I'm now on my second ECW campaign using One Hour Wargames. The first was played solo, but without a specific solo system, just playing both sides to see how things turn out. In the second campaign I am using the solo system from https://gridbasedwargaming.blogspot.com/2023/07/solo-decision-cards-for-ecw-wargaming.html
OHW rules for pike & shot cover 4 types of troops: Infantry (mixed pike & shot), Swordsmen, Reiters and Cavalry. For an English setting, I didn't need the Swordsmen, but was missing Dragoons and Artillery, so my game followed modifications by Alan Saunders to use the following troop types:
- Foot (Pike & Shot) (Move 6" & shoot 12" d6) Charge d6 when out of ammo
- Reiters (Move 8" & shoot 12" d6) Charge d6 when out of ammo, half-hits vs Foot
- Cavalry (Move 12", Charge d6+2, half hits vs Foot)
- Swordsmen (Move 8", Charge d6+2, half hits vs Reiters or Cavalry) May enter woods.
- Dragoons (replace swordsmen) (Mv 8" or shoot 12" d6) May enter woods. Run out of ammo, drop to low ammo and shoot d6-2. HTH d6-2
- Artillery (replaces 1st Dragoon on a 4+ roll) Move 6", may not move (or pivot) and fire in same turn. Shoot 48" d6. May not move after first shot.
- Irregulars (scenario special rule) (Mv 9" & shoot 12" d6-2) melee d6-2, unlimited ammo (archers)
The rules have no explicit officers/command function, so they are not represented.
Each side in the campaign fields an army consisting of 4 Foot, 2 Reiters, 2 Cavalry, 2 Dragoons & 1 Artillery unit. Any unit that breaks in one scenario and then takes part in the next battle, begins with 12 HP, not 15. This represents losses, green replacements etc.
For the first campaign I didn't make up names for the units of the two armies, but I added these in the second campaign, which made it easier to keep track of which regiments were engaged in each battle.
Scenario selection is random, with the winner of the previous battle choosing to be Red or Blue. Before the first battle, the players toss a coin and the winner chooses Red or Blue position.
The campaign is won by the first side to achieve 3 victories
The first battle in the campaign, looking East |
The first battle was scenario 23, Defence in Depth.
The Crown wins the toss and Lord Lummeigh elects to be Blue. The attacker is Sir Breville Towcester's army for Parliament.
- Parliament (Red) has 3 Foot, 2 Cavalry, 1 Artillery
- The Crown (Blue) has 2 Foot, 1 Reiter & 1 Cavalry, but replaces all the horse with 2 Irregulars (archers) by scenario rule.
Lord Lummeigh stationed Foot 1 in the village, with Foot 2 immediately East, both facing North. Irregulars in the woods North of the muddy river, and in the woods South of the River
Sir Breville marched on: Foot 1 & 3 went straight along the road toward the village, Foot 2 echelon Left 45 degrees to face the woods. The gun was stationed between the road and Woods to fire on the irregulars & Foot 2.
The parliamentarian cavalry arrived in the East, crossing the river at the ford & making a sweeping movement around the woods to charge into the rear of King's Foot 2.
The climax of the battle approaches |
The irregulars to the North of the river took heavy fire from the parliamentarian Foot and artillery. They soon ran back across the ford. The irregulars to the south maintained a steady harassing fire on the cavalry movements.
The key moments of the battle came in turns 5 and 6. The cavalry swept around the flank, clearing away one unit of the irregulars. Towcester's artillery and foot cleared the town. The road was now open for the red force to achieve its objective and push ahead along the road.
But just as the battle seems to be over, pursuing fire from the remaining irregulars breaks one of Towcester's Cavalry and wins the day for the King.
Sir Breville's much-reduced force continues south, but not in enough strength to make a difference.
In the next battle, Sir Breville went on to field all 4 regiments of foot, so 2 of them began at reduced strength.