Tuesday, 28 May 2024

"1745 and all that.."

 A Jacobite Project.

Following on from my thoughts last year we begin the 1745 campaign, based on the board game "The 45" for the campaign elements, but with battles fought on the table.


The game begins with Bonnie Prince Charlie, aka The Young Pretender aka The Italian Dwarf aka the son of the rightful king of Great Britain aka "Not another bloody wannabee-Sun King Stuart" etc. etc. trying to land on (ideally) mainland ("Continent cut off due to fog") Britain.

The game rules themselves allow for a VERY swift end - i.e. Charlie being intercepted by the Royal Navy - which kinds defeats the point of a solo exercise, but fair's fair.. As it happens, while the ships carrying troops etc. are "bounced back"  into the Atlantic after a clash with the Royal Naval presence off the NW of Scotland, but Charlie, in a privateer, manages to land at Ullapool.

Raising the Clans, he pushes down south east, ignoring the Government garrison at Inverness (all of the Government-held forts, and their penny packet garrisons, 
above the Highland line are "sat on", but otherwise ignored for the first few months).

His supports manage to evade interception, landing at Glenfinnan.


Over the next month, while the Government army in Britain does nothing, the Royal Navy build up a fleets in the north west to interdict any movement between the Isles and the Scots mainland and to stop reinforcements reaching the west of Scotland. The Government troops in garrisons up the Great Glen and elsewhere in the Highlands are contained, and make no sallies. In fact fear/inertia seems to have gripped the authorities in Scotland itself - to our advantage.

Charlie marches to Perth, having raised all the North West Clans and the the Clans in the North East by raising the Standard and declaring himself king – rallying nearly all the clans to his side and a considerable number of Lowlanders. 

He then takes Stirling Castle - but at a cost. In the North Inverness falls to the rebels, but again, the attackers lose heavily.

Meanwhile, in The Low Counties, King George II is feeling decisive – and moves to deploy his Dutch allies before their Convention with the French prevents their use. Despite opposition by his Council of War he decides to lead the army himself. He lands at Dunbar.


Charlie himself pulls back to Perth, while Murray confronts George near Dunbar. While the Jacobites dither over whether to attack the Government troops at Dunbar, King George loses his nerve, and pulls back over the border to Alnwick, and Government reinforcements landed at Newcastle.

At Stirling there is a Council of War among the Jacobites. Cromarty and Athol are dispatched North to collect troops and take highland clans which have suffered losses "home" to recruit.

Charlie marches on Carlisle, and takes it – but again his forces loose heavily. He Declares his kingship again while south of the border, to raise more men, then moves to Edinburgh and declares himself there, garnering more troops. George moves north and the two armies face off, only a few miles apart, near Falkirk, but neither want a fight.

Murray, with half the army, marches deeper into England, getting as far as Manchester. 

Charlie moves back to Carlisle, then moves to the English north east coast to Declare and raise more support. Newcastle is taken and left with a garrison of Jacobite locals.

Meanwhile, Wade has left London and is heading North to link up with reinforcements under Albermarle landed at Scarborough. More Government regiments recruit in the Midlands and elsewhere, while i
n Holland British troops begin to build up in considerable numbers, but are impotent while awaiting transport. 

George now moves through Edinburgh, and on to Glasgow and the west coast of the Lowlands, intending to meet with troops from Ireland - who never arrive due to transport difficulties. 

The Jacobite engineer, Grant avoids the Government blockade, leaves Flanders and lands at Grimsby, hoping to meet up with Murray in the Midlands. While Wade sits inactive, the two Jacobite forces meet up near Manchester.

More government reinforcements arrive from Holland at Scarborough, and w
ith increasing numbers of Government units ahead of him, north of him and flanking him, Murray loses his nerve, and, following a Council of War, begins moving northwards.

Charlie swings south to meet up with Murray. There is now a large mixed force under his direct command. It is imperative he uses this before the Government reinforcements from the Low Countries and Ireland arrive. With Murray's force in tow he rushes north to seek King George' army.

King George's own Council of War also sees the need to force a fight, while the Dutch are still in the game, before serious French intervention and before the reinforced Highland regiments, currently recruiting and making good their earlier losses in the town assaults, concentrate and move south of the Highland Line.




[Technical Notes: How are all the decisions being made made, you might ask...

Well, I am "playing" Murray. However, when there is a serious decision to be made by the Jacobites (e.g. when an army is exposed to threat, when a potential battle is imminent, when a major change of direction is called for) I use my "Council of War"* protocols using a deck of playing cards. Options are explored and "voted on". Murray cannot dictate what will happen.

Charlie himself CAN dictate to the army under his charge - unless reined-in by a strong Council decision - and is himself a "wild card", controlled by dice.

(*See https://denyers.blogspot.com/2018/05/technical-interlude-council-what-council.html  )

Detached Leaders make their own decisions via ad hoc dice decisions (likelihood allocated to each alternative, based on Leader Character, orders - i.e. my wishes, some random elements - then a dice throw).

The AI leader decisions work in a similar way; Councils of War for large forces with multiple leaders, individual decision throws for individuals. Granny Wade is limited as per the game rules; only being able to move at all if a test is made.
]

The Government army pushes southwards to Carlisle, hoping to reach the port at Whitehaven and meet the reinforcements from Ireland. He by-passes the Jacobite garrison in Carlisle but then is told of the Jacobite army heading up the north road towards him. He holds a Council of War, and it is decided to close the north road, and give battle on a ground of his choosing, rather than be trapped against the Cumbrian coast.

The Jacobite army moves to within striking distance. With numbers roughly equal, and after taking Councils of War, both sides are looking for a fight. 

[Technical Note: All I have to do now is decide where the battle will take place. As George is static it seems reasonable that he will look for a good field and wait.

I here revert to my "find a battlefield" process; looking at the local topography on online "elevation websites, finding old maps online, "travelling" by Google Earth etc
.]

A few kilometers south of Carlisle the old Roman road passes the hamlet of Low Hesket (aka War Hesketh), east of where the River Petterill cuts through some low hills. The road climbs a rise linked to nearby Barrock Fell (aka Great Barwick?); the highest local feature and a good viewpoint.



The rise north of the hamlet looks like a good place to site an army to block the road. The rising ground and the fell itself command the road, with a gill and (according to old maps) scrubby land fronting the fell itself and a wooded gill valley protecting part of the rise frontage. I note from news stories that the hamlet is subject to flooding in heavy rain, so there may be damp or boggy ground here too; all good to slow or funnel a Highland charge. The high fell guards the east flank of any force positioned on the rise, the steep-sided wooded valley of the Petteril the west. There is water, timber for fires and dry camping grounds nearby for an army - and a local manor house (and a possible period coaching inn) for the nobs to sleep in.

In my mind this is a good spot for the Government forces to wait. The Jacobite army, marching to Carlisle from the south and actually seeking battle, could well be tempted to risk an assault at a disadvantage here; not least because the alternatives would be:

1) To backtrack south - barely an option given timescales, the enemy reinforcements due from the Continent and Ireland, and the unknown quantity that is Wade and his army (last known to be at Lincoln, and possibly picking up militia units being raised in the Midlands). 

2) To try to cross the River Petterill to by-pass the enemy on the west via the bridge at Southwaite (dodgy in the face of the enemy) and heading to Carlisle west of the Petterill on the local tracks (slower going than the Highroad) seems fraught with potential problems. Given that the enemy could take advantage of any attempt to cross the river and cause problems here, PLUS move at better speed up the high road to Carlisle anyway, this course of action seems inadvisable.

3) To move east, to the local northbound road by the River Eden. But with this comes the risk of being headed off, and stopped at the high ground dominating that route (there are tracks for the fell to facilitate this), or being pushed up against the River Eden, it's gorge and the bridge (and castle) at Armatwaite.




What also has to be borne in mind by the Jacobites is that this is possibly the last chance to actually defeat the King himself in open battle. As soon as Cumberland returns from the continent (something only a game move or two away) the King will likely head for London and leave him in command. Can the Jacobites afford to miss this opportunity..? The HUGE fillip to the cause that defeating the King in person - let alone the chance that George might be killed or captured - cannot be ignored...

So... The Battle of Carlisle, 1745, it is..... Watch this space......



Tuesday, 21 May 2024

Right.. Away we go.....

 Games Room Up And Running...

Despite a ridiculously busy four months on the new home (new roof to one of the outbuildings, wiring issues, damp wrangling, garden heavy work n' rockery-building for the mem, contractor-wrestling, insulation, decking checking and demolition and replacement, major cleaning etc. etc.) 
we FINALLY have a workshop and store (the former garage) for use and a Games Room (in the somewhat unimaginative brick outbuilding - formerly a mini gym, sauna and shower - at the bottom of the garden, aka "The Blockhouse") fit and ready for play (pics)....


All this despite a kiddies' show for charity, a (paid) "Robin of Sherwood" 40th anniversary convention gig, preparation for the reenactment season, two solo medieval Living History gigs at Lewes Castle, the Battle of Lewes event, some design work for/helping out friends, AND displacement activity on the FB wargaming/modelling fora, 

Still some tinkering on the decor to do in The Blockhouse, but it's ready to function. All I need now is to organise my time better (esp. with the reenactment season in full flow).

As previously mentioned I have a series of campaign projects planned for the coming year, but to blood the new space I had a quick couple of 20mm "Farscape" skirmishes (pics). Nothing earth-shattering, simple home-bashed rules, but it's a start...










Next up; either a campaign (as planned) or a "Crossfire"/siege experiment.

In other news: I came across this useful resource for 6mm bod lovers:

https://thewargamesroom.wordpress.com/building-armies-in-6mm/

Onwards & upwards. Watch this space....






Wednesday, 10 January 2024

New Year. New House. New Plans..

New hope...?

Well, we're in the new house at last....

I now have:

A garage to convert into a workshop for, amongst other things, modelling projects (better insulation needed, and more light useful, but no major obstacles).

"The Blockhouse" (our name for it); a basic, brick-built gym/sauna at the end of the garden (currently with roof leak and UPVC door issues but nothing unfixable) which I intend to enlarge with a conservatory-type build-out and convert into a games room.

A dedicated room in the house itself with space to set up (and leave out) campaign mapping exercises/board games and in which to play small skirmishes. No extra work needed here.

If all goes to plan there will be room not only for my usual solo stuff but also for multi-player, two-location exercises on the property, and a spare room and space for friends to stay overnight; like a mini-wargames holiday centre..  

Plenty of ideas bubbling away in the brain box for upcoming gaming projects. Watch this space...

Meanwhile, for inspiration....


Friday, 17 November 2023

Move Stopped Play..

 All packed up..

I'm still here and the Blog is still "live"....

Seventeen packing boxes of board games, about twenty cases of figures, plus terrain all in packing mode pre. the madness of the house move, which in theory is end of the month (but this being England, with its "not fit for purpose" system, nothing is certain till the actual day..).

Allowing for at least a month sorting things at the new house I don't foresee any action this side of Xmas (that's the real one, not the one which started here in UK about three weeks ago - pic) but we shall see....


Once settled-in I hope to have a "Campaign Room", for mapping/planning et cetera, where multiple parallel campaigns will be more manageable, and a "Play Room" for the table action (though some works to an existing "summer house" at the new place may be necessary first...), then to get back into the swing of more regular posts here..

Onward and upwards...




P.S. (10/12/2023)

Thanks to a Cyber attack, (apparently the fourth in two years) on a system used by some 80 to 100 solicitors/conveyancing practices in UK, our house move the other week stalled..

A major company called Taylor Rose, handling the far end of the chain, with seemingly no back-up plan for continuing business despite this known threat (or no willingness to use, unlike other practices, a practicable manual process system temporarily) brought everything to a standstill, and has now said the chain might proceed "maybe in January"...

IF they sort themselves out...

So, not only are all things on hold till the new year (including any gaming), but we are living out of boxes and packing cases over Xmas, and the whole mess is going to add some £2,000+ to our costs.... 

Did I say the English house conveyancing system is unfit for purpose already...?

I see above that I did..... 





Tuesday, 10 October 2023

Another Stopgap I Fear...

Nothing but Displacement..

The disruption of packing n' planning for the house move, living amongst sacks and boxes, and the accompanying psychological horrors (this is England - so nothing is certain till the final "Signing Day") has meant that the only activity has been the good old displacement one of painting and making things, rather than playing.


The painting/modelling mentioned last post have been completed/semi-completed and packed for the move and all the paints & tools packed.. 


I have finished some silly (the Scoobies) and "sensible" (some 70s army guys troops to back my U.N.I.T. troops, some civilians) bods and terrain pieces.


My first attempt at some Farscape figures was kinda OK..

The "Peacekeeper" heavies will do; the Ka D'Argo conversion is kinda OK. Zhaan (a bit of filing and a paint job) and Aeryn ditto... Chiana
(just paint needed) is a perfect figure vanilla I think. But I definitely "need" a better Crichton....





Hey, ho... Hopefully we'll be back to games soon, but I'll likely set out some ideas and rules thoughts here in the meantime.. 

Tuesday, 12 September 2023

Stopgap Post...

With Little To Report... But I'm still here...

Alas, there has been no gaming taking place since my last post due to reenactment, rehearsals for a re-run of last year's Regency-related play, and all the ghastly shenanigans relating to house selling, searching and buying (these last three still being a work in progress).

On the PLUS side I have been planning, researching and modelling/painting, so that  I now have:

Enough 6mm bods painted up to service my planned AWI and 18thC Jacobite and Irish campaigns (including FAR too many cavalry, but there we are..)...

Made a good start on rebasing and adding to my 6mm Ancients (have been reading too much Tacitus and Xenophon)...

A load more 1/72 bods and beasts now fit and ready for African Adventures...

Some figures & vehicles converted for some old - and some new - TV-related 20mm sci-fi silliness...

A lot of 1/72 scenery bits & pieces made and painted up, and a French farm model all but complete.

A bunch of wee medieval ships awaiting painting (Battle of Winchelsea anyone..?).

Four campaigns and associated rule thoughts sketched out and just waiting for things to settle done before kicking off (IF we get the house we are after I will have more playing and planning space).

Watch this space...


Tuesday, 18 July 2023

Another Solo "Battle Generator" Experiment..

Board Game Solo Protocols ("The 45")

Reenactment season AND visits from prospective buyers have interrupted play, so no game reports, but I've been working on using "The 45" board game as a scenario/battle generator (see previous posts on using AH's "1776" for same).

As part of this thinking I've decided to change (and formalise) my solo methods for such games. This will be yet another experiment, but having recently played some games using "Crossfire" principles and some "searching" board games with "hidden movement" protocols which actually represent forms of "delayed intelligence updates" (for want of a better term) I've decided to play around with these concepts.

Basically the games I've been playing required one player to "search" for hidden parties belonging to another player (these were games based on Tolkien's Lord of the Rings, where the Ringbearer/Fellowship's location(s) clearly needed to be kept secret). To summarise, each move the Searcher failed to locate the target the potential movement range of the target was extended; thus bringing the target closer to its destination. It seemed to me that this process could be applied to more military games, hence......


So, I will begin by working on the following processes.

A) Player Priority and Phases:

Before any action the Priority for Player Move must be determined by a 1x6D test. Highest dice score goes first, but modifier with +1 per Leader token value in play and minus 2 if the testing player was first to move the previous turn.

B) Phase Progression:

1)
Active Player plays/moves as usual, subject to Activation tests for detached commands and Independent Action tests for same where appropriate. Government units within striking range may be attacked, but may evade where allowed in the rules. Government forces may intercept any Rebel forces as usual.

2) Battles arising from the above are fought out as normal on the Table wherever practicable. Post battle retreats will be dealt with by means of ad hoc tables.

3) A new Phase for the Rebel Player will be introduced after the reinforcement Phase. This is a Test for an Intelligence Update (Modified as follows: +1 per major battle won,+1 for -2 per major battle lost, +1 each Major Port and Fortress held, +1 (cumulative) for holding Dundee, Glasgow, Edinburgh, Newcastle, Carlisle, York, Bristol, Manchester, Leeds, Birmingham, Sheffield, Hull and Liverpool, + 1 per SP dedicated to scouting, +1 per cavalry unit Rebel controlled, -1 per Government cavalry unit known to be deployed on the board).

Throw 3x6D. On a throw of 10 or above Intelligence has been updated. A failure to update intelligence counts as a free move accrued to Government Forces (see successful updates).

The test is Modified as follows: +1 per major battle won,+1 for -2 per major battle lost, +1 each Major Port and Fortress held, +1 (cumulative) for holding Dundee, Glasgow, Edinburgh, Newcastle, Carlisle, York, Bristol, Manchester, Leeds, Birmingham, Sheffield, Hull and Liverpool, + 1 per SP dedicated to scouting, +1 per cavalry unit controlled, -1 per Government cavalry unit known to be deployed on the board.

If successful first check for any change in Government Policy (see below) by throwing 2x6D.

On a throw of 10 or more Government Policy may have changed.

Then throw 4x6D to check on what any Government Policy Change might be (Modified cumulatively as follows: -4 per major battle won by Rebels, +3 per major battle won by Government, -1 per English Port held by Rebels, -1 per English Zone held by Rebels, +2 per Scottish Zone held by Government, + 1 per French SP in England, -1 per French SP in Scotland, +1 per Sea Action won by Government.

"Och.. Away wi' ye, ya wee Lithuanian dwarf that ye are..."

C) Government Policy: This will determine Government action/movement.

a) Minus Result; Negotiation: Counts as a Move. Neither side may take any military action in England. Zones outside England are unaffected UNLESS a stack contains French units (such a may not move/act at all). Rebel/French Fleets must return to Port of Origin. Rebels (only) may suffer Attrition. Reinforcement/recruitment can take place.

b) Result of 0-5; Hesitation: Does NOT count as a Move for Government Forces to accrue movement. No Government movement except to garrison in the event of a French Intervention rise. Reinforcement/recruitment can take place.

c) Result of 6-9; Containment: Normal rules apply. Government will attempt to close/control routes towards London (in order of distance from nearest Rebels to London, shortest routes first) by occupation and digging-in. Government may move to within 3 Zones of Rebel forces but may not attack. If already within three Zones of rebels Government forces will dig in. March ranges determined by time since last Intelligence Update.

c) Result of 10 - 12; Consolidation: Normal rules apply. Government will concentrate forces (March range determined by time since last Intelligence Update) to form as many armies to match the largest Rebel Army strength and dig-in at points of concentration.

d) Result of 13 - 17; Indirect Action: Normal rules apply. Government will attempt to move armies past Rebel forces and press towards (in order of priority):
i) Any ungarrisoned but Government-held English port/fortification.
ii) Any Rebel controlled English port/fortification.
ii) Any Rebel controlled English city/town/zone (in that order of priority)
iv Edinburgh.
v) Other Rebel-held zones in the Lowlands.
vi) Rebel-held strong-points in the Highlands.

March ranges are determined by time since last Intelligence Update. Government will attempt to concentrate into Field Armies meeting largest Rebel Force value at move end. May Force March. Potential Overruns and interception options may be tested for by means of ad hoc tables.

e) Result of 18 - 24 or above; Direct Action: Government will attempt to concentrate a Field Army of at least equal strength to any Rebel force in order of strength (strongest first) and, in order of the following priority, and move to attack (within a march range determined by time since last Intelligence Update). Where there are multiple targets possible this will be decided by ad hoc test.
i) Any Rebel force potentially outnumbered and containing Prince Charlie.
ii) Any Rebel force in England.
iii) Any French (only) Force in England.
iv) Any Hostile Force in any Friendly Continental Zone.
v) Any Rebel/French Force in Lowland Scotland.
vi) Any Rebel Force in Highland Scotland.

Government forces may Force March. Overruns and interception may be tested for.

3) Successful Update/Government Move: Government forces may move in line with the Policy being adopted (above) using any or all accrued Movement Points up to maximum distance accrued (see below).


D) Government March Ranges:

Government forces can move up to the maximum move distance for ALL moves since their last move/the last Intelligence Update. I.e. if three Government moves have been "missed" due to lack of Intelligent Updates Government units may move three move's worth of distance. Government forces may be intercepted. Where alternative targets of equal priority present themselves then an ad hoc dice throw must be made to decide.

E) Government Targeting: Should normally be clear through the Policy being adopted. When in doubt use an ad hoc table test.

F) Government Reinforcement decisions: When relocating units to meet garrison demands (as a result of French Intervention rises) the NEAREST applicable units will be chosen. In any case where two or more suitable units are at an equal distance to the region needing garrisoning then a dice test will determine which unit moves.

G) Weather: At the start of each Player Movement Phase weather must be tested for on a 1x6D throw for each region where Player Field Forces are present and each Sea Zone.

On a throw of 1 or less (modified by -1 in any Winter Turn and a cumulative additional -1 for Regions in Scotland, -1 for The Hebrides Regions (all) and Central North East, -2 for the Western Isles and North Sea zones) NO movement can take place in that Region/Zone for that PLAYER move (exception Forced March - treated as Winter for losses, with + 1 to the Losses Table if actually Winter and Interception).

However, IF there is a 1 or minus result for the
First player in any Game Turn these provisions affect BOTH players for the duration of that entire Game Turn.

Summary:

We'll see how things go over the next week or two. Any thoughts/queries, as always, welcome.




A Little 6mm Ancient Action..

Somewhere in Anatolia. . The army of Antiochus Elehohkhromahtistis has approached the free city of Erimoupolis with intent to subdue. The go...