Showing posts with label ECW. Show all posts
Showing posts with label ECW. Show all posts

Sunday, 2 October 2022

For King & Parliament ...or 'Tonight's the night, if you play your cards right...'

I missed most of the good hype around Simon Miller's 'To the Strongest' ancient rules, though I knew that a grid and cards were involved, so when the two Steves set up a game of 'For King and Parliament' - the ECW version, I just had to attend.

Also of course, Simon has looked at a late C17th version of this, so already, he has my attention..

Actually, just for contrast, these are some of Steve's 28mm Empress figures painted up - awesome...

The key take-aways from the game for me were:

  • As mentioned above - a few tweaks based on French doctrine and cavalry doctrine for the 1680-1690 period, and these rules allow me to do Boyne, Aughrim, Neerwinden, and even stretch to Marlburian battles - I believe. Just look at a map of Almanza for instance - it looks perfect for the gridded approach.

  • Everything operates off a grid. Now, that does create a a few issues with diagonal decisions and charges.
  • BUT more is solved via using a grid, than is made complex - i.e. delineation of terrain is simple; movement is simple; range is simple; arguing is mostly invalid, and my concerns about it all appearing 'too' linear were mostly disproved.
  • Ok , ok ...I'm a heretic - I didn't like the playing cards, and I prefer D10s ...I know, I know. 
  • D10s still work, and to my mind, give a nicer element of randomness when required, and are quicker in a large game.

And as Bruce used to say 'Tonight's the night, if you play your cards right!'
Time for a Brucey Bonus???

(I fully appreciate that this 1980s/90s British TV reference is so far off base for my American friends, that its relevance as a meme, joke or otherwise humourous skit, is about as useful as a fart in a space suit...)

The figures are all from the two Steves' excellent 15mm stuff.

The initial set-up

Those Rubbery Royalist forces

Those Pesky Parliamentarians


The first cards for activation go down - now a D10 can be used, and much debate over their pertinence, vs the 'passion' of using cards was discussed. Apparently the rules say I am a 'heretic' for preferring D10s ...oops

The chits are used to delineate dash (no of charges as horses get blown, which is a great mechanism) and fires (for cavalry it is literal, for infantry firing at full effect does wear down)





Cavalry clash on the Royalist right



Royalist infantry engages in the centre



The right would see an epic clash of horse all day


Now the cards aren't visually great looking, but they have their place. Again, I will playtest with D10s  and maybe use small cards for actual group games.





The Royalists are getting the better of the clash - Dutch style cavalry vs Swedish style cavalry - one is lithe, the other enduring...



It's all going off in the centre - the Royalists have seized the initiative



Guns pretty much sit when emplaced - a feature that we can use right into the early C18th.



By game end, the Parliamentarian left and centre had started to collapse.

There is a lot to like in these rules, and this style of play. I love the fact that I can transpose this to Grand Alliance / Nine Years War / even Marlburian - I believe, with relative ease.

It's a very different style of play, but I think one that really lends itself to a good game - the tactics are somewhat different - but the key to play is knowing 'when' to commit. That's probably a lot closer to the real decisions made at this time, in these periods, than we actually realise. 
More to come...