|The master campaign map as well as |
This was the start of the club ECW campaign - effectively starting with 500pts a side using Warhammer ECW and the Perfect Captain's "Tinker Fox" campaign rules. Carl was in charge of the campaign admin, with myself as Royalist CinC (again!) backed by Carl and AndyH (in a change from his usual Dark Ages), and Grahame was CinC of the Parliament forces, along with Dewi and Gary.
Carl's still fine-tuning the rules, particularly the interaction between Tinker Fox and Warhammer ECW, and none of us have played Tinker Fox before, so the first campaign day was largely figuring out how the rules worked.
|Fawsley - a location card |
from the excellent Tinker
Fox (renamed for our
Turn one provided a little more surprising than we actually wanted: I (acting for Andy who was unavailable due to a prior commitment to play SAGA - gee, who knew?!) sent a unit of horse and some commanded shot to garrison the same village Grahame had orders to requisition.
|The Battle of Fawsley |
Tinker Fox's campaign setup provided the deployment rules - essentially the Royalist troops came in on the north road from Canons Ashby House, and the Roundheads from the direction of Blakesley, and we got to deploy 12" down the road. As the commanded shot I'd sent were Forlorn Hope, they got an extra march move, which I used to spread them out across the road in the path of Grahame's horse.
|The two units of horse get stuck in.|
Which was about the time we realised that it might be useful to work out how to deal with post-battle bookkeeping of casualties etc!
We did play turn 2 of the campaign, and placed orders for turn 3, and... well, more next month!