You can find them here - Tireless Antagonisms
The PDF includes the campaign rules, the random army generator for 'Dominion of Pike & Shot' and the pretty ten-area map.
I will also link it on my FREE STUFF page
You can find them here - Tireless Antagonisms
The PDF includes the campaign rules, the random army generator for 'Dominion of Pike & Shot' and the pretty ten-area map.
I will also link it on my FREE STUFF page
So I did. Walks are great for that kind of thing. Showers are great for coming up with basic ideas. Walks are the best for developing them.
This system will generate 'conventional' armies; they will always be a mix of horse and foot.
The army starts with two Horse (melee mounted) and two Foot (type undetermined at the start)
Then roll 2D6 and look up each score on the following table.
1 - Upgrade two random units to Elite
2 - Upgrade two random units to Armoured or Protected
3 - Add one Horse*
4 - Add one Foot*
5 - Add one Dragoon (Missile Mounted)*
6 - Add one Artillery*
*On a double 3-6 do the following:
On a double 3 add one Horse unit and reroll the other dice. In addition one random unit gets an upgrade (1-3 elite, 4-6 armour) and one random unit will be unreliable.
On a double 4 add one Foot unit and reroll the other dice. In addition one random unit gets an upgrade (1-3 elite, 4-6 armour) and one random unit will be unreliable.
On a double 5 add one Shot unit and reroll the other dice
On a double 6 add one Pike unit and reroll the other dice
Dice for each foot unit: 1-3 Mixed Melee 4-6 Mixed Missile.
+2 to the roll for Parliament, or for Royalists from 1644 onwards.
Roll a D6. On a 1-2 select a random foot unit and remove its Mixed status. So Mixed Missile Foot becomes Shot and Mixed Melee Foot becomes Pike.
And that's it.
A quick example for 1643.
Royalists
Start with 2 x Horse and 2 x Foot.
Rolls are 6 and 5, so that adds one Artillery and one Dragoon
Roll for the two Foot: 2 and 5 means that one is Mixed Missile and one is Mixed Melee.
Finally a roll of 6 means that both units remain Mixed.
So the army is: 2 x Horse, 1 x Mixed Melee Foot, 1 x Mixed Missile Foot, 1 x Dragoon, 1 x Artillery
Parliament
Again, we start with two Horse and two Foot
Rolls are 1 and 2, so that adds Elite to two units and Armoured or Defended to two units.
Elite gets added to the two Foot, as does armoured (we'll call it a good defensive position)
Roll for the two Foot: 3 and 6 means that they are both Mixed Missile, since the +2 for being Parliamentarian increases the 3 to a 5.
A final roll of 4 means that both Foot units remain Mixed
So the army is 2 x Horse, 2 x Elite Mixed Missile Foot in Defences
Parliament have good quality infantry behind walls or on a strong hilltop position. Can the Royalists oust them with their superior numbers?
(I am also thinking that for a campaign you might want to add in unreliable units, but I'm not quite sure how to do that yet)
Update: Changes made for a Double 3 or Double 4 to allow for an unreliable unit. Thanks to Martin Rapier for the suggestion.
If you've been following various blogs over the past couple of months you may have seen a few of them referencing the Dominion series of games. Starting with Dominion Of The Spear (for ancients and medieval) then Pike & Shot (for ... well, guess) and then Spear & Bayonet (for 19th century colonial) these are ruthlessly simple rules for extremely quick games. Perfect for running battles in a small space or with limited figures (the rules point out that you can play just using pencil and paper) they also allow you to do such things as run a campaign in a few hours.
I bought Dominion of Pike & Shot simply because it seemed to be the one that had the least mentions on blogs.
The basic game is played on a grid (which can be implied; it's not that important). The grid has three sectors for each player - flank/centre/flank - plus a reserve area. Armies are built using points and will have between 3 and 6 units (with the author reckoning that 5 units is the 'sweet spot'). You deploy one unit in each sector with any remainder going in the reserve area. Then you're ready to go.
Troops are either mounted or foot and then either missile or melee. There's a separate class for artillery too. They can be further modified by the addition of armoured and/or elite traits. Each of the main four types has another type it's good against and another that gets a bonus against it. So, for example, missile foot is good against missile mounted but vulnerable to melee mounted.
The game starts with an artillery bombardment phase that can adjust the deployment, then develops into a series of combat rounds. A sector is selected and the combat fought there. Missile troops get to fight first but melee troops have more chance of a hit. If the troops are of the same type then they fight simultaneously and can wipe each other out. Yes, there's not hits or retreats, A unit either escapes harm or is destroyed. It's brutal and quick. Units from the reserve replace losses. Once they run out a side may control a sector and can then use it to launch outflanking attacks.
It's a simple game and not that detailed, but it offers a few decisions as you play so isn't entirely a dice-rolling exercise.
For my first games I used my Great Northern War armies. They're out of period (the rules end in the 1660s), but I didn't think they were excessively so, and my ECW armies were down in the garage. I played a few games to get a feel, then decided to set up an historical battle.
So here's the 1709 Battle of Poltava pared down to the basics.
In the foreground are the Swedes - two units of elite melee cavalry and two units of elite melee foot. They have both of the foot in their battleline (right flank and centre) and one horse (left). The remaining horse are in reserve.
Beyond them are the Russians. All of their three foot are missile armed. One is armoured (the redoubts in the centre of the line). Another, in reserve, is elite, representing the Guards. Facing the Swedish left are dragoons (missile cavalry) and facing the Swedish right are other cavalry (melee cavalry).
The victory was won entirely by one unit of Swedish cavalry that simply rode everything in front of it. The Russians couldn't catch a break; three of the four units the cavalry destroyed got to shoot before they were attacked, and missed every single time.
This is a fun set of rules. Not one that you'll drag out for regular gaming purposes, but worth holding in reserve for when you need a quick wargames fix, or if you need a quick method of running battles for campaigns. For the latter I feel some small random events (in keeping with the limited granularity of the game) would make things interesting.
Playing it for GNW didn't feel too awkward, but I understand that gunpowder-era sets are on their way so it will be interesting to see how it pans out in future.
I've only found one things that's not clear. It's possible for a unit to be attacking such that it needs a 1+ on a D6 to hit. I wasn't sure if an automatic hit was in the spirit of the game, so have assumed that a 1 is always a miss. But the rules as written don't mention that.