This last weekend we put on a large ECW game at Britcom utilising the embryonic Black Powder ECW rules. Whilst we realise that these are very much work in progress, you may benefit from our experience.
Firstly, it was a large game. The Royalist army fielded approximately the following:
Right wing cavalry: approx. 5 units of Gallopers
Infantry: approx. 15 Battalia/6 guns
Left wing Cavalry: approx.4 units of gallopers
The Parliamentary army fielded approximately the following and were defending a village:
Right wing cavalry: approx. 3 units of Trotters
Infantry: approx. 8 Battalia/6 guns
Left wing Cavalry: approx.1 large unit of gallopers, 1 large unit of trotters, 2 units of trotters and a unit of dragoons.
Taking the rules as they appear on the typed sheet:
Artillery out of action rule.
Putting guns out of action on a die roll containing 2 ‘1’s does not work as a gun shooting at 6 ranks of pikemen is more likely to be put out of action than one shooting at 2 ranks of musketeers. We just rolled two dice every time the gun fired. Not that we used a mortar, but it will never be put out of action.
Moving artillery.
We allowed light guns to be manhandled. We cannot see that anything heavier could move at all. Firstly they were normally emplaced on a wooden platform. Secondly, the horse or ox teams were usually miles away by the time the action started and in any case the carriages were not suitable for towing. (We could be wrong on this, but would be interested to hear of any tactical movement of other than light artillery in the ECW/Thirty year’s war period.)
We did allow light guns to make a manhandled move and then fire, although this may have been a bit generous.
6” initiative Order distance
We found this practically too restrictive. We used it, but found that apart from foot; practically no initiative moves were made. It left cavalry very vulnerable to infantry musketeers who could poor fire in with a relatively good chance of not receiving any retribution.
Hedgehog
How precisely does this work. We assumed it was as for forming square, i.e. on a double 1 or double 6 you fail. We regarded the odds as too low, so we used a command throw which allowed for the unit quality.
However, we can see that this mechanism could be misused as it can be forced, by a cavalry commander with little intention of carrying it out. It was only used once in our game. The cavalry needed three moves to make it. As it happened they succeeded, but the infantry had ‘hedgehogged’ anyway.
What does a hedgehog count as target wise? Do you count as shooting at musketeers or pikemen? Can the musketeers in the hedgehog fire? (presumably not.) Can the hedgehog move? After being charged and formed, can the cavalry just carry on firing at it with pistols in subsequent moves?
Defending an obstacle:
We found that +2 for a stonewall was overpowering.
Disorder.
What does ‘units remain disordered from turn to turn’ mean? We just used the normal disorder rules, i.e. units shot into disorder recover at the end of your move.
Troop types.
We actually dropped a massive ‘cod’ here because we did not notice that musketeers were on a +5 morale till right at the end of the game. We used +4. Put it down to normally fighting Napoleonic’s. Whilst we can see where you are coming from here, we found that musketeers normally shot at musketeers, except when the pikes were directly in front of them. If you give the musketeers a lower save, towards the end of the game you are going to have a lot of Pike heavy units running around, and/or, everybody is going to concentrate on shooting the musketeers in order to get rid of the pikes. This does not seem reasonable, or historically accurate. See later comments on mixed battalia.
Fire and Flee
Can Dragoons who ‘fire and flee’, fire in their own move? If so, they fire twice as fast as everything else.
Mixed Battalia
We had a number of problems with these:
Firstly, as already mentioned, all the casualties tended to accumulate on the Musketeers, and that’s without the +5 save.
Secondly, in multiple combats, because of the different sizes of Royalist and Parliamentary regiments, you ended up with overlaps and Pike fighting muskets. This led to some pretty funny combat results and lively discussions as to who was fighting who. Quite frankly, it does not seem to work.
Thirdly, when you send in a pike block on its own, the supporting musketeers on either side of the defending pike block do not get to do closing fire. The situation when the charging pike block is wider than the defending pike block is another complication. Do the musketeers fight as well and can they then do closing fire.
Fourthly, should not the defending pikes be allowed to counter-charge in pike vs. pike combats?
When we originally started using the rules for this period, we utilised the pikes and muskets as a combined unit. Command musketeers in front were used like skirmishers in Napoleonic’s. Otherwise the shot were deployed on either flank or mixed on alternative bases. We think this is a much better idea. It removes all the arguments as to who is fighting who, and whether the casualties are pike or shot and ensures the units stay together, not wander around the battlefield in different directions. You also tend to stick to battle lines. In combat or shooting, you just throw the appropriate number of dice for the number of figures and type present. All you need to adjust is the morale levels of the bigger units. They will then become shaken as a whole. I am not convinced by the present system where parts of a regiment become shaken.
I understand the point made previously, that in some periods you might require independent units of pike and musket, but I do not see why either method cannot be catered for in the rules as appropriate to the period or tactics of the troops in question. Otherwise, I think you are in danger of creating all sorts of problems in order to cover a wider period. Precisely, the mistake that the George Gush Renaissance rules made.
Pursuits
On both right flanks, the opposing cavalry were completely swept away. The parliamentary cavalry on the right succeed in doing this very early on, so we actually recycled the defeated royalist cavalry, as the game was meant to last two days. However, not a single unit of horse pursued off table. Given our understanding of most engagements in this period this seems to be a major omission in the simulation.
Cavalry Combat resolution.
Nearly every cavalry combat was decided by the placement of supports. I actually do not have too much of a problem with this, but it does mean that that as the combat starts to turn one way on a wing, it is almost impossible to reverse the trend. The problem is that with similar types of cavalry, it is difficult to win a combat with more than an advantage of 2 casualties. However, some of our players were not happy. Any thoughts on the subject? Are supports too great an influence, and is this desirable in a ‘fun’ game?

