Regiment of Foote : Armies and Deployment

–The Armies–

RoF2 provides army lists for several period armies: early and late Royalist, early and late Parliamentarian, New Model (English), Montrose, and Scots Covenanter. The lists provide notes on general make-up and the point cost of each unit type. Armies are then built up to 160 points.

There is, of course, no Irish Confederation army so I used a combination of Covenanter Scots and Montrose Royalists. The Irish often had more pikes and, as with the Munster army at Liscarrol, some all pike units. Therefore I added a type for all pikes weighting it to the RoF2 preference for close combat troops:

RoF - All Pike Regiment

The Scenario generation package was used to assign command gifts to the CO (Commanding Officer) and the two subordinate FO’s (Field Officers) of each army.

The selected Irish army is shown below:RoF-Moanduff - Irish ArmyIrish point values:
      2:1 MP foot
2 Veteran 14 = 28
2 Trained 7 = 14
     1:1 MP (pike heavy) foot
2 Conscript 7 = 14
       All Pike
2 Conscript 8 = 16
     Charger Horse
1 Veteran 11 = 11
1 Conscript 5 = 5
     Pistoler Horse
1 Trained 6 = 6
1 Conscript 4 = 4
      Guns
1 Heavy (trained) 5 = 5
1 Light (trained) 2 = 2
     Irish Commanders
CO General Garrett Barry – gifts – Attack, Morale, Defend
FO Colonel Desmond O’Brien (red base) – gifts – none
FO Colonel Rory O’Moore (Orange base) – gifts – none

Irish Total Points 91

Garrett Barry was a professional soldier who commanded the Irish forces at the Battle of Liscarrol. The subordinate field officers are fictional.

The selected English army is shown below:RoF-Moanduff - Englsh ArmyEnglish point values:
     2:1 MP foot
4 Veteran 14 = 56
2 Trained 9 = 18
     Charger Horse
4 Veteran 11 = 44
2 Trained 7 = 14
     Dragoons
2 (Trained) 3 = 6
     Guns
3 Light (Trained) 2 = 6
     English Commanders
CO is Marquis of Ormond – gifts – none
FO is Col Michael Jones (purple base)  – gifts – morale
FO is Sir Charles Coote (blue base) – gifts – Attack, Morale, Defend

English Total Points 144

All the English commanders are actually Anglo/Irish. James Butler, the Marquis of Ormond (actually changed to Ormonde when he was elevated to Marquis but I use simplest forms) was the Lord Lieutenant of Ireland. Because of this position he is the CO, although he was clearly a much better politician than soldier.

Michael Jones was a professional soldier who fought for Parliment. A brilliant field commander, he defeated an Irish Confederation army at Dungan’s Hill and a coalition army of the Irish Confederation and Anglo/Irish Royalists (under the command of Ormond!) at Rathmines.

Sir Charles Coote (the younger), although not as brilliant as Jones, was a competent field commander defeating a Scots Engager army at Lisnagarvey and an Irish Confederation army at Scarrifholis. Like his infamous father he was profoundly anti-Catholic.

–The Deployment–

RoF2 has specific rules for the order in which troops of each side are deployed but when using scenarios these locations are specified which is what I will do. There are several resources, the dog, the preacher, and fierce shooting I will not use in this first game.

I deployed the Irish first in what I think is a strong defensive position – studied it awhile – then deployed the English.

Without a clear grasp of the rules, deployment ends up being a bit tricky. It is not so much the desire to “game” the system but more that each rules set provides a slightly different view of historic reality. So I deployed in a way that makes sense to my own understanding:

RoF-Moanduff - initial Deployment

Only a total of three units may be deployed in a single square with the first occurrence of a light gun or dragoon unit not counting. The command pieces also do not count as units.

An interesting feature is that all units are always oriented (facing) the opponents back line. Units are simply assumed to take the proper facing for the current tactical situation. It took me a while to figure this out since the rules illustrations often show units in different facings to emphasize a particular point. It quickly becomes obvious, however, that not dealing with the minutiae of changing face, wheeling, formation changing, etc., accelerates the game tremendously.

A view from the western edge of the board:

RoF-Moanduff - initial Deployment looking east

–Final Pre-game–

There are three final pre-game steps that still need to be carried out before play can commence and they are executed in the following order:

The dragoons push forward.  Dismounted dragoons often filled the role of skirmishers who would advance to harass the enemy’s flanks and approach. This pre-move allows the dragoons to position ahead of the army.  The defender moves first then the attacker. In this case there are only dragoons on the English side.

The dragoons move directly forward until in desired position or contacting the enemy or halted by scenery. This last seems contradictory to capabilities stated for dragoons (they are not inhibited by scenery) so I will not use the scenery halt until I have better clarification. The English dragoons push forward:

RoF-Moanduff - The Dragoon Advance

OK, so in setting up the Irish defense I assumed that the stream, bog, and woods would slow up any advance on that flank – didn’t grasp what dragoons can do, so I now have English dragoons deep behind the Irish defense – bloody hell!

Death Rolls. Since in the scenario generation procedures it is assumed that both sides have brought armies of near 160 points and since the defender is given certain advantages, there is a pre-battle step that attrites the defender’s army. This procedure is called “Death Rolls”! Some units may become casualties, some may be reduced, but in either case the casualties are added to the off-board reserve for possible re-entry into the game. I love it – I am in favor of anything that messes with planning. Working from a scenario, however, I don’t need this step – the Irish are already substantially weaker.

The cannonade. It was typical of many British Civil War battles (from Edgehill to Tippermuir to Benburb) to open by firing the guns to disrupt the opposition deployment. Frequently it did little damage but it was certainly frightening! With both sides having guns the cannonade is employed:

RoF-Moanduff - The Cannonade

As it turns out only the Irish heavy gun can hit anything! Light guns have a range of four squares (medium and heavy are unlimited) and the cone of fire for all guns is the column of squares to their front and the column on either side of it. The English guns could hit the Irish conscript foot behind the village but has no LoS.

As it turns out I mis-interpreted the artillery rule regarding firing from a hill over intervening squares, building and woods can NOT be fired over! I’m going to allow it since I’ve already messed over the Irish with respect to the dragoons and it would not be fair to effectively eliminate their heavy gun also (besides this illustrates how shooting works).

The Irish heavy gun rolls three d6 (medium 2d6, light 1d6) to determine the number of hits on the target. In the cannonade you have the option to re-roll BUT since the English did not participate in the cannonade THEY control any re-roll. The English decide to stand pat with nine hits.

The hits are now distributed among units in the square (by groups of two’s and with the targeted player placing the the first group). The general cannot receive hits in the cannonade but all other units in the square must receive hits before any excess can be applied to a single unit. The yellow die indicate how the hits were parsed out:

RoF-Moanduff - Cannonade Hit allocations and saves

Saves (the white dice) are then rolled. For veteran foot units rolls of 3,4,5,6 are saves with one roll for each hit. So out of nine hits only two actual casualties occur and in different units:

RoF-Moanduff - Cannonade casualties

For the English player it must at first have seemed he was up against the “Guns of Navarone” so things could have been much worse. Still casualties in what is effectively a veteran brigade of foot is of some consequence.

In the photo above two casualty markers are placed in the square and (since I don’t have half-bases) pink cubes indicating half-base loses. A musketeer base in both the Lifeguards and Rupert’s are now halved (the targeted player decides which bases are reduced).

Now – with all the preliminaries out of the way – we can move on to the main event – the battle to secure the road beyond Moanduff (or for the Irish, prevent same).

I next intend to do the battle report as a single post.

Addendum:

Peter Pig is now beginning to put up a series of videos that offer some instructions and examples for Regiment of Foote, 2nd Edition.

 

 

3 thoughts on “Regiment of Foote : Armies and Deployment

  1. This is getting too complicated for me to follow without studying it more. I learn by doing, so I’d have to play to fully comprehend. I’ll try it some day. Till then, enjoy doing what you do!

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    • You two need to watch the really short videos that Peter Pig (Martin Goddard) has done about these rules. The link is at the very bottom of this post.
      They explain so essential things.
      So you will have a chance to do 😀

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