Campaign: 2nd Hardican Civil War – 1608 : Player Brief
Introduction
Hardica is a country somewhat like the UK in climate and
peoples (Although a lot larger). So, it is temperate cool with maritime
influences and the people range from celtic type, northerners from seagoing
invasion, some more southerly continental and islanders. From 644, they were ruled by a single king
and although dynasty change did occur, the form of government varied little
until the War of (Hardican) Succession from 1438-1442 when the growing role of
the House of the People led to it beginning to wield some power. During the years down to 1588, it contested
with the monarch for certain rights and privileges. In that year, the King, Henry VI (The Despot)
dismissed the House, arresting fourteen key members and declared that the
nation would revert to the constitution of King Simon I (The Scribe) of 1338.
Civil war followed.
Five long years of struggle and indecision followed before the House was
victorious, led primarily by Charles Langley, Earl of Sedgewater, his second in
the creation of the army, Lord Thomas Kirby, Marquess of Raffham, Sir Ralph Hopton, Earl of Shellborough and
Lord Patrick Stirling, Earl Stewart.
Five more years have passed but life has not been smooth. The
House, with a Lords Council as its control, has wrangled and delayed with
leadership shifting often. Finally, frustrated by the apparent failure to make
headway after sending the king into exile, the key political figures coalesced
into two factions, one believing that a Lord President should ead rhe council
with king-like powers to balance the house and to rule from day to day. This
faction is headed by Charles Langley who has been proposed as Lord
President. The other, appalled by the
idea of restoring a king after the pain of removing one is led by Sir Thomas
Kirby. They believe the House ought to have all the power with an elected
council that is within the house led by one man but whose power is limited by
the vote of his council and ultimately by the house.
The Brief
You are one of the lead figures in the conflict. The email
to which this is attached will give you a character and background, known
friends and faction, starting base and any other information. You may change faction if you wish but you
should have good reason and it is liable to lose you all your friends.
Your aim is to ensure that your faction wins the war. You
don’t have to kill the opposition, after all, they were your friends,
once. You need to neutralise their
ability to wage war.
If a main character is killed or captured, a new one will
take over that faction (you will nominate which of your captains will take up
the general’s hat). You are only
effectively out of the game if you cannot raise points and maintain a force any
further in which case, you can only play a political role, thereafter.
Raising and Maintaining Troops & Movement
You start with 20 points of supply. Your base will be sent on the email and will
be worth so much from the 2nd round onwards. At the outset, you can
raise men from your base settlement but it has a limit (see table attached) of
men it can raise in a time period (12 turns).
Once it has raised its limit, it can raise no more until 12 turns have
elapsed. After that, it may be possible to revisit. So for example, a 6 point settlement can
raise a maximum of 6 points/turn and support a maximum of 6 points for the next
12 turns so perhaps it will raise a cavalry unit in turn 1 (6/4 ongoing) then
in turn 2, a mixed foot unit (3/2 ongoing).
That is now 6 per turn, its maximum capacity in available men.
The following are the main costs;
Pike Unit (300-350 men) costs
2 to raise costs 1 to
maintain/turn
Musket Unit (250-300 men) costs
3 to raise costs 2 to
maintain/turn
Scout Cavalry (150 men) costs
5 to raise costs 4 to
maintain/turn
Standard Cavalry (150 men) costs
6 to raise costs 4 to
maintain/turn
Mixed Foot (50-50 Pike & Shot) costs 3 to raise costs 2 to maintain/turn
Guns can only be bought when offered for sale.
Other units will be offered at specific prices when the game
is in progress.
Movement
Each map square is 50kmx50km. Foot can march about 15-20miles/day even at
top rate. Cavalry can easily double that. Messages have to be conveyed by
riders or footmen so communications might be slow. You can devise other ways to
send messages that fall in 17thc parameters.
Typically, an army will take 3 days to cross 1 square on the road (brown
lines) Off-road you can halve that speed.
Rivers can only be crossed at fording points and
bridges. Light blue shows navigable
river (by ship) The darker mid blue is still unfordable water.
You can choose to create supply points with points left in
them. Otherwise, to maintain your army,
you must be able to trace an open route to your current base. Changes of base are allowed but could be at
loss of some points of supply abandoned to the enemy or wasted. Keeping open routes to supply is important.
An army going a turn unsupplied will lose some morale. At the end of a second
turn unsupplied, units will start rolling to disband.
Supply Carts –
Can travel at 25km/day carrying 10 points of supply per wagon train. To purchase the carts for such a train costs
3 points and it costs 1 point to use each trip. The owning player must state
where the wagons are stationed at any time.
Once a train has moved off, that supply is not cut off by the loss of a
route to base.
Ship Supply –
Ships can be hired to take supply from any point where the river is light blue
around the coast and to another similar point.
A supply convoy can carry 20 points of supply and costs 5 points to
hire.
Initial Deployment
Your first move is to spend what you wish of your 20 points
on raising troops and to declare where they are deployed. It is best to operate
about 3-4 units, balanced 50-50 pike and musket together plus maybe 2 cavalry
before breaking up forces into smaller designations. Cavalry can be sent to scout with orders
that cover 1 or more turns of movement.
Messengers cost
nothing to send but you are limited to 1 messenger per active unit that you
have. So, if you have 2 pike, 2 musket
and 2 std cavalry, you will have 4 foot messengers and 2 riders available plus
1 rider (you always have one courier on your personal staff.)
You may order any number of units to march together. If they
encounter enemy they will automatically adopt best tactical positions and
fight. The level of leadership decisions
and troop morale will depend on previous encounters and leadership levels
established (by me by draw of card when the officer is first appointed.) Experience and success increases
quality. At the start, all troops will
be “green” with a morale of 2 apart from one unit, your own guard who will have
fought in the last war and will be rated 5 and experienced. Your main leader is also a 5 level general.
If you choose to send your main leader in command, you must
state that is the case.
End of Turn
At the end of a turn, we will check the total points you
have left, what points you have gained by conquest and your new supply level.
Against that will be checked your current army strength and points needed to
supply it. That will give a balance over at the end of the turn or a
deficit. You can then issue the next
orders, bearing in mind the importance of re-supply where that has become an
issue.
Supply Values of Main Settlements
Settlement
|
Supply Value
|
Other Notes
|
The Shrive
|
25
|
Main Capital (inside gates) plus Shrive Castle. (One off – gun
stored)
|
St Pauls
|
10
|
Part of the Capital, Sir Henry Tremayne(K), Sir William Stanton(L)
|
Halton
|
10
|
Part of the Capital, Sir Bryndham Hale (L), Sir Nigel Hartwell(L)
|
Frinton
|
10
|
Part of the Capital Sir Jeremy Morley(K), Sir Thomas Hall(L)
|
Barfold
|
10
|
Sir Francis Manderley, Sir Walter McBride
|
Minster Stowell
|
10
|
Sir Francis Haddingley (L), Sir George Marks(K)
|
Musgrave Sands
|
5
|
Sir Jocelyn Melville
|
Redthorpe
|
15
|
Plus Redthorpe Castle – one off gun stored, Sir James Spencer
|
Blackport
|
12
|
+Blackport Castle., Sir Henry
Vines, Earl of Westmoor
|
Hornborough
|
15
|
+Hornborough Castle, Sir Fengrove Parry, Earl of Easthold
|
Eden Wells
|
10
|
Sir Percival Blake
|
Tynwater
|
5
|
Sir Henry Douglas
|
Middlehampton
|
10
|
Sir Edmund Butler
|
Little Hampton
|
4
|
Sir Samuel Butler
|
Hampton on the Hill
|
6
|
Sir William Butler, Sir Richard Fox-Barton
|
Minton
|
10
|
Sir John Braxton (L)
|
Stanport
|
12
|
Sir Thomas & Sir Edward Byrne, Sir Hugh Morton
|
Breymouth
|
12
|
Sir Frederick Willoughby
|
Newchurch
|
10
|
Sir Geoffrey Morton (L)
|
Meadmore
|
8
|
Sir Giles Somerville
|
Coles Moor
|
5
|
Sir Duncan Farringley(K)
|
Stanton Brimard
|
12
|
Sir Clive Camberwell (K)
|
Winchurch
|
15
|
Sir Edward Cooper
|
Malsbury
|
12
|
Sir Welland Baker
|
Penfield
|
12
|
+Penfield Castle, Sir Pelham
St John Devereux, Sir Miles Wolfden
|
St Martins
|
10
|
Preacher John Cobb
|
Lodenbridge
|
6
|
Sir Hadleigh Moore-Fenton
|
Farren Mill
|
5
|
Sir Lyall Wetherick(K)
|
Stourwold
|
8
|
Sir Paxton Gilbert
|
Wendlemore
|
12
|
Sir Owen Kentigern(K)
|
Candleridge
|
4
|
Sir James Fitzpatrick
|
Edenwood
|
8
|
+Edenwood Castle (Part Ruined), Sir Stafford Le Grange
|
Shellford
|
6
|
Sir Nicholas Beresford
|
Rivenbridge
|
7
|
Sir Arthur Laidlaw(L) (Riven Glen)
|
Rivenford
|
5
|
Sir Brendell Sullivan
|
Lodenvale
|
8
|
|
Medbridge
|
6
|
Earl of Northmoor, Sir Edmund Beresford
|
Maidenpool
|
8
|
Sir Christopher Seymour
|
Greysby
|
6
|
Sir William Barrett (L), Sir Wallace Campbell (L), Sir Connal
Murray(K)
|
Chelby
|
6
|
Sir Edward Makepeace,
|
Turnwall
|
8
|
+Part walled town defence
|
Wilcombe
|
10
|
Sir Landon Fitzwalter
|
Albridge
|
3
|
|
Warboys
|
6
|
+Warboys Hall, seat of Lord Hopton (Ralph, Earl Shellborough)
|
Raffham
|
6
|
+Raffham Hall, seat of Lord Kirby (Thomas, Marquess Raffham)
|
Kenwick
|
8
|
+Kenwick Burgh, seat of Lord Stewart (Patrick Sterling)
|
Brindley
|
6
|
+ Brindley Hall, seat of Earl of Sedgewater (Sir Charles Langley)
|
Renwick
|
8
|
Duke of Cambernauld, Sir Robert Campbell
|
Farlowe
|
8
|
Earl of Farchester, Sir Edward Grey
|
*The above table may be updated from time to time with a windfall or new level of supply which will be highlighted when it is sent out. Also if any other settlements are introduced which have become significant.
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