I've been testing my new activation system for the ECW Portable Wargame with small games - about six units per side - so I thought that it would be useful to try it with a larger game. To that end I set up my 1st Newbury scenario again. This has ten units per side, so each army gets eleven activation dice to play with.
In addition to the activation system I used my modified combat result roll. I have in fact used them for all of these test games, so thought it best to repost them:
"When rolling for the effects of a hit, an unmodified die roll of 1 means that the unit loses 1SP and must then roll for the effects of a hit again applying the second result as well. This may be an unmodified 1, in which case keep rolling.
When rolling for the effects of a hit, an unmodified die roll of 6 means that the unit must retreat if it is able. You cannot lose an SP instead, unless no retreat is possible."
The first result messes with the steady attrition effect of the Portable Wargame, and allows for sudden collapses. The second means that there's always a chance your opponent will be forced to give ground, making attacks on defended positions more viable.
Anyway, here's the setup. I randomised the troops' starting positions using the diagrams in THIS POST on Portland Little Wars. Royalists are to the right and Parliament is to the left.