Thursday, March 28, 2024

28 March 2024: Victory Without Quarter

English Civil War

Tonight (Wednesday) was my first introduction to Victory Without Quarter, a ruleset designed specifically for the Pike and Shot period, in this case, the English Civil War. I was paired with another who was also new to the game although he had played more than my first-timer no-game experience. We were Parliamentarians. And this was Early Period (up to 1642). My teammate supplied his army which was short in cavalry. But it was all good as this was primarily a learning experience for both of us and therefore did not impede or matter come game time. Our host filled in as the Royalist opponent until one other arrived not long after we started. 

























Table was set up by the host with three objectives (as shown above). Our deployment areas were centralised and quite compact.

























For identification purposes, I will henceforth ID my opponent as heretics. Lol. 


















The brigade with our only cavalry was deployed primarily a blocking force. Outnumbered but defiant, we purposely marched to our fate, singing hymns in praise of the Almighty...



















Our battle plan was both innovative and daring. Unfortunately our opponent was not privy to our genius Battle Plan and therefore did not comply despite our utmost numerous orisons to His Magnificence and Majesty to smite down our foes and/or make them compliant. 
















They say there is no profit in being coy. And the heretics chose to exploit their overwhelming strength in cavalry and infantry by striking directly at the objectives. It was a surprise therefore to our ministers who never believe such intelligence was possible from such a depraved and heretical lot. 

In the beginning the world was created out of chaos. Order supplanted disorder and strife. And for our Parliamentarian forces, the start was not ideal. Nor did it improve as our opponents devised and took every advantage they could to win their prize for several turns until we discovered the deceit by which they had gained their unfair advantage - the Orders Cards. 

















While Prince Rupert harried Newcastle's command, the dragoons on the other flank made for the convoy. Which they soon captured and began to transport to the safety of their rear. 

























In the centre, the Lords Essex and Fairfax seized the crossroads and began to engage the Royalist foot beyond scoring several successes but taking heavy casualties. 




















With two of the three objectives and the loss of two units in our command, the Royalists looked to have won the ground. But we fought back and managed to even things out before the final turn when the pendulum of Victory edged in the Royalist's favour. 

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Summary

First time playing. Rules are easy to pick up. Guys have tweaked it further to make playable without being over the top. I reckon I need to play it multiple times to feel comfortable with it. 

The major sticking point is the card activation system employed. For much of the early part of the evening's play we Parliamentarians were forced to watch while the Royalists activated frequently. In one instance, one of our Foot units had the bead on one of Rupert's cavalry units but could not fire because they were unable to activate. So it ended up with Rupert's cavalry trotting away out of danger's way. 

It's not the first time this complaint has been aired. And the guys will have to figure out something soon to make it work. Trouble is most are used to the YGIG system for so long that it's a given that every ruleset will follow this system. But the guys are also aware that the Cards can work; they just have to figure out a suitable way.

Next meetup in a couple of weeks time will see if a solution is forthcoming. Cheers.
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