ECW: Victory without Quarter - 1st game
Posted: Mon Apr 10, 2023 7:28 am
I was going to run a solo game or two to get used to the rules but an opportunity to play a game against some of my pals arose so I went for it. The game is a free set of rules designed for fast play ECW battles. It is card-driven, simple yet redolent of an ECW-flavour.
The scenario used about 75% of my figures & involved a Scottish Covenanter army trying to wrest control of 3 objectives from a English Royalist army. Additional Victory Points were to be gained by damaging or destroying enemy units.
Figures are mostly metal, Tumbling Dice 1/72 scale.
The table with the two armies deployed.
Re-enforcements. To arrive when the right card was drawn. This was nail-biting in that the Royalists arrived quickly whereas the Covenanters late- in the nick of time.
My beloved Covenanters have always been 'easy-beats' so I was keen to see them in action in a game that gave them potential.
I and a friend who'd never wargamed before took the Royalists. We built up a strong right flank & waited for re-enforcements to arrive on the left whilst our excellent cavalry dominated the centre.
Meanwhile, the Covenanters quickly seized strong points.
The Scottish artillery played a pivotal role.
Amazingly, the inferior Scottish cavalry drove off the over confident Cavaliers
Prince Rupert was killed though his dog, Puddle, joined up with a Royalist courier, sent by Charles to seek aid.
Too late.
Biggest disappointment? My Scottish dragoons who did nothing.
The game & rules were both great. We played it out in under 3 1/2 hours but keep in mind I was the only one who'd read the rules prior to the game & although two of my pals are veteran wargamers, the fourth wasn't. Bigger, faster games in the future, I think.
I was worried the card deck might prove to be intrusive. It wasn't. The Event cards were a great hit. I think there may be too many artillery cards so we will cut these back next time. The only other proposed tweak is to allow units to "shimmy" sidewards or backwards for 2" in the movement section.
The rules seem to be what I've been looking for.
donald
The scenario used about 75% of my figures & involved a Scottish Covenanter army trying to wrest control of 3 objectives from a English Royalist army. Additional Victory Points were to be gained by damaging or destroying enemy units.
Figures are mostly metal, Tumbling Dice 1/72 scale.
The table with the two armies deployed.
Re-enforcements. To arrive when the right card was drawn. This was nail-biting in that the Royalists arrived quickly whereas the Covenanters late- in the nick of time.
My beloved Covenanters have always been 'easy-beats' so I was keen to see them in action in a game that gave them potential.
I and a friend who'd never wargamed before took the Royalists. We built up a strong right flank & waited for re-enforcements to arrive on the left whilst our excellent cavalry dominated the centre.
Meanwhile, the Covenanters quickly seized strong points.
The Scottish artillery played a pivotal role.
Amazingly, the inferior Scottish cavalry drove off the over confident Cavaliers
Prince Rupert was killed though his dog, Puddle, joined up with a Royalist courier, sent by Charles to seek aid.
Too late.
Biggest disappointment? My Scottish dragoons who did nothing.
The game & rules were both great. We played it out in under 3 1/2 hours but keep in mind I was the only one who'd read the rules prior to the game & although two of my pals are veteran wargamers, the fourth wasn't. Bigger, faster games in the future, I think.
I was worried the card deck might prove to be intrusive. It wasn't. The Event cards were a great hit. I think there may be too many artillery cards so we will cut these back next time. The only other proposed tweak is to allow units to "shimmy" sidewards or backwards for 2" in the movement section.
The rules seem to be what I've been looking for.
donald