1642 Game 1 – East Midlands – English Civil War Campaign

Adam, Chris and Jamie agreed to play Populous, Rich and Rebellious. As I hope you recall this is a Campaign set in the English Civil War. Chris, representing Parliament, invaded the East Midlands from London. The Royalists rose to the challenge and Adam tried to take it for the King.

Summary: At the “Battle of Ely”, the heavily outnumbered Parliamentarians defeated the Royalists in seven game turns.


Strategic Situation

We quickly did the pre-campaign house keeping. Chris and Jamie declared for Parliament. Adam and I went for Royalists. Parliament got the initiative and the order of player ended up:

  1. Chris (Parliament)
  2. Steven (Royalist)
  3. Jamie (Parliament)
  4. Adam (Royalist)

In the early round was Chris and Steven. Chris chose to invade the East Midlands and Steven attacked Wales.

ECW-101 1642 Early Round Strategic Moves
ECW-101 1642 Early Round Strategic Moves

Game 1 was Chris’s strategic attack into East Midlands. Adam was the strategic defender.

Campaign Cards

Given the battle was in the East Midlands, between the two capitals, each faction got 3 campaign cards.

Parliament = 3 Campaign Cards
+1 for being the strategic attacker
+2 for control of the adjacent Parliamentarian Capital (i.e. Lower Thames Valley)

Royalists = 3 Campaign Cards
+1 for being the strategic defender
+2 for control of the adjacent Royalist Capital (i.e. Upper Thames Valley)

ECW-102 Campaign Cards
ECW-102 Campaign Cards

Both sides got a campaign card that didn’t match their faction. These get discarded. Adam gained a unit because he drew the Royalist campaign card, “Rupert leads the cavalry: Before the battle add one Horse unit to the order of battle”.

Adam also drew another Royalist card: “Cornish Levies: Before the battle add two Pike+Shot units to the order of battle, but only if fighting in Cornwall or South West. Retain until used.” He couldn’t use this card for the battle in the East Midlands but it was going to be useful later on in the campaign.

Chris wasn’t so lucky and got two detrimental campaign cards:

  • “Army poorly supplied: Before the battle remove one Pike+Shot unit from the order of battle”
  • “Cavalry despatched to repel enemy raid: Before the battle remove one Horse unit from the order of battle”

Orders of battle

Because of the campaign cards, the two orders of battle were unbalanced. The Royalists got a generous 15 units, compared to the Parliamentary array of 12 units.

Royalist Order of Battle

  • 3 x Commander
  • 5 x Horse
  • 4 x Pike+Shot
  • 1 x Shot
  • 1 x Dragoon
  • 1 x Cannon
  • 15 units; 58 coins; break point 5

Parliament Order of Battle

  • 3 x Commander
  • 3 x Horse
  • 3 x Pike+Shot
  • 1 x Shot
  • 1 x Dragoon
  • 1 x Cannon
  • 12 units; 46 coins; break point 4

Initiative

Parliament (Chris) was the strategic attacker but the tactical defender. This is because Chris’s modified army was smaller. You can explain that any way you like, but as I see it, campaign events had tipped the balance against Parliament (lack of supplies, distracted by enemy action) and the Royalists had sought to take advantage of the situation.

Map and Table

We used Terrain Cards to generate the map and hence the table.

ECW-103 Terrain Cards
ECW-103 Terrain Cards

One big wood. One big town (Ely). Chris, as defender, had the option to rotate one of the cards, but declined. With the smaller army he liked the congested terrain.

Tactical initiative, weather, etc

Being 1642 the early round started in Autumn. There was fair weather and the battle started at noon (9 game turns not the normal 10).


Pre-game

Being a scenario most of the pre-game phase was ignored. But the Parliament cannon did score a hit in the bombardment step. Oh, and we figured the town needed name: Ely.

ECW-104 Guns of Parliament bombard Royalist shot in Ely
ECW-104 Guns of Parliament bombard Royalist shot in Ely

Turn 1

Chris, with the smaller Parliamentary side and as the defender, deployed behind the town and with the wood protecting his flank. Adam set up from the town to the left. This overlapping deployment meant Adam had to pivot his army into the gap between wood and the town.

ECW-106 Royalist movement
ECW-106 Royalist movement

Chris also pivoted so that he could dominate the space the Royalists were advancing into.

ECW-107 Parliamentarian movement
ECW-107 Parliamentarian movement

Turn 2

Adam kept advancing. Chris was content to move his shot and dragoons to the edge of the wood.

ECW-109 Movement
ECW-109 Movement

As an indicator of things to come, Chris’s artillery scored a devastating success agains the Royalist infantry moving through the edge of Ely. [Later I re-read the rules and this unit would have counted as in cover so Parliament should have roll 1d6 not 2d6.]

ECW-110 Parliamentary guns roar
ECW-110 Parliamentary guns roar

Turn 3

Adam advanced again.

ECW-112 Royalist movement
ECW-112 Royalist movement

The two forces were now close enough to open fire.

ECW-113 Near wood
ECW-113 Near wood

Turn 4

The firefight hotted up. This was a fight between rough terrain troops (shot and dragoons) versus open terrain troops (horse). Not surprisingly Adam was keen to keep his horse in the open and rely on pistols.

ECW-115 Skirmishing from wood
ECW-115 Skirmishing from wood

But nearby Adam saw an opportunity to eliminate the pesky Royalist artillery. It just took a charge and they were gone.

ECW-116 Royalists charge cannon
ECW-116 Royalists charge cannon

Turn 5

Back on the left the fire fight was going against Adam. The Parliamentary shot routed some dragoons.

ECW-118 Awesome Parliamentary musketry
ECW-118 Awesome Parliamentary musketry

Despite this set back, Adam kept advancing in the middle, past Ely.

ECW-119 Royalist movement
ECW-119 Royalist movement

Chris thought it was time to bring his flanking horse closer to the action.

ECW-120 Parliamentary movement
ECW-120 Parliamentary movement

When the firing started the Royalists got a mauling.

ECW-121 Royalists take a hammering
ECW-121 Royalists take a hammering

Both sides then launched charges.

ECW-122 Charge declarations
ECW-122 Charge declarations

Parliament scored another rout. This time from a triple 6!

ECW-124 Royalist Pike+Shot rout
ECW-124 Royalist Pike+Shot rout

Further to the right things were more balanced. Both sides got a unit reduced to one resolve and forced to rally back.

ECW-125 Balance on the right
ECW-125 Balance on the right

Turn 6

The Parliamentarian horse opened up with pistols and routed a pike+shot unit facing them.

ECW-127 Parliamentary pistols dispatch Pike+Shot
ECW-127 Parliamentary pistols dispatch Pike+Shot

Over near the wood there were a number of charge declarations. But the charging Royalist horse pre-empted and cancelled the charges of the Parliamentarian foot.

ECW-128 Charge declarations
ECW-128 Charge declarations

But charging wasn’t enough for one unit of Royalist horse. They attacked the Parliamentarian shot unit and routed away.

ECW-129 Shot deal to Royalist Horse
ECW-129 Shot deal to Royalist Horse

Turn 7

Turn 7 saw several Royalist charge declarations. But it also saw the Parliamentarian shot get into the rear of one Royalist horse unit.

ECW-131 Charge declarations
ECW-131 Charge declarations

There were five melees. Melee 1 was a deadlock despite it was two to one against the Royalists, and they were only throwing 1d6 due to having enemy in rear.

ECW-132 Melee
ECW-132 Melee

In Melee 2 the Royalist horse routed their foot opponents.

ECW-133 Parliament loses Pike+Shot
ECW-133 Parliament loses Pike+Shot

Melee 3 was a Royalist success, with the Parliamentarian foot being driven back. Unfortunately the royalist general was killed in the process.

ECW-134 Royalist general dies
ECW-134 Royalist general dies

With the Royalist general gone, another unit in this command routed. And that meant six units lost and the Royalists broke.

ECW-135 End game
ECW-135 End game

Observations and conclusions

Score one for the Parliamentary side. Chris took the game, despite having the smaller army, through clever deployment and a bit of luck.

This was our first table top game for a while and we were a bit slow setting up. This allowed quite a lot of time for catch up. Once we were into it, the game took only 90 minutes.

Good things about Populous, Rich and Rebellious

One game in and I’m quite pleased with the Populous, Rich and Rebellious Campaign system. The campaign card system proved its value. We got a match up of 15 units to 12, which under normal circumstanced wouldn’t be possible. And even better … it was a great game with the smaller side winning. I was very happy to see that.

The Terrain Cards continue to offer interesting and playable maps, generated simply.

Improvements to Populous, Rich and Rebellious

But not everything is rosy with Populous, Rich and Rebellious. Here are a few things for me to consider if I ever do an new version.

Oddities in the map

For a start the map was a bit odd, with Oxford being too far north (in the North Midlands) and the midlands stretching too far south. So changed the map.

Update to the ECW Campaign Map
Update to the ECW Campaign Map

To avoid confusion, I have retrospectively changed all the photos of the campaign moves to use the updated map.

Is the weather and time of day rolls worth the faff?

I rolled for weather and time of day, I’m not sure the slight level of faff this requires is worth the effort. Maybe Adam can tell me whether weather and night fall were important in any of the big English Civil War battles.

Recruitment between capitals was confusing

This game was set between the capitals, and I think the recruitment bit of the campaign cards section can be clearer around the capitals. It currently says:

You get one campaign cards for each recruitment factor that applies:

+1 if you are the strategic attacker so are assumed to have prepared for the campaign
+1 if you are the strategic defender so control the contested region
+1 for each friendly controlled region adjacent to the contested region
+1 if you control Lower Thames Valley and this is either the contested region or an adjacent region
+1 if you control Upper Thames Valley and this is either the contested region or an adjacent region

I think this would be clearer:

Each player gets one campaign card for each recruitment factor that applies:

+1 because you are fighting a battle
+2 if you control the contested region and it is a capital (Lower Thames Valley, Upper Thames Valley )
+1 if you control the contested region and it is not a capital
+2 if you control the Royalist capital (Upper Thames Valley) and it is adjacent to the contested region
+2 if you control the Parliamentary capital (Lower Thames Valley) and it is adjacent to the contested region
+1 for each other friendly controlled region adjacent to the contested region

No quick reference sheet

Lastly, I think I’ll write a quick reference sheet for Populous, Rich and Rebellious. The rules have a lot of bits but the sequence of play is quite short and I found myself having to hold the rule book all the time. Which is always a bad sign for a set of rules.


Where to get Tilly’s Very Bad Day and Populous, Rich and Rebellious

Both are available for download as PDFs:

Tilly’s Very Bad Day (PDF)
Populous, Rich and Rebellious – English Civil War Campaign (PDF)

2 thoughts on “1642 Game 1 – East Midlands – English Civil War Campaign”

  1. I like those green arrows for marking charges. At first, I though that they were superimposed on the photos like the blue movement arrows and the red and blue caption text, but the light and shadow make it clear they were markers used during play. Are they made from wood / MDF and painted green or just thick card…? Did you buy them ready cut or are they home made…? Please, do tell…! 😉 I think these would be really useful movement markers for a variety of wargames.

    Reply
    • The arrows are commercial. MDF / Wooden 20mm long and 3mm deep. I got a pack of 50 from eBay for not very much. Then I spray painted them. Mostly you see the green ones, but I also did blue, red, and black … just in case.

      Reply

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