Ironsides

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Ironsides
Being a set of rules for the larger actions of the Great Civil War in England
"We shortly expect a pitched battle, which if the cavaliers will but stand,
will be very hot, for we are all much enraged against them for their
Barbarianisms, and shall shew them little mercy"
Nehemiah Wharton, before Edgehill
'Wae's us, we are all undone!"
unnamed Scotsman, at Marston Moor
By Corporal Howard Whitehouse, Ireton's Regt, hanged for plundering, 1646


Author: Howard Whitehouse
Minimal Cleanup: Roderick Robertson
2013, Pulp Action Library

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Ironsides
"Cromwell's own division had a hard pull of it, for they were charged by
Rupert's bravest men both in front and flank --- they stood at the sword's
point a pretty while, hacking one another; but at last (it so pleased God)
he broke through them, scattering them before him like a little dust."
Leonard Watson, Scoutmaster-General, at Marston Moor
"I could not but smile out to God in praises, in assurance of victory."
Oliver Cromwell, at Naseby
Here is a short set of army-level rules for the English Civil War. It is based on the assumption that if the
details of combat are kept simple and abstract, if movement distances are fairly large and limited
primarily by the presence of the enemy, and losses are considered in terms of loss of effectiveness
(and in decent-sized chunks, to boot), then perhaps we can play a game that looks mainly at the
decisions open to seventeenth century generals, and still expect to complete the battle and get home
before our coaches turn back into pumpkins.
I don't think it matters what scale of figures you use. The die rolling for Leadership Points per
division is essentially stolen from De Bellis Antiquitatis. Other influences include Andy Callan's Dark Age
Infantry Slog, the ideas of Paddy Griffith, and, most especially, my own Peninsular War rules, Old
Trousers.
The key premise is that each unit has a 'CV", a "Combat Value" between 2 and 7, which represents
its worth in terms of morale and discipline as well as numerical strength. All combat, reaction and
manoeuvre are based on this number, and as it falls the unit becomes less and less useful, until it
reaches Zero and disintegrates there and then. Infantry and foot artillery movement is predicated on
the CV, and a hard-pressed regiment is likely to advance quite slowly ---- though it can run away (sorry,
make a tactical withdrawal) at top speed.
The essence of combat is that one side seeks to cause a CV loss to an opponent by rolling aD6 and
scoring equal or less than its own current CV ( a '1' always being a hit, a '6' a miss, whatever modifiers
apply). The recipient unit will hope to rally any CV loss at the beginning of its next turn, trusting in the
meantime that it can maintain good order ( or at least not run away) on its reduced CV. If things get
bad it may not only fail to withstand the enemy's fire / cold steel / manly bearing, but also be unable to
rally its strength back when opportunity arises. In general, good troops will deal heavy blows and
accept some punishment but poor quality units will be unlikely either to hit hard or take losses. Really
good troops will be able to suffer some loss of CV before any loss of effect takes place.
Movement is rapid in comparison with most rules sets. Often it will be possible to move from out
of artillery range into contact in one turn. However, since the firing rules permit multiple shots by a
threatened opponent, a player who decides to assault an artillery battery needs to realise he may be
shot at two or - just possibly - three times by that battery during the single turn it takes to advance
against it. Ouch indeed. Still, artillery is fairly ineffective at this period, and barely mobile at best.
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The importance of generals and the choices open to them are of paramount concern. General
officers can choose to monitor the formation as a whole and allow the regimental officers do their job
as inspirers of men. Alternatively generals can use their prestige and charisma (those that have any!) in
attaching to a single unit (what some refer to as the "hat-waving factor") while essentially abandoning
the rest of their command.
Most of the staff duties of carrying messages, allocating ammunition etc is kept in abstract form in
terms of Leadership Points (LPs). These are the basic tools of command in Ironsides. Each Captain-
General and immediate subordinates have a number of LPs per turn (usuallyD6 +/- modifiers) with
which to control the units under their command, to a maximum of 6. Unused LPs are lost -they can't be
saved for later or given to a friend -sorry! In addition, each commander has a number of 'Re-rolls' (RRs)
which he can use to alter the dice thrown by his units if he doesn't like the results. This represents the
hat-waving element in action - "Fire low, lads", "Rally for the King!" - and some men are better at it
than others. Each commander has a "Command Radius" within which he can influence units under his
own control. Beyond the Command Radius, units are left to their own devices, which means little or no
movement, recovery from losses or initiative to act.
Unlike the neater organisation of later wars, ECW armies were divided into ad-hoc formations
based on branch of service (horse, foot and guns) and position on the battlefield. Typically, there might
be four commands: left & right cavalry wings, infantry, and artillery. Infantry regiments had a
theoretical strength of about 1,300 men, but were often so much smaller - half or a third of notional
strength - that they were combined into informal brigades of 1,000 -2,000 men. Generally, we'll count
such brigades as regimental units for the purposes of play. Cavalry were organised into troops of about
70 men, then into regiments of ideally 4-600 men. Again, feebly understrength regiments were
combined into brigades (counted as regiments). Artillery, especially the larger pieces, was collected in a
train, under the command of an overall Master of Ordnance, and divided up - if it appeared on the
battlefield at all -according to his wishes.
You will notice that within each arm there are some differences. The cavalry are divided into
'trotters' and 'gallopers', which more often than not means Parliamentarian and Royalist. Trotters
represent the older school of cavalry tactics, often using the pistol at a distance as primary weapon
(this is a defective tactic, but popular early in the war), and also the tactics of Cromwell's troopers,
charging ' at a round trot', rather than at a gallop, but relying on shock and swordplay for effect. Most
Parliamentary horse would use the pistoleer tactic in 1642-3 and perhaps into 1644. Gallopers are the
dashing cavalier horse epitomised by Prince Rupert, fast moving and probably lighter in gear. You'll find
that trotters are slower, but are less likely to go haring off after a beaten enemy. A third type of cavalry
is the cuirassier - a rarity - being a heavily armoured trotter. Dragoons move mounted, but fight on foot
nine times out of ten; they are unlikely to do well in melee except against a very battered opponent.
Infantry are assumed to have a rough proportion of 1 pikeman to 2 musketeers, the 'ideal' of the
period. If this falls to 1-1, the infantry are "pike heavy', giving an advantage in close combat at a cost in
firepower. Royalist and Scots Covenanter forces were often poor in muskets. Likewise, a unit without
pikes, or with very few, is deemed "shot heavy", with the opposite qualities. Detached musketeers are
considered separately as 'skirmishers', as are dismounted dragoons.
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Artillery is generally scarce in the field: except for the smallest guns, it is slow to fire and barely
mobile after the civilian drovers have placed it in position and probably cleared off to drink their
wages.
This isn't the place for a full description of ECW armies, but as a general rule the proportion of
horse to foot was much higher than in later years; 1-2 was considered ideal, and was approximately
the standard of the New Model Army from 1645 onwards. Royalist armies usually had 35 -50%
horsemen, the army that lost at Naseby being about 4,000 of each. Armies were small - 5,000 men
counted as a respectable regional force, and 10-20,000 a large field army. The King had 14,000 men at
Edgehill, 18,000 at Marston Moor, perhaps 8-9,000 at Naseby; the largest field force was the 26,000
Parliamentarians at Marston Moor, in three separate armies. The whole New Model Army was raised
to a target of 22,000. Moreover, battlefields were small; Marston Moor was less than two miles across,
Naseby battlefield a little over a mile. You won't need a huge table to play an Ironsides game.
While Ironsides is designed for large battles rather than local skirmishes, it is a good idea to start
small. Our local club usually plays with 6-10 infantry units, about the same of cavalry, and a couple of
artillery pieces per side. This is enough for a 2-3 hour game, with two or three players dividing up
duties as Captain-General (who also gets the artillery, baggage train etc), two wings of horse and one
body of foot. Ideally we'd have four players per side, but we don't, and I assume that many games will
take place between individual players, or even solo. Take this into account, for nothing makes a game -
any game - unwieldy like overloading each player with to much to do. Ironsides ia a simple but
intensive game - you have to constantly attend to your units or they will die on you - so too many units
means too much administrative work for any but the most accountant-like wargamer.
At this point I have chosen to concentrate on the armies that fought in England and Wales during
the 1640s; I suspect that Montrose's campaigns in Scotland, or the recurrent turbulence in Ireland
could be played, at least in part, with these rules; however, these were generally much smaller and
messier affairs, and I would not blithely assume that we can simply call a highland clan just another
infantry unit. Maybe I shall move in that direction at a later time.
H.J.W
All comments, reactions, ideas, foul insults, useful criticisms, popish church plate etc. to: Howard
Whitehouse, Aka [email protected]


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SCALES & ORGANISATION
Ironsides can be played at two levels, depending on A) The size of the battle being portrayed, and B)
The size of the model soldiers being used.
Grand Scale works best for small-scale figures (6mm, 10mm and 15mms)
1" = 50 yards
1 turn = 20 minutes, in two alternating parts.
Tactical Scale works best for 20-28mm figures, or 15mms on larger bases. It simply means that each
unit is twice as wide as in Grand Scale. Therefore we adjust the ground and time scales.
1" = 25yards
1 turn = 10 minutes, in two alternating parts.
What this means is that movement distances remain as written, but weapon ranges are doubled.
Since the weapon ranges are very short for all except the heavier sort of artillery, this doesnt make
much difference at all.
There is no set figure scale. Basic units are regiments, (or sometimes brigades) varying
considerably in size. Infantry regiments might have as few as 400 men, or as many as 1200. Cavalry
regiments are at the lower end of this spectrum. Artillery pieces are arranged in pairs.
Playing pieces can be organised by stands, or not, into regiment sized units. Infantry and cavalry
'units' are made up of several stands grouped and acting together. I don't think that the internal
organisation of the regiments matters as long as consistency is maintained; this, however, is what I
use:
Infantry regiments are made up of a stand of pikes, with two of musketeers, one on either side.
Grand Scale: Each stand is an inch wide, and holds 12 6mm figures in two ranks, giving 36 figures. I
have some smaller units of 24, in stands of 8. The musketeer stands are actually in two separate ranks,
so make 4 pieces, which looks better in a 'hedgehog' formation. You could do the same thing with 6
15mms per stand, 3 wide x 2 deep, or conceivably 2 x 2 25mms. At 3" (150 yds) frontage, this
represents the space taken up by 900 men in 'order' (a yard per man) 6 ranks deep, or 1200 at the
older 8 rank deep Dutch formation.
Cavalry and dragoons are mounted on similar inch-wide stands, 5 figures abreast, usually 3 stands
to each regiment for convenience. Each stand represents a double-troop of about 150 men in three
ranks; deeper 'pistoleer' formations can be shown by putting stands one behind the other. Again,
larger figures can be used, with two 15mms per stand, though a solitary 25mm would appear rather
sad! Perhaps a regiment on two stands of two figures would work. The dragoons could be given more
'open order' bases to differentiate them; of course, they also need 3 dismounted stands in open order
(3-4 figures?) with at least a token base of horseholders and led horses to the rear.
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Artillery pieces represent pairs of guns, and need as narrow a base as can be reasonably managed;
technically, about half an inch would be right.
Tactical Scale: As above, except that each stand is 2 wide, meaning that a regiment is about 6 across
its front, and one inch per pair of guns. Obviously, this isnt carved in stone just make sure both sides
are based in a compatible manner.
The 40mm element stands popular in many existing systems could be used with either scale,
falling between the two as it does. As long as both armies match, theres no reason this would upset
anyone.
My own preference is to have each regiment cover approximately the same frontage in battle
formation, purely for ease of play.
ARMY STRUCTURE
The army is commanded by a Captain General. Beneath him in sequence of importance are the
Lieutenant General, who commands the horse, the Sergeant Major General, in charge of the foot, and
the General of the Ordnance, or Master of the Ordnance, who commands the artillery.
Below these worthies are the Commissary General, second in command of the horse, and usually
in charge of the opposite wing to the Lt. General. Below the Sgt. Major General may or may not be a
number of Brigade commanders - usually nominated colonels - commanding 2-5 infantry regiments.

What this looks like in organisational terms is something like this:
Captain General
( LPs - see chart on pg. 10)
___________________________________|_______________________________
| | |
Lt. General Sgt Major General Master of the
of Horse (1D6 LPs) of Foot (1D6 LPs) Ordnance (1D6 LPs)
| __________|___________ |
Commissary | | Artillery Train
General (1D6-1 LPs) Brigade Commander Brigade Commander
| | |
2 wings of 2-5 Foot regiments 2-5 Foot regiments
cavalry regiments

Players will always portray the Captain - Generals, and ideally there ought to be individual players
for the generals of horse (even two) and foot. The artillery is easily subsumed into the Captain-General
or Major-General's role. Multiple commanders definitely add to the period feel! Note that where it
says "D6 LPs," this is for a notional 'average' officer - see the variable chart on page 9.
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LOWER LEVEL FORMATIONS
Brigades (not the small brigades, which we count as regiments) were a common way of helping the Sgt
Major general handle his infantry. These do not have the full command capabilities of, say, C18th
brigades. We will allow the Brigadier a very limited supply of LPs, which he will be able to exert some
control, but will probably need LPs from the Sgt Major General if he wants to get much accomplished!
Independent regiments or Forlorn Hopes have no wing or brigade commander.
Easy Rule: allow each such brigade 1 LP per turn to move or rally, extra LPs from the Sergeant Major
General for infantry brigadiers, or the Captain-General for independent commands only.
More Interesting Rule: Roll aD6 per unit to find out how many LPs it has for this turn; if you feel like it,
designate Colonels as 'poor', 'average' and 'good'.
Die Roll Good Average Poor
1 1 0 0
2 1 1 0
3,4 1 1 1
5 2 2 1
6 3 2 2

GENERALSHIP RATINGS
Commanders below Captain-General: the first tier of officers including generals of horse, foot and
artillery, and the commissary general in charge of one cavalry wing each need a 'Skill Rating' and
'Morale Rating', which are not at all the same. Base this on historical research, or roll 1D6 for each
Rating:
1D6 SKILL MORALE
1 Idiot -2 LPs, radius 2" Cowardly wretch; enemy gets 1 re-roll against his units
each turn!
2 Fool; -1 LPs, radius 4" Ninny; no re-rolls
3,4 Fair Man; LPs as rolled, radius 6" Decent chap, 1 Re-roll per turn
5 Clever Fellow; +1 LP, radius 8" Dashing Leader, 2 Re-rolls per turn
6 Child of Victory; +2 LP, radius 10" Valiant hero, 3 Re-rolls per turn

(You might deduct 1 for the Commissary General's skill rolls, as clearly he is not accorded the respect of
his superior.)
For quick and simple games, you might count all commanders as having rolled a 3 or 4 i.e.
average men, no LP modifier, 6" radius of command, one RR per turn - see chart on page 5.

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

Army and Wing or branch commanders (there being very little consistency in command hierarchy
amongst any of the ECW armies) are usually portrayed by players; generally give 'em a 24" radius for a
Captain-General, 12" for subordinates, LPs as rolled and a +2 for Morale. Alter this as necessary, but
remember that wargamers who want to be given the advantages of Cromwell or Prince Rupert will
resent being given the characteristics of Essex----if you really want to do this try -
Commander LPs Radius Re-rolls
Parliamentary
Cromwell D6+4 30" 3
Fairfax D6+2 24" 3
Waller D6 +1 24" 2
Essex D6 -1 12" 1
Manchester D6 18" 1
Royalist
Charles 1st D6 18" 3
Rupert D6 +3 24" 3
Hopton D6 +2 24" 2
Goring D6 18" 2
Newcastle D6 18" 1

Should any of these commanders serve as subordinates (say, Rupert commanding a wing of
cavalry under Charles' overall command at Naseby), halve the command radius, but leave other factors
the same.
WHAT SUBORDINATE COMMANDERS DO
These officers may either -
Command the Formation: take a position among their units, usually behind the front line, where it was
easiest to administer the needs of the formation as a whole. This works out as follows:
Leadership Points: as rolled, +/- modifiers for Skill. Any unit within the command radius can
move if given 1 LP (See movement rules - sometimes you get to move several for the price of
one).
Rally: use RRs to 'try again' if an initial effort to rally should fail.
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Combat: Can use RRs for a unit to improve its shooting, but not melee - you have to attach for
that.
Reaction: Use RRs to 'try again' if an initial die roll should fail.
Attach to a unit: this means leading one regiment from the front, and letting the others go hang!
Leadership Points: as rolled, +/- modifiers for Skill. Attached unit moves free, others cost 2 LP
each.
Rally: use RRs to 'try again' if an initial effort to rally should fail. Deduct 2 from die roll for
attached unit, add 2 for others.
Combat: Use RRs to aid both shooting and melee - but you might come a cropper.
Reaction: Use RRs to 'try again' if an initial die roll should fail. Deduct two from the score
because t/he men are really impressed to see you there! Really bad generals (those with no
RRs) get a free one at this point for at least showing some effort!
WHAT CAPTAIN GENERALS DO
These Generals may either -
Command their whole Order of Battle: Take up a position to observe the development of the action,
and influence it by allocating LPs to subordinates in need of bolstering, either by a flow of orders, visits
from staff officers or the occasional bottle of good claret. All formations within command radius and
visible can receive LPs. Those which cannot must survive on their own LPs.
Attach to a wing, branch or brigade: "e.g. Fairfax joins the right wing horse", "King Charles is at the
head of his infantry": this essentially means abandoning command of the army as a whole while seizing
command at a key location. In this case the General may use his LPs and RRs for that command only.
He retains his usual Radius of Command for that wing, branch or brigade only. The regular commander
loses all powers - no LPs, no RRs- during the attachment since he is presently merely a toady to the
Great Man --- so, on the whole, this is a risky thing to do. To make up for this, the CV of each unit goes
up 1, until said Great Man goes away again, when it drops 1.
While the Captain-General is attached to a wing, branch or brigade, the rest of the army operates
on its own LPs only.

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THE FORCES
Training CV
Bad - the rawest & least enthusiastic troops 2
Poor - Most infantry in 1642 3
Average - Most early war troops 4
Fair -Well-trained infantry, most cavalry 5
Good - confident veterans, esp. New Model Army 6
Superb - the Ironsides, just paid and preached to: 7
Modifiers for unit size are as follows:
Very Large units (1200 men+) -2 (for shooting and melee only)
Large units (1,000-1200) -1 (for shooting and melee only)
Standard units (700 -1,000) No change
Small units (500-700) +1 (for shooting and melee only)
Really Small Units (under 500) +2 (for shooting and melee only)
(Halve these unit numbers for cavalry)

Now argue with your friends how many small units can get into close combat with one big one---
SETTING UP A BATTLEFIELD
I'm not a believer in complicated rules about how you set out a model battlefield. If you can't find any
maps of real battles, and have no idea what C17th England looked like, you probably need to visit a
good library. Once you have laid out a suitable landscape, set out the armies 500 - 2,000 yards apart.
Scouting was generally rudimentary, so simply finding the enemy was a task in itself there was no
Napoleonic-style manoeuvring into action. Let the defender set out one command (ideally the most
forward units) and then the attacker; take turns putting out troops until all are deployed. Be fair about
this; ECW armies deployed slowly and without a lot of secrecy (don't tell me about Montrose here, I
know.)
THE GAME SEQUENCE
This goes as follows - it isn't nearly as complicated as it sounds -
1) Initiative
2) Move generals
3) Army LPs
4) All other LPs
5) Allocate LPs For rallies & movement
6) Attempt Rallies
7) Move all units for side A
8) Side B fires
9) Side A reacts
10) Side A fires
11) Side B reacts
12) Side A completes movement
13) Target of charge reacts - Emergency Responses.
14) Support & Opportunity Charges
15) Close combat
16) Reverse the process - side B moving
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In detail, these are the rules -
1) INITIATIVE
Roll each turn for initiative. Higher roll (Side A) goes first - this means that sometimes you get to move
second, then first, which always feels wonderful as your opponent snarls at your sweeping
manoeuvres!
2) MOVE GENERALS
Side A may move generals, and attach or detach as preferred. Generals move 36" per turn, but each
attachment or detachment costs 12" - i.e. it takes time to leave a unit or find out what's going on with
a new one. However, once a general is attached to a formation he moves again to accompany the unit
when it moves. Replacement generals - usually the senior colonel, though this is very unstructured in
the ECW - take up their posts at this time, and embarrassed gentlemen swept away in routs return to
their command after one full turn away.
EXAMPLE: Cromwell leaves his vantage point to ride over to the cavalry on his right. He has 36"
distance to do this. If he attaches to the cavalry wing, or to a specific unit within it, he loses 12" since he
has to confer with the officers already present. If he simply stops to observe the position, he doesn't have
to do this.
3) LEADERSHIP POINTS
Captain Generals roll for LPs. These will be used to 'help out' officers under their command who do not
have enough LPs to control all their units. At least, that's the idea. They decide who will receive the
benefit of their LPs prior to Point 4. They may also dedicate LPs to rally units isolated from their own
commander but within the senior man's Command Radius (see Point 6). An optional rule that no
command can have more than 6 LPs restricts the action of forces, and means that my favoured method
of placing small dice next to each general to keep track of LPs works well.
EXAMPLE: Cromwell rolls a '2', added to his usual '+4'. He now has 6 LPs to distribute. He hasn't
attached to the cavalry, but gives them 2 LPs, gives 2 to the foot, and the last 2 to the cavalry on the left
- measuring to see whether their general is within the future Lord Protector's 30" command radius. He
gives nothing to the artillery, which is already deployed.
4)SUBORDINATE LEADERSHIP POINTS
Each General rolls aD6 (+/- modifiers) for LPs. These will be used to move units and to try to rally units
who have lost CVs. Units beyond the general's Radius of Command cannot move forward or change
formation; cavalry, dragoons, detached musketeers and very light artillery, however, can move
forward half-distance if they roll their CV or less. Otherwise they halt or retire (player choice), and may
fire and melee to defend themselves only Independent regiments receive their LPs at the same time.
EXAMPLE: Henry Ireton, commanding the horse on the right, receives his 2 LPs. He himself is a good,
dashing commander (D6+1LPs, 2RRs) and rolls a 4. Adding his own 1 and Cromwell's 2, he has 7LPs.
However, since you can't have more than 6 to give to each command, he counts as having 6.
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5) ALLOCATE LPS FOR RALLIES & MOVEMENT
Generals attached to units do not have to pay LPs to move or try to rally that unit: however, all other
units under their command cost double LPs to operate.
Movement costs 1 LP per unit of foot or horse, but if several units within a formation are moving
together, facing the same way, and generally cooperating as a column of assault, march column, or
simply a long line, they can be moved as a single unit for 1 LP. Gaps of up to 50 yards between units are
permitted. Units in a second line can participate in the movement provided they follow these criteria.
All wheels, changes of formation and crossing obstacles need to be done individually at a cost of 1 LP
per unit, with the exception that a march column can follow a curving track or cross a ford or bridge for
the cost of 1LP to the lead unit.
This never applies to artillery, who always need their own LPs to move each piece; in march
column, however, the leading piece pays once, and all others can follow free. Heavy guns need 3 LPs,
Mediums 2, Lights and V. Lights 1. However, they can then move, unlimber & - this is technically just
possible - fire. They can fire for free if they don't move. What a bargain!
EXAMPLE: Ireton has six regiments of horse, in two lines. If they are all performing the same
manoeuvre, all can move on 1 LP. However, he has two units 'out of position', so has to move those
separately at 1 LP each. He has no artillery under his command, so has no LPs to pay for them.
6) ATTEMPT RALLIES
Roll the unit's CV or less with oneD6 to regain one status at cost of 2 LP for front line units within 10" of
the enemy, 1 LP if in reserve or more than 10" from the enemy. If general is attached to one unit,
subtract 2 from the die roll, but add 2 to the score of any other unit under his command trying to rally
('cos 'ee ain't there, see--).
Units can never rally more than 2 CV per turn, nor can they rally beyond starting CV. A unit that
loses heavily over the course of a battle can only rally to 2 CV above its lowest point - a unit that
started at 6 CV, but goes down to 2, can only be rallied up to 4 maximum today.
If you have the LPs you can try as many attempts to rally one unit as you like in any given turn -
you just can't succeed more than twice (though repeated failure is allowed --)
Once you've paid your LP(s) to rally, a commander can use his RRs to repeat the attempt at no
extra cost.
A unit that is outside the Command Radius of it's commanding officer can rally 1 CV if it rolls its CV
or less on a roll of 2D6 added together, which isn't easy for most cases. Also, if the Captain-General
chooses, he may try to rally the unit himself at a cost of 1 LP provided that it falls within his Command
Radius.
EXAMPLE: Ireton has three LPs left. He has two units who have each lost 1 CV from artillery fire. He
decides to use one LP for one unit (CV6) and two for a weaker unit (CV4). He rolls a3 for the first unit -
so rallying the unit - and rolls a 4 and 5 for the second, passing only one, and so bringing it up to CV5.
He could use a RR to try again, but chooses not to.
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7) MOVE ALL UNITS FOR SIDE A
Each unit moves forward, stopping at each range limit for enemy fire. Halt on reaching the long range
limit of any enemy able to fire. If already within long range, move up to short range. Yes, this does
mean you may have to halt to receive fire more than once in a turn. And yes, if all goes well, you will be
able to complete the full movement distance ---
MOVEMENT RATES
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Formation Move
March Column CV x 4" (Max 20")
Line of Battle CV x 2" (Max 10")
Forlorn Hope, Dismounted Dragoons CV x 3" (Max 15")
Infantry move at 1/2 speed over rough terrain. Linear obstacles cost
2" each.

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r
y

Galloping Horse: 24" line, 36" march column
Trotting Horse & Dragoons: 18" line, 28" march column
Cuirassiers: 16"line, 24" march column
Light & V. Light Artillery: 12" limbered, 3" prolong
Medium Artillery: 1.5" x CV limbered, 2"
prolong
Heavy Artillery,: 1" x CV limbered, no
prolong
Rough terrain: 1/4 speed, linear obstacles costD6" cavalry, 2D6"
guns.

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

EXAMPLE: Ireton's horse are trotters, so advance 18". There is a low hedge at one point, costingD6". A
4 is thrown. There is also a patch of bog about 3" wide at one end of the path of advance, which is
covered at 1/4 speed, i.e. 12". Thus, Ireton will have to slow his whole line to around 6" if he doesn't
want to have units moving at different speeds across the ground, and thus disrupt his formation.
All formation changes (not including artillery unlimbering to go into action) are done before
movement and cost 6". The rest of the move is done in the new formation. Turns must be done by
wheeling on the inside stand, but 'about facing' or 'moving at the incline' count as one formation
change (e.g. a unit wanting to move sideways would go its CV for its particular formation, minus 6").
No unit can deliberately move in march column within 12" of an enemy unit. The colonels are not
suicidal.
Linear obstacles include hedges, walls, streams, ditches etc. Severe obstacles may be designated
as "double effect" or worse - some things cannot be passed! C17th hedges could be formidable
barriers! Any unit except skirmishers counts -2 to CV for firing and close combat while crossing rough
terrain or linear obstacle and for the rest of the turn - so beware! This 'disorder' ends at the next rally
phase for that side - provided they have cleared the difficult ground - and costs nothing to reform.
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There are no limits on interpenetrating units of the same side as long as the nearest enemy is at
least 12" away, with no friendly troops in between. This means that a faltering front line can fall back
through a line of supports, but that the supports cannot pass through the front line unless it is more
than 12" from the enemy's formed troops (though not skirmishers).
Artillery can unlimber after movement at a cost of guns 8" medium & heavy artillery, 6" light & v.
light artillery. Limbering up is essentially impossible, since the drivers leave! If the movement
allowance is equal or less than the cost of limbering or unlimbering, you can do one but not the other.
Yes, if you've got the right artillery you can limber, move, unlimber and fire in one turn - you always
wanted to, din'cha?
A unit moving away from the enemy can always move its original maximum speed. Those new
recruits may not advance as fast as the Blue Regt of London, but when they retreat ---
EXAMPLE: As Ireton slows his advance to 6" - with several units in disorder from passing the hedge
and bog - a light artillery piece moves forward in support. It loses 6" of its 12" move to unlimber, at
which point the civilian drovers declare that they are done for the day, and retire to the Blue Boar
tavern, a safe distance to the rear!
8) SIDE B FIRES
Any unit eligible to fire has the opportunity to do so once on their opponent's phase, once on their
own, and once as a possible reaction to being charged i.e. three chances in the course of a turn.
Infantry, light and very light artillery can fire up to 3 times in a turn
Medium guns can fire twice in a turn.
Heavy guns can fire once.
EXAMPLE: Our light gun can fire three times during the turn. It immediately fires once, on its own turn,
saving the other two shots for the opponents' part of the turn, since it expects to be charged by enemy
horse.
FIRE
Roll 1D6 vs. own CV: pass and the target loses 1 CV.
Modifiers to die roll: Pluses are bad for the shooter, minuses good.

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GRAND SCALE RANGES
Unit Type Short Range
Range/CV Mod
Long Range
Range/CV Mod
V. Light Artillery (Robinets & Falconets >2lbs) 3"/+2 6/+4
Light Artillery ( Falcons, Drakes, Minions - 2-4-lbs) 4"/ +1 12/+3
Medium Artillery (Sakers - c.6 lbs) 6"/0 15/+2
Heavy Artillery (Culverins & Demi-Culverins; 9 lbs+) 10"/-1 20/+1
Skirmishers (Dragoons & Forlorn Hope) 2"/+1 4/+3
Infantry Volleys 2"/0 (no long range)
Cavalry Pistols 1"/0 (no long range)
TACTICAL SCALE RANGES
Unit Type Short Range
Range/CV Mod
Long Range
Range/CV Mod
V. Light Artillery (Robinets & Falconets >2lbs) 6"/+2 12/+4
Light Artillery ( Falcons, Drakes, Minions - 2-4-lbs) 8"/ +1 24/+3
Medium Artillery (Sakers - c.6 lbs) 12"/0 30/+2
Heavy Artillery (Culverins & Demi-Culverins; 9 lbs+) 20"/-1 40/+1
Skirmishers (Dragoons & Forlorn Hope) 4"/+1 8/+3
Infantry Volleys 4"/0 (no long range)
Cavalry Pistols 2"/0 (no long range)
FIRE MODIFIERS
Target in Column or Hedgehog -1
Target is limbered artillery -1
Target in soft cover +1
Target is unlimbered artillery +1
Target in skirmish order +1
Target is cuirassiers +1
Target in hard cover +2
Cavalry
Firers are Horse standing w/ pistols +2
Firers are Horse trotting w/ pistols +4
Infantry
Firers are "Shot-heavy" foot -1
Firers are "Pike-heavy" foot +1
Firers in Hedgehog +2
Very large Unit -2
Large Unit -1
Small Unit +1
Really Small Unit +2
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EXAMPLE: Royalist dragoons (CV4) lining the far end of the hedges just crossed by Ireton open fire at
long range. This adds 3 to the die roll. The dragoons roll a 1. 1+3 = 4, so it's a hit; one CV lost to
Ireton's end regiment.
9) REACTION
At this point Side A tests Reaction. Any unit that has suffered a CV loss must test; if not, proceed
onwards!
Optional rule: for a quicker game, don't test Reaction from fire for units whose current CV is 4 or
more. This means they don't have to test every time they pass through a 'band of fire' as long as they
have adequate morale.
Roll 2D6 vs. CV. If general is attached, modify by his Morale Rating:
Pass both Continue with orders.
Pass one No advance this turn: if an officer is attached, he can order a withdrawal if desired, stand
still in current position otherwise.
Fail both Retire at least 4", up to a full move distance, according to player choice, facing the enemy.
The enemy will say you ran away, in any case.
Fail on a
pair of
sixes
Obvious panic rout! 3D6" foot, 5D6" horse, abandon artillery etc. Test reaction for any
friendly troops within 3" of path of rout, end facing the rear. Any rearward movement
(retreat or rout) counts as next turn's movement, halt next turn and attempt to rally back
lost CVs.
If CV reaches '0', run away immediately in abject terror and humiliation! This does not necessarily
mean total destruction, merely sufficient disorder, exhaustion and demoralisation to end its combat
effectiveness for the day. If you wish, the unit can be presumed to regroup overnight and return to
duty at 50% of its starting CV (rounding down odd numbers.)
EXAMPLE: Having lost 1 CV from the dragoons' fire, Ireton's unit, now at 5, rolls 2D6. It scores a 2
and a 6. This will prevent it from advancing, so Ireton uses one of his RRs to retest, and scores a 3. The
regiment can complete its move.
10) SIDE A FIRES
Just as in Point 8.
EXAMPLE: Our light gun (CV5) fires at an enemy infantry regiment, at 8" range - i.e. long range. This
adds 3 to the die roll. There are no other modifiers. TheD6 score is 1, so the total of 4 means a hit - 1
CV lost to the Royalist foot unit.
11) SIDE B TESTS REACTION
Just as In Point 9.
EXAMPLE: The Royalist infantry regiment (CV5) takes a 1CV loss from artillery fire, bringing it down
to 4. It tests reaction with 2D6 - a 3 and 5. It thus passes only one; it cannot advance this turn, and will
have to wait until next. A RR could be used to repeat the failed die roll.
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12) SIDE A COMPLETES ALL MOVEMENT
Side A units, including any that took fire (Point 8) and passed reaction (Point 9) finish their movement.
Some units may receive fire more than once, and have to test reaction more than once. Any Side A unit
attempting to charge advances to 2"- 6"of enemy and tests reaction,2D6 vs. CV, needing to pass both
to make contact. The target unit chooses this distance - 2" is musket range, while 6" is the distance
necessary for cavalry to reach full speed, and get full dice.
EXAMPLE: Ireton does not intend to charge this turn, because his formation is disrupted. During the
enemy turn, the Royalist horse hold position,10" away.. Let us assume that on the next turn he does
charge the Royalist horse, and passes reaction tests with his first line of three regiments.
13) TARGET OF CHARGE REACTS
Roll 2D6 vs. CV. This is a normal reaction test, where the unit may pass neither (run away!) one (hold
position) or both (do whatever it wants). However, there's a second step:
THE EMERGENCY RESPONSE
If you passed both dice on the reaction test, roll 2D6 vs. CV again. If you passed one, roll 1D6 vs. CV.
For each of these you pass, you may do one of the following as you choose. No, you can't choose 'fire'
twice
Change facing.
Change formation. Time to form Hedgehog if the cavalry are upon ye!
Form up if caught while crossing rough ground/linear obstacle.
Fire. Yes, you get to fire again at those charging idiots - but check you haven't already fired all
the shots you are allowed for the turn!
Limber up.
Evade (only for artillery and skirmishers). Evading means an immediate scurry to the rear of
2D6" for skirmishers, running gunners sans cannon or limbered light or V. light artillery, 1D6"
for limbered medium artillery. Running gunners leave their cannon and join nearest infantry
support - but if none are within their distance they are killed automatically if overrun by enemy.
Yes, they can come back later.
Cavalry may counter-charge 2" x CV. 6" will reach an enemy that is coming on to the charge, or
has halted; additional distance may reach an enemy that failed reaction and, ahem, chose to
retire. Side A and B units meet in close combat.
If you fail this Emergency Response, you just stand there like a fool and hope to defend yourself as
best you can!

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EXAMPLE: The three front Royalist horse regiments facing Ireton -let's say Goring is in command - roll
reaction. Two pass and may counter-charge, but one fails both with a pair of sixes, which always fail.
Goring uses two RRs on this unit, but passes only one. Therefore it does not flee abjectly, but must take
the charge at the halt. Each unit must then test its emergency response, since it needs to answer the
enemy's action on the enemy's turn. Two units throw 2D6, one 1D6. Since there is no need to rally from
disorder or change facing, only one pass is needed to do the crucial thing, which is to counter-charge. If
both are passed, the other can be used for a pistol shot in the enemy's faces as both sides come together.
14) SUPPORT AND OPPORTUNITY CHARGES
Side B cavalry units who are not themselves the target of a charge may test for an Emergency
Response (Point 13) to counter-charge the attacking units in support of their comrades. They must be
already in a line formation to do this; they may reface if necessary, then move their CV x 2". If they
have enough distance they may pass around the target unit and prevent the attackers reaching it. If
they can merely reach the target unit, they will join in the melee alongside it. Of course, if they don't
have enough movement, they will not reach the combat at all --- how embarrassing!
Cavalry may also attempt, using the same mechanism, to make an "Opportunity Charge" at the
start or end of their opponent's movement phase, forcing the enemy to react as in Point 11 --as long as
they are in range--
Units other than cavalry making a counter-charge in support of the target unit may not join in the
close combat this turn, but may fire - on their turn - into the flanks of a columnar formation if within 22
of their direct front.
EXAMPLE: Goring has an extra unit of horse that can reach the combat by changing facing and
charging. It doesn't need to take reaction, but rolls 2D6 for the emergency response and passes only
one. This is no help at all, since it has to both reface and charge to do any good. It simply changes faces
to be in a better position if things go badly for its own side.
15) CLOSE COMBAT
Each unit involved rolls a number of dice versus their own CV to inflict 1 CV loss on the enemy.
Infantry roll 2D6, but 4 if in formed hedgehog vs. attacking cavalry.
Cavalry roll 4D6 for a charge (trot or gallop) of 6" or more, 3 for a charge or counter-charge of less
than 6", 2 if standing still, either to receive the charge or in a continuing melee.
Trotting pistoleer cavalry must also use one of those dice in a pistol shot - usually a waste of time,
(see firing rules) immediately prior to combat; if they manage to inflict a CV loss on the opponent, it
applies before the melee is calculated. Likewise, cavalry that stands to fire rather than counter-charge
uses one of itsD6 to fire. Yes, I suspect this will be the last thing they ever do, too --
EXAMPLE: Ireton's left flank regiment and its direct opponent on Goring's side come crashing together.
Both have CVs of 6, and will roll 4D6 in combat. Ireton's men are trotters, but are not obliged at this
point in the ECW to waste aD6 firing. Goring's unit gets to fire free, since it has an extra 'success' from
its emergency response rolls. It does so, needing a 1 to hit, and fails to do so.
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However, attacking units whose CV is less than the number of dice allowed can only roll dice than
to the number remaining CV - the men won't do it, and to allow it seems to encourage unlikely 'suicide
attacks' by battered units in the hope that they will trade their own destruction for the chance to wipe
out a stronger opponent. Yes, it is possible for both sides to effectively destroy the other. Infantry
cannot attack cavalry, but only advance to shoot at them. I know it did happen, once --
In multi-unit combats, divide CV losses in a fair and gentlemanly fashion.
CLOSE COMBAT
Roll your number ofD6s vs. own CV.
Modifiers: Add or deduct from die roll; minuses are good!
Situation CV Modifier
Fighting vs. Broken troops -3
Infantry vs. Hedgehog -2
Very large Unit -2
Large Unit -1
"Pike-heavy" foot -1
"Shot-heavy" foot +1
Enemy in Soft Cover +1
Fighting vs. cuirassiers +1
Small Unit +1
Skirmishers vs. formed troops +2
Dragoons fighting mounted +2
Enemy in hard Cover +2
Artillery defending +2
Really Small Unit +2
Fighting in March Column +3
Cavalry vs. Hedgehog +3
General attached: may use RRs in combat.
Crossing rough terrain/linear obstacle: -2 from CV until next rally.
EXAMPLE: Ireton's men roll their dice, scoring 1,3,4 and 6. Goring's get 1,4,4,and 5. Since sixes are
always misses, Ireton inflicts 3 CV hits and takes 4. Goring's men win the fight, though both are badly
damaged.
FLANK AND REAR ATTACKS
Attacker gets double dice and a free attack! If you survive, you fight back - serves you right for getting
into this mess! To count as a flank or rear attack, the assaulting unit must either begin the move with
its line of approach fully behind the enemy flank, or have a charge distance of at least 8" after getting
into that position - none of the wargamer's trick of simply wrapping round at the end of the move.
Even then, the recipient of the charge is quite likely to pass an emergency response and face about.
If attacked in flank or rear while already fighting an opponent to the front, roll 2D6 vs. CV. Pass
both and the unit heroically faces about - doesn't count as flank attack. Pass one - resolve combat with
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the unit to the front before flank attack hits you and probably shatters you. Fail - flank attack gets you
first - free attack and double dice!
RESULTS OF COMBAT
Test morale (2D6) vs. loser of most CV this close combat; if he fails one he retreats 4 -12" (player
choice), winner takes his position. If he fails both, it's a rout, count as 'broken troops': 3D6" foot, 5D6"
horse directly backwards - check reaction for any friendly unit within 3" of the line of flight. If loser
holds, then infantry will hold position and carry on fight next turn, but cavalry will retire 3" - 6" (player
choice) to rally. This applies to both sides in the typical 'A charges / B counter-charges' combat.
Movement at the end of melee counts as the next turn's movement, so remember you've already
moved. Retreats finish their move facing the enemy, routs facing away (and towards home, the woods
etc.)
If neither side loses more CV in the close combat, the fight goes on; anyone left in contact at the
end of the combat will be 'pinned' in close combat, which will be resolved next turn.
An infantry unit in hedgehog or otherwise that loses at least 2 CV and twice the CV it inflicts in a
close combat round with cavalry breaks into disorder, counting as "Broken troops", -3 to die roll. There
is then a second round of melee as the cavalry try to mop 'em up.
EXAMPLE: Having lost the melee and come down to the dangerously beaten up state of CV2, Ireton's
men roll 2D6, getting 1 and 4. Thus it must retreat, though not rout. It must drop back, and so retires
behind its unit immediately to the rear. Reserves are very helpful!
CAVALRY PURSUITS
The bane of the Civil War horsemen, especially the Royalists.
Victorious cavalry will pursue unless halted by testing 1D6 vs. CV for trotters, 2D6 added together
if gallopers.
A unit that hares off in Hot Pursuit of its beaten foe will moveD6 x 3" towards them, and loses 1
CV. If it reaches the fleeing foe, or any other enemy in its path, it fights a close combat immediately,
2D6 thrown in one go. Treat this as a normal close combat.
Cavalry that does not rally on its next rally phase will lose another CV and charge the nearest
enemy to its front (arc of 45 of straight ahead) or the enemy camp. This may continue almost
indefinitely if the unit proves unable or unwilling to rally, in which case it will be removed when CV
reaches '0' or it rushes headlong off the table.
A victorious cavalry unit that does halt and regain composure may charge again on its next turn,
or, if the enemy turn comes first, as an opportunity or support charge,
EXAMPLE: Goring's men add 1 CV for their victory, making them CV4. It would be best advised to halt
rather than plough into Ireton's support unit, which is unbloodied and looks tough (CV6). Of course, as
gallopers it rolls 2d6, added together (2+6=8), fails, loses 1CV, and ploughs into them. Both sides roll
2D6. Goring scores 2 and 3, Ireton 1 and 5. Both sides lose 2 CV, so the melee will continue. Goring's
men will, however, be at a 1, which doesn't look good for its long term prospects.
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16) COMPLETE THE TURN
Reverse the process, with Side B moving and side A reacts. The two parts together make one 20
minute turn.
This Completes The Turn Sequence
RISK TO GENERALS
An attached general has a 1 in 6 chance of either he or his mount being a casualty whenever the unit
takes 1 CV loss - i.e. a loss of 3 CVs in a melee means a 3/6 (50%) chance of a sword cut or musket ball!
This is especially dangerous to Captain-Generals who attach to a whole wing rather than just a
regiment, since any CV loss to the wing puts them at risk - it's all that gold they wear that attracts the
enemy ---
Unattached generals are not entirely safe. If his figure is contacted or overrun by enemy infantry,
he becomes a casualty on a roll of 1, if cavalry,1-2; test for what happens to him the usual way. If
wounded or unhorsed, he has a 50% chance of being captured. Otherwise he escapes to nearest
friendly unit - though he loses 1 LP for losing his decorum and half his despatches in the rush! (army
commanders having their permanent HQs overrun would be much worse - say, captured on 1-4 and
lose 3 LPs. Just hope there aren't any letters about Irish Catholic armies coming to invade England
among your papers! ).
You should roll for the general becoming a casualty every time - and as soon as - the unit he
accompanies takes a CV loss.
Easy Rule: A general who becomes a casualty is lost. His replacement appears 2 turns later, (i.e. one
turn without any LPs) roll his character, but deduct an extra '1' from the roll since he is clearly a mere
underling.
More Interesting Rule: Roll a 2D6, one each of different colours, representing horse and rider. The
higher is the casualty. If it is the rider, roll 1D6 for our hapless victim.
1D6 Result
1 Horrible Death! Whole command loses 1 CV per unit.
2 Mortal Wound. Unit loses 1 CV.
3 Gravely wounded - carried to the rear.
4 Hurt - lose 1 Morale Rating and 1 Skill Rating.
5 Bloodied but unbowed - no effect
6 Saved by your leather bound prayerbook or gold locket with the picture of someone else's wife.
A miracle! Add 1 CV for the unit he accompanies!


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

A general who is attached to a unit which dissolves on reaching a CV of '0' may return to the rest
of his command after a delay of 1 full turn while he dusts off his uniform and covers his chagrin ---
EXAMPLE: Goring has attached himself to a unit which loses 2CV in melee. Thus he has a 2 in 6
chance of being hit. He rolls a 2, and becomes the recipient of an enthusiastic swing of a Parliamentary
sword. A second roll indicates that he takes the blow rather than his horse - potential disaster for the
king's cause, even if he is a dissolute wretch - but the die comes up a '6', and the slashing blade catches
on Goring's flask of brandy, careens off the miniature portraits of three of his mistresses, and finally
embeds itself in his pack of carefully marked cards. He lives! The regiment acclaims him and CV goes
up one!
SKIRMISHERS
During the English Civil Wars, there were two uses for skirmishers. Dismounted dragoons habitually
fought in open order behind hedgerows and other cover, offering flanking fire, while in open battle it
was common for bodies of detached musketeers to approach the enemy in skirmish formation to get
them to waste the valuable first fire. Alternately, they might be interlined (that's the period term)
among the cavalry to shoot at oncoming horse before their own mounted men counter-charged.
Each unit of detached musketeers or dismounted dragoons is assumed to be of normal regimental
strength - see under 'The Forces" for unit size modifiers when determining initial CV.
The skirmish screens are treated as normal units in that when two skirmish screens meet, they
trade fire until either one retires or the general tires of keeping his formed units waiting and pulls back
his skirmisher (or indeed, just passes through them - same difference). In this case the opposing
skirmishers can either shoot once at long range and retire their CV x 3" behind their own parent
formation, or fire at close range and hope to stop the attack. If they don't, it could be nasty --
Interlining musketeers shoot at long range, then may shoot again if they pass the reaction and
emergency response tests.
Proper Cavalry don't have skirmish screens (just a few vedettes etc). When cavalry attack an
dismounted skirmish screen, the skirmishers test morale vs. CV, but can do no more than take a long
range shot and hike it back behind the supports or into cover.
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Note that use of skirmishers was very limited, and that no more than one unit of dragoons and/or
detached musketeers would be available in field battles in England: Scotland and especially Ireland
would be different.
CAMPS
Defending your own camp and capturing the other fellow's was a prime concern during the ECW.
Each army will have a camp, usually set up in its rearward are, though conceivably marching with the
force. Once set up, movement would be very difficult - say, 3 turns and 2 LPs per turn to administer.
The camp would have a guard of firelocks, being a small body of musketeers. Baggage guards were
often very good troops, with newfangled firelock muskets. While there aren't many of them, they have
the advantage of using the wagons for cover (I know that in the famous Sprigge picture of Naseby they
are gamely standing around the outside, but I wouldn't --). Count the baggage guard as a really small
unit, CV 5 or 6, which doesn't move from its position. Baggage counts as soft cover.
If a camp comes under attack (usually by rampaging cavalry) the firelocks will test reaction as
usual, the crucial point being that they pass at least one of the two dice rolled in order to stick around
and defend the camp. They will give fire, and, if the attackers come to close combat, count as being in
soft cover. A fully entrenched camp would constitute hard cover, but would be completely immobile.
An attacker who reaches a camp but fails to pass the reaction test to close, simply mills around the
edges, doubtless stealing bits of washing and shouting insults. However, if the attackers win the melee,
they are held to have captured the camp. This is important: The CV of all units on the loser's side
immediately goes down by 1 (they have, after all, lost all their valuables), while the unit (s) that took
the camp add 1CV in wild elation.
ROLE-PLAYING COMMANDERS
Those wargamers, of whom I am one, who enjoy the spice of role-playing, may add two
components to the game. 1) The Gallant Speech, at the beginning of the game, when each player has
the chance to make a brief but - one hopes - rousing speech to his command. The quality of this is
judged by the umpire and/or other players, and may result in a rise in that character's morale rating,
skill rating, or even added CV to the inspired soldiery. Be sparing with rewards for good speechifying,
however, and be prepared to take away from those who obviously fail to rise to the task! 2) The
Written Briefing, in which each player is given a specific personality to portray, with appropriate
personal goals, references to friends and foes on either side, and suggestions as to how the character
ought to be played. As an example:
" Lord Fosberry, Lieutenant General commanding the King's Horse. You
are a fire-eater, a veteran of campaigns with the great Wallenstein in
Germany. You are anxious to give the wicked and traitorous roundheads a
damned good thrashing. Your cavalry admire you and will follow you
anywhere. Sadly, the army is commanded by that fool the Earl of Pidgeon,
who is slow and nervous, and insists you follow his doddering plans. You
must try, for Royal Charles' sake, to leave the Earl at a distance so that
you are able to make full use of your horsemen."
What this might mean, of course, is that Fosberry is actually a wild-eyed lunatic who the Earl of
Pidgeon doesn't trust for a minute, but can't find a way of getting rid of him ---
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RANDOMISED TROOP RATINGS
The quality of troops in action frequently had less to do with unit history and reputation than such
mundane concerns as recent alcohol consumption, regularity of footwear issues, and whether they had
eaten breakfast today. To add some variety to unit ratings, roll aD6 for each:
Parliament
Standard 1 2 3 4 5 6
1642
Foot 3 2 3 3 3 4 4
Dragoons 3 2 3 3 3 4 4
Horse 4 3 4 4 4 5 5
Artillery 5 3 3 4 4 5 6
1643
Foot 4 3 3 4 4 4 5
Dragoons 4 3 3 3 4 4 5
Horse 4/5 3 4 4 4 5 6
Artillery 5 4 4 5 5 6 6
1644
Foot 4 3 3 4 4 5 6
Dragoons 4 3 3 4 4 5 6
Horse 5 4 4 5 5 6 7
Artillery 5 4 4 5 5 6 6
Scots Foot 4 3 3 4 4 4 5
Scots Dragoons 4 3 3 3 4 4 5
Scots Horse 4/5 3 4 4 4 5 6
1645
Foot 4/5 3 4 4 5 5 6
Dragoons 4 3 4 4 5 5 6
Horse 5 5 5 6 6 7 7
Artillery 5 5 5 5 6 6 6
1646 -1660
Foot 5/6 4 5 5 6 6 7
Dragoons 5/6 4 5 5 6 6 6
Horse 5 5 6 6 7 7 7
Artillery 5 5 5 6 6 6 6
Royalist
Standard 1 2 3 4 5 6
1642
Foot 3 2 3 3 3 4 4
Dragoons 3 2 3 3 3 4 4
Horse 4 3 4 4 5 5 6
Artillery 5 3 3 4 4 5 6
1643
Foot 4 3 3 4 4 4 5
Dragoons 4 3 3 3 4 4 5
Horse 4/5 4 4 5 5 6 7
Artillery 5 4 4 5 5 6 6
1644 onwards
Foot 4 3 4 4 4 5 6
Dragoons 4 3 4 4 4 5 6
Horse 5 5 5 5 5 6 7
Artillery 5 4 4 5 5 6 6







Note that Royalist foot would be mainly 'pike heavy', and the horse gallopers. Parliamentarian foot
would be 'normal', the horse mainly trotting pistoleers at the outset of the war, becoming 'shock'
trotters on the Cromwellian model as the war progressed. Scots foot would also tend to be 'pike
heavy', the horse gallopers, often with light lances.
25

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SAMPLE UNIT CARD












HOUSEKEEPING NOTES
Many wargamers, including myself, dislike elaborate roster systems and paperwork in general. Here
are some ideas to 'keep it simple'.
LPs: Keep a number of dice available, one for every command. When the LP die is rolled, add or
subtract modifiers and place the die next to the command to show how many LPs it has this turn. If it
has more than 6, use two dice - though a reasonable optional rule might be used in which 6 Lps is the
maximum anyone can have in one turn.
CVs: If you really don't like keeping even a simple roster, use a system of markers placed behind each
brigade to keep track of CVs. Small stones cost nothing, pennies very little, while more elaborate
systems using single 'officer' type figures would look good, their numbers declining with losses. You
could also use the 'dice' method, with one or two small dice behind each unit showing its current CV.
Unit Identification: It helps to affix a small tab to one stand of each regiment to identify it. Likewise,
generals can have tabs with name, skill and morale factors given. Somehow, wargamers always forget
who is who and the gallant stand by the Westminster Trained Band becomes 'the affair of the Minifigs
with the tan bases'.
Command: Left wing Horse
Commander: Sir Bulstrode Bagshot Skill: Fool, -1LP Morale: Dashing, 2 RRs
REGIMENT CV
Bagshot's Horse 5
Lord Berry's Regt 5
Sir Alan Bicknell's Regt 6
Colonel Bates' Regt 5
Archibald Brown's Regt 7
Peel's Dragoons 4
Notes: Sir Bulstrode is an Oxfordshire landowner of no fixed ability or military experience, whose
reputation as a Falstaffian good fellow and teller of tall tales, mostly about himself, makes him
tremendously popular with the men.
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Command: _____________________________________________________________________
Commander: _____________________________________ Skill: _________ Morale: _________
REGIMENT CV










Notes:




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