

Dismounted Dragoons

1BW

2 BW

Mounted Dragoons

2 BW

4 BW

Horse

2 BW

4 BW

Unlimbered Artillery

none

none

Limbered Artillery

1BW

2 BW

Movement rates are doubled if the force’s move will end outside 4BW of any known enemy unit. A base in close combat may not move except as provided by an outcome or compulsory move, or by a fall back order. A base which is shaken level 2 may not advance toward known enemy within 6 BW unless one of those levels of shaken was caused by terrain. A base which is shaken level 2 may not form march column. Oblique movement is not permitted. A base may not move to its rear except as a result of an outcome move or a fall back. A move (or wheel) may end in contact with an enemy base. This counts as moving into close combat and is called an Advance to Contact. A base advancing to contact may not use ranged combat. Note that if the army is at Pessimistic morale or worse (see page 32) non-elite bases may not advance to contact.

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Facing and Formation Change Changing facing A player may elect to replace normal movement by changing the facing of a force. This may be done in a number of ways, all of which expend TPs as normal. 

A force which is deployed more than one base wide may wheel forward either left or right by keeping one end of the force stationary while moving the opposite end of the force forward by 1BD (1BW if the forcee will end up outside 4BW of any known enemy base).



A force may wheel forward either left or right by keeping one end of the force stationary while moving the opposite end of forward by 1BD (1BW if the force will end up outside 4BW of any known enemy base).



A force of horse or mounted dragoons may turn to face its rear provided that there is 1BD of open ground unoccupied by other bases on either flank of the force.



A force of foot or dismounted dragoons may turn to face its rear as its only movement.

There are no extra TP costs for moving while in march column, nor are there any penalties for wheeling, however moving into to out of march column counts as changing formation. (See section below.) March columns taking fire from any source automatically increase their shaken level by 1. If you are foolish enough to permit your march columns to be contacted by the enemy, your bases automatically increase their shaken level by 2 (see page 18).

Changing formation The following formation changes may be made replacing normal movement, all of which expend TPs: 

A base of artillery may limber or unlimber (a train base or a draft horse can be used as a marker). Artillery which has limbered ends the phase facing in the opposite direction to that which it started.



A base of dragoons may mount or dismount (identified by exchanging a dismounted base for a mounted base or vice versa).



Horse, dragoons and foot may move in a march column at twice the normal rate. This is depicted by moving the bases sideway with a brigade forming a ‘chain’ with each base maintaining contact with at least one corner of the base in front.

Bases of horse, dragoons or foot may form march column provided they; (i) are out of sight of the enemy, (ii) are more than 6 BW from any previously known enemy and (iii) they have less than 2 levels of shaken. A base forming march column remains stationary and is marked as being in march column facing the specified short edge (you can use an arrow marker to indicate this).

March columns must always lead off from the front right hand base. To deploy out of march column, the brigade marches to its right until its front is parallel to the enemy.

A brigade may expand or contract its frontage by one BW per flank while facing in the same direction and the centre base(s) remaining stationary. This counts as movement for TP costs.

A force which performs a wheel cannot move in the same move. The corner of the base which acts as the pivot must remain stationary.

March Columns

A brigade which changes formation in a move may not conduct other movement (excluding outcome moves in the ranged combat and close combat phases). During moves where artillery limbers or unlimbers it may not move in any other way or take offensive action.

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Terrain and Shaken Levels Effects of terrain on movement

may not be the target of a charge (because it would be crossing terrain other than a gentle slope).

Terrain limits the movement of bases. In the following table mounted includes mounted dragoons. Generals/officers are included under mounted but do not suffer shaken results.

Roads

Foot

Mounted

Limbered Artillery

1BD*

1BW*

impassable

impassable

impassable

impassable

1BW*

2 BW*

1BW*

River

impassable

impassable

impassable

Stream

1 turn to cross**

1 turn to cross**

impassable

Marsh

1BD*

1BD*

impassable

Wood

1BD*

1BD*

1BD*

Enclosure

1BW*

2 BW*

1BD*

Obstacle (hedge, wall, ditch etc)

-1 to –3 BD**

-1 to 3 BW**

impassable

Terrain

Steep slope (gradient 2) Impassable slope (gradient 3) Ford or bridge

*+1 levels of shaken while moving in terrain feature ** +1 levels of shaken and halt stationary next move If a base is at shaken level 2 the effect of terrain cannot increase this to level 3, i.e. the base cannot rout as a result of terrain effects. One shaken level incurred as a result of being in terrain is automatically recovered in the Rally Phase of the move after the base exits the terrain feature. Area features A foot or dismounted dragoon base may occupy a defensible area feature if they enter it during the movement phase provided that it is not occupied by an enemy base and there is sufficient space for the base. For the avoidance of doubt, defensible area features are settlements, enclosures, and small woods. Fords, bridges, ponds and marshes are not defensible area features. Other bases may enter an area feature during their movement phase but do not count as occupying. An enemy unit occupying a defensible area feature

18

Bases following a road which passes through limiting terrain may ignore the penalties for such terrain provided that they are in march column while passing through or over.

Shaken Levels Shaken levels are acquired from combat results, entering, crossing or remaining in difficult terrain types, and being subject to RC or CC when in march column. The causes of shaken levels are summarised below: Cause

Levels

Ref

Gap of less than 1BW in front of base from friendly bases falling back

+1

P.15

Crossing bridge or ford

+1 T

P.35

+1 T

P.35

+1 T

P.35

+1

P.17

+2

P.17

+1

P.21

Certain close combat results

+1 to +2

P.26

Rallying from pursuit

Level 2

P.28

Certain failures in army morale

+1

P.32

Crossing stream or obstacle In marsh, wood, enclosure or steep slope March column subjected to shooting March column contacted by enemy Certain ranged combat Results

Levels of shaken identified as T in the table above are shaken levels added by terrain which may not increase the level of shaken of a base above 2. A base with levels of shaken is restricted in what actions it may undertake. These are cumulative: 1 Level:

May continue to advance but may not declare a charge.

2 Levels:

May not advance towards known enemy unless pursuing or following up recoil ing opponents.

3 Levels:

Rout.

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Ranged Combat RANGED COMBAT Ranged combat (RC) includes both shooting and the threat of a charge. The charge threat is resolved in this phase because it is an effect at range rather than at close quarters. The ranged combat phase is conducted as follows: 

The ability of those forces that declared charges in the movement phase to charge home is determined



Shooting by eligible foot, dismounted dragoons and artillery is resolved



The outcome of ranged combat resolution is applied.

Ranged Combat – Charging Chargers are treated as engaging in ranged combat. This represents the threat that formed bodies of horse threatening to rush in, have on the target bases. A charge is declared in the active player’s movement phase. During ranged combat, the charge is resolved as a modified form of ranged firearm combat. If the chargers win the ranged combat, they move into contact with the loser in this phase and then fight them in the close combat phase. If the chargers lose the ranged combat, they do not move. Where a charging force would contact more than one target which is not going to be contacted by a charging friendly base then it should test to charge against each, taking the worst result for the chargers. Likewise a target force charged by two or more bases where friendly base(s) will not engage the chargers will test for both chargers and use the worst result. However where there is just a slight offset (for example two bases will charge two bases but not line up exactly) it is probably easier just to roll once for each base.

The charge procedure is dispersed throughout the move:  A charge is declared by a force in the movement phase.  Whether the chargers charge home is resolved for each charging base in the ranged combat phase.  If the charge is successful (the charging base obtains a charge home result) the charger is placed in contact with the target in the ranged combat outcome phase.  Close combat between charger and target is resolved in the close combat phase.

Ranged Combat – Shooting Ranged shooting combat may be initiated by: 

Any unlimbered artillery which did not move, wheel or unlimber this move



Any foot base (except Pike) or any dismounted dragoon base which did not change formation (a base which moved or wheeled may still shoot).

So long as: 

The target is in range



The target is in its line of sight



The target base is not in close combat



The initiating base is not in contact with an enemy base.

The range for eligible troop types is: In Open Terrain

In Woods

Firing Base

Short

Maximum

Maximum

Foot

1BD

1BW

1BD

Dismtd Dragoons

1BD

1BW

1BD

Artillery

N/A

4BW

None

The range is measured from any point on the front edge of the base. Bases may only fire straight ahead. There is no ‘arc of fire’ for foot. An enemy base is a valid target if any part of that base is in range and directly in front of any part of the firing base’s front edge. Polemos English Civil War

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Ranged Combat Artillery may engage a base that is directly in front of any part of the firing base’s front edge or 1BD to either side. In the illustration below, the artillery base A1 can engage enemy bases T1 or T2 because both are either in front of the A1 or in front of 1BD on either side. T1 T2

Ranged Combat – Procedure Ranged combat is resolved in the order the active player desires. An enemy base may be the target of any number of eligible chargers and/or shooting bases. Each player determines the base ranged combat factor for each of their bases from the following table. In combat the active player uses the relevant offensive factor for his shooting (or charging) base and the other player uses the relevant defensive factor for the target base. When declaring a charge the ranged combat is conducted by the entire force. ie a brigade of four horse bases will roll once and apply that to the entire force. In ranged combat, each base’s results are resolved separately.

1BD

1BD

A1

Line of Sight is blocked by intervening terrain (eg hills, woods, settlements, enclosures, walls, and hedges) and by all intervening bases. Targets in the blocking features may be targets if within 1BD of the edge of the feature. The effect of woods is to restrict the range through the wood feature that troops may shoot at and be shot at through. An Artillery base outside woods may fire at troops which are in woods but an artillery base any part of which is in woods may only fire if its front edge is either outside or on the edge of those woods. Artillery suffers a penalty for firing at ranges over 1BW of -1 for each BW or part over 1.

Ranged Combat Factors Offensive

Shot Shot heavy Mixed Pike heavy Pike Dismounted Dragoons Mounted Dragoons Horse Swedish Tactics Horse Dutch Tactics Deployed Artillery

Defensive vs. shooting

Defensive vs. charging

5 4 3 2 0

5 4 3 2 2

2 3 4 5 6

2

3

1

1

3

1

3

2

3

-

2

2

3

2

1

Horse (S) offensive factors are for charge declarations only. They have no ‘true’ offensive ranged combat factor. The factors for unusual troop types are discussed in Section 14. Each side adds D6 to their base factor and applies any of the following modifiers that apply:

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Results and Outcomes Offensive

Defensive

-4

-

Shooting at long range (1BD-1BW for foot, dismounted dragoons) Shooting artillery, for each BW range band over 1 Each additional target base over number of bases in charging force

Ranged Combat – Outcomes -1

-

-1

-

Each level of shaken

-1

-1

If raw foot

-1

-

If veteran or elite

+1

+1

+1

-

If officer attached to force. If all of the brigade is uphill on a gentle slope of the target. Defence value of any terrain

Note that non-elite raw or trained bases of an army which currently has hopeless morale will automatically rout if charged (see page 32).

+1

-

0

+ terrain value*

The outcome of ranged combat is applied. The details of Halt, Recoil and Shaken are set out on page 26. A target base (whether of a Charge or Shooting) makes its outcome move first. Any recoil (or rout if the level of Shaken reached 3) will be directly away from the charging or shooting base. If it was targeted by more than one charging or shooting base the effects are cumulative and the recoil or rout will be away from the latest successful charge which would make contact (if charged), from the worst shooting result (if shot at). A charging base which receives the result of Charge Home then moves up to its maximum charge distance (3BW for horse) subject to the terrain restrictions on movement. If the charger fails to contact the target (because of recoil or rout etc) it halts in place a minimum of 1BD away and adds a level of shaken.

* The terrain defence value (DV) is defined in line with the table on page 35.

Ranged Combat – Results The scores are compared with the target’s modified result being subtracted from that of the charger/ shooter. The following table gives the outcome. Ranged Combat Results Difference

Horse (S) Charging

-2 or less to -1

Chargers remain in place shaken +1

0-1

Charge home, shaken +1

2-3 4

Charge home Charge home Charge home – target shaken +1

5 6+

Charge home – target recoils, shaken +1

Shooting

No effect Target Halt Target Halt, shaken +1 Target recoils, shaken +1 Polemos English Civil War

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Ranged Combat– Charging Example Example Having received his orders from Prince Rupert himself, Sir Marcus Prim’s orders his brigade of four Horse(S) bases (C1) to charge two brigades of dour Roundhead Horse(D) under Sir Thomas Stevens (R1 and R2). Sir Marcus’s men are classed as veterans, his opponents as trained.

R1

R2

C1

Sir Marcus’s Horse rolls 4, +3 for Horse(S) offensive factor, +1 for veteran

=8

Sir Steven’s Horse R1 rolls 5, +2 for Horse(D) defensive factor = 7 Sir Steven’s Horse R2 rolls 1, +2 for Horse(D) defensive factor = 3 Consulting the Outcome table: Between C1 and R1 there is a difference of 1 which means that Sir Marcus’s men charge home but with a penalty of one level of shaken. Between C1 and R2 there is a difference of 5 which means that Sir Steven’s troopers will stand to receive C1’s charge, but with a penalty of one level of shaken. In the CC round, C1 will get a bonus for charging against and a penalty for being shaken against both opponents. R2 will also count as being shaken.

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Ranged Combat– Shooting Example Example Meanwhile, in the centre, the Royalist foot are attempting to engage their Roundhead counterparts. Lord Taylor’s brigade of four raw, mixed weapon foot are attempting to make up for their lack of firearms by attempting to get to close combat with their numerically inferior opponents. Sir Anthony Cullen’s Parliamentarian brigade of three shot heavy trained battalia are attempting to halt their progress through their superior firepower.

C1

R1

C2

R2

C3

C4

R3

R1, R2 and R3 fire at their counterparts C1 and C2 respectively. R3 has the task of engaging both C3 and C4. He could opt to ignore C4 but has faith in his men’s ability to defeat the raw troops in front of them. R1 rolls 5, +4 for for SH offensive factor, -4 for long range

=5

C1 rolls 3, +3 for for M defensive factor, -4 for long range, -1 for raw

= 1 (Difference of 4)

Consulting the outcome table, C1 must now halt with 1 shaken level. R2 rolls 4, +4 for for SH offensive factor, -4 for long range

=4

C2 rolls 3, +3 for for M defensive factor, -4 for long range, -1 for raw

= 1 (Difference of 3)

Consulting the outcome table, C2 must now halt. R3 rolls 3, +4 for for SH offensive factor, -4 for long range, -1 for additional target base =2 C3 rolls 1, +3 for for M defensive factor, -4 for long range, -1 for raw

= -1 (Difference of 3)

Consulting the outcome table, C3 must now halt. C4 rolls 2, +3 for for M defensive factor, -4 for long range, -1 for raw

= 0 (Difference of 2)

Consulting the outcome table, C4 must now halt. The end result is that the Royalist advance is halted, and Sir Anthony’s men are now well placed to continue pressing home their advantage in firepower, especially as the Royalists are beginning to waver with shaken level taken by C1.

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Close Combat CLOSE COMBAT The close combat (CC) phase is conducted as follows: 

Close combat between bases in physical contact is resolved



The outcome is resolved.

Example 3: T1

T2

Close Combat Eligibility An base that has any part of its front edge in contact with any part of one or more enemy bases at the start of the close combat phase, must engage in close combat against all such enemy bases. Bases only in corner -to-corner contact may not engage in combat, but may support another base in edge-to-edge or edge-tocorner contact. Example 1: T2

T1

N1

N2

N1 is in combat with T1 and T2, and T2 is in combat with N1 and N2. However, T2 fights only N2. In this case there are no overlaps because all bases are in close combat. In some circumstances, multiple bases may be in contact with one another. In this case, the active player decides which combat to resolve first and which enemy base to fight.

Example 4: N1

T1

T2

In the above diagram N1 is in edge-to-edge contact with T2, so they fight. T1 is in corner-to-corner contact with N1, so may only support T2 as an overlap (p.25). Bases do not need to be in edge to edge contact to fight. Edge to corner or partial edge to edge contact still requires combat resolution. Example 2:

T2 T1

N1

N2

In the above diagram T1 is in combat with N1 and T2 is in combat with N2.

24

N1

N2

The tempo player (T) may choose to resolve T1 against N1 first. This occurs and the outcome move for that combat is made. Subsequently, T2’s close combat against N2 (plus N1 if it achieves a stand or better against T1) is resolved. In this case, T2 makes a single roll for its combat, while N1 and N2 both make rolls against it. The outcomes are decided individually. Hence, for example, both N2 and T2 could recoil shaken, leaving N1 standing. No more than 3 friendly bases may count as being in close combat with a single enemy base, whether to its front, flank or rear. If there are any other friendly bases touching the enemy base they count as being in contact but do not engage in close combat or give overlaps.

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Close Combat Procedure Close Combat – Procedure

Close Combat modifiers

Close Combat is resolved in the order the active player desires.

Each side adds 1D6 to their base factor and applies any of the following modifiers that apply, with the active player using the offensive factors, his opponent the defensive.

Each player rolls one die for each of his bases in close combat regardless of how many opponents it is fighting. In relation to each combat determine the base close combat factor for each base from the following table. In close combat the active player uses the relevant offensive factor for his attacking base and the inactive player uses the relevant defensive factor for the target base. Neither baggage (a terrain feature) nor artillery can initiate CC.

Close combat modifiers Offensive

Defensive

+6

-

+4

-

+2

-

+1

-

Contacted or charged on rear edge

0

-1

Each flank overlapped

-1

-1

Each level of shaken

-2

-2

Recoiled in previous phase

-2

-2

Charging into target’s flank this phase Contacting target’s flank this phase Charging into contact with front edge of target Advancing into contact with front edge of target

Close Combat Offensive

Close Combat Defensive v Foot

Close Combat Defensive v Mounted

Shot

1

1

2

Shot heavy

2

2

3

Mixed

3

3

4

Pike heavy

4

4

5

Average General/Officer attached

+1

+1

Pike

5

5

6

Good General/Officer attached

+2

+2

1

1

1

Base is veteran or elite in first phase of close combat

+1

+1

1

1

1

Base is raw

-1

-1

3

3

3

Defence value of any terrain (see page 37)

0

+ value

3

3

3

0

1

1

1

1

2

Dismounted Dragoons Mounted Dragoons Horse Swedish Tactics Horse Dutch Tactics Deployed Artillery All troops in Woods

For the purpose of finding the correct column on the table, attacking dismounted dragoons count as being foot (Shot). Note that troops in close combat in woods use the same line – this is because pikes are very difficult to use in woods, cavalrymen find it difficult to stay together and avoid branches etc. and all troops lose cohesion.

For the purposes of the above modifiers a base charges into or contacts a target’s flank where the base’s front edge touches the flank edge (not only the corner) of the target base. For the purposes of the above modifiers a base’s flank is overlapped when an enemy base (1)

is not itself in close combat, and

(2)

is in edge to edge contact with the base’s close combat opponent, and

(3)

would have physical space to move into contact with the base’s flank edge.

A base occupying an area feature which is attacked in CC does not suffer the penalties for being charged or attacked from flanks or rear, and their attacker(s) do not gain the benefits of flank or rear attacks. Polemos English Civil War

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Close Combat Outcomes Multiple close combat.

Outcomes

Where there are multiple close combats, the initial combat to be resolved is nominated by the player whose bases moved into contact. Subsequent combats are nominated by the player whose bases won the previous combat. Where a base is fighting multiple bases it makes only one die roll and the relevant modifiers are applied to each combat resolution.

Definitions of outcome results Halt: The base halts and no movement is permitted to it in its next movement phase unless the movement is as the result of another outcome move or Falling Back (see below).

Recoil: The base moves directly back one 1BD. If a recoiled base moves out of contact with another base in its brigade, it cannot count as part of that brigade until it rejoins in a following phase by moving back into position. Any base recoiling into friends to their rear will receive an additional level of shaken. Those bases recoiled into will move to enable the recoilers to complete their recoil and will also receive one level of shaken. If the friends are unable to move (for example because of an impassable terrain or in contact with an enemy base) then the recoiling base is lost. If the army is currently of less than confident morale (see page 32) the effects of a recoil are increased as follows: Morale

Additional recoil effects (cumulative)

Risk to Generals and Officers

Confident

None

Generals or officers may be attached to bases to improve performance in close combat by their inspiration. This includes a certain risk to the Great Man himself. If a phase of close combat produces a 0-1 result (a draw) or worse for a base with an attached General or officer, then that base is removed if a 4, 5 or 6 is rolled by the opposing player.

Optimistic

Raw bases losing ranged combat against a charge +1 Shaken level

Hopeful

Raw & trained bases recoiling from close combat move an extra +1BD -

Close Combat – Results The scores of the two bases are compared with the winner having the highest result. The following table gives the outcome affecting the loser or both bases if the result is 0. Additional Shaken levels

Difference

Result

0-1

Recoil

2-3

Recoil shaken 1

+1

4-5

Recoil shaken 2

+2

6+

Rout

+3

26

-

Pessimistic Hopeless

Non-elite raw or trained rout instead of recoiling

If the recoil is into the front of an enemy base then the recoiling base is removed from play. If the recoil is into the rear or flank of an enemy base then the recoil ends and both bases receive an extra level of shaken. Bases in combat to both front and flank recoil away from those who moved into contact first. If both arrived in the same move, then they recoil from mounted first, then from those who inflicted most damage. A base that is recoiled in two consecutive phases will automatically rout.

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Close Combat Outcomes Shaken: The base has lost cohesion. Place a marker on it to indicate this. There are three levels of shaken. Their effects when increased by a combat result are as follows: Shaken level

Restriction

1: Disordered

May continue to advance, but may not declare a charge

2: Wavering

May not form march column or advance toward the enemy unless 1 level has been gained from terrain restrictions.

3+: Routed

Must Rout

A base may gain up to two levels of shaken for each combat outcome. Bases which are shaken cannot gain the benefit of being brigaded for the purpose of movement TP cost. Recovery from shaken is permitted in the Rally phase. Bases reaching shaken level 3 are routed. Bases with generals attached receive the same level of shaken, but may act as if they have one level less. Levels of shaken can be indicated by using markers placed behind the base.

Rout: An artillery base which routs is removed imme-

diately. A mounted or foot base which routs turns in place to face the rear and makes an immediate move of 1BD toward its former rear. Routed bases are removed during this immediate move if they contact a table edge, an enemy base or a terrain feature they cannot enter. If they contact friendly bases, then mounted will carry away any troop type, while foot or dismounted dragoons will carry away artillery and dismounted dragoons.

Pursuit: Horse (S) that charged and achieved a rout result in either the ranged or close combat phases against the target base pursue the routed base in their next movement phase. Horse (D) have the option to pursue or not. Other bases that moved into contact do not pursue routers.

If pursuing mounted enemy movement will be 3BW for the first move, 2BW in the second and 1BW for all subsequent moves. If pursuing foot, movement will be 2BW for the first move and 1BW for all subsequent moves. Pursuing bases will automatically move to two levels of shaken. Pursuing bases may automatically wheel up to 45 degrees to follow their target. They cannot pursue into terrain that is impassable to them. Once halted by the terrain or the presence of new enemy bases they may attempt to rally in that move’s Rally phase. If the pursuers would contact non-routing enemy as a result of the routed bases being removed or uncovering new enemy bases, the pursuers are halted at 1BW from the nearest enemy base. They may then declare a charge in their next active phase, but the best result that they can achieve will be to charge at +1 level of shaken. If they themselves are charged in the next phase they will be be shaken level 2. It always pays to keep reserves in mounted combats.

Following up: If a base receives a recoil result in CC,

any opposing Horse (S) in contact with it prior to the recoil must follow up immediately unless it too is also forced to recoil. For all other troop types the winning player my choose to follow up or not. If contact is maintained a further round of CC will be fought in the following phase.

Bases subjected to being carried away are also routed. If a base cannot carry away friends, it is removed. If a routing base contacts terrain it may enter it must do so and suffer the appropriate movement penalty . In its next movement phase a routed base moves as fast as possible towards its (former) rear. Troops in combat to both front and flank rout away from those who moved into contact first. If both arrived in the same turn, then they rout away from mounted first, then from those who inflicted the most damage. Polemos English Civil War

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Outcomes and Rallying Falling Back During the Outcome phase of any move, a player may exercise the option to declare a brigade to be Falling Back. This will take effect in the player’s next Movement phase but will cost no TPs next turn. During the subsequent Rally phase a player may attempt to halt the Fall Back. See page 15 above for the mechanics.

Rallying Rallying is conducted by both sides in the final phase of the turn. Rallying is used to: 

Recover levels of shaken



Halt bases that are falling back.



Horse pursuing horse.

Bases that are shaken can recover one or more levels of shaken if they have not been involved in offensive RC or CC this turn. The number of level(s) of shaken which may potentially be recovered in each rally phase of the turn are as follows:

Each TP expended to rally (max 1 unless Veteran when max 2) Base has been fired on in ranged combat this turn or has been charged but not contacted Base has not moved this turn General/Officer attached to force

it has been stationary and not involved in RC or CC this turn



is not in disrupting terrain.

This does not prevent the base recovering levels of shaken (page 28) instead or in addition to this section.

Halting troops who are Falling Back If a brigade or base is falling back the player may attempt to halt them in the rally phase. This is done by spending 1TP and rolling 1D6. A raw base requires a score of 6, a trained 5 or 6, a veteran 4, 5 or 6. An attached Officer or General modifies the roll by their personal quality. The personal quality of a leader is +1 for bad, +2 for an average and +3 for a good Officer or General.

Recovering levels of Shaken

Circumstance



Levels

+1 -1 +1 +1

If the base is raw each of the potential levels of recovery must be rolled for once the TPs have been spent, using the 50% rule. Failure results in the loss of the potential level.

Recovering from shaken levels imposed by terrain A brigade or base that received one or more levels of shaken from being in or traversing terrain in a previous turn may recover this automatically in the rally phase of the turn following that in which the cause of the disruption was removed, provided that:

If the halt is successful, the brigade will reform, facing the enemy, in edge to edge contact, using the right hand base at the start of the fall back as the reference point. All shaken levels will remain in force. If the attempted halt is unsuccessful, a raw brigade will convert the fall back to a rout and will be removed from play. Trained or veteran forces will continue to fall back in the movement phase A trained force will have one more attempt to halt, a veteran two in future rally phases. If they fail after these further efforts, they too will rout. Rallying Horse from pursuit Pursuing bases can also be rallied when they slow to a chase of 1BW per move. One attempt per base may be made each rally phase to rally each costing 1TP. The base is rallied if the score of a D6 (-1 for each move of pursuit so far and a further -1 if the pursuers are elite) is 1 or more. The base rallies at a shaken level of 2. If the pursuers leave the table they may rally as follows: Attempts

Success

Failure

Raw

None

n/a

Trained

1

Veteran

2

Base returns Base does in D6 Turns not return at shaken 1

Pursuers are not treated as losses.

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Close Combat Example Example Continuing from the Ranged combat example on page 19, Sir Anthony Cullen has decided to press home his advantage against the wavering Royalists in the next phase. His battalia is outnumbered and Lord Taylor’s men have more pike, but the Parliamentarians are more experienced. The Royalist round of ranged combat prior to the contact proved ineffective and the two sides line up as follows:

C1

Shaken

R1

C2

C3

R2

C4

R3

R1, R2 and R3 engage in CC with their counterparts C1and C2 . R3 in in CC with C3 and C4. Sir Anthony is the Tempo player and chooses the order in which combat is determined. He starts with R1 vs C1; R1 rolls 3, +2 for for SH CC offensive factor, +1 for advancing into contact

=6

C1 rolls 3, +2 for for M CC defensive factor, -2 for being shaken, -1 for raw

=2

(Difference of 4)

The difference of 4 results in a recoil with an additional 2 levels of shaken. C1 now has a total of 3 levels of shaken and therefore Routs. R2 rolls 2, +2 for for SH CC offensive factor, +1 for advancing into contact

=5

C2 rolls 4,+2 for for M defensive factor, -1 for raw

= 5 (Difference of 0)

Neither side has gained an advantage and both bases must recoil. R3 rolls 3, +2 for for SH CC offensive factor, +1 for advancing into contact, -1 for being overlapped

=5

C3 rolls 1, +2 for for M defensive factor, -1 for raw

= 2 (Difference of 3)

C4 rolls 5, +2 for for M defensive factor, -1 for raw

= 6 (Difference of 1 in their favour)

C3 must recoil with a shaken level of 1, but R3 in its turn must also recoil The outcomes show a mixed fortunes for Sir Anthony’s command. This is the result at the end of the next round of compulsory moves: C1 Routing

C2

C3

C4 R1 R2

R3

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Close Combat Outcome - Example Example

At the beginning of the move, the Royalist general was the Tempo player and ordered Marmaduke Pringle’s veteran brigade of Horse to clear the opposition in front of them. Facing them were Sir Arthur Prim’s trained brigade supported by a smaller veteran brigade under Praise the Lord Spencer. The charge of the Royalist horse proved irresistible routing two of their opposing bases and shaking and recoiling the other. During his part of the move, the Parliamentary player is faced with this situation:

C3 R3 C1

C2

Pursuing

Pursuing

Recoiling, Shaken 1

R2 Routing

R1 Routing

R4

R5

Bases R1 and R2 have both had the room to avoid their supports, R4 and R5. The Royalist Horse C1 and C2 have set off in hot pursuit but have come face to face with the second line of Parliamentarians. They therefore move to 1BW distance from the new enemy and halt. As the Parliamentarian is now the Tempo player he decides to exploit the situation and moves both R4 and R5 into contact with C1 and C3 C2. 2 R4 and R5 engage with their counterparts C1and C2 . R3 remains in combat with C3.

R3

Sir Arthur is the Tempo player and chooses the order in which combat R4 vs C1; C1 C2 is determined. He starts withRecoiling, Stood,

Stood,

Shaken 2

Shaken 2

R4 rolls 4, +3 for for Horse(D) CC offensive factor, +1 for advancing into contact C1 rolls 2, +3 for for Horse(S) defensive factor, +1 for veteran, -2 for being shaken

Shaken 1

=8

= 4 (Difference of 4)

The difference of 4 results in a recoil with an additional 2 levels of shaken. C1 now has a total of 3 levels of shaken and therefore Routs. =9 R2 R4 R5 Routing C2 rolls 3, +3 for for Horse(S) defensive factor, +1 for veteran, -2 for being shaken = 5 (Difference of 4) R1 The difference of 4 resultsRouting in a recoil with an additional 2 levels of shaken. C2 now has a total of 3 levels of shaken and therefore Routs. R5 rolls 5, +3 for for Horse(D) CC offensive factor, +1 for advancing into contact

R3 rolls 5, +3 for for Horse(D) CC offensive factor, -2 for recoiling in previous phase -2 for shaken one level C3 rolls 2, +3 for for Horse(S) CC defensive factor, +1 for veteran,

=4 = 6 (Difference of 2)

R3 must now recoil with an additional level of shaken.

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Close Combat Outcome - Example This means that after the compulsory movement section of the next move we have this situation: C1

C2

Routing

Routing

C3 R3 Recoiling, Shaken2

R4

R5

For the Royalists, Bases C1 and C2 are in rout heading for their own lines, while C3 is on the verge of finishing off its opponents after two rounds of combat. For the Parliamentarians, the routing bases R1 and R2 have been removed from play. R3 is locked in a losing close combat. cause bases R4 and R5 are Dutch tactics they do not have to pursue their routing opponents.

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Army Morale Army Morale Army morale reflects the levels of confidence the whole army is feeling, and is dependent on a number of factors, such as losses and army size to start with. As dictated by the scenario, the initial army morale level can be adjusted to reflect, for example, large but ill prepared troops or smaller but confident armies.

 





The initial morale level for all armies in normal circumstances is 20. Army morale only falls during a battle. A loss of morale level may occur when a certain number of bases (the morale loss level) are removed from the game. This number is calculated from the total number of bases, excluding baggage, in the army at game start, divided by twenty. Hence, for a 20 base army, the morale loss level is a single base, while for a 40 base army, the loss level is 2 bases. Round to the nearest whole number. Initial army morale is 20. The morale roll is made on 1D20. Morale is rolled for each time a number of bases equal to the morale loss level are removed. A lost baggage base is the equivalent of two ordinary bases in morale loss level terms, while dragoon and artillery bases are ignored. Level

Score

Confident

Over 10 less

Optimistic

6 – 10 less

Hopeful

5 less - 5 more

Pessimistic

6 – 10 more

Hopeless

Over 10 more



Confident troops will obey all orders. Optimistic troops will also obey orders, but

raw troops receiving a charge will, if they lose ranged combat, add 1 to their shaken level. Hopeful troops will continue to obey orders. Raw and trained bases will recoil an extra base depth if they lose in close combat. Pessimistic troops (except elite) will not advance into contact (although cavalry may still charge). Hopeless troops will not even charge. They do not recoil but rout instead. If charged, all except elite and veteran bases will rout. Elite bases may charge, but will add 1 to their shaken level if they do.

The effects of morale loss are cumulative. That is pessimistic non-elite raw troops will recoil the extra base depth and not advance into combat.

Example Sir Ralph Highanglican’s army consists of 26 bases, and thus has a morale loss level of 26/20. This works out as 1.3, or 2 when rounded up. After a few moves, Sir Ralph finds that three bases of his formerly gallant men have fled the action. He is now obliged to roll for army morale. He started with an army morale score of 20, this is reduced by one for losing the first morale loss level. Sir Ralph rolls his D20 and scores 9. This is 10 less than his current morale score, and so his men remain confident in their chances and his leadership. If Sir Ralph had rolled 20, his men would have slipped to being hopeful, which is not disastrous but is a warning to Sir Ralph to get his generalship in order. Later in the game Sir Ralph discovers that his men have incurred yet another morale loss level, bringing his overall morale score down to 10. After their last assessment, they were classed as pessimistic as Sir Ralph blew it by rolling a 18 against their morale score of 11. This time, however, Sir Ralph excels himself and rolls a 1. His troop’s confidence is now resurgent, and they are restored to the optimistic level.

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Part 3 Terrain and Optional Rules

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Terrain Terrain There are two types of terrain features: Area (A) – Features covering an area of the battlefield, typically enclosures, woods, small settlements or fortifications. Linear (L) – features such as rivers, roads and hedges.

Enclosed area (A) An area of often open ground with the boundary composed of substantial hedges, walls or earth banks counting as obstacles. Entrances are generally narrow gateways or tracks. An enclosed area can be vast, including the entire battlefield if needs be.

These are divided into three categories: Primary, Secondary and Tertiary.

Settlement (A) This covers any small habitation or built up area. Larger settlements were not usually involved in larger battles and Polemos ECW is not designed to cover the street-fighting which occurred in larger built up areas.

Primary Features

Walls, Hedges and Ditches (L) These can appear anywhere on the battlefield.

Ford (A) These allow passage across a river or stream to all troops in March Column or to Limbered Artillery. Slope (A) An area of ground, that slopes at a gradient. The slope can be widespread and extend across a large part of the table, or it can be more localised and allied with opposite facing slope(s) creating a hill. There are three levels of gradient for a slope, 1 being gentle, 2 being steep and 3 being impassable. While the gradient can change across a feature this is difficult to model. Rivers (L) These are more than 1BD and a maximum of 2BW from bank to bank (wider rivers should form a table edge). They represent an impassable obstacle except at fords or bridges. Streams (L) These must measure a maximum of 1BD from bank to bank. They normally represent a difficult obstacle except at fords or bridges. Smaller streams or ditches are represented as linear obstacles.

Secondary Features

Swamp/Marsh (A) Areas of waterlogged land which pose a serious handicap to movement. Wood (A) An area of woodland of any size or density.

Tertiary Features

Baggage (A) This represents the tents, horse lines, camp followers and so on of the army. Baggage has a defensive factor of 1, representing the soft cover of such items and the capacity to hide behind things. Bridge (A) Reasonably enough these span rivers or streams, and can only be crossed by bases in march column or limbered artillery bases.

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Roads (L) The movement benefits of roads can only be gained by bases in march column or by limbered artillery. Movement rate is not increased for roads, they merely allow passage without any shaken penalties though terrain features that would otherwise be considered difficult or impassable. Should a road cross a river or stream, there will automatically be a bridge or ford at that point. Should a road pass through an enclosure or a wall or hedge, there will automatically be a gate at that point. It is possible to combine differing classes of terrain features at one point. For example an action may be taking place on the edge of a forest which in turn is on a scarp edge, or enclosed areas may be surrounded by a perimeter wall or hedge.

Tabletop Representation

Area terrain can be any size but at a minimum should be capable of housing a single base. In terms of gaming, the area covered by the feature should be marked out with a piece of textile, card, carpet tile etc, with any items such as model trees being placed loosely on top, so that they can be removed to allow the movement of any bases through them. Effects on movement and combat in Area terrain are generalised. For example, an enclosed area would be criss-crossed by walls and boundaries and prove to be difficult terrain for horse to operate in. There is no need to depict each and every wall as their effects are factored in to the rules. Effects of Terrain The movement and combat modifiers for terrain are set out in the appropriate sections but are summarised here to assist planning and setting up a battlefield.

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Terrain Effects Feature

Effects on Movement

Enclosed Area

All bases except dismounted dragoons moving in the enclosure count as shaken. The boundaries are treated as a wall, hedge or ditch usually defensive value of 2.

Effects on Combat Horse may not initiate a charge on a target within an enclosure. As prevailing terrain inside area. The boundaries are treated as a wall, hedge or ditch.

Foot and mounted bases move reduced to 1BD. Artillery may not enter. Marsh

River

All bases moving in the marsh count as shaken. Bases leaving a marsh during one move will be treated as shaken in their next move. May only be crossed at bridge or ford in march column or by limbered artillery. Bases crossing will be treated as shaken in this and their next turn.

No additional.

No additional.

Slope, Gentle (Gradient 1)

None.

Foot uphill + 1 in close combat.

Slope, Steep (Gradient 2)

Foot move at 1 BD. Mounted move at 1BW. Limbered artillery move at 1 BD. All bases moving on slope count as shaken.

Horse may not initiate charge if there is a level 2 slope between it and its intended target.

Slope, Impassable (Gradient 3)

Impassable to all troops.

N/A

Area Features

A foot or dismounted dragoon base may move into a defensible unoccupied area feature (a) at a -1BD movement penalty during movement or (b) in an outcome move. Any opposing bases wishing to engage the occupants in CC must move to base to base contact with the feature. May only normally be crossed at bridge or ford. Bases crossing will be treated as shaken in this and their next turn.

Stream

If a stream is defined as shallow by the scenario foot and mounted may cross but will be treated as shaken in this and their next turn. If the scenario allows, an attempt may be made by foot and mounted to swim across a stream or even a river. This is successful on a roll of 6 on 1D6. Movement across takes one move. Bases crossing are shaken during that and the following move. These should be assigned an obstacle value from 1-3. These represent the number of BD required to cross them for foot and BW for mounted. Artillery may not cross obstacles except by a road.

Walls, Hedges, Ditches

Wood

Once over the obstacle the base will be shaken for one move. Bases passing through a gate or opening will not be affected by these restrictions. Bases move reduced to 1BD. All bases moving in the wood add a level of shaken while in the wood. Bases leaving a wood during one move will be treated as shaken in their next move.

Area features may have a defensive value of between 1 and 4. Any defenders will add this to ranged and close combat factors when engaged in combat. Typically a wood will be DV2 and a hamlet DV2. A solid church etc might be DV3 or 4.

Bases may move into close combat with defenders on the opposite bank. Defenders gain +1 v foot and +2 v horse in close combat.

Obstacles should have a DV of 1 or 2. Any defenders will add this to RC and CC factors when engaged in combat.

Maximum distance for RC is 1BD only. All RC is treated as being at long range. There are specific CC factors for Woods.

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Terrain and Shaken Terrain and Shaken status

(a) Set Piece:

Some terrain types cause a base to add a level of shaken to bases with less than shaken 2 (i.e. the base may not rout as a result of being in terrain). One level of shaken caused by terrain features will automatically be recovered in the rally phase following the turn in which the base exits from the terrain. Passing through a terrain feature will not of itself cause a base to rout. General Notes on Terrain Features. The landscape of the English Midlands is greatly different to that of the Highlands of Scotland!

b) Attack/Defend

A full guide to the terrain features and peculiarities of all areas fought over in the Civil Wars would occupy a great deal of space. We recommend that you read up on specific battles to gain an appreciation of the different terrain. However, for those who just want a pick up scenario we have developed a rough and ready terrain generation system. Terrain generation For scenario games which are not based on a specific historical location you can use a semi-random terrain generation system. This develops the table for you.

(c) Encounter

Decide what kind of scenario is being used. A major water feature is unlikely to feature in the middle of a set-piece encounter and indeed the central area is likely to be clear. On the other hand, a rearguard action is likely to centre on terrain feature. The terrain layouts assume that the defender in (b) and (d) deploys from the bottom edge of the table.

Select scenario type

Select a scenario type from the following list;    

If a 7 is rolled, roll again. On a 1, 2 or 3 place terrain in zone 7a, on a 4, 5 or 6 place in zone 7b

Set Piece Attack/Defend Encounter Rearguard

Divide the table into 12 zones (4 wide by 3 deep) and allocate numbers to these zones as set out below:

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Terrain Generation Prevailing terrain

You must first establish what kind of countryside you are fighting in. The basic options are Agricultural Lowland, Open Lowland and Moorland. Terrain generation table Work through the following table. Roll 1D6 for each terrain type. The number in square brackets represents the number of terrain items generated by the roll.

Terrain Type

Agricultural Lowland

Rivers

5, 6 [1]

5, 6 [1]

-

Wood

5, 6 [1] (Area feature)

5, 6 [1] (Area feature)

-

Settlement

5, 6 [1]

6 [1]

-

Road

4, 5, 6 [1]

3, 4, 5, 6 [1]

5, 6 [1]

Enclosed area

3, 4, 5 [1] 6 [2]

4, 5 [1] 6 [2]

Stream

Hill

Marsh

Open Lowland

Moorland

Roll 2D6 to determine the location of area features using the above tables. Players may locate the final position of each piece within the zone on an alternate basis. Where the end of a river, stream or road are rolled as either being in a central zone of the table reroll. Similarly if such a terrain item is rolled as leaving and entering the table by the same zone then re-roll the exit point unless you can justify a loop. In all cases placement should be modified to make sense to the players – for example streams should join a river if they meet it.

Notes

Roll for location of river ends, which must both be zones at the edge of the table. Streams have a 50% chance to be ditches not actual streams (in which cases they are obstacles), but roll for their starting location and ending location anyway. If 4, 5 [1] 5,6 [1] 5,6 [2] the ending location is in the same zone then there will 6 [2] be an impassable pond (place as 2 BW Area Feature) unless you can justify a loop. If the stream or ditch crosses a river then the linear feature ends there. Hills are the mechanism for generating slopes. For each hill roll 1D6. A score of 6 indicates a steep slope gradi3, 4 [1] 1, 2 [1] ent of 2 on one face; otherwise all are gentle slopes 5 [1] 5 [2] 3, 4 [2] gradient 1. 6 [2] 6 [3] 5, 6 [3] If two hills are placed in adjacent zones there is a 50% chance of them combining to form one larger feature located across both zones Roll 1D6 for each area containing a river or stream. A 6 gives a marsh area by the side of the watercourse. There is a +1 modifier with 2 watercourses meeting in 1 zone.

If a settlement is placed in the same area as wood, roll 1D6. On a roll of 5 or 6 the wood is removed. Dice for the roads starting and finishing points in the same way as rivers except the roads will cross each other if they meet. If there is a settlement it will automatically be linked to the road network (take the shortest route to the grid) if no road is generated to cross its terrain area. Roads crossing a river will use a bridge. If there is a hill of slope 2 in the area, roll 1D6. On a roll of 5 or 6 the enclosure is removed.

The number in square brackets represents the numbers of terrain features generated. Thus in agricultural lowland a roll of 3, 4 or 5 will generate a single enclosed area, a roll of 6 will generate two such features. Area features are 2-12 BD in each direction. Throw 2D6 to determine the dimensions. The exception to this is settlements which can measure 1-6BD in each direction. Throw 1D6 to determine the dimensions.

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Terrain Generation — Example Example The players want to generate terrain for a set piece scenario in the agricultural lowlands. Accordingly they work down the Terrain Generation Table . Rivers: A roll of 1D6 5 generates a river. Two further rolls of 2D6 gives a 7 and a 3. As these are both on table edges the placement is straightforward. Streams: A roll of 3 means that no streams are present. Hills: A roll of 1 means that there are no hills present. Marsh: 1D6 is rolled for each section containing the river (sections 2/3, 10 and 7. All scores are below 6 so there is no marsh present. Wood: A roll of 6 gives us a wood. Two further rolls of 2D6 dictate that it measures 4BW by 6BW. A score of 9 on 2D6 places it in the middle area of the table. Road: A roll of 4 generates a road. Rolls of 2 and 6 determine its entry and exit points. Where the road crosses over the river a bridge is added. Enclosed Area: A roll of 4 provided an enclosed area which is found to measure 5BW by 10BW. A throw of 2D6 places this in area 8.

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Optional Rules Defensive Point Features

Miscellaneous

Where an area feature measures less than an area of 4BD it is treated as a defensive point.

Influencing army morale with TPs

A defensive point feature counts as occupied if there is any troop base in it. As many bases as will fit may occupy the feature. Any base occupying a defensive point feature may be attacked from any side of the feature in CC or RC but is not counted as having flanks or rear for CC modifier purposes. A single occupying base may engage in RC counting any edge of the defensive feature as the base’s front edge. A base occupying a defensive point feature ignores recoil results from RC. An occupying base attacked in CC which is forced back allows one attacking base to enter the feature as well. If the occupying base is being attacked in CC from more than one side of the feature and receives a recoil outcome result it is destroyed. Where more than one base occupies a defensive feature each base may fire in RC from any side of the feature not blocked by another base – however no more than one base may engage in RC from one side of the feature. Where more than one base occupies a defensive feature and one is recoiled in CC then the other is ejected from the opposite side from which the attack came. The second base is destroyed if it cannot leave the spot feature because of the presence of enemy bases.

As well as reserving TP to rally Shaken Bases, a General may use spare TPs to influence a morale roll, expending 1 TP for every +1 on the die roll.

Ammunition supply

In some cases armies were short of powder. This affected artillery and shot. You may choose for a particular scenario to add a -1 modifier to RC either from the start of the game and/or after a significant portion of the army has been in RC for a specified number of turns to reduce the current army morale level by 1.

Reinforcements

In some battles one or both sides expected reinforcements. A scenario may call for these forces to arrive at a particular time. Unless otherwise dictated by the scenario, this actual arrival time can be varied by rolling 1D6 with the results as follows: 1Reinforcements arrive 2 moves late 2Reinforcements arrive 1 move late 3,4 - Reinforcements arrive on time 5Reinforcements arrive 1 move early 6Reinforcements arrive 2 moves early The extra TPs for the reinforcement bases and any accompanying leaders are added to the General’s total at the beginning of the move on which they are due to appear. They can be added to the total used for bidding. However TPs must be spent in the movement phase to bring them on to the table.

Victory points and army strength

For historical scenarios with fixed forces the level of victory or defeat is best ascertained by comparing the game to the historical outcome. In scenario games the main rules assume that the armies will be more or less the same strength. However this is not always the case. A player may choose to generate a small army for a rear guard or defence action and another player may choose a large army for an attack. Armies which were of similar size/expertise might expect to take much of the day to defeat the enemy – indeed there a number of tactical ’draws’. A larger/ better army should therefore expect to take less time to dispose of its opponent. Polemos English Civil War

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Additional Troop Types Additional troop types To cater for the wilder and weirder bits of the English Civil Wars we present the following special troop types.

Clubmen and levies

These are treated as raw foot counting as Mixed ratio but do not engage in offensive RC.

Optional Celtic Fringe Rules

Scottish Archers We follow Stuart Reid’s conclusions that formed units of Highland toxophilists were as likely to be seen as a formed body of roller-skating elephants, but once again this section is for the incurable romantics, so...there can be one brigade of one base of Highland archers. It is treated as SH base, but after one round of RC, there is a cumulative deduction of -1 for each period of RC to a maximum of -4.

There are lots of people out there who get an army commanded by Montrose, just so that they can command lots of hairy, excitable, claymore-wielding Celtic superheroes. The Polemos rules as they stand don’t exactly deliver on the above, nor were they intended to, as the writers don’t subscribe to the theory that the average Irishman had four arms with which they handled muskets, pikes, two handed swords and targes all at the same time with equal dexterity.

Cuirassiers

However we sensitive to the needs of our readers, so here are a few strictly optional rules that can be used to give any game a bit of Celtic Dash...

If cuirassiers do appear they should be treated as Horse (D) with a movement of 3BD (3 BW in March Column) with a +1 bonus in Close Combat in the turn they make contact.

Irish Troops Treat as normal foot except that:

Scottish horse and lancers

  

Irish bases can declare a charge like Horse(S), and will receive a +1 bonus in CC for charging into action. A charge is conducted in exactly the same manner as if Horse(S) were involved. Irish foot will pursue, follow up and attempt to remain in contact after all CC outcomes.

To counter all this, only their initial engagement in RC may be conducted at full effect. After this there is a cumulative deduction of –1 for each turn in which they engage in offensive RC to a maximum of –4. Highlanders Treat as normal mixed ratio foot unable to conduct offensive RC and:   

Highland bases can declare a charge like Horse(S), and will receive a +1 bonus in CC for charging into action. A charge is conducted in exactly the same manner as if Horse(S) were involved. Highland foot will pursue, follow up and attempt to remain in contact after all CC outcomes.

The three-quarter armoured cuirassiers were very few and far between in the first English Civil War and did not appear thereafter. Three troops fought at Edgehill. Balfour’s troop continued within his regiment in the Eastern Association. The King’s Gentleman Pensioners were probably also cuirassiers. Sir Arthur Haselrigge also famously raised a regiment of cuirassiers, which was destroyed at Roundway Down.

Scots regiments of horse often had a squadron of horse and a squadron of lancers. The lancers were ready to close to combat, however their poorly equipped horse proved less so. This is best represented by treating Scots horse lancers as normal Horse(D) and Scots horse only as having modifiers of –1 on both offensive RC and CC factors.

Very light guns and frame guns

Scots armies employed so-called frame guns (carried on pack animals before action) whose effectiveness is not recorded. Similarly English armies employed light or very light guns which were on occasion manhandled forward to provide direct support. Note that guns with small ‘poundages’ were not necessarily light at all – they might fire a smaller shot but still have a barrel and carriage designed to withstand recoil from a charge to fire to reasonable range. The light guns referred to here sacrificed range and effectiveness for weight. Differences from the Artillery details in the main rules are as follows: Move unlimbered

Frame guns Light guns

Move limbered

Max range

Offensive RC

Defensive CC

0

2 BW

2 BW

2

1

1 BD

2 BW

3 BW

2

1

We do not expect you to find these battle winners.

40

Polemos English Civil War

Pavel Nazarov (order #4394740)

8

Part 4 Army Generators

Pavel Nazarov (order #4394740)

8

Army Generators Armies of the ECW were not the same and their composition, experience and leadership varied widely. As a result there was no such thing as a ‘typical’ Parliamentarian or Royalist army as some wargames army lists would have you believe. This Appendix provides a way of generating armies from a number of different years and theatres of the ECW as well as a description, in Polemos terms, of the armies present at some of the larger actions of the war. These are interpretations in game terms – your own perceptions may differ. Using the tables The initial table in each section establishes the numbers of brigades for each arm based upon a major battle from each year. Some of these such as the Edgehill and Naseby armies will require a large number of bases. As a result we offer a choice of size of action ranging from large to small. BDe

Brigade

S

Swedish Tactics

M

Mixed Foot

D

Dutch Tactics

PH

Pike Heavy Foot

R

Raw

SH

Shot Heavy Foot

T

Trained

S

Shot Foot

V

Veteran

E

Elite

42 Polemos

The subsequent tables use a D10 to determine the morale, strength and armament of foot brigades and the morale, strength and tactics of horse brigades. Below the tables is the historical composition of the relevant army at the chosen action. This identifies the historical size of the army in Polemos terms, the identity of the General and Officers and their characteristics. Where possible the commander and composition of the brigades of horse and foot are given. Unless otherwise stated, all officers are classed as average. Armies are normally described with their left wing, centre and then right wing. The listed brigades were not necessarily deployed in that order in the command. The name of each brigade (or brigade-sized formation) is in plain text with the number of bases in parentheses (for example Dalbier (2)). The names of any identified constituent regiments are in italics. In some cases, especially with horse, the ‘brigade’ is in fact a large regiment. Spelling of names varied during this period and you may find some of this variation in the lists we have provided. General information on the appearance of the foot is appended to most lists. Coat colours are given only for a specific year when we have an appropriate written source. Despite all our best efforts some of these sections are all too brief! There was no equivalent to even this limited standardisation for horse.

English Civil War

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Army Generators The Central Campaigns. The Armies of the Earl of Essex and the Oxford Army 1642 King Charles had fallen out with his Parliament. While he recruited an army and showed his intent by raising the Royal Standard, Parliament was equally active in supplying the funds and the men for the Earl of Essex to face him. Following the initial skirmishing and manoeuvring for position both armies faced each other at Edgehill. The English Civil War was about to see its first major battle.

(ii)

Royalist Army – Edgehill 1642

Overall Command: Charles I Stuart (Bad)

The Royal army was officered by a mix of professional soldiers and enterprising amateurs. Despite the best efforts of all concerned there were shortages of equipment for both horse and foot and it was hoped that enthusiasm for the Royal cause would overcome this.

(i)

Left Wing – Lord Wilmot (Good) Centre – Earl of Lindsey (Bad) Horse Dragoons

Random Composition

Foot

Medium Army

Small Army

10 Brigades

8 Brigades

6 Brigades

Foot

5 Brigades

4 Brigades

3 Brigades

Dragoons

2 Brigades

1 Brigade

0

Artillery

3 Brigades

2 Brigades

1 base

Horse

Gerard (3)

(C.Gerard, Dyve, Dutton)

Fielding (3)

(Lunsford, Bolle, Fitton, Stradling) (G.Gerard, Salusbury, Molyneux)

Wentworth (3) Belasyse (3) Byron (3)

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Horse

Strength

3

3

3

3

3

4

4

4

4

4

Dragoons

PH

M

M

M

M

M

M

M

M

M

Arms

Wilmot (3); Grandison (2); Caernorvan (2); Aston (1); Digby (1) Grey (2)

Right Wing – Prince Rupert (Good)

Large Army

Arm

Historical Basis: Large Army

(Belasyse, Pennyman, Blagge) (Lifeguard, Lord General, Beaumont)

Lord General (1); Prince of Wales (2); Rupert (2); Maurice (2); Byron (2) Aston (2)

(iii) Coat Colours HORSE

1

2

3

4

5

6

7

8

9

0

R E

R E

T

T E

V

Morale

R

R

R

R

R E

Strength

1

1

2

2

2

2

2

2

2

3

Tactics

D

D

S

S

S

S

S

S

S

S

DRAGOON

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

An attempt was made to clothe at least part of the army. Four regiments, including the Life Guard, were given suits, footwear and montero caps. Unfortunately we have no idea what colour these were or the identity of the other three regiments. It seems that the other twelve regiments took the field in their civilian clothes.

Polemos English Civil War

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8

Army Generators Centre – directly commanded by Essex

Essex’s Army - Edgehill 1642

Foot

Charles Essex (6) Ballard (6)

The newly raised Parliamentarian army was similar to their opponents in experience and quality of officers. However they were far better equipped and armed as the army had access to the armouries in the Tower and in Hull.

(i)

Horse

Random Composition Large Army

Medium Army

Small Army

20 Brigades

16 Brigades

12 Brigades

Foot

3 Brigades

2 Brigades

1 Brigade

Dragoons

2 Brigades

1 Brigade

0

3 Bases

2 Bases

1 base

Arm

Horse

Artillery

Cuirassiers (2)

(Meldrum, Robartes, Constable, Fairfax) (C.Essex, Wharton, Mandeville, Cholmley) (Earl of Essex, Brooke, Holles, Ballard) (Essex, Bedford, Balfour)

Right Wing: Earl of Bedford (Bad) Horse

18 troops (10) – see note above

Dragoons

Brown (1 or 2)

All but some light guns of the Parliamentary artillery were not deployed at Edgehill because they were still en route to the battle.

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Strength

5

5

5

5

6

6

6

6

6

6

Arms

M

M

M

M

M

M

SH

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

1

1

1

1

2

2

2

2

2

2

Tactics

D

D

D D

D D

D

D D D

Meldrum (6)

(iii) Coat Colours We have the best picture of the appearance of the foot of any army of the Civil War, with the following coat colours being known: Red:

Robartes (lined yellow) Holles Peterborough (lined blue)

Blue:

Constable, Saye and Sele Mandeville Cholmley Rochford (lined white) Stamford

`

One horse brigade of two bases may be designated as Cuirassiers.

Grey:

Fairfax Wharton Ballard (lined white) Merrick

Tawny:

Charles Essex (lined yellow) Earl of Essex Grantham (lined white)

Overall Command – The Earl of Essex (Bad)

Purple:

Brooke

Left Wing – Sir James Ramsey (Bad)

Green:

Hampden (lined yellow)

Horse

Unfortunately this complete picture was not to last...

DRAGOON

1

2

3

4

5

6

7

8

9

10

Morale

R

R

R

R

R

T

T

T

T

T

Strength

1

1

1

1

1

2

2

2

2

2

(ii)

Historical basis: Large Army

Dragoons

44

Sir James Ramsey (14) – actually 24 troops converged - best represented in Polemos by a number of very small brigades Wardlowe (1 or 2)

Polemos English Civil War

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Army Generators 1643 Edgehill proved inconclusive and a quick end to the war was thwarted when King Charles found his way into London blocked by the massed ranks of the London Trained Bands. He retired on Oxford for winter quarters and subsequently made the city his wartime capital. The Oxford army was made up of newly recruited Northern and Welsh foot alongside an expanded and very confident horse led by Prince Rupert. The battle of Newbury was a hard fought action and marked the peak of this army in terms of numbers.

Oxford Army – Newbury 1643

(ii)

Overall Command – Charles I Stuart (Bad)

The entire army was better equipped than that of a year ago. However, muskets were still in short supply. Even more crucially, so was gunpowder. The battle could have been a much bigger success for the Royalists had it not been for the lack of powder available to them by the end of the action.

Centre – Patrick Ruthven, Lord Forth Foot

(Lord General, River, Molyneux, Gerard, Dutton, Owen) (Belasyse, Stradling, Henry Lunsford, Lloyd, Astley, Fitton, R.Herbert, Bolle) (Lifeguard, C.Gerard, Pinchbeck, Percy, Blackwell, Tyldeseley, Eure, Darcy, Vaughn) (Vavasour, Prince Charles, Sandys, Herbert)

Byron (4) Vavasour (4) Horse

There were no dragoons or artillery in measurable or effective numbers.

Byron (4)

*The regimental make up of these brigades is conjectural.

Random Composition

Right Wing – Prince Rupert (Good))

Medium Army

Small Army

Horse

5 Brigades

2 Brigades

Foot

4 Brigades

2 Brigades

Arm

Gerard* (4) Belasyse* (4)

In this battle the Royalist army formed up without a left wing of horse with Byron’s brigade placed in the centre. Should you wish to have a more conventional deployment then Wilmot be may be pressed into service as a wing commander

(i)

Historical Basis: Medium Army

Horse

Rupert (5) Wilmot (5) Caernorvan (5) C.Gerard (5)

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Strength

3

3

4

4

4

4

4

4

4

4

Arms

M

SH

SH

SH

SH

SH

SH

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

RE

RE

T

T

TE

T

TE

Strength

2

2

4

4

5

5

5

5

5

5

Tactics

ST

ST

ST

ST

ST

ST

ST

ST

ST

ST

(iii)

Coat Colours

Once again the information is unclear. We are informed that some regiments received issues of red and some of blue clothes (coat, breeches and monteros). Unfortunately we don’t know which regiments got what. What we do know is that Darcy’s, Charles Gerard’s and Lunsford’s/ Rupert’s were dressed in blue. The Lifeguard may have had red. It is also possible that Percy’s, Pinchbeck’s, Dyve’s and Pennyman’s may have had white/grey coats as they were all northern regiments.

Polemos English Civil War

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8

Army Generators (ii)

Essex’s Army - Newbury 1643

Historical Basis – Medium Army

Overall Command – The Earl of Essex The Earl of Essex found himself with a much depleted and diminished number of foot soldiers. Only twelve of the original regiments remained intact and many of these were under-strength. In order to bolster the army Essex was granted the use of a City Brigade of five London Trained Band regiments. There were negligible numbers of dragoons and only light guns. (i)

General of Horse – Sir William Balfour (Good) Left Wing – Colonel John Middleton Horse*

Middleton (2); Goodwin (2); Sheffield (2); Ramsey (2): Dalbier (2) * The attribution of these regiments to brigades is conjectural.

Random Composition

Centre

Medium Army

Small Army

Horse

8 Brigades

4 Brigades

Foot

4 Brigades

2 Brigades

London Trained Bands

5 Brigades

2 Brigades

3 Bases

1 Base

Arm

Artillery FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

T

V

V

Strength

3

3

3

3

3

3

3

3

4

4

Arms

M

SH

SH

SH

SH

SH

SH

SH

SH

SH

Foot*

Robartes (3)

Robartes, Tyrell, Langham

Skippon (2)

Skippon, Bulstrode, Constable Barclay, Holmstead, Thompson Holbourne, Earl of Essex, Martin Red (2); Blue (2); Blue Auxiliaries (2); Orange Auxiliaries (2) Red Auxiliaries (2)

Barclay (2) Holbourne (3) LTB Foot**

*The regiments are accurate their allocation to brigades is conjectural. ** The London Trained Bands are regiments each divided into two battalia because of their large size.

Right Wing – Sir Philip Stapleton Horse

LTB

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

Arms

M

SH

SH

SH

SH

SH

SH

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

T

T

T

Strength

2

2

2

2

3

3

3

3

3

3

Tactics

D

D

D D

D D

D

D D D

One brigade of two bases may be designated as Cuirassiers.

46

(iii)

Lord General (3); Balfour (3); Behre (2); Meldrum (2)

Coat Colours

The clarity of the 1642 issue disappears in 1643. We know that red and grey coats were used to clothe the foot, but no idea as to which regiments received which colour. It is all too possible that both colours could be seen in the same unit. The Trained Bands were not uniformed, and all would have taken the field in their civilian clothes. The members of the Red and Blue regiments were recruited from a higher social class than the auxiliaries. Large numbers of their rank and file would have sported buff coats thus giving them a degree of uniformity.

Polemos English Civil War

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Army Generators 1644

The Parliamentarian commanders, William Waller and the Earl of Essex could not get on with each other so they agreed to divide the main army into two parts. Waller’s forces engaged the Oxford army in a fragmented action at Cropredy Bridge. Although no great damage was done the Parliamentarian forces subsequently fell apart and to all intents ceased to exist. The Royalists then turned their attention on Essex’s army which was intent on invading the West Country. The resulting campaign saw the Roundheads outmanoeuvred and surrounded at Lostwithiel. While most of their horse escaped, the foot were forced to surrender. The survivors of Lostwithiel straggled into Portsmouth and in a very short time were reequipped, rearmed and reorganised. Waller’s army was similarly reformed and both were reinforced by the arrival of the forces of the Eastern Association. For the second time that year the Parliamentarians had a combined force that outnumbered the Royalists. Once again battle was joined near Newbury. However the fracture lines in the Roundhead command showed themselves and the end result was that the Royalists were able to get away relatively unscathed. However, it was obvious to some in the Parliamentarian command that reform was necessary and this was to bear fruit in the follow-

ing year. Right Wing – Prince Maurice (Good)

Oxford Army – Newbury 1644

Horse Foot

The Oxford Army at Newbury was a much depleted force. It had endured months of hard campaigning, losing men to battle casualties, disease and desertion. Despite reinforcements in the shape of various Anglo Irish and West Country regiments the foot were down to just 40% of their numbers at their peak. The horse fared better, but again were not the force that they had been just a year before. There were negligible numbers of dragoons split amongst the horse.

(i)

Champernon (2/3) Centre – Lord Ruthven (Good) Horse Foot

Medium Army

Small Army

Horse

8 Brigades

4 Brigades

Foot

10 Brigades

5 Brigades

3 Bases

1 Base

Artillery

Grenville (2) Fortescue (2)

Random Composition

Arm

Digby (1), Cary (2), Dodington (2) (Basset, Pigot Grenville, St.Aubyn, Stocker, Wagstaffe) (Fortescue, Cary, Edgecumbe, Arundel, Hele, Ackland) (Maurice, Duke of York)

Bard (1) Murray (1)

Cleveland (4), Wentworth (4), Howard (4/5), Bennett (4), Lifeguards(2) (Bard, Pennyman) (Murray, Dyve, J.Astley)

Leighton (1)

(Lifeguard, Ld Generals)

Left Wing – Jacob Astley (Good) Foot

Astley (3)

FOOT

1

2

3

4

5

6

7

8

9

0

Paulet (2)

Morale

T

T

T

T

V

V

V

V

V

V

Appleyard (2)

Strength

1

1

2

2

2

2

3

3

3

3

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

Lloyde (1) Owen (2) Thelwall (1)

(Hopton, Talbot, Apsley, Cooke, B.Astley) (Paulet, Shelley, Courtney, Arundel) (Appleyard, Slingsby, Rodney, Somerset Trained Band) (Lloyde, Lisle, Thelwall) (Owen, Eure, Blackewell, commanded shot from Blagge’s brigade (Gilby, Stradling, Vaughn)

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

RE

T

T

T

TE

V

V

V

VE

Strength

2

2

4

4

5

5

5

5

5

5

(iii)

Tactics

ST

ST

ST

ST

ST

ST

ST

ST

ST

ST

We have a very good picture of the Oxford Foot at this time as a result of the observations of Richard Symonds.

(ii)

Historical Basis: Medium Army

Overall Command – Charles I Stuart (Bad)

Coat Colours

Red: King’s Lifeguard, Queen’s Lifeguard, Apsley’s Blue: C. Gerard’s, Hopton’s Red or Blue (the evidence is unclear): J.Astley’s, Pennyman’s, Lisle’s, and Thelwell’s Yellow: Appleyard’s, Talbot’s White/Grey: Percy’s, Bard’s, Cooke’s, Dyve’s, Duke of York’s, Polemos English Civil War

Pavel Nazarov (order #4394740)

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8

Army Generators Parliament Combined Army - Newbury 1644

FOOT

Following the disaster at Lostwithiel, Parliament was quick to try and rescue the situation. A combined army was quickly put together. Essex’s shattered army was re-established. The powerful and hitherto all-conquering Eastern Association were ordered south to combine with them. Waller had managed to assemble a good number of his horse and some foot and added these to the army. This new army once again outnumbered a depleted and tired Oxford Army. However, one of the great failures of the 1644 campaigns was the inability of the Parliamentarian Generals to cooperate successfully. The situation at Newbury was aided by the fact that Essex was out of action due to illness, but even so what should have been an opportunity to destroy the Oxford Army was let slip.

(i) Random Composition

WALLERS

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

T

T

T

T

V

V

Strength

1

1

1

1

2

2

2

2

2

2

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

E. ASSN

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

T

T

T

T

V

V

Strength

2

2

2

2

2

3

3

3

3

4

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

S H

ESSEX’S

1

2

3

4

5

6

7

8

9

0

Morale

T

T

V

V

V

V

V

V

V

V

Strength

1

1

1

2

2

2

2

2

2

3

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

LTBs

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

2

2

2

2

2

2

3

3

3

3

Arms

M

SH

SH

SH

SH

SH

SH

SH

SH

SH

Medium Army

Small Army

Waller’s Horse

2 Brigades

1 Brigade

Eastern Assoc Horse

4 Brigades

2 Brigades

WALLER’S

1

2

3

4

5

6

7

8

9

0

Essex’s Horse

6 Brigades

2 Brigades

Morale

R

R

T

T

T

T

T

T

V

V

Waller’s Foot

1 Brigade

1 Brigade

Strength

4

4

4

4

4

4

4

4

4

4

Eastern Assoc Foot

2 Brigades

1 Brigade

Tactics

D

D

D D

D D D

D D

D

Essex’s Foot

2 Brigades

1 Brigade

E. ASSN

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

V

V

V

V

V

V

Strength

4

4

4

4

4

4

4

4

4

4

Tactics

D

D

D D

D D

D

Arm

London Trained Bands Artillery

48

2 Brigades

1 Brigade

3 Bases

1 Base

HORSE

D D D

Polemos English Civil War

Pavel Nazarov (order #4394740)

8

Army Generators ESSEX’S

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

V

V

V

V

V

V

Strength

3

3

3

3

3

3

3

4

4

4

Tactics

D

D

D D

D D

D

D D D

Right Wing EA Right Wing Foot – Maj-General Lawrence Crawford EA Foot

Montague (2) Pickering (2)

(ii) Historical Basis - Medium Army Overall Command – The Earl of Manchester (Bad)

Right Wing Horse – Lt.General John Middleton WA Horse Butler (5)

Left Wing – Lt. General Oliver Cromwell EA Horse

Montague (4)

(Cromwell, Vermuyden)

Fleetwood (2)

(Fleetwood, Norwich, Walton)

Centre – Waller* WA Foot LTB Foot Essex’s Foot

(Montague, Russel, Rainsborowe, Hobart.) (Pickering, Manchester, Rich, Palgrave, Crawford.)

(Waller, Heselrigge, Vandruske.) (Turner, Livesey, Norton, Cooke, Carr, Thorpe.)

Vandruske (5)

Essex Right Wing Horse – Maj-General Sir William Balfour Essex Horse

Stapleton (6)

(Essex, Balfour.)

Dalbier (6)

(Dalbier, Sheffield, Harvey, Pye.) (Manchester, Behre.)

Ludlow (6)

Baines (2)

(Birch, Waller, Heselrigge)

Wemyss (1)

(Potley, Holborne, Jones.)

Atkins (4) Aldrich(2)

(Red Regiment, Yellow Auxiliaries) (Aldrich, Ingoldsby, Fortescue)

The Parliamentarian heavy artillery was deployed in one battery on the extreme right of the army with Manchester’s foot.

Barclay (2)

(Skippon, Barclay, Robartes)

(iii) Coat Colours

Lord General’s (1)

(Essex)

* allocated as commander for convenience purposes as there was in reality no overall command of the centre

Essex’s Foot was completely re-equipped with new clothes prior to the Newbury campaign. Unfortunately we have no idea what colour coats were issued. Given the pattern of previous years they were likely to be grey or red, but at the moment that can only be speculation.

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8

Army Generators 1645 This proved to be the final full year of the First Civil War. The decisive battle took place in the Midlands at Naseby. The King’s veterans fought long and hard, but it was Thomas Fairfax’s New Model Army that triumphed on the day. This effectively marked the demise of the Royalist cause. Charles fled the battlefield and attempted to raise fresh forces. When this proved fruitless he surrendered to the Scots who then handed him over to Parliament. Note that aside from Blakeston and Cary we have not been able to identify the brigade commanders of the Northern Horse.

Oxford Army – Naseby 1645

Centre – Lord Astley (Good)

The Royalists began the year facing a manpower crisis, especially amongst the foot. They solved this by stripping force from garrisons and the regions. The horse remained at a good strength and level of effectiveness especially after being reinforced by Langdale’s Northern horse – survivors of Newcastle’s army. However this advantage was thrown away when Goring was sent to the West Country with a substantial detachment of 3000 Horse. This proved to be a fateful decision.

(i)

Foot

Bard (2) Lisle (2)

Reserve (3)

Random Composition Horse

Large Army

Medium Army

Small Army

Horse

6 Brigades

4 Brigades

3 Brigades

Foot

12 Brigades

9 Brigades

6 Brigade

Arm

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Strength

1

1

1

1

2

2

2

2

2

2

Arms

M

SH

SH

SH

SH

SH

SH

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

RE

RE

T

T

TE

T

T

TE

Strength

2

2

2

2

3

3

3

3

3

3

Tactics

S

S

S

S

S

S

S

S

S

(ii)

Historical Basis: Large Army

Overall Command – Charles I Stuart Left Wing – Sir Marmaduke Langdale Horse

50

Astley (3)

(Duke of York, Kirton, Appleyard, Astley, Hopton, Paulet, Page) (Bard, Murray, Thomas, Bagot, Gerard, Leveson, Owen, Russel) (Lisle, Gilby, Blackwell, St.George, Thelwall, Vaughn, Broughton, Gibson, Hunck, Tillier, Warren.) (Lifeguard, Rupert)

Newark Horse (3) Newark Horse (4) Lifeguards (1) Eyre (8)

Right Wing – Prince Rupert (Good) Horse

Rupert’s & Maurice’s Lifeguards (2) Rupert (3) Queen’s & Maurice’s (3) Northampton (2) Vaughn (2)

(iii) Coat Colours The old regimental system had pretty well broken down by the time of the battle. Many battalia were formed from different units and garrisons and would have presented a motley appearance. We have a reference to Rupert’s wearing blue coats, but apart from that the record is blank.

Northern Horse (3); Northern Horse (3); Northern Horse (3); Blakeston (3); Cary (3)

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Army Generators Centre – Maj-General Philip Skippon (Good)

New Model Army Naseby 1645

Foot

The New Model Army is the stuff of legend. It represented Parliament’s successful attempt to fashion an effective and unified army and command structure from the inefficient regional forces that had preceded it.

Right Wing – Lt- General Oliver Cromwell (Good)

The horse was the most effective arm formed as it was from regiments from Essex’s veterans and the highly motivated Eastern Association. The foot were for the most part recruits, but stiffened by the presence of many experienced soldiers.

Horse Dragoons

The army was commanded by the highly respected Yorkshireman, Sir Thomas Fairfax, while the horse was under the charge of one Oliver Cromwell, with the dependable Skippon handling the Foot.

(i)

Large Army

Medium Army

Small Army

14 Brigades

10 Brigades

7 Brigades

Foot

8 Brigades

6 Brigades

3 Brigades

Foot

1 Brigades

1 Brigades

-

Horse

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

T

V

V

Strength

1

1

1

2

2

2

2

2

2

2

Arms

SH

SH

SH

SH

SH

SH

SH

SH

S

S

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

V

V

V

V

V

V

V

Strength

3

4

4

4

4

4

4

4

5

5

Tactics

D

D

D

D

D D D

D D

D

DRAGOON

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

V

V

V

V

V

V

V

Strength

2

2

2

2

2

2

3

3

3

3

(ii)

Whalley (5), Pye (5), Lord General (4), Sheffield (4), Fiennes (4), Rossiter (4) Gurdon’s (2) Okey (3)

(iii) Coat Colours

Random Composition

Arm

Waller (2), Skippon (2), Montague (2), Lord General (2), Pickering (2), Pride (2), Harley (1), Hammond (1), Rainsborough (1)

In theory the foot were to be all issued with their famous red coats, with individual regiments distinguished by lining colour. However, it was not until after Naseby that the re-clothing was completed, so some of the New Model battalia at Naseby may have been presenting a multi-coloured aspect.

Historical basis: Large Army

Overall Command – Sir Thomas Fairfax (Good) General of Horse – Sir William Balfour Left Wing – Commisary General Henry Ireton Horse

Butler (4), Vermuyden (4), Ireton (4), Rich (4), Fleetwood (4), Association Horse (2) Polemos English Civil War

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8

Army Generators The Western Front The Armies of Hopton and Waller 1643-4 For much of the year Sir William Waller’s Western Association forces were engaging Sir Ralph Hopton’s Royalist army. Despite gaining a pyrrhic and hotly disputed victory at Lansdown, Hopton found himself and his army short of supplies, ammunition and support and was on the verge of surrender at Devizes. He was saved by the arrival of a large body of Royalist Horse under the command of Prince Maurice. In the subsequent battle of Roundway Down, Waller’s army collapsed and in the subsequent rout effectively disappeared as an organised force. The Royalists stormed Bristol and gave themselves a base from where they could continue to put pressure on the Parliamentarian heartlands on the South Coast and South East of England. In order to pursue this policy Hopton was allocated a fresh army and sent into Wiltshire. The need to counter this threat led Parliament to raise a new force for his old adversary, and the stage was set for the next round. Hopton advanced into Hampshire, relieved Basing House, and threatened the Parliamentarian base at Farnham before dissipating his force to hold Arundel and Alton. Waller’s winter campaign retook Arundel and destroyed the Royalist brigade at Alton. Hopton fell back on Winchester and spring 1644 found the armies manoeuvring east of Winchester. At the General’s discretion, one trained brigade may be split into single-base brigades. One of these will be classed as Shot, and commanded by its own officer (Bard), classed as bad.

Hopton’s Army Cheriton 1644 Hopton’s army was a composite force consisting of units formed from the remnants of his old West Country army and regiments seconded from the Oxford field army. This looked strong on paper, but was numerically weak and had had to be reinforced by two ‘Irish’ regiments. Royalist artillery was present but seems to have played no real part in the action, being deployed on the Royalist left and comprised of 12 light guns.

(i)

Random Composition

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

V

V

V

V

V

TE

Strength

3

4

4

4

5

5

5

5

5

5

Tactics

S

S

S

S

S

S

S

S

S

S

DRAGOONS

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

Small Army

Arm

Horse

4 Brigades

Foot

4 Brigades

Dragoon

1 Brigade

(ii)

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

V

V

V

Strength

2

2

2

2

2

2

2

2

2

2

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

Foot

Historical Basis - Small Army Bard (1)

(Bard, Percy?, Gerard)

Lisle? (1-2)

(detachments of various different regiments from garrisons)

Overall Command – Lord Ralph Hopton Left Wing – Lisle*

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Army Generators Centre – None Horse

Sir John Smyth (5) Sir Edward Stawell (5) Lord John Stuart (5) Col Thomas Howard (5)

(Bennet, Lindsay, Smyth, Vaughn, Waldgrave) (Apsley, Gunter, Hertford, Hopton, Pierce, Stawell) (Boteler, Clerke, Crisp, Fleetwood, Ford) (Howard, Lord General, Manning, Prince Maurice, Neville, Queen’s)

Right Wing – Appleyard* Foot

Foot Brigade (Hopton, Maurice, Astley, Grif(3) fin, Apsley) West Country Foot (1) Foot Brigade (Vavasour, Paulet) (2)

Waller’s Army Cheriton 1644 This was a composite force with regiments coming from three sources. First there were the remnants of Waller’s old Western Association. Then there were units seconded to him from the Southern Association. The final contingent was a brigade of London Foot. In theory this made a strong force, but Waller faced resentment from the Southern Association units and the London Trained Bands only ever had thoughts of returning home on their minds. Small Army

Arm

Western Association Horse

4 Brigades

Southern Association Horse

3 Brigades

Essex’s Horse

4 Brigades

London Horse

1 Brigade

Western Association Foot

1 Brigade

Southern Association Foot

1 Brigade

Just like Waller, Hopton was prepared to extemporise and in reaction to his opponent’s flanking attempt against Cheriton woods he too committed commanded shot drawn from his own foot. The result was heavy fighting in the wood.

London Trained Bands

1 Brigade

Dragoons

2 Brigades

In the event the foot of both sides clashed on the flanks and the horse in the less impeded centre. The allocation of foot between left and right is conjectural.

* Conjectural

The identity of the wing commanders is unclear. For the purposes of the list we propose Lisle (recorded as having a separate command the previous night) and Appleyard (commanded the counter-attack on Cheriton Wood that morning) for the wings leaving Hopton to try to control the centre as well as the army as a whole.

(iii) Coat Colours We can identify the following regimental coat colours: Red: Hopton's, Apsley’s, Yellow: Vavasour, Paulet

Artillery Wn Assn Horse

4 Bases 1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

T

V

V

V

V

TE

Strength

2

2

2

2

3

3

3

3

4

4

Tactics

D

D

D

D

D D D

D D

D

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

R

T

Strength

2

2

2

2

3

3

3

3

4

4

Tactics

D

D

D

D

D D D

D D

D

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

T

V

V

V

V

V

Strength

2

2

2

2

3

3

3

3

4

4

Tactics

D

D

D

D

D D D

D D

D

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

T

T

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

Tactics

D

D

D

D

D D D

D D

D

Sn Assn Horse

Essex’s Horse

London Horse

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8

Army Generators Wn Assn Foot

1

2

3

4

5

6

7

8

9

0

Morale

T

T

T

T

T

T

T

T

T

T

Strength

3

4

4

4

4

4

4

4

4

5

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

LTBs

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

T

T

V

Strength

4

4

4

4

4

4

4

4

4

4

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

Sn Assn Foot

DRAGOONS

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

V

Strength

2

2

2

2

2

2

2

2

2

2

(ii)

Historical Basis - Small Army

Overall Command: - Sir William Waller - Good Left Wing – Maj Gen Carr Foot

Yellow LTB (2), Southern Foot (2)

Dragoons

Waller (2), Cunningham (1)

Centre – Sir Arthur Heselrigge WA Horse SA Horse London Horse Essex Horse

Heselrige (4); Waller (4); Van Druschke (3); Cooke (2) Norton (2); Weldon (2); Livesey (2) Turner (2) Balfours (4); Dalbiers (3); Meldrums (2); Middletons (2)

Right Wing – Potley* Foot

White LTB (2), Western Foot (4)

Horse

Leighton (2-3)

* Identity of the commanders uncertain. The amalgam of forces provided a number of senior officers several of whom claimed credit, in particular for the actions of the horse in the centre. The senior officers present were Sir Arthur Heselrigge (from the Western

54

Association), Ralph Weldon (Southern Association) and Sir William Balfour from Essex’s army. In many ways Cheriton shows how administrative commands could be discarded on the battlefield. Waller’s foot were technically commanded as follows: Western Foot Brigade (4) Southern Foot Brigade (2) London Foot Brigade (4)

Harley, Heselrigge, Popham, Potley, Waller Jones, Springate White Regiment, Yellow Regiment

However, these were reallocated between left and right wings more or less as set out above – precise allocation is difficult to establish with certainty. Further, Waller was not afraid to make use of large formations of commanded shot. At Cheriton he detached one thousand musketeers on his right flank to take up a position threatening Hopton’s left – accounts indicate they had at least one light gun with them. In addition commanded musketeers were used to reinforce the dragoons and musketeers of the Yellow Regiment holding the hedges and hamlet on the left. In this case these were drawn from the London Trained Bands. If a player wished to use such a formation, each will consist of a two base brigade, counting as trained and shot. That on the right is commanded by Lt Col Birch and that on the left probably by Lt Col Rea. The London Foot will be reduced to two bases counting as trained and pike heavy. The actual exercise of command is difficult to establish – Carr (the commander of the City Brigade) was on the left and Potley, who was Waller’s titular Major General of Foot was probably on the right. The artillery was mainly deployed behind the line further up the ridge.

(iii) Coat Colours We know the following coat colours; Red: Blue: Yellow: Green:

Springate's. Heselrigge's Potley's Jones

The LTB units wore their civilian clothing plus their wealthier members sported a buff coat.

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Army Generators For Christ, Crown and Covenant. The Scottish Armies 1644 The English Parliament had been courting the Scots government in 1643 and their efforts bore fruit the following year when the Earl of Leven marched across the border at the head of a 15,000 strong army. This invasion caused the Royalists a major problem and immediately diverted attention and resources from the southern campaigns. The Royalists were pressured from both the Scots and resurgent northern Parliamentarians reinforced by the formidable might of the Eastern Association. This threat to the Royalist war effort drew Prince Rupert northwards with an army collected on his journey. In a brilliant manoeuvre he relieved Newcastle’s army which had been besieged in York. This led directly to the battle of five armies, Marston Moor, which proved to be the graveyard of Royalist influence in the North.

Scottish Army Marston Moor 1644 The Earl of Leven commanded what was effectively a levy force acting as mercenaries to the English Parliament. On paper it should have stood in excess of 20,000 men. In practice under-recruiting, the need to leave garrisons and general campaigning meant that the army that fought at Marston army was reduced to less than 14,000. Although this army is presented as a unitary list, at the battle of Marston Moor, the Scots units were mixed with their English counterparts and therefore did not take the field as a single unified body. Therefore there is no division here into Left, Centre and Right. Note that the Scottish regiments would be paired to form a Polemos brigade but may well have been considerably under-strength. Scots horse units were usually brigaded with one squadron of horse and one of lancers. See optional rules in section 14. The Scots army had a large number of frame guns – equivalent to a maximum of about 4 bases if using the optional rules in section 14. These have been excluded from this list as they seem to have played no significant role in the battle.

(i)

Random Composition Medium

Small

Horse

6 Brigades

3 Brigades

Foot

8 Brigades

4 Brigades

Dragoons

1 Brigade

-

Arm ii) Historical Basis -Army Medium ArmyArmy

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

V

Strength

2

2

2

2

2

2

2

2

2

2

Arms

PH

PH

PH

M

M

M

M

M

M

M

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

T

T

Strength

2

2

2

2

2

2

3

3

3

3

Tactics

D

D

D

D

D D D

D D

D

DRAGOONS

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

T

T

T

T

Strength

2

2

2

2

2

2

2

2

2

2

ii)

Historical Basis - Medium Army

Overall Command: Alexander Leslie, Earl of Leven (Good) Horse – Lieutenant General David Leslie & Earl of Eglington Horse Earl of Leven (3); Earl of Dalhousie (3); Earl of Eglington (3); Lord Kirkcudbright (3); Leslie (3); Earl of Balcarres (3) Foot – Lieutenant General William Baillie Foot Rae (1); Hamilton (1); Viscount Maitland (1); Earl of Crawford-Lindsay (1); Master of Yester (1); Lord Livingstone (1); Earl of Cassilis (1) Earl of Buccleugh (1); Lord Chancellor (1); Erskine (1); Viscount Dudhope (1); Hepburn (1); Stewart (1); Lord Coupar (1); Earl of Dunfermline (1); Douglas (1)

(iii) Coat Colours

Unlike the English armies, the Scots were provided with basic clothing and equipment by the state. All arms were issued with coats and breeches of ‘Hodden’ grey. Another universal issue was the Scots bonnet. This was of a close knitted flat cap usually blue in colour and was sported by all ranks of all arms. We know that some regiments at least sported ribbons on their bonnets based on the colours on their flags.

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8

Army Generators Scotland 1645 This was a good year to be a Royalist in Scotland and a very bad time to be in the armies of the Covenant. The Earl of Montrose raised the Royal Standard and with an army based upon a hard bitten group of Irish veterans proceeded to destroy all opposition that was put up against him. Levies count as mixed foot, and cannot conduct offensive RC.

Scots Covenant Army Kilsyth 1645 This represents one of a number of armies raised by the Scots government in order to counter the threat posed by the Royalist Earl of Montrose. Most of these met with disaster and this force proved to be no exception when it was roughly handled at the battle of Kilsyth. There were no guns or dragoons recorded as being present.

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

1

1

1

1

2

2

2

2

2

2

Tactics

D

D

D

D

D D D

D D

D

(ii)

Horse – Earl of Balcarres

Random Composition

Horse Small Army

Arm

Historical Basis: Small Army

Overall Command Lieutenant General William Baillie

Organisation into left, centre and right wings is not identified.

(i)

HORSE

Earl of Balcarres (3)

Foot – Major General Holbourne (Bad)*

Foot

3 Brigades

Levy

1 Brigade

Horse

2 Brigades

Foot**

3 Commands of 2

Levy

Levy Brigade (6)

Earl of Crawford-Lindsay; Earl of Lauderdale; Cassilis; Glancairn; Home; Argyle Balfours; Morton of Cambis; Henderson

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

R

R

Strength

2

2

2

2

3

3

3

3

3

3

Arms

M

M

M

M

M

M

SH

SH

SH

SH

* The actual command structure is unknown. Holbourne was known to have survived the battle and his use in this role is conjectural.

FOOT

1

2

3

4

5

6

7

8

9

0

* * Brigade allocation uncertain

Morale

R

R

R

R

R

R

T

T

T

T

Strength

5

5

5

5

6

6

6

6

6

6

Arms

M

M

M

M

M

M

M

M

M

M

56

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Army Generators Scots Royalist Army Kilsyth 1645 Although Montrose accumulated an impressive string of victories in this and the previous year, each was won with what was effectively a different army. His forces were always a confederation of allies and supporters any of whom were liable to leave at any time. Kilsyth was the battle at which he had the largest number of men under his command. The best foot came from the ever-dependable Irish and the contingent from the Gordons. The Gordons also provided a large and well equipped regiment of horse. Montrose had no artillery present.

(i)

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

T

T

T

T

T

Strength

1

1

1

2

2

3

3

3

3

3

Arms

M

M

M

M

M

M

M

M

SH

SH

Highlanders are treated as mixed foot without the ability to conduct offensive RC. See page 40 for additional rules for Highlanders and Irish foot. GORDON HORSE

1

2

3

4

5

6

7

8

9

0

RE

RE

R

R

R

T

T

T

V

V

Strength

2

2

2

3

3

3

3

3

3

3

Tactics

D

D

D

D

D D D

D

D

D

OTHER HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

R

R

Strength

2

2

2

2

2

2

2

2

3

3

Morale

Random Composition Small Army

Arm

HIGHLANDERS

Irish Foot

1 Brigade

Tactics

D

D

D

D

D D D

D

D

D

Highlanders

1 Brigade

DRAGOONS

1

2

3

4

5

6

7

8

9

0

Gordon Foot

1 Brigade

Morale

R

R

R

R

R

R

R

R

R

R

Gordon Horse

1 Brigade

Strength

1

1

1

1

1

1

1

1

1

1

Other Horse

1 Brigade

Dragoon

1 Brigade

IRISH FOOT

(ii)

1

2

3

4

5

6

7

8

9

0

Strength

V 1

V 1

V 1

V 1

V 1

V 1

V 1

V 1

V 1

V 1

Arms

SH

SH

SH

SH

SH

SH

SH

S

S

S

HIGHLANDERS

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

R

R

Strength

2

2

2

2

2

3

3

3

3

3

Arms

M

M

M

M

M

M

M

M

M

M

Morale

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Historical Basis – Small Army

Overall Command – Captain General James Graham, Marquis of Montrose Horse – Lord Lewis Gordon Horse

Gordon (3), Earl of Airlie (2)

Foot - Montrose Foot

Irish (1), Gordon Foot (2), Highlanders (3)

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Army Generators Ireland 1646 In 1641 the native Irish rose in revolt against the protestant English and Scottish settlers who had been colonising the country for the past decades. This news of this revolt and associated lurid atrocity stories soon reached England. The reaction to this and the atmosphere of a Popish menace were major contributing factors to the crisis that was to result in the start of the civil wars in England. The rebel Irish forces formed themselves into a Confederacy in 1642 with the aim of creating a united Catholic Ireland. In response, both the English and Scottish governments sent forces to defend their settlers. The subsequent campaigns were marked by low level actions and extreme violence and atrocities conducted by both sides. SCOTS

Ulster Protestants This list is based on the army that fought the battle of Benburb in 1646. It was an allied army of coreligionists from the Scots Covenanters and the English settlers. The Protestants had spent much of the war in Ulster and were eager to get to grips with the Confederates as they felt confident of beating them in a pitched battle.

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

T

T

Strength

1

1

2

2

2

2

2

2

2

3

Arms

D

D

D

D

D

D

D

D

D

D

(ii)

Historical Basis - Small Army

Overall Command Major General Robert Monroe

We have not been able to determine the split between wings and centre. No dragoons are recorded.

(i)

HORSE

Horse – Colonel George Monroe (absent at Benburb).

Random Composition

Scottish Horse Small Army

Arm

Scots Foot

2 Brigades

English Foot

2 Brigades

English Foot

Scots Horse

2 Brigades

Scottish Foot

Artillery SCOTS

1 Base

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

T

T

T

T

T

T

V

Strength

3

3

3

3

3

3

3

3

4

4

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

T

T

T

T

T

T

V

Strength

3

3

3

3

3

3

4

4

4

4

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

ENGLISH

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Brigade (2), Brigade (2)

Brigade (3) Brigade (3) (Montgomery; Lord Blayney; Sir John Clotworthy) Brigade (3) Brigade (3) (Monroe; Earl of Leven; Earl of Eglington; Earl of Glencairn; Earl of Crawford-Lindsay; Robert Home)

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Army Generators IRISH

Catholic Confederates This Confederate army was the single largest force produced by the native Irish. The Confederacy itself was beset by faction and division and had spent much of the war to date engaged in low level fighting typified by cattle raid and guerrilla actions.

4 Brigades

Irish Horse

2 Brigades

IRISH

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

R

R

R

Strength

2

2

2

2

2

2

2

2

2

3

Arms

D

D

D

D

D

D

D

D

D

D

Historical Basis: - Small Army

Horse – Lt.General Brian Roe O’Neill Horse

McMahon (2); MacNeny (2)

Foot – Sir Phelim O’Neill Foot 4 Brigades* (each 2) (Owen Roe O’Neill; Alexander Macdonnel; Rory Maguire; O’Donnel; Richard O’Farrel; Patrick MacNeny; Phelim O’Neill)

Small Army

Irish Foot

2

Overall Command Lord General Owen Roe O’Neill

Random Composition

Arm

1

(ii)

Owen Roe O’Neill was a professional soldier and had learned his trade in the service of Spain. The army itself was built around a core of some two hundred veterans and was well equipped following a gift from the Pope of arms and munitions. This was a larger, better trained, better equipped and better led than any on the Protestant side thought that they would be facing.

(i)

HORSE

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

T

T

T

T

T

T

V

V

Strength

2

2

2

2

2

2

2

2

2

3

Arms

M

M

M

M

M

M

M

M

M

M

* Allocation to brigades unknown.

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Army Generators Scotland 1650

Foot – Lieutenant General William Baillie Foot

Scots Covenant Army This list is based on the army that caused so much distress to the English Army under Cromwell prior to the battle of Dunbar. Although the battle was a great victory for the English, they had lost the campaign and their offensive on the Scots was effectively a last throw of the dice. As ever with period armies there was a great discrepancy between paper strengths and those fielded in battle.

(i)

Random Composition Large Army

Medium Army

Small Army

Horse

8 Brigades

6 Brigades

4 Brigades

Foot

4 Brigades

3 Brigades

2 Brigades

4 Bases

2 Bases

1 Base

Arm

Artillery FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

T

T

T

T

T

V

Strength

3

3

3

3

4

4

4

4

4

4

Arms

M

M

M

M

M

M

M

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

R

R

R

R

R

R

R

T

T

T

Strength

3

3

3

3

3

3

4

4

4

4

Tactics

D

D

D

D

D

D

D

D

D

D

(ii)

Lt-General Sir James Lumsden (4): (Lumsden, Douglas, General of Artillery) Sir James Campbell of Lawers (4) (Campbell, Haldane, Preston) Major-General Colin Pittscottie (3): (Pitscottie, Wedderburn, Lindsay) Colonel John Innes (3): (Innes, Forbes, Master of Lovat) Major General James Holbourne (4): (Buchannan, Holburne, Stewart)

Historical Basis - Large Army

Overall Command Lieutenant General David Leslie Horse – Lieutenant General David Leslie Horse

Major-General Robert Montgomerie (8): (Montgomerie, Brechin, Halkett, Leven’s Lifeguard) Colonel Archibald Strachan (8): (Strachan, Leslie, Craig, Arnott, Carr) Major-General Sir John Browne (8): (Browne, Forbes, Mauchline, Erskine) Colonel Walter Scott (8): (Scott, Adair, Stewart, Cassilis)

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Army Generators (ii) Historical Basis - Large Army

English Army Scotland 1650

Overall Command General Oliver Cromwell

This list is based on the army that fought at Dunbar.

(i)

Reserve: Cromwell

Random Composition Large Army

Medium Army

Small Army

Horse

7 Brigades

5 Brigades

3 Brigades

Dragoons

1 Brigade

1 Brigade

-

Foot

3 Brigades

2 Brigades

1 Brigade

Arm

Horse

Lord General’s Regiment of Horse (4)

Dragoons

Okey (2)

Left Wing – Major General John Lambert Horse

FOOT

1

2

3

4

5

6

7

8

9

0

Morale

R

T

T

V

V

V

V

V

V

V

Strength

4

5

5

5

5

5

6

6

6

6

Arms

SH

SH

SH

SH

SH

SH

SH

SH

SH

SH

HORSE

1

2

3

4

5

6

7

8

9

0

Morale

T

V

V

V

V

V

V

V

V

V

Strength

4

4

5

5

5

5

5

5

5

5

Tactics

D

D

D

D

D

D

D

D

D

D

DRAGOONS

1

2

3

4

5

6

7

8

9

0

Morale

T

V

V

V

V

V

V

V

V

V

Strength

2

2

2

2

2

2

2

2

2

2

Fleetwood (4); Lambert (4); Whalley (4)

Centre - Lt General Fleetwood Foot

George Monck (5): (Monck, Malverer, Fenwick) Thomas Pride (5): (Pride, Lord General, Lambert) Robert Overton (5): (Coxe, Daniel, Fairfax)

Right Wing – Colonel Robert Lilburne Horse

Lilburne (4); Hacker (4); Twisleton (4)

Artillery numbers are uncertain, and they played no role in the actual battle. Players wishing to use artillery can add them at the ratio of 4, 2 and 1 bases for a large, medium and small army respectively.

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Army Generators — Example Example We will use the army generator on page 51 to produce table top army based on the New Model Army at Naseby. Selecting the Small Army option we will have seven brigades of horse and three of foot. For each horse brigade we need to determine Morale, Strength and Tactics. As all the horse in this army use Dutch Tactics we only have to consider the first two categories. Each brigade in turn rolls 2D10, one being used to decide the morale of the brigade, the other the strength. This gives the following results: 1st brigade

2nd brigade 3rd brigade

4th brigade 5th brigade

6th brigade

7th brigade

1st D10

7

5

1

3

6

8

4

2nd D10

2

5

7

5

3

0

6

This gives us a wing of horse that looks like this:

1st - Raw

2nd - Veteran

3rd - Veteran

4th - Veteran

5th - Trained

6th - Veteran

7th - Veteran

For each horse brigade we need to determine Morale, Strength and Arms. Each brigade in turn rolls 3D10, one being used to decide the morale of the brigade, another the strength and the third the arms.. This gives the following results: 1st brigade

2nd brigade 3rd brigade

1st D10

1

9

6

2nd D10

2

7

3

3rd D10

4

5

3

Resulting in an infantry centre that looks like this:

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1st - Raw

2nd - Veteran

3rd - Trained

Shot Heavy

Shot Heavy

Shot Heavy

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Part 5 Appendices

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Scenarios



English Civil War Armies



Designers’ Notes

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Scenario Battle of Naseby, June 14th, 1645. Historical Situation The previous year had been traumatic for both Roundhead and Royalist. The latter had been buoyed by the recovery of the North following the victory of Marston Moor, while the latter could look upon their destruction of the Earl of Essex’s army at Lostwithiel with a great deal of pride. However, neither faction could claim to have landed a major knock out blow on the other. The Parliamentarians reaction to their often-muddled and occasionally disastrous campaigns in 1644 was to recognize the shortcomings or their army and commanders and saw the formation of a centralized ‘New Model’ army which was placed under the capable command of Sir Thomas Fairfax. For the Royalists, simply surviving with their main field army intact and wartime capital of Oxford still in their hands represented major achievements, but they were running out of money and recruits. As a result at the start of campaigning in 1645, in what seems a desperate move, Charles opted to march his army northwards in order to regain the region and its reserves of manpower as well as affording the opportunity to make contact and unite with the Scots Royalists under Montrose. In response to the Royalist army’s absence, Fairfax laid siege to Oxford, but in following the Royalist’s siege and subsequent storming of Leicester this was lifted and the Parliamentarians marched north to engage the King. The King in turn decided to move south to gain reinforcements.

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The two armies approached each other near the small village of Naseby. The Royalists formed up on Dust Hill facing the Parliamentarians where were in turn deployed across the valley on Closter Hill. The armies were reasonably matched in terms of numbers, and both forces contained a mixture of veterans and new recruits. Terrain and Effects The boundary wall of Sulby enclosures is treated as an impassable obstacle with a DV of 2. There is only one entrance/exit on the southern section. Okey’s dragoons start the game dismounted. The Warren and Furze is treated as an enclosed area with no boundary wall. Closter hill is treated as a gentle slope. Each square on the map is 4BW wide. Objectives Both side’s aim is the complete defeat of the opposing army. To do this they must rout or remove two thirds of the opposing foot. (It was easier for mounted to units to recover after a defeat.) The Royalists will automatically lose if Charles I is killed or captured. The Parliamentarians will start the first move with a –3 on their TP die roll (reflecting their initial inactivity). In addition, for the first move only any of the Royalist right wing (Rupert) or centre (Astley) may move at double rate.

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Scenario Battle of Naseby, June 14th, 1645. Royalist Army

Parliamentary Army Overall command - Captain General, Sir Thomas Fairfax. (Good)

Overall command - Charles I Stuart Left Wing - Sir Marmaduke Langdale

Left Wing - Commissary General Henry Ireton Butler Vermuyden Ireton Rich Fleetwood Association Horse Okey’s Dragoons

4 Trained Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 2 Raw Bases, Horse (D) 2 Trained Bases, Dragoons

Northern Horse Northern Horse Northern Horse Blakeston Cary Commanded Shot

3 Trained Bases, Horse (S) 3 Trained Bases, Horse (S) 3 Raw Bases, Horse (S) 3 Raw Bases, Horse (S) 3 Raw Bases, Horse (S) 1 Trained Base, Foot S (Treat as dismounted Dragoons)

Centre - Sergeant Major General Lord Astley (Good)

Centre - Major General Philip Skippon (Good) Waller Skippon Montague Lord General Pickering Pride Harley Hammond Rainsborough

2 Trained Bases, SH 2 Veteran Bases, SH 2 Trained Bases, SH 2 Veteran Bases, SH 2 Veteran Bases, SH 2 Raw Bases, SH 1 Trained Base, SH 1 Raw Base, SH 1 Trained Base, SH

Right Wing - Lt General Oliver Cromwell (Good) Whalley Pye Lord General Sheffield Fleetwood Fiennes Rossiter Gurdon

5 Veteran Bases, Horse (D) 5 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 4 Veteran Bases, Horse (D) 2 Raw Bases, Horse (D)

Historical Outcome The Royalist right wing made a precipitate charge on the Parliamentarians in front of them, eventually routing the front line. However they failed to stop the pursuit and effectively removed themselves from any further action. Ireton was able to keep some of his reserves intact and used them in a flank attack on the Royalist foot who had launched a furious assault on their Parliamentary counterparts. On the other flank, both sides were hugely inconvenienced by the rabbit warren and furze which severely limited cavalry action. The Parliamentarians eventually came out on top and

Astley Bard Lisle Reserve Newark Horse Newark Horse Lifeguard

3 Veteran Bases, S 2 Trained Bases, S 2 Veteran Bases, S 3 Trained Bases, SH 3 Trained Bases, Horse (S) 3 Trained Bases, Horse (S) 1 Veteran Base, Horse (S)

Right Wing - Prince Rupert (Good) Ruperts & Maurice’s Lifeguard Rupert Queen’s & Maurice’s Northampton Vaughn Commanded Shot

2 Veteran/Elite Bases, Horse (S) 3 Veteran/Elite Bases, Horse (S) 3 Veteran Bases, Horse (S) 2 Trained Bases, Horse (S) 2 Trained Bases, Horse (S) 1 Trained Base, Foot S (Treat as dismounted Dragoons)

maintained their discipline enabling them to push back Langdales’s troopers to a position behind their reserve and then launch an attack on the Royalist foot. The battle was over and all the Royalists could do was conduct a fighting retreat back to their camp harried by Parliamentary horse and dragoons, eventually being forced to surrender. The Royalist army was destroyed. Charles effectively became a fugitive and started on the path that was to lead to an appointment with a headsman outside Whitehall.

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Polemos English Civil War Naseby, June 14th, 1645.

The opening shots: Okey’s dragoons fire into the flanks of the Royalist right flank horse from the safety of the hedgeline.

Rupert’s wing begins its headlong charge into the Parliamentarian horse under Ireton.

The Royalist centre launches a ferocious attack on the Parliamentary foot.

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Polemos English Civil War Naseby, June 14th, 1645.

Despite initial success, the Royalist centre begins to give way.

One of the reasons for the retreat can be seen here as Ireton manages to flank the Royalist foot and roll up the line.

The last line of defense. The Royalist reserve stands firm buying time for the rest of the army and Charles 1 to retreat.

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Scenario Battle of Shieldfield, February 3rd, 1644. Historical Situation The years 1642 and 1643 had seen the Marquis of Newcastle’s Royalist forces dominate and control all of North East England and Yorkshire. This gave them access to a long coastline facilitating the potential import of arms from the continent. It also gave them control of the coal trade which was keenly felt in Parliamentarian London. Following long negotiations the Scots army was hired as a mercenary force to put pressure on the Royalist northern flank. The main thrust of their advance was the city of Newcastle. With his main forces committed well to the South, the Marquis delegated Sir Thomas Glenham to fend off the Scots. He was unable to slow the advance and by the end of January had retreated into Newcastle with the Scots making steady progress towards the city walls. In preparation for the forthcoming siege he started to build a number of defensive outworks. On the afternoon of the February 3rd, Leven’s demand for the city to surrender was rejected and so he ordered an attack on two forts (one incomplete) at Shieldfield, which lay to the north-east just outside the city walls.

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Terrain and Effects The unfinished fort counts as linear obstacle with a DV of 1. The completed fort has a DV of 2 and can hold two bases. The coal pits are treated as enclosed areas with no boundary wall. Braddon Burn is a fordable shallow stream. Each square on the map is 3BW wide. Objectives The Scots must aim to capture both forts. They must also rout a minimum of four Royalist battalia. The Royalists must hold the finished fort and lose no more than three battalia. The Royalist horse may dice to arrive in their rally phase after the first completed move. To do so they must roll 20 on a D20. In subsequent moves one point is removed from the required number. (ie by the end of turn 5 a roll of 16 or more will be needed). The game will finish at the end of move 20.

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Scenario Battle of Shieldfield, February 3rd, 1644. Scottish Army

Royalist Army

Overall command - Sir David Home of Wedderburn

Overall command - Sir Thomas Glenham (Good)

Right Wing - Colonel William Douglas of Kilhead

Foot - Lord Compton (Good)

Coupars (Strathearn) Raes (Edinburgh) 2 Raw Bases, PH

On Brandon Burn

Homes Douglas (Nithsdale & Annandale)

2 Trained Bases, PH

Artillery

2 Frames

Brandlings Greys

2 Raw Bases, M

Tempests Muschamps

2 Raw Bases, M

In Fort Left Wing - Lord Sinclair Sinclairs Hepburns

2 Raw Bases, PH

Gordons Crawford-Lindsey (Fifeshire)

2 Trained Bases, PH

Artillery

2 Frames

Centre - Sgt-Maj General David Leslie Eglingtons Kirkcudbrights Leslie/ Leven’s Lifeguard

3 Trained Bases, Horse (D)

Fraser’s Dragoons

1 Trained base, Dragoons

Historical Outcome The Scots advanced briskly clearing the unfinished earthworks. Given the very low casualty figures recorded for both sides, it would appear that the defenders retired back towards Newcastle very briskly. There then followed a prolonged series of assaults on the main fort which proved impregnable to all attacks. Once again the defenders managed to slip out and reach safety albeit at the expense of giving up the fort.

Riddells Glenhams Artillery*

2 Trained Bases, SH 1 Base

Mounted Column - Colonel Francis Carnaby, Coles Claverings Andersons Carnabys Glenhams Mylotts

4 Trained Bases, Horse (S)

Dragoons

1 Trained base, Dragoons

* The artillery piece must be placed on one corner of the fort and may not be moved once in place. It may be traversed from one facing to another counting it as movement for that turn.

As night fell, the defenders denied the Scots the cover offered by the buildings of the suburb of Sandgate by putting it to the torch. The defenders of Newcastle were now under siege. This scenario has been included as the forces are small therefore providing a good introductory game. Feel free to substitute the Scots attackers for their English counterparts.

The Royalist horse only made an appearance once the fort was lost but proved largely ineffectual due to the coal pits which restricted their movement and their effectiveness. After inconclusive contact with their Scots counterparts, they too retired.

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Polemos English Civil War

Shieldfield, February 3rd 1644.

The Scots advance: The outnumbered English attempt to keep them the other side of Braddon Burn.

The Scots left wing under Home forces its way across the Burn pushing back the Royalist foot.

The Royalist foot wait for the assault behind the walls of the unfinished fort.

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Polemos English Civil War

Shieldfield, February 3rd 1644.

The coal pits make it hard for the Scots to make headway.

The small Royalist garrison is assaulted on two sides by the Scots foot.

With a strong garrison the fort proves a tough nut to crack for Home’s men.

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English Civil War Armies English Civil War Armies A Brief Guide A commander of an independent force of any size would normally have at his disposal units from the four arms of service – foot, horse, dragoons and artillery.

The Foot. General In theory, foot were organised into Regiments. These would be further divided into ten companies, each commanded by a Captain plus one company for the Colonel, Lieutenant Colonel and Major. Each company would be allowed its own Colour, the whole formation standing at around 1200 strong. In practice, things were very different. After the Edgehill campaign full strength regiments became the exception rather than the norm and regiments could consist of a much reduced number of companies. The practical need to put effective formations on the battlefield led to the practice of brigading or amalgamating smaller formations together into ‘battalia’ of approximately 500 men. These in turn were brought together into higher formations variously termed ‘brigades’ or ‘tertia’. There were usually two types of soldier in a unit – Pikemen and Musketeers. Pikemen were supposed to be the strongest and tallest men in a company. They were armed with a pike of varying length, but probably around 16 feet. Musketeers were armed with a matchlock musket. This was a robust and simple weapon that in the hands of a practiced musketeer was capable of delivering at least three firings in a minute. However, it was inaccurate at anything but the closest of ranges, ineffective at anything over 100 paces, reliant on keeping a slow match lit, (a tricky thing to do in inclement weather). and easily fouled and rendered useless. Despite all this, it was the musket that was the dominant battlefield weapon. On the field, a battalia would be formed up between six and eight ranks deep. The pike would form the centre of the formation with the shot divided into two equal bodies on either flank. Each of the three divisions would be further subdivided into bodies of about fifty soldiers commanded by an officer or sergeant. The drums would be grouped with the pike, as would all the company colours.

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In action the shot would be moved in advance of the pike and attempt to engage the enemy ahead with a constant fire delivered by means of rotational fire systems. The commonest method was to ‘Give fire by rank’ whereby the front rank of each subdivision would step forward, give fire and turn to one flank and file off down the side of the body taking up their places at the rear of the formation. They would already begin the reloading process as they were moving off. The new front rank would then repeat the process. In this fashion it was quite possible to maintain a steady weight of fire without exhausting the men, or using precious powder at too quick a rate. If it was felt that firepower alone was not deciding the issue, then it was the turn for the pike to come into play. These were primarily defensive troops used to ward off enemy horse, but they could present a fearsome sight to a demoralised opposition. When the order to ‘Charge’ was issued the pikemen would move in advance of the shot, the front two ranks would level their pikes and in theory this resolute mass of men would move menacingly towards the enemy who would then take fright and run. However, it was also possible that a sufficiently steady enemy presented an equally fearsome aspect and the aggressors may find their resolve lacking. In any case, English musketeers supported their colleagues in this venture and reversing their weapons took to breaking bones and skulls with the clubbed musket. In practice there was little actual hand to hand combat in open field battles, as one side’s morale usually broke before fisticuffs started. Actual pike to pike engagements though stirring were relatively rare and when two opponents actually went to “Push of Pike’ it was a point worthy of note by observers. Although the mixed battalia were the ‘standard’ for Civil War armies, the ratio of pikes to musket within the bodies varied with place and time. As the war continued the proportion of muskets rose considerably. Commanders could also create ad hoc formations of ‘commanded shot’ by drawing out musketeers from a number of regiments and forming them into single bodies under the command of an officer. This was done by both sides for example by both Hopton and Waller.

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English Civil War Armies In a similar vein, the pike could all be withdrawn and brigaded together, leaving the shot to get on with things. Hopton was particularly fond of this for example at Lansdown, where the stirring exploits of the Cornish Pikemen left them at the mercy of Waller’s musketeers, as their own shot had all been taken off them to form a massive commanded body detailed to make a flank attack through the woods.

Appearance Both sides made efforts to clothe their soldiers, although the results of these policies varied considerably. At one end of the scale the main field armies received issues of headgear, coats, shirts, hose and shoes. At the other end the best that the foot of some regional armies could expect was a coloured ribbon to indicate their allegiance to one side or the other.

The most likely headgear to be found on a soldier would be a cap. These could take various forms such as the brimmed knitted ‘Monmouth’ caps issued to Essex’s army, or the natty ‘Montero’ sported by the soldiers of the Oxford army. The Scots wore their ‘bonnet’. To date we have no evidence of the issue of hats (as opposed to caps) to any foot soldiers of either side.

Coats were an important item, although until the issues made to the New Model Army in 1645, the colours of the garments could vary between the regiments of an army. Essex’s foot took the field in 1642 with red, blue, orange, grey, green and even purple coats. However issues in the subsequent years narrowed the range and were mainly red or grey. The Oxford Army favoured red or blue. One item that would have been carried by soldiers of the marching regiments was a ‘snapsack’. This carried spare clothes, food, personal effects and booty. Military snapsacks took the form of a sausage-shaped leather bag carried diagonally across the back by a shoulder strap.

One item that would not have been seen on the marching regiments was a buff coat. These were not issue items for foot, if for no other reason than their expense. They would have been sported by the wealthier members of the Trained Bands as these bodies supplied their own clothing and contained many within their ranks with the means to buy their own buff coat.

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English Civil War Armies The Horse General The basic formation was the troop, commanded by a Captain. The size of troops could vary considerably from as low as thirty to as high as one hundred. Troops were brigaded together to form regiments. Ideally a regiment would have six troops and a total strength of six hundred. In practice these figures varied considerably. As with the foot there were two types of horse. The most numerous by far were the harquebusiers or ‘carbines’. These were classed as ‘light’ cavalry as opposed to the ‘heavy’ armoured cuirassiers. In practice they became used as shock troops, with both sides placing reliance on the well executed charge with sword in hand, as opposed to the use of pistols and carbines from horseback.

By 1644, both sides were charging sword in hand and the massed use of firearms diminished. The cuirassiers were technically the shock troops. Their armour was comprehensive covering head, body, arms and thighs. However, the cost of such an equipage meant that cuirassiers were a far rarer sight on British battlefields than on the continent. Essex was able to field three troops, and Sir Arthur Heselrigge raised a full regiment serving in Waller’s army. Neither body survived past 1644, Heselrigge’s meeting a spectacular end in the destruction of the Parliamentarian army at Roundway Down.

Appearance While horse were not issued with uniform clothing, their armour tended to give them a uniform appearance. A sleeved buff coat and/or a corselet were the standard defensive arms for Horse. Contrary to many a film epic, both Royalist and Parliamentarian heads were soundly protected by a pot helmet with broad neck protector. These were normally of the ‘English’ or three bar face protector type, or by the Continental single nasal bar pattern. Given the Royalist use of imported equipment the latter pattern was more likely to be in use by their troopers.

A fully equipped rider could expect to wear a buff coat, corselet, pot helmet and perhaps a bridle guard, and be armed with a pair of horse pistols and a carbine. Many troopers on both sides however fell short any number of these items. There were initially two main tactical practices in use. The more conventional method was for the riders to stand to receive charges from the enemy and use their carbines and pistols to shoot any enemy closing on them. The fact that the Parliamentarian Horse were initially better equipped with firearms led them to adopt this practice in the early months of the war. On the other hand, their Royalist opposite numbers were not as fortunately equipped and this may have been one of the reasons for the adoption of the aggressive charge that marked their success at Edgehill.

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English Civil War Armies The Dragoons General Dragoons were initially regarded as mounted infantry, being organised into regiments and companies in a similar fashion to foot. There were six regiments present at Edgehill in 1642. However, it was soon realised that their real usefulness lay at a lower level of operation and subsequent actions saw them being used in companies, often attached to regiments of Horse. In theory dragoons regiments could contain both musketeers and pikemen. In practice they contained only the former – the one recorded attempt to mount pike-armed men saw them spending more time falling off their horses than staying on them.

Appearance Quite simply these were dressed as the foot. There is little evidence of issue of special riding boots, and given that many ‘dragoon’ formations were little more

than detached musketeers mounted hurriedly on pilfered horses, it does not seem likely that they were widely if ever worn.

The Train of Artillery The train was responsible for far more than the movement and conduct of the cannon. It acted as the supply and quartermaster depot for the army for such practical things as armaments, ammunition, equipment and all manner of repairs. The main field armies all included a large train but the cannon that they so carefully towed across the muddy roads and fields of Britain rarely had a major influence on the battles in which they were used. Their static firing positions were soon masked by their own side’s troops in the ebb and flow of the actions. Where guns did have an influence was in sieges and bombardments.

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Designers’ Notes One of the most interesting parts of most rule sets is the designer’s notes, where you can find out what those who wrote them thought they were doing at the time. This is therefore our (self) justification for the foregoing.

SETTING UP A GAME Bases Polemos uses an ‘element’ based system. One base of miniatures represents a discrete unit, which in turn can be combined into larger formations. This approach was adopted for a number of reasons. Firstly in terms of practicality it reduces the number of playing pieces that have to be laid out and moved in order to play the game. It also allows for the players to use large bases and create ‘mini-dioramas’ with their miniature soldiers and is especially effective when using 6mm armies.

On the whole, we prefer to use historical terminology wherever possible. However, compromises must set in, and the use of the term ‘bases’ is one of these. The historical term would be ‘squadrons’, but discussing squadrons of foot would almost certainly be confusing to the modern wargamer. So we use a generic term instead. As to the use of the bases concept, it is widely accepted in the wargaming community. A few points should be made though. Firstly, a base is not the area the troops actually occupy. If you think about it, a block of 500 men deployed 6 deep, even with supernumeraries outside the ranks, is not going to have a 2:1 aspect ratio. Therefore we have to declare that close combat – that is when bases are touching one another - is combat at more or less ‘point blank’ range for the weapon systems. This also explains why ranged combat is relatively ineffective, even at ‘short’ range.

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Recent research has also shown that the Foot of both sides were used not in Regiments of 1000 men, but in smaller formations 400 to 600 strong. The use of these ‘battalia’ was often required because of the drastic reduction in size of regiments due to the rigours of campaign. Three ‘regiments’ each averaging 150 men were not by themselves viable battlefield formations. However, bringing them together into one formation could create a good sized body. This made the choice of one base = one battalia a natural one for the rules system.

Foot musket to pike ratios One aspect of these rules that may confuse the newcomer is that most of the foot bases are defined as containing both pikemen and musketeers. The conventional way of representing such combined bodies has been to represent both arms separately and operate them as semi-independent formations. To some people this allows the opportunity to micro-manage actions to what we consider to be a ridiculous degree, claiming the need to model the ‘complex interactions between arms’. We opted for the ratio approach as it emphasises the fact that battalia worked as units, and that the ability to position bodies of pike and shot was, in reality, far more limited than many wargamers realise. Limited drill, raw troops, and thick clouds of smoke meant that the only way to keep any sort of control was to keep the actions simple and uncomplicated.

Artillery As we are considering field actions only field artillery is catered for and, in the main rules, is not differentiated between light, medium or heavy. English Civil War armies employed cannon of a bewildering variety of names and sizes. Their effectiveness on the field was generally extremely limited. Ideas of infantry columns being blasted by case and roundshot should be placed where they belong – firmly in a later century. English Civil War artillery was relatively immobile, erratic in aim and could be nearly as big a menace to its own side as to the enemy. The latter is probably explained by the habit of commanders of using their own troops to mask their artillery. Nevertheless, given that the armies of the time managed to drag these objects about the country with them, they were believed to have some positive effect, even if only on morale.

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Designers’ Notes FIGHTING THE BATTLE Tempo Someone controls the pace of a battle, and in general this is the winning commander. We represent this using tempo points. It is up to the player to decide how to use his points, whether to move a smaller number of bases in a critical attack, or to react to his foe’s moves, or whatever. Tempo is likely to be always in short supply. Don’t waste it, as it is your critical resource for winning.

Movement and Manoeuvre Movement is slow and manoeuvre is difficult. There is a very good reason for this. A seventeenth century formation is sorted into Files. EVERYTHING is done by file. The NCOs that keep formation and order are File Leaders, File Closers, Half File Leaders, Half File Closers. The orders that allow the formation to advance and engage, move around, sort out formations are all given in and understood to operate in terms of files. Effectively there is a 'grain' that runs through the formation from front to back.

For practical purposes the formation is subdivided into bodies of men, approximately 50 strong. These divisions or companies operate within the larger formation for moving and manoeuvring. Thus to move from a line to a column, the right hand division will march forward, and each subsequent division will then follow on behind it, thus each will retain its frontage and its internal organisation.

You do not under any circumstances mess around with this robust and simple system otherwise disaster looms. We know that this sounds counter-intuitive, but just think about what would happen if you tried to get five hundred men to do something that neither they, their NCOs, nor their officers had the ability or the experience to handle, and in which the normal command structure was ignored. Therefore, any unusual movement will throw your troops into chaos and confusion. So your base commanders will tactfully ignore orders that they regard as impossible, and achieve the possible instead.

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Designers’ Notes Ranged Combat Ranged fire combat is very, very limited. This has surprised many people during playtesting, but we think that the logic is sound. The matchlock musket was a rugged, easily handled and effective weapon. However, it was also wildly inaccurate. Even later experiments with smoothbore flintlock muskets concluded that a man sized target had to be most unfortunate to be hit by an aimed round over a certain distance. Add to this the generally poor training of the troops, irregular supply of

rapidly with range. Given both the need to use powder effectively and the fact that musketry was carefully controlled we take the view that all fire will be conducted at a distance where it is likely to have a chance of actually doing damage to the enemy. Before you complain we have actually been generous with the distance for short range firing! Artillery is weak. It was historically. This is not the Napoleonic war we are talking about here. Artillery had been around since 1327, its true, but develop-

gunpowder, smoke from other weapons going off, trying to operate with a lit fuse and black powder, plus a musket and only the two hands, and someone over there trying to kill you, and you can see that musket fire was not the most effective weapon at any sort of range.

ment had been slow, and it wasn’t even effective in sieges until the mid-fifteenth century. The Hollywood view of smoothbore cannon firing roundshot that explodes on impact, slaying countless extras, is exactly that, a Hollywood vision.

The maximum 1BW range for muskets gives it an effective fire zone of 80 paces and less assuming that close combat includes point blank firing. Of course a musket could fire up to 200 paces, but the accuracy and indeed the force of impact of the ball declined

Artillery did have a morale effect. It was probably the loudest thing anyone had heard in their lives (no Rolling Stones concerts, remember). That and the possibility of having limbs suddenly removed would make anyone with any sense keep their heads down.

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Designers’ Notes Cavalry charges Treating cavalry charges as ranged combat is an idea with great merit, even if we say so ourselves . It models the movement and counter movement while squaring up to each other and looking threatening while ‘watching for the other guy to blink’ part of cavalry combat.

Morale We have dispensed with time-consuming morale checks for each base or brigade. Instead, we look at the army level to see how things are going. This also represents the gradual loss of cohesion and team spirit that an army in combat suffers. If you wish, you can assume that base level morale effects are rolled into the army morale roll.

While the points system and its associated listings does have some merits in competitive games or where two players set up an informal game at short notice, it does have serious shortcomings which we wanted to avoid. By not having a points system in any of the Polemos rules sets we have ensured that they will not be used in any competition or tournament, but as we consider that the actual playing of the game is as important if not more important than the result, this is not something over which we will lose sleep. What we have opted for as an alternative is a dice based army generator which will provide an army for a game based on a historical prototype. It does mean that the players cannot choose what they command, or indeed the quality or their table-top subordinates. However, real generals very rarely had the opportunity to command an army which was entirely chosen by them in terms of numbers, training, equipment or quality. They took the field with what they had, and this is the option we give to prospective Polemos players. If the dice rolls are average, you army should be a pretty good model of the original. But any wargamer can tell you that the average comes up far less than it should when dice are involved. This puts the emphasis on the player to use what resources he has been given to his best advantage.

ARMY GENERATORS Yes, army generators, not army lists. A very important distinction here. Every set of rules nowadays comes with its own lists of the various armies covered in its subject period. One of the accepted norms that comes with this is the ‘points listing’. By giving the various troop types in the rules a points value based on their battlefield effectiveness, both players are presented with a menu of what they can include in their forces. In theory if both sides choose armies of the same points values then they can play an evenly balanced game. The army lists provides the historical framework to ensure that their choices bear at least some resemblance to their historical counterparts. Polemos English Civil War

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The Polemos series of wargames rules and supplements

Available from; Baccus 6mm, Unit C, Graham House, Bardwell Road, Sheffield, S11 7LT, UK www.baccus6mm.com Scale Creep Miniatures, 3130 Wasson Rd. Cincinnati, OH 45209, USA www.scalecreep.com Wargames Vault, (as pdf download only) www.wargamesvault.com 76

Polemos English Civil War

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Pavel Nazarov (order #4394740)

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English Civil War Polemos English Civil War rules are designed for those who wish to recreate the epic battles of the period. You are placed firmly in the position of the General. Can you repeat the famous exploits of Cromwell, Rupert or Montrose? Now is your chance! The booklet contains detailed listings of seventeen armies from the period including those from England, Ireland and Scotland featuring a unique army generation system as well as historical information on period armies, equipment and appearance.

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Turn Sequence/Tempo Points Turn sequence 1

Tempo bidding (both players)  Make all compulsory moves (both players) Tempo Player’s phase

2

Tempo player moves  Announce which forces are charging  Move forces including moves to contact.

3

Tempo player ranged combat (including charges)

4

Tempo player close combat Non-tempo Player’s phase

5

English Civil War

6 7

Non-tempo player moves  Announce which forces are charging  Move forces, including moves to contact. Non-tempo player ranged combat Non-tempo player close combat

Both sides 8

Rally falling back, shaken and pursuing bases.

9

Army morale check made if required

Tempo Points Available  1 TP for each four* bases in the army  3 TPs for each good commander  2 TPs for each average commander  1 TP for each poor commander  The score of 1D6

Tempo Points/Shaken

Movement

Tempo Point Costs for movement Tempo Player

Single base Brigade of bases

Move Distances Non-Tempo Player

1

2

No of bases in the brigade-1

No of bases in the brigade

Unlimber Artillery

2

3

Limber Artillery

4

5

Modifiers to TP move cost: +2 Force is out of Line of Sight of Leader. Multipliers to sum of TP cost after modifiers: x2 Leader attached to a Base in close combat. x2 Command has lost officer (or General if no officer)

Leaders

2BW

4BW

Foot and Dismounted dragoons

1BW

2BW

Mounted Dragoons

1BW

2BW

Horse

2BW

4BW

Unlimbered Artillery

None

None

Limbered Artillery

1BW

2BW

Area features

Effect on movement

Effect on combat

Gentle slope

None

+1 if uphill

Steep slope

Foot, Artillery 1BD, Horse 1BW. All count as shaken

+2 if uphill

Very steep slope

Impassable to all.

No combat possible

Marsh

All bases move reduced to 1BD and shaken. Bases leaving marsh shaken in next move.

No effects

Woods

All bases move reduced to 1BD and shaken. Bases leaving wood shaken in next move.

Maximum distance for RC is 1BD only. All RC is treated as being at long range.

Enclosed area

All except dismounted dragoons shaken. Boundaries treated as wall/hedge/ditch.

Horse may not charge target in enclosure. Boundaries treated as wall/ hedge/ditch.

Linear features

Effect on movement

Effect on combat

River

Impassable except by bridge or ford. Bases treated as shaken move after crossing.

No additional

Stream

If shallow, may be crossed, bases becoming shaken.

Defenders +1 v foot and +2 v horse in CC

Walls, hedges, ditches

Assigned an obstacle value from 1-3. being number of BD required to cross them for foot and BW for mounted. Artillery may not cross obstacles except by road. Bases shaken while crossing.

Assigned a defensive value of 1 or 2. Defenders will add this to RC and CC factors when engaged in combat.

Shaken Levels Cause

Levels

Ref

Gap of less than 1 BW in front of base from friendly bases falling back

+1

P.15

Crossing bridge or ford

+1 T

P.35

Crossing stream or obstacle

+1 T

P.35

In marsh, wood, enclosure or steep slope

+1 T

March column subjected to shooting

+1

P.17

March column contacted by enemy

+2

P.17

Certain ranged combat Results

+1

P.21

Certain close combat results

+1 to +2

P.26

Rallying from pursuit

Level 2

P.28

Certain failures in army morale

+1

P.32

P.35

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Ranged Combat

Ranged Combat

Ranged Attack: Ranges

Ranged Combat: Results In Open Terrain

In Woods

Firing Base

Short

Maximum

Maximum

Foot

1 BD

1BW

1BD

Dismtd Dragoons

1BD

1BW

1BD

Artillery

N/A

4BW

None

Offensive

Shot heavy

Horse (S) Charging

-2 or less to -1

Chargers remain in place shaken +1

4

5 4 3

4

Pike heavy

2

2

5

Pike

0

2

6

Dismounted Dragoons

2

3

1

3

Charging into target’s flank this phase

+6

-

Contacting target’s flank this phase

+4

-

Target Halt

Charging into contact with front edge of target

+2

-

Advancing into contact with front edge of target

+1

-

Contacted or charged on rear edge

0

-1

Each flank overlapped

-1

-1

Each level of Shaken

-2

-2

Recoiled in previous phase

-2

-2

Average leader attached

+1

+1

Good leader attached

+2

+2

+1

+1

No effect

2-3

Charge home

4

Charge home

5

Charge home – target shaken +1

Target Halt , shaken +1

Charge home – target recoils, shaken +1

Target recoils, shaken +1

Close Combat

3

2

3

Horse Dutch Tactics

1

2

3

Deployed Artillery

3

2

1

Base is veteran or elite in first phase of close combat Base is Raw

Close Combat: Factors

1

Horse Swedish Tactics

Defence value of any terrain (page p. 37) Offensive

Ranged Attack: Modifiers Offensive

Defensive

Shooting at long range (1BD-1BW for foot, dismounted dragoons)

-4

-

Artillery, for each BW range band over 1

-1

-

Each additional target base over number of bases in charging force

-1

-

Each level of shaken

-1

-1

If raw foot

-1

-

If veteran or elite

+1

+1

If officer attached to force.

+1

-

If uphill on a gentle slope of the target.

+1

-

0

+ terrain value*

Defence value of any terrain

Defensive

3

3

1

Offensive

Charge home, shaken +1

6+

2

Shooting

0-1

Defensive vs. charging

Mixed

Mounted Dragoons

English Civil War

5

Defensive vs. shooting

Close Combat: Modifiers

Difference

Ranged Attack: Factors

Shot

Close Combat/Shaken effects

Defensive v Foot

Defensive v Mounted

-1

-1

0

+ value

Close Combat: Results

Shot

1

1

2

Difference

Result

Additional Shaken levels

Shot heavy

2

2

3

0-1

Recoil

Mixed

3

3

4

2-3

Recoil shaken 1

+1

4-5

Recoil shaken 2

+2

6+

Rout

+3

-

Pike heavy

4

4

5

Pike

5

5

6

Dismounted Dragoons

1

1

1

Mounted Dragoons

1

1

1

Shaken level

Restriction

Horse Swedish Tactics

3

3

3

1: Disordered

May continue to advance, but may not declare a charge

Horse Dutch Tactics

3

3

3

2: Wavering

Deployed Artillery

0

1

1

May not form march column or advance toward the enemy unless 1 level has been gained from terrain restrictions.

All troops in Woods

1

1

2

3+: Routed

Must Rout

Shaken: Effects

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