1642 Game 4 – East Anglia – English Civil War Campaign

All four of us played the fourth game of Populous, Rich and Rebellious, our Campaign using Tilly’s Very Bad Day, and set in the English Civil War. I was commander-in-chief for the Royalists, with Adam as the dashing cavalry commander. Jamie commanded for Parliament with Chris leading the infantry.

Summary: At the “Battle of Colchester”, in East Anglia, the Royalists smashed Parliament in 3 game turns. For the first time we saw the use of campaign cards on table and they were pivotal, although in a subtle way.


Strategic Situation

In the second battle of the late round in 1642, Jamie attacked East Anglia.

ECW-402 Strategic Situation
ECW-402 Strategic Situation

Phase 1: Game Set up

The mechanics of Populous, Rich and Rebellious influenced most of the game set up.

1.1. Agree game size

With four players we played a big game, with big armies on a big table. Normally we play small games for two player games. But for a change we had the entire group present and we went for a bigger bash.

1.2. Recruit armies

In Populous, Rich and Rebellious, campaign cards influence the orders of battle.

Campaign Cards

Because this was a bigger game I gave each side an additional campaign card.

ECW-403 Campaign Cards
ECW-403 Campaign Cards

Parliament drew five cards:

  • Detrimental: “Illness in camp: Before the battle remove one Pike+Shot unit from the order of battle”
  • Detrimental: “Jealousy in the command structure: For the entire battle one chosen commander must roll 4+ on 1d6 in order to rally resolve”
  • Beneficial: “Spectacularly bad judgement (Sir John Hotham): Once during the battle prevent all units in one enemy command from moving”
  • Parliament: “The ‘Dog-witch’ must die: Negate Royalist card ‘Sergeant-Major-General Boy’. Retain until used”
  • Discarded Royalist: “Rupert leads the cavalry: Before the battle add one Horse unit to the order of battle”

The Royalist already had the Dog-Witch card and drew two more:

  • Royalist: “Sergeant-Major-General Boy, the ‘Dog-witch’: Once during the battle reduce resolve of one enemy unit by 2 Resolve. Retain until used”
  • Beneficial: “Spectacularly bad judgement (Sir John Hotham): Once during the battle prevent all units in one enemy command from moving”
  • Detrimental: “Desertion is rampant: Before the battle remove one unit [Pike+Shot, Shot, Horse, or Dragoon] from the order of battle”

So Parliament killed ‘Sergeant-Major-General Boy’ before we got to use him. Shame. Perhaps Rupert will get another dog before the end of the campaign.

In terms of orders of battle, Parliament lost a pike+shot unit (illness) and the Royalists lost a shot unit (desertion).

Going into the battle, both sides had a “Sir John Hotham” card to use against the other. In addition Parliament was suffering from “Jealousy in the command structure”.

Orders of Battle

For a big game with two players a side, we started with the big order of battle.

After applying the campaign cards, the two armies were balanced at 17 units.

Big Orders of Battle / 2 players a side

Royalist Order of Battle

  • 3 x Commander
  • 6 x Horse
  • 6 x Pike+Shot
  • 1 x Shot
  • 1 x Dragoon
  • 1 x Cannon
  • 17 units; 66 coins; break point 6

Parliament Order of Battle

  • 3 x Commander
  • 6 x Horse
  • 5 x Pike+Shot
  • 2 x Shot
  • 1 x Dragoon
  • 1 x Cannon
  • 17 units; 66 coins; break point 6

1.3.A. Determine attacker

The two sides were matched with 17 units so the strategic attacker was also the tactical attacker, in this case Parliament.

We give the tactical attacker the initiative in Tilly’s Very Bad Day.

1.3.B. Game duration

The last game of the year in a four player campaign is played in winter. The game limit was 8 game turns as the weather was fair and there was an early start.

1.4. Place Terrain

As usual we used Terrain Cards. We drew six terrain cards for the 3 x 2 layout needed in a big game.

ECW-404 Terrain Cards - Initial
ECW-404 Terrain Cards – Initial

We got a large wood in our centre zone so swapped it for one of the open areas on the flank. That would give us something to anchor our left flank on.

ECW-405 Terrain Cards - final
ECW-405 Terrain Cards – final

1.5. Scouting

We still didn’t do scouting. Next time as it gives dragoons more value.

1.6. Deployment

Both armies had the conventional centre and two flanks but there were some oddities.

ECW-406 Deployment
ECW-406 Deployment

The first bit was convention. Pike+Shot in the centre.

ECW-410 Royalist infantry command in the centre
ECW-410 Royalist infantry command in the centre
ECW-408 Parliamentary main body command
ECW-408 Parliamentary main body command

We had a holding command and put this into the wood on the Royalist left.

ECW-411 Royalist holding command on left
ECW-411 Royalist holding command on left

That gave a strong cavalry command for Adam on the right wing. Initially they only had a weaker Parliamentarian cavalry command in front of them.

ECW-409 Royalist Cavalry command on the right
ECW-409 Royalist Cavalry command on the right

After watching us deploy our last command, Parliament swap their right wing command to their extreme left wing. This gave Jamie a strong cavalry force on the left. But left nothing in front of the Royalist left wing command in the wood.

ECW-407 Two Parliamentary Cavalry Commands
ECW-407 Two Parliamentary Cavalry Commands

1.7. Bombardment

Nothing to see here.


Turn 1

As soon as it was the Parliamentary movement, I hit their extreme left wing with the “Spectacularly bad judgement (Sir John Hotham)” card. This card gave us the ability to, “once during the battle prevent all units in one enemy command from moving”. I didn’t want them ganging up on Adam so blocked movement on their outside cavalry command.

ECW-413 Spectacularly bad judgement delays the Parliamentary extreme left wing
ECW-413 Spectacularly bad judgement delays the Parliamentary extreme left wing

Otherwise everybody roared ahead. That included my “holding” command. With nothing ahead of them I wanted to get out of the wood and into the flank of the approaching Parliamentary foot.

ECW-414 Movement
ECW-414 Movement

Tilly’s Very Bad Day encourages charges in game turn 1 so sure enough the approaching cavalry commands charged. That is when Parliament hit us with their “Spectacularly bad judgement (Sir John Hotham)” card. This card canceled our charges. We took the charge at the halt.

ECW-416 Charge Declarations - Spectacularly bad judgement cancels Royalist Charges
ECW-416 Charge Declarations – Spectacularly bad judgement cancels Royalist Charges

Despite receiving the charge stationary, we still managed to win the melee.

ECW-418 Modest victory to the Royalist horse
ECW-418 Modest victory to the Royalist horse

And pushed one of the Parliamentary horse units away. That left Adam in a pretty good position with three units lined up against one. Lets see how that played out.

ECW-419 Rally back on the right
ECW-419 Rally back on the right

Turn 2

The general advance continued.

ECW-421 Movement
ECW-421 Movement

My “holding” wing was now moving into out flanking positions on the Parliament’s main body.

ECW-424 Royalist out flanking move
ECW-424 Royalist out flanking move

The opposing cavalry continued to approach. Adam brought his second line out to protect his flank as Jamie rushed towards him with his extreme left wing command.

ECW-425 Cavalry movement
ECW-425 Cavalry movement

Royalist muskets inflicted some casualties amongst the approaching Parliamentary foot.

ECW-422 Royalist shooting
ECW-422 Royalist shooting

Then the rear line of Royalist foot interpenetrated the gaps in the front line in what I thought was quite an impressive exchange of lines.

ECW-426 Royalist exchange of lines
ECW-426 Royalist exchange of lines

Of course Chris got the shot but didn’t inflict enough to deter me.

ECW-427 Parliamentary shooting
ECW-427 Parliamentary shooting

I went in with the Royalist foot as the Jamie and Adam’s opposing cavalry charged again.

ECW-428 Charge declarations
ECW-428 Charge declarations

It was a mixed bag of results, but generally the Royalists had a slightly better outcome.

ECW-429 Infantry melee
ECW-429 Infantry melee
ECW-430 Cavalry melee
ECW-430 Cavalry melee

By this stage the game was very exciting. The Royalist centre (foot) and right (cavalry) commands were heavily engaged with their counter parts. The Parliamentary extreme left, after a slow start, were trying to get on the flank of Adam’s cavalry command. And on the other flank, my “holding” command was rapidly approaching Chris’s exposed flank.

ECW-432 Battle lines end of turn 2

Turn 3

Chris realised he had a problem with his infantry command and started pulling it back. He also turned one of the units towards the threat of my outflanking command on the left.

ECW-434 Parliamentary movement in centre
ECW-434 Parliamentary movement in centre

Royalist musketry routed a unit of Parliamentarian Pike+Shot that was down to one resolve.

ECW-437 Royalist muskets cause rout
ECW-437 Royalist muskets cause rout

Then I closed my grip on the Parliamentary foot.

ECW-439 Royalist infantry movement
ECW-439 Royalist infantry movement

I had a lot of charges.

ECW-441 Infantry charge declarations
ECW-441 Infantry charge declarations

My dragoons charged from the flank and routed the Parliamentary foot on the end of the line.

ECW-444 Outflanked Parliamentary pike and shot rout
ECW-444 Outflanked Parliamentary pike and shot rout

Further along my pike+shot routed and other Parliamentary unit by charging frontally.

ECW-445 Parliamentary pike and shot rout
ECW-445 Parliamentary pike and shot rout

On the cavalry flank Jamie advanced as fast as he could, trying to bring his numbers to bear.

ECW-435 Parliamentary movement on right
ECW-435 Parliamentary movement on right

Adam let loose with pistols from one unit and they routed a unit of Parliamentarian horse.

ECW-436 Royalist pistols cause rout
ECW-436 Royalist pistols cause rout

Adam then did some clever manoeuvring, pulled the pistoleers out and inserted a fresh unit of horse, ready to charge.

ECW-440 Royalist cavalry movement
ECW-440 Royalist cavalry movement

Cavalry of both sides charged.

ECW-442 Charge declarations on right
ECW-442 Charge declarations on right

The Parliamentary dragoons finally routed away from Adam’s horse.

ECW-446 Parliamentary dragoons rout
ECW-446 Parliamentary dragoons rout

Nearby the outnumbered Parliamentary horse unit also routed. It had survived two turns of melee but fled on the third.

ECW-447 More Parliamentary horse rout
ECW-447 More Parliamentary horse rout

But it wasn’t all one way and a unit of Royalist horse also routed.

ECW-448 Royalist horse rout

Turn 3 saw six Parliamentary routs and one Royalist rout. That is a lot of routs.

ECW-449 That is a lot of routs
ECW-449 That is a lot of routs

There were now big holes in the Parliamentary line and left the field of battle.

ECW-451 End Game

Victory for the King.

ECW-450 End Game
ECW-450 End Game

Conclusions and Observations

Wow. Big battle over in three game turns. That was short and brutal, but strangely satisfying for all of us. I’ll briefly discussion deployment decisions, campaign cards, and big battles.

Deployment decisions

Deployment decisions were critical to the game outcome. I deployed with a strong cavalry flank on my right under Adam, a strong infantry centre of pike+shot, and a very weak command to hold the wood on the left. The left wing command only had a single shot unit, dragoon unit, cannon unit, and commander. I knew it wasn’t going to do anything constructive in the open but such a command was going to be able to contest the wood, particularly as it was on my base edge and a long way from Parliaments starting positions.

Seeing my deployment, the Parliamentary council of command deployed their infantry (Chris) in the centre facing mine. Facing Adam’s big cavalry force, they deployment a weaker cavalry command (Jamie). For the third command, the Parliamentary council had a choice: (1) do the fault deployment of cavalry on each flank or (2) weight their cavalry to face Adam. In a last minute decision Parliament moved their last command from their right flank to the extreme left flank.

This Parliamentary decision gave Jamie two cavalry commands to play with and hence force superiority on that flank. Adam had six units of horse in two lines. On the extreme flank, Jamie had three horse and shot unit. Directly facing Adam were another three horse, a dragoon unit and cannon. Nominally this was a nine units to six. Once again we found a solid concentration of horse to be more potent than a long overlapping line. In my game against Jamie in Wales, I had two spread out commands against Jamie’s consolidated horse command. I had more units but couldn’t bring them to bear effectively, and Jamie cut through the troops in front of him. The same thing happened here and Adam’s more concentrated force cut through the thinly spread troops in front of them.

The deployment chosen by Parliamentary council of command also meant Chris’s infantry command where both outnumbered and had an exposed flank. I started with modest advantage , having 6 pike+shot to Chris’s 5 pike+shot and a shot unit. But the battle winners were my dragoons and shot in the left flank wood, who had nothing in front of them. I quickly abandoned the idea of holding the wood and rapidly marched this command out into a cavalry-free flank and then attacked the Parliament infantry from the rear. Already with superior numbers, and now with an extra unit of shot and dragoons attacking from flank and rear, I really couldn’t lose.

Campaign cards used in battle

Previously the campaign cards have only impacted the orders of battle. That has a big impact, for example, the 18 Royalist to 13 Parliament mismatch in the Battle of Stratton (Game 3).

In this battle the big impact of campaign cards was during the battle.

Parliament had:

  • Detrimental: “Jealousy in the command structure: For the entire battle one chosen commander must roll 4+ on 1d6 in order to rally resolve”
  • Beneficial: “Spectacularly bad judgement (Sir John Hotham): Once during the battle prevent all units in one enemy command from moving”

The Royalists had:

  • Beneficial: “Spectacularly bad judgement (Sir John Hotham): Once during the battle prevent all units in one enemy command from moving”

It was the Royalist use of ‘Sir John Hotham’ that made the biggest difference. This delayed the movement of Parliament’s extreme left wing command. So when the two cavalry forces clashed, Adam had local superiority. Parliament did retaliate by using their own ‘Sir John Hotham’ card and prevented Adam’s horse from charging in game turn 1. This allowed Parliament to charge stationary cavaliers, with a momentary advantages, but it wasn’t significant in the overall battle.

The game didn’t last long enough for the ‘Jealousy’ card to come into play. Parliament had allocated it to the extreme left wing command. So, they arrived late and, if the battle had gone longer, they would have been less reliant to weakening resolve.

1 x 4 player game versus 2 x 2 player games

This was a big game in Tilly’s Very Bad Day. Four players with big armies on a big table. We liked it.

So I had quick conversation with the guys on my concept of rounds in Populous, Rich and Rebellious. The early and late rounds allow us to play two small games, each with 2 players, simultaneously side by side. That means we can get an entire round of battles over with in a single club night.

My wargaming crew understood that concept but unanimously voted for playing single bigger game with all players rather than the smaller games in parallel. The consequence is the campaign will be slower to play, but the games will be more interactive and more fun.

In the future I’ll change the Populous, Rich and Rebellious – English Civil War Campaign (PDF) rules to assume a purely linear sequence of play and make rounds an optional rule. I’ll also include big orders of battle for four player games and bigger orders of battle for six player games. That will, in turn, require tweaks to the campaign card rules: +1 card each for a big game; +2 cards each for a bigger game.

Year + Round Game Location Game Size Royalist Parliament
1642 Early 1 East Midlands Small Adam
Strategic Defender
Tactical Attacker
Defeat
Chris
Strategic Attacker
Tactical Defender
Victory
1642 Early 2 Wales Small Steven
Strategic Attacker
Tactical Attacker
Defeat
Jamie
Strategic Defender
Tactical Defender
Victory
1642 Late 3 South-East Small Adam
Strategic Attacker
Tactical Attacker
Victory
Chris
Strategic Defender
Tactical Defender
Defeat
1642 Late 4 East Anglia Large Steven
Strategic Defender
Tactical Defender
Victory
Jamie
Strategic Attacker
Tactical Attacker
Defeat

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 4 – East Anglia – English Civil War Campaign”

  1. Enjoying these posts and you seem to be enjoying playing the games too!
    Glad to see the honours are even, although Parliamentarian controlled Wales and Royalist East Anglia is a bit odd from a historical point of view!
    Neil

    Reply
    • The campaign allows us to forge our own version of history. Although I do intend to bring Wales back to the King.

      Reply

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