How Men of Quality Resolve Differences

How Men of Quality Resolve Differences
Pudel and Peper attacks - an ugly but inevitable part of any 17th C. British Civil War, "Oh! The Shame of it All!"

Monday, December 14, 2015

Pushing 10K - definite plans in the works - Really!

Attend upon me here lad, while I finish this message with our plans...
Re-enactment of the English civil war Postcards, Greetings Cards, Art Prints, Canvas, Framed Pictures, T-shirts & Wall Art by Peter Jackson
from: http://www.magnoliabox.com/art/264757/re-enactment-of-the-english-civil-war

Well, this blog just keeps running along without me!  Here we are pushing well into 9,000 hits on our way to 10 - what would happen if I actually POSTED things?  Well, we're about to find out, as I've posted twice today and have another well along.

First post is a review of a great - if older - ECW resource, "Wargamer's Guide to the English Civil War, 2nd ed.".  Lots of new stuff out there, but not many with as much info as this book has for the gamer.  If it is a bit dated occasionally, that's easily remedied with some asking around or buying a couple other books.  Hope Bill Protz is doing well out in the midwest USA as he does some great work, even though his rules are a bit old school for my taste.

Look for more reviews to come quickly.  Have been heavily and closely reading two that are excellent and proving very formative to my own thoughts, including Osprey's "Pike and Shot Tactics, 1590-1660" as well as the wonderful surprise, "Famous by My Sword".  If you don't like to read details, all I can say is buy them both - immediately!

My development plans still revolve around a respectful start with the Neil Thomas "One-Hour Wargames" rules.  I did order his "Introduction to Wargaming" which apparently has more pike and shot as well as WWII rules.  But for me the best place to start is with OHW - start simple and figure out what the minimum chrome is needed to get the choices and feel I want.  To that end I've already played off three playtests of scenario #4, "Take the High Ground".  The second ended up being in the AAR which was posted today.  The third was the best yet, with lots of interesting maneuvering and clever use of firepower.  A good game!

As Christmas approaches, I look forward to some time off for myself, which I intend to include finishing the 40mm ECW I have from Sash & Saber and Romanoff.  These include 30 Shotte, 20 Pike, 10 Command, 7 Buffcoat Cavalry w'3 Command and 2 Generals.  Probably only enough for 6-7 Infantry, and two cavalry units, but I can get going with them on temporary basing.  It does make me think that I should order some more to have ready for the holidays just in case I've time to knock out some extra Horse, especially.  I'd love some dragoons and horse with back and breast, as well as dismounted dragoons to use as commanded shotte.  Hmmmm....

Well, I hope your advent is proving to be a thoughtful and humbling time before the joy of Christmas.  If you've no Christmas, then borrow a bit from those who do, or enjoy such holidays as you like, but at all times:

Image result for Oliver cromwell images
http://historysheroes.e2bn.org/hero/achievements/3

"Trust in God and keep your powder dry"!


1st Playtest: Neil Thomas "One-Hour Wargames" Pike & Shot rules in Scenario #4, Take the High Ground


Altho I am still fuddling around with the figures, I decided I HAD to try out the rules, at least to help me get a feel for basing, unit size, etc, which will help inform my next round of purchases. Also, I've been doing a bunch of reading and have a lot of rules ideas in my head. Still, I want to obey my maxim with Neil Thomas rules - "play them RAW, first!"

I've had numerous humbling episodes of botching up the modifications and having to go back and simplify again.  This is more easily avoided by playing the rules as written and starting with how little needs to be changed to improve the historicity and playability of the rules. During the read-through, I immediately had some things I didn't like the sound of, but again, stuck to my maxim!  So please excuse the lack of figures.

Above is the table set for the first turn.  I think it adequately presents the book's diagram, Below, altho the hill is twice the size it is supposed to be:
This is actually quite important, as the scenario states that the defending Red player must set up two units on the hill.With the smaller hill this puts the two units in the "zone of death" as 5/6 of the attacking Blue player's units shoot.  As all may shoot after movement, and all end up in range, the first playtest resulted in the two units being handily wiped out on Turn 1, and losing possession of the hill that is the objective.  On T2, the rest of team Red arrived to find their friends wiped out and the hill in enemy hands!  Needless to say, they lost playtest 1.  So I had to make some amends and let the hill be larger, and keep the two units back on the hill so they were only in range of three of the attacking Blue units.

In the foreground, Blue units are lined up on the base edge.  All horse have a small base sitting on top of the big base, while all infantry have a small base next to the big base.  The three Infantry in the center are numbered 1-3 with black dice and white pips.  The two Reiter horse have black dice and red pips.  The Cavalry unit has '1' white pip on black. 

In the background, behind the hill is the Red sacrificial lambs.  They are behind the hill because I saw that as their only chance to survive after playtest 1.  However, I put them on the hill when play started as I wanted to respect the scenario and play it RAW, also!  They are numbered 1 and 2 in red.  The red squares mark the crossing of the 1' squares, so as you can see there are nine squares of a foot, or nine square feet for this board.  Easily played out on my IKEA folding table within my home office!

Basically, the rules give a good feel for the period, which includes late renaissance through the ECW and 30YW.  "Infantry" are mixed pike and shot, and shoot 1d6 - even after their 6" move - and melee 1d6.  "Swordsmen" include rabid highlanders and sword-and-buckler men; they can enter woods and melee at d6+2.  "Reiters" shoot 1d6 - even after their 10" move - and melee 1d6.  "Cavalry" melee 1d6+2.  Both Infantry and Reiters run out of ammo if they roll a 1-2 on d6 when they shoot [so a 1/3 chance] after which they are allowed to charge enemy units.  Both Cavalry and Swordsmen melee well against their respective types and can always charge.  All cavalry melee Infantry at 1/2 effect due to the pikes, and Swordsmen melee cavalry at 1/2 effect due to the lack of longer weapons and their loose formation.  While dragoons and commanded shotte are not present, I feel like all the main units have been covered, along with all the most important effects.  So how do they play out RAW?

Below is the end of Blue T1.  I just realized that Red is supposed to go first each turn, which would help with them getting off the hill and behind it, but wouldn't help with the problem of taking and holding the hill which is the victory condition.  In any event...
The rulers show the entry distance of the Blue force, with Cavalry on left going 12", the Reiters next at 10" and within range of both Red Infantry, the two Infantry plodding along at 6", the second Reiter at 10" and in range of either Red Unit, and the final Blue Infantry 3 going 9" on the road with the 3" bonus.  
*There's no rule saying that you can't shoot using the road bonus, but you can't enter melee using the road bonus.  Red Infantry 2 is wiped out from Blue shooting - Not that hard since there's 
*no targeting rules so I was able to concentrate fire on Red 2, as well as 
*shoot sequentially until I got the result I wanted. 
Red Infantry 1 hits with a measly '1' and goes out of ammo.  Clearly, someone forgot to supply this force!  Blue 3 goes out of ammo.  The white dice are the ammo dice [out on a 1-2] and the green dice at the Hits inflicted, which are also marked on the target Units.  Blue Cavalry took the 1 Hit.

Below is the end of Red T1.  Things aren't looking good.  Note that if I had the turn sequence right, I could've moved both Red Units behind the hill and out of LoS, so they couldn't be shot.  
*This also brings up the ease with which units move - they can turn both before and after they move, up to 180 degrees.  
Altho this cedes the hill temporarily, it would've kept the Units alive for a couple of turns and they could've counter-attacked.  Goes to show that you always make some sort of mistake and you can't worry too much about results when playtesting - there's a lot to think about just with learning new rules!

Below is the end of Turn 2.  The destruction of Red Infantry 2 has left Infantry 1 in dire straights and being overrun.  Since Blue Infantry 1 & 2 can't charge until they're out of ammo, it has repositioned itself facing the Blue left flank horse, the most immediate threat.  Blue's left flank horse continue their envelopment of the hill and threaten to charge the flank.  Blue Infantry 3 and Reiters 2 advance up the road to protect the right flank by anchoring a position between the hill and wood [there are no units that can move through wood, so it's effectively an obstacle], note that they've switched positions and Reiters 2 is now on the outside.  Red Cavalry [big red '1' dice] and Reiters [red dice, black pip] lead the way, followed by Infantry 3 while 4 is advancing up the road. Shooting from Red Reiters and Infantry 4 against Blue Infantry 3 is poor - the Infantry go out of ammo and both roll a '2'.  It's bad enough to have a poor situation, but rolling badly on top of it...?  C'mon lads!  

End of Blue Turn 3 below.  Infantry 1 & 2 massacre Red Infantry 1 with another 9 Hits. Knowing this was likely, the two flanks have moved on to the reinforcements racing to the rescue.  Blue Reiters score a '5' and '6' wanging Red Cavalry and Infantry 4 respectively. This support was needed to help Blue Infantry 3 who took 4 Hits.  Reiters are pretty dangerous, overall, with their 10" move and shooting as well as Infantry.

End of Red Turn 3 below.  The lack of Red power on hill has resulted in their remaining four Units charging forward in attempt to overwhelm some Blue Units and get an edge somewhere.  With dice varying from 1 to 6 this is possible with just a bit of rolling up.  
As units have 15 Hits, it takes a minimum of three turns to destroy a Unit if you attack with a d6, possibly as little as two with a d6+2 [8 and 7 would be 15].  So both the Cavalry and Swordsmen are dangerous Units when they roll up.  Neither shoot, however.  
Anyway, Red Cavalry charge Blue Cavalry, equaling the '5' Hits they have.  Red Reiters square off against Blue Reiter 1, while Red Infantry 3 and 4 hold the line against the rest of Blue's force.  The advanced wings of Blue's force threaten Red's maneuvering yet weaken the mutual support of Blue Units - if a couple Units get knocked out, they may be in trouble. Not that they would lose the hill and the victory, but they'd certainly lose more Units.  Red Infantry 3 puts a solid '4' Hits on Blue Infantry 3.

Below, end of Turn 4.  Red Cavalry have caught up to Blue Cavalry, and the dice will decide who wins this 11 to 9 Hit contest. Similar situation between Red Infantry 4 and Blue 3, with a 10 to 14 contest and Blue's turn to attack next. The Reiters are chalking up slow but steady Hits, while Blue Infantry 1 & 2 perform low and put 5 Hits total on Red Reiters. At this point, a little luck with Red could have two Blue Units break equaling things a lot, altho the hill would still be in Blue's hands. But we are looking for defeat with dignity for Red, at least, aren't we??

Below, end of Blue Turn 5.  The Cavalry inflict 7 Hits with a 5+2 and send Red Cavalry packing. Mutual destruction is occurring between Red 4 and Blue 3 altho I seem to have forgotten to mark it. The center is peppering away, with 2 Hits to the Reiters and 7 to Infantry 3.  Blue Reiters is looking weak at 10 Hits.  Lots of problems for both sides, but Blue is still strongest.

End of Red Turn 5 below. Red managed to take out Blue 3 but lost Red 4.  The Cavalry loss was disheartening to say the least.  It would've helped a lot to have won that and threatened Blue Reiter 1. As it stands, with only two Units left to five and a weak position, Red tries to retreat with dignity.

As I seem to say so often, "The rules play a lot better than I thought".  The differences between the Units is very expressive of the period altho not reflecting the details of the ECW all the time.  The general scheme of maneuver, firepower and charges makes a lot of sense and encourages one to think like a pike'n shotte commander.  I botched the turn sequence so that's a good reminder to "always read the scenario rules carefully".  Still, the game was quite engaging and there were lots of interesting decisions to make each turn for both sides no matter how well/bad things were going.

The lack of specific rules about melee contact leave the experienced gamer to fill in the holes and the newbie to guess or dice off.  Either "system" would work fine, but I think a little effort spent in that direction would be welcome and take up very little space. Same for a target priority rule, and the turning / shooting while using road movement.  The downward spiral of Hits leaves me wanting even just a minimal ability to rally off Hits.  I can live with the historicity and suspense of running out of ammo on the first shot while rolling a '1', or never running out of ammo while continuously rolling 6s.  Some days some Units are on while others are off, fair enough.  There is a tendency for things to even out, with dice values but timing can really matter.

Overall, these are a decent set straight from the go, and won't need a lot of changes to be fun and flavorful, as well as tactical.  I do have a few changes in mind, however, that are more expressive of the choices an ECW commander would be making.  Those will be for another post!

Bill Protz's "Wargamer's Guide to the ECW, 2nd ed."

Review in short - A MUST-HAVE RESOURCE!


I saw this in a bin at Cold Wars a few years ago - can't remember the vendor, sorry.  As I like some of Protz's other work [BATAILLES DE L'ANCIEN REGIME 1740-1763(BAR), I grabbed it altho it was $16 and the print was tiny, as though someone had shrunk down an 8.5x11" book into a 5x8".  I was just starting to get into the ECW as a player / painter, and it looked like a useful resource.

The table of contents said it all, and still says it all.  It has an intro to the period, a complete set of [very old style] rules that include; how to organize your units, lots of diagrams and drawings, written orders-simultaneous movement-sequential shooting-melee.  Also useful info on uniforms, flags, army characteristics, a list of sieges, deployment, tons of info in fact!  The rules also cover lots of small details that are educational also, such as formations and the terms for them during the period.

While the mechanics of the rules have aged badly - involving lots of unnecessary details and lots of math - the information is still pretty accurate.  I think Bill must've had his sensible head on when he gathered all this together.  There are a few things that have gone by the wayside with new research, but if you want a single book that has lots of information that is 80-90% still good, then this is for you.  If you want the latest, then there are new Ospery's and publications by Partizan that update things, but this is the perfect place to start.

So - "buy this book!"

Tuesday, August 4, 2015

8000 Visits! Where this is going...

Well, things seemed to have continued developing around here altho I haven't been around to do anything!  Soon after my January post I was commissioned into the National Guard and then almost immediately dashed off to training.  Real army life has therefore pushed my pretend army life and little lead men into the background.  All this is due to finish up soon, and I'm hoping that by Sept I'll be back home and working to assemble these command pack figures.  All that will then be left is the cavalry, ten of, and I'll have finally finished my goal of assembling the entire force before purchasing any more figures.  I'm really looking forward to the command figures since they're such a great opportunity to develop some characters and personalities for the forces.

As the Neil Thomas One Hour Wargames rules have had quite an effect on my personal gaming, I will most likely next get some scenics in the 40mm range so that I can fight the little battles he puts forward.  Two bridges, some buildings and some fortifications will all be needed.  I already have a variety of trees and some other terrain that can scale up from 25mm.  Even unpainted, I can temporarily base the figures and play around with them.  Developing rules I like will also help me decide how to finish basing them.

So most likely posts this fall will be:

  • Neil Thomas Pike'n Shot rules experiments,
  • Assembly of final 20-30 figs,
  • Terrain acquisition and assembly as needed.
Hope you are enjoying the previous posts and do return this fall to see how things develop.  Until then, keep your match burning and your pikes leveled!



"Forward, forward, have at them!"  Royalist cavalry at the battle of Edgehill.
The Royalist cavalry attacking at the Battle of Edgehill
http://www.britishbattles.com/english-civil-war/battle-edgehill.htm


Saturday, January 10, 2015

Comparison: 40mm Command Packs, Romanoff v. Sash and Saber

Finally, after quite a bit of delay I'm back on this project.  Real life issues like work, family, moving, and some gaming distractions [witness my Dark Ages blog, "Spear to the Strife"] have slowed this project down quite a bit.  But the Neal Thomas rules and some focus have me back at the ECW.

Goals at this point are to finish cleaning and assembling the ten command then the ten cavalry.  After that, it will be time for gap filling, then priming.  Still can't decide what colors to prime in, tempted to go with white to brighten the color palette in general but grey and tan are also possibilities.

So I've a pack of both, partly for variety and partly because I wanted very much to see what the Romanoff figures were like as sculptors usually try their best for command figures. EDIT: found the pics at the Old Glory UK site:
Romanoff Command Pack Pic @ OGUK
S&S have pics of both command packs.  Anyway, the packs are:
Romanoff = 40RTW3 - Infantry Command (5 figures), $17  
S&S =  40ECW201 - Infantry Command A (officer-Sergeant-Drummer-2 Ensigns), $14.50

Romanoff on the left, Sash and Saber on the right.

There's a second Romanoff command pack 40RTW8 that has "officer in armor" in the description.  There's a second S&S command pack B that has officer, ensign, fifer, drummer, preacher.  
I will find this obvious Parliamentarian pack irresistible!  Actually, I'll be getting them both...

Anyway, what is in them?
Well, there's one unfortunate problem, which is that I appear to have used the command bags as a place to store much of the extra bits for both makes, as well as having grabbed some of the bits out of the bag for use on my infantrymen.  Very sorry about that!  But there are some pieces that are definitely included in the command bags, so no doubts there.

The Romanoff bag has - more importantly than the bits - four identical bodies lacking arms and heads, with the fifth being different, slimmer, check out the pic.  The four certainly have a big buffcoat and turned down boots, the fifth just a regular coat, stockings and shoes.  

Gear included is a selection of heads, a sprue or two of their arms, two arms with flag staffs, a sprue of their excellent swords in scabbards, an NCO halberd, and officer's partizan, and of course a drum.  All the poles seem a bit soft to me, and would need replacement with piano wire as they'll bend, rebend and then break, needing to be replaced anyway.  Hands included are pistol, baton, open, closed around pole [needs drilling], gesturing.  Plenty to work with.

The Sash and Saber bag has five different bodies, as follows:

  1. drummer with tassled buffcoat, right hand holding drumsticks and left arm draping over drum [quite a casual pose, really], stockings and shoes.
  2.  A "likely" officer due to the VERY big sash, armor, and sculpted lace.  Also has the big turned-down boots, holding right arm in air [quite a dramatic pose].
  3. Two Ensigns with right arm, open hand.  One has lace, a large sash, and turned down boots.  The other a jack [maybe buffcoat vest] stockings and shoes.  
  4. Waving left hand fig, sort of a "move up with me" gesture, has jacket, large sash, stockings and shoes.  

Gear included is a drum, an NCO halberd hand and an officer's partizan hand, both pole arms with tassles.  There's several heads including a bare one and of course an arm waving a hat.  Overall, if you are realistic about the variety of clothing that may be used in the field, most of the figs offer quite a bit of variety for poses in the command group or among the infantry, really.  Perhaps the only restrictive thing is the lace which should really be for officers - but then again, there's always looting, eh?

Size comparison: the 2nd from the start and end of the line are the Romanoff.  You can see that they run about 2-3 mm taller, mainly in the legs.  Still, people come in all shapes and sizes, so they should mix fine especially with heads and arms.  I think that I'll put two of the Romanoff in each group, where their sameness can be hidden a bit better with good posing and painting, not to mention arm/head selection.

A bit blurry, but this photo shows the height difference a bit better.  Basing can also help - cutting down or raising up the figures base when mounting into units.  Not worried about it, actually just happy with the variety.

Next up will be cleaning and prepping, then of course assembly.  None of the figures has excessive flash or mold lines, but all have some.  Shouldn't be too much trouble, but how the heads and arms fit is important - dictates how much green stuff will have to be used to fill the gaps.

Excited to get to these, finally, after lots of delay!  All that's left after these bags is the 10-fig cavalry unit from S&S [7 troopers and three command], which I very much look forward to - ECW oddities and plenty of cavalry are a big part of the period's interest for me.

Tuesday, December 2, 2014

Neil Thomas "One - Hour Wargames" rules: Pike and Shot Review


The Rules.
The rules come in a series of nine, from ancients to WWII.  The fourth set are the Pike and Shot  rules.  NT chose a focus that is a bit more into the continental side of the channel and more in the Renaissance than the ECW, but the rules can be easily adapted for more ECW nuance.  As with all the rules, NT picked four representative unit types, in this case: 

  • Infantry [mixed pike and musketeer battalion, ratio not specified], 
  • Swordsmen [sword & musket wielding men, armed with small shields, axes and other edged weapons, moving fast and discharging firearms at or just before charging], 
  • Reiters [armored, mounted pistoleers, using shooting to weaken an opponent then charging home, much like classical ancient cavalry], and,
  • Cavalry [fast-moving sword swinging shock cavalry acting much like medieval knights, even if armed with some pistols, often called gendarmes but cavalier in later periods].  
There is no morale system.  All units have 15 points of casualties they can take and then they are destroyed, being removed from the table immediately.  The casualties represent actual wounded but more fatigue and disorder than anything.  There's no way to remove casualty points [again, easily changed!].

The turn sequence for each side in one Turn is IGO-UGO: 
  1. Move [includes moves to contact, aka Charges], 
  2. Shooting
  3. Hand-to-Hand
  4. Eliminate Units.
Move.  Infantry 6", Swordsmen 8", Reiters 10", Cavalry 12".  Turns on the Unit center, of any amount, are permitted at the beginning and end of the move.  Charges are just a move to contact, with up to a 45 degree turn at the start, none at the end.  However neither Infantry nor Reiters are allowed to charge until out of ammo.  Quite interesting, since this demonstrates a doctrine of closing after the enemy has been somewhat weakened pretty well.  It is all simple, and pretty much forces you to think a turn ahead with your charges. 

Terrain is simple - Woods are only passable by Skirmish, the rest by everyone except for obvious things like rivers and marsh that no one can pass.   Woods are only passable to swordsmen [here representing an auxiliary infantry] and there's a 3" bonus for moving along a road without contacting the enemy.  Mounted cannot stay in a town but may move thru it.

Interpenetration.  No Units may pass thru any others.

Shooting.  Infantry and Reiters only, 45 degrees off front, and 12" range [the pistol range equaling the musket is explained by the evolutions of the Reiters, a rank trotting forward to fire then wheeling back to the main body].  Both may shoot at the end of movement.  Both use a d6 to inflict casualties. Units in woods or town halve the casualties.  When either shoot, they roll a second dice and run out of ammo on a 1-2, so a 33% chance of running out of ammo each turn of firing.  There are no rules to reload [again, easily made for scenario]. 

Hand-to-Hand.  Each side attacks during their turn only.   Infantry and Reiters at 1d6, and Swordsmen and Cavalry at 1d6+2, which makes a huge difference!  They can eliminate a Unit in two turns rolling well.  It takes at least three turns for Infantry and Reiters to eliminate a Unit.  Simple math, interesting results!  

Units defending an obstacle like hillside, woods, town or riverbank, take half casualties. Infantry halve casualties from either mounted Units [representing the pikes], while mounted take half casualties from Swordsmen.

Units may only be attacked by one unit per facing: front, rear, either flank.  Units may turn to face a flank/rear attack if not simultaneously engaged on another facing.  HtH ends with one side being eliminated. 

That's pretty much it!

As already indicated, there's plenty of space to easily add in some modifications for the ECW, the main challenge would be to not foul up the rule system with needless complexity, nor spoil the simplicity with unneeded details.  I can certainly see adding in a "Commanded Shotte" or perhaps "Dragoons" that acts as swordsmen without the melee bonus, but can shoot as well as infantry.  Mounted dragoons would be a waste of time - one would just use a weak cavalry unit instead.  Lots of possibilities, and I definitely want to do some playing with these when I'm done some Units!

4000 Posts! Updates, Neil Thomas Rules

"It is with great pride, pleasure and joy that we acknowledge the visitation of over 4000 guests to this our humble site on the concerns of this great British conflict.
Hooray.  
We do beseech you to return at your earliest opportunity.

Well, it is true that this blog has been often on my mind and rarely under my fingers.  But my gaming time has been limited, resulting in some consolidation of blog material and focus, plus I've been doing some work to observe the 100th anniversary of WWI.  

This blog will expand into the horse and musket era.  Most likely into the American Revolution, or American War of Independence, or whatever it may be called these days. Living in the locations of most of the 1777 campaign has got me thinking about 40mm for that campaign, also. But no decisions made yet.  I just feel that the ECW is the start of horse and musket in terms of rules and mentality rather than just the end of the medieval and renaissance.  Altho If I can be distracted into renaissance it will be here, also!

Recently, I've gotten some new impetus for gaming in general from Neil Thomas and his "One - Hour Wargames" book, and I couldn't resist "Ancient and Medieval Wargaming" either.  The first playtest is finished for the Dark Ages rules in 1HW, and can be found in my medieval blog, "Spear to the Strife" here: 
Actually, it is developed into a three-part post, with lots of pics and details.  As well as links to reviews by other NT fans and their blogs and batreps.  Quite good stuff really/!  Is it for you?  Maybe - best to read up and find out!

I've done some upgrades to this site, including adding some great blogs to the list, and changing some of my lists into link-lists to facilitate your visit.  I hope it helps.  

On the 40mm ECW front, I still need to finish cleaning, assembling and gap-filling more 40mm ECW, no doubt about that.  I've a cav unit, and some command, not a lot.  But one needs to get to it to get it done!  I haven't spent much time at the hobby table since our move into a new house, and I need to figure out how that will work in my new schedule.  I've managed to get in some games of the NT rules and plan some for DBA 3.0 as well.

Meanwhile, I've been playing a bunch of the NT rules, and the ones for Pike and Shot are really looking quite good.  Definitely giving me some forward momentum to progress with two sides of about 6 Units, which is what the 1HW rules use per side, with a max of ten units available to roll off from on the "army lists" provided.  While I don't think they're exactly "ECW Flavorful" they are evocative of the period and well deserve some playtests.  

The DA rules I've played about five times, and they are more nuanced than appear at first read.  Yes, I'll still experiment with some changes, but I'll be open to finding out that they're not needed or too complicated!  That is more than can be said for wargamers who change rules before they've even tried them out - which truly annoys me I might add.

Anyway, a summary of the NT Pike and Shot set will be along shortly.