Friday, 9 May 2025

Quick-Fix Gaming: Dominion of Pike and Shot

 It's been far too long since I actually set up a game on my own table - there's just been a bit too much 'real life' stuff going on. However, recently some  other bloggers (in particular,  Bob Cordery)   highlighted a very simple series of rules known as 'Dominion of...'  by Steve Parker, which allow very quick games on a 'three by four'  grid table. You don't even need figures to try the rules, you can simply play the battle out using pencil and paper.  I like simple rules and these seemed to have something about them, so I spent the huge sum of (almost)  £5  on the PDF of  Dominion of Pike and Shot  from Wargames Vault.  Typically an 'army' in the rules is up to 6 units, and there is a selection of army lists in the basic rulebook,  so it was very easy to get out my veteran 15mm Thirty Years' War figures and  create forces for list no. 63, 30YW  French and no. 56  'German Catholic'  (let's call them Imperialists),  and give the rules a try.

initial setup, veiwed  from behind the French army
 

The army lists give similar but not identical forces for the French and Imperialists: each has two  units of Cuirassiers, defined as 'Melee Mounted'  and one unit of 'Carbineers' ( I assume 'Harquebusiers' ) which are 'Missile Mounted',   and then three units of Infantry.  The variation comes in the Infantry - the French foot are defined as Pike (plus Musket) - 'Melee Foot' - and the Imperialist foot are Musket ( plus Pike ) - 'Missile Foot'.   These classifications are the equivalent of  'Pike Heavy' and 'Shot Heavy' infantry formations in other rules, so the French are 'Pike Heavy' and Imperialists 'Shot Heavy' in these lists. From my prior knowldge I admit that  I would probably have suggested the other way round!  But I wonder if the idea of these lists is to emphasise the attacking Elan of the French by making their Infantry very much melee-oriented, while Imperialist foot are a bit more ponderous and defensive-minded.  Units can be deifned as 'Armoured' or 'Elite' but I kept it simple to start with, keeping all units 'vanilla', so to speak.     

The picture above shows the two forces deployed at the start,  shown from behind the French army. In the middle, the main forces face each other with each having a unit forming each of Left Wing, Centre and Right Wing. I went for a conventional setup of Infantry Centre, Cavalry on the wings, with the French deploying both their Cuirassiers while  the Imperialists placed Cuirassiers on their right, Carbineers to their left.   The remaining three units on each side are placed in 'Reserve' - those are the lines of units nearest to (French) and furthest from (Imperial) the camera.  A die roll decides which side is 'Attacker' and which 'Defender' - the Imperialists won that honour, and as a result the French had to deploy first, an the Imperialists 'moved' first each turn.  

Front Lines at start (French nearest camera) 

True to the period, there is a Bombardment phase before the first turn, even though  no artillery units are actually included - a nice simple way of reflecting the reality, where artillery often did not play much part beyond an initial cannonade. Each side chooses a target sector to bombard - Left, Right or Centre - and rolls a dice, and a 'hit' forces an targeted Infantry unit to retire, but a  Cavalry target if 'hit' is goaded into a charge. Risky, but presumably you aim to provoke them to charge recklessly against a better unit of yours.   This phase turned out to be quite eventful - the Imperialists bombarded the Cuirassiers on the French left, and 'hit', provoking a charge at the Imperial Cuirassiers opposite them. That meant combat between the two, at which point both promptly rolled high scores, and both units were destroyed!   Quite a shock for both sides, even before the first 'proper' move!  the French bombardment, meanwhile, had no effect. 

bombardment provokes Cavalry clash!

If a unit is defeated it is removed from the game - sudden death,  indeed - and must be replaced by a unit from the reserve, if one is available.  So as a result the Imperialists brought up their second Cuirassier unit, and the French their 'Carbineers'.   

Now on to Turn 1 - each side gets to attack in one sector, with Attackers ( Imperialists) going first. Both sides elected to attack with their respective Carbineers against opposing Cuirassiers  - the logic being that Missile troops get to attack first, so the Carbineers hope to shoot well enough to drive away their opponents before being charged.  It didn't quite work out, as the both Carbineers units shooting was ineffective, and the Imperial Cuirassiers promptly charged and destroyed the Carbineers on the French left (French Infantry regiment  'Bleu' moved up from Reserve to replace them),   Each side gets one attempt to 'rally' a destroyed unit, and at this point the French tried to rally their Cuirassier unit - and failed. So losses after turn 1 were: French 2 units, Imperials 1. 

End of Turn 1 (Imperialists to the right)
Then Turn 2 was quite bloody : Imperial Carbineers on their left wing managed to shoot down the opposing French Cuirassiers ( both French Cuirassiers now gone ) but honours evened when on the French left, the newly-arrived 'Veste Bleu' regiment chased away the Imperial Cuirassiers.   The French brought up their last reserve unit - 'Veste Vert' infantry,  while the Imperialists replaced their dispersed Cuirassiers with their own Green coated infantry.   Losses now  French 3 units, Imperialists 2, and the French cavalry have all been scattered. 
Turn 2 : French Cavalry seem to have 'gorn'
Turn 3 - on the Imperial right, their 'Gruner mantel'  foot attacked the French 'Veste Bleu' regiment. The Imperialist unit being 'Missile Foot', it fired first, but missed. The French being 'Melee Foot' then got to strike back - and also failed.  In turn, in the French centre the  'Veste Rouge' regiment attacked the Imperial 'Blauer Mantel' unit. Again the 'missile' troops (Imperialists) rolled first, but to no effect, and the French promptly charged home and routed the Imperial unit.  They were replaced by the 'Roter Mantel' regiment from reserves;  the Imperialists also took the chance to try rallying one of their lost Cuirassier units, and succeeded. That left the losses at end of Turn 3  French 3,  Imperialists 2. 

Turn 4 : On the Imperial left their Carbineers attacked the French 'Veste Vert' foot, to no effect, while on the French left, the struggle between their  'Veste Bleu' regiment and the  Imperial 'Gruner Mantel' ended in defeat for the Imperial regiment.  The newly-rallied Cuirassiers stepped up from reserve. Losses at end of Turn 4 were  three units each - neck-and-neck stuff - and we have an interesting situation,  with three French Infantry units facing only one Imperial foot and two horse units. 

 

End of Turn 4 : an interesting balance

The next turn was the first one without any losses - the Imperial Carbineers and French 'Veste Verts' tangled inconclusively, as did the French 'Veste Bleu' and Imperial Curassiers on the other flank. Losses remained at  three each.

After that comparitive lull, things livened up on Turn 6. On the Imperial left, the long struggle between their Carbineers and French 'Veste Verts' foot continued without a result, while on the French left their 'Veste Bleus' tried conclusions with the Imperial Cuirassiers - and the French regiment was promptly routed!  That brought losses to French 4, Imperial 3 and crucially left the Cuirassiers unopposed,  and able to turn inwards to take the French centre in flank. 

Turn 6 : French flank in danger..
Turn 7 therefore inevitably opened with the Imperialist Cuirassiers charging into the flank of the French centre - attacking from the flank gives a +1 on the die roll, and the defending unit cannot reply if they also have opponents to their front. The dice duly favoured the Imperialists, and the 'Veste Rouge' regiment was destroyed. 

Turn 7 : Imperial Cuirassiers strike
 

and with only one unit remaining, the French on their turn facing imminent defeat,  tried a last desperate attack with their 'Veste Vert'  regiment on the Imperial Carbineers - only to be scattered by a salvo from the horsemen ( I think we can conclude that the French infantry were none too enthusiastic in their attack, and needed little encouragement to skedaddle).  Thus Turn 7 ended wth all 6 French units routed, to Imperial losses of 3 units. 

The final blow -  last French regiment routed! 

 Well, that was rather fun.  Obviously very simple,  but quite tense and with a few surprises and subtleties in the mechanisms. I think it took about 90 minutes to play through, but that included taking detailed turn-by-turn notes, checking rules carefully and taking some photos, since it was a first try.  I think it would have probably taken less than half an hour if simply played.  Some interesting questions arise over details of the rules, which give advantage or disadvantage to units in combat in certain combinations. For example  'Missile Mounted' get +1 against 'Melee Foot' ( note that without that modifier the Melee unit would have a +1 advantage, but also that the Missile unit always fires first).  This is all quite subtle stuff, which  I will be interested to ponder over and try to decode all the ramifications of what on the face of it is a very simple combat mechanism. 

Overall, I enjoyed this - it certainly gave a very simple and quick means of 'scratching the itch' for a game, and I can see that it could be very useful for playing through mini-campaigns in short order. I note that there is a companion volume available with many scenarios recreating real battles of the period;  it may be interesting to see how White Mountain, Lutzen or Naesby translate to this small gridded-game format. Having recently bought a book about Fribourg, 1644, I wonder if I could work out a scenario for that? We shall see.  

Next, I need to 'crack on' with painting scenery for my Risorgimento 19th Century Italy project, and I feel a Portable Seven Years War  game is long overdue - and I also hope to get to the Partizan show at Newark in about a week's time, so plenty to be going on with and to generate future posts here. Until then, keep well, everyone.    


26 comments:

  1. It looks as if you have discovered the subtle simplicity of the Dominion rules! I have just received copies of the Frederick the Great and Jacobite Rebellion/French-Indian Wars books and will be reviewing them this coming week.

    All the best,

    Bob

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    1. I look forward to see what you make of these books as they are periods l have a particular interest in.
      Alan Tradgardland

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    2. David, great looking forces and glad you enjoyed the game. I have the colonial and ancient set. Good fun in a short period of time , play wise.
      Alan Tradgardland

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    3. Thanks Bob, indeed there are some very subtle variations in a very simple rule set, I need to think about those and work out what the effects are and what is being represented. The Frederick the Great version sounds interesting, I look forward to your review.

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    4. Thanks also Alan, glad you liked my report. I agree it's a good set for a very quick and simple game, 'scratching the itch' as they say. Others have pointed out that they would be very useful for a rapid series of games in a simple campaign.

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  2. The reports I've been seeing indicate a simple, rapid-play set of rules that offer a quick return on one's investment in time and money (and doesn't take up much room!). I might be forced to looking into this further! Thanks for your informative review.

    But, having invested in large(ish) armies already, it seems such a ... I don't know: waste. Mind you one could, as I did with the Portable Wargame, examine the rule set's viability on a larger board. I've been impressed with just how adaptable the PWG system is.
    Cheers,
    Ion

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    1. Thanks Ion, indeed simple, quick and cheap, easy to set up when you just feel the need to roll some dice, is my verdict. And some interesting features which I need to think about. I do see what you mean, it may not interest 'big game' fans, but I suspect you are right about expanding them - indeed the author says that larger games could be played. He suggests going for a grid of six sectors width, which implies up to twelve units per side. I'd also like to try adding 'house rules' to include significant terrain..

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    2. David,
      The battles in the scenario books illustrate how the existing rules can be used to model significant terrain in a very simple manner. Keeps it all very simple and less for my aging brain to remember!
      Steve (the author)

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    3. Many thanks for dropping in, Steve, I thoroughly enjoyed trying out your rules. Looks like I need to get the scenario book too!

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  3. Relieved to see that I am not the only one seemingly consumed by real life distractions at present. With some luck, my schedule will see some relief in a week or two. Then, back to gaming.

    Interesting, minimalist looking game with a very limited footprint. I have been seeing replays and battle reports from gamers experimenting with these rules. Anything that gets your armies out on the table is good thing in my book.

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    1. Thanks Jon, yes lots of 'stuff' has been going on, everything involving a water pipe seemed to spring a leak! Hope you can get back to the table soon..
      I think absolutely the best thing about these is the simplicity of getting a game set up and rolling dice - and they have some nice 'wrinkles' and features that indicate some thought being given to the flavour of the period. I may well pick up the companion volume of scenarios..

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  4. P.s l have ordered the 18th century ones from Lulu , they come in a single volume for a tenner.
    Alan Tradgardland

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    1. That sounds interesting too Alan, I look forward to seeing what you make of it!

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  5. I saw these on eBay first before a flurry of them appearing on blog posts. It seems all the cool kids are using them!☺
    While I see the appeal to some extent, I cannot see myself adapting them anytime soon.
    Neil

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    1. Thanks Neil, I'd only add that 'cool kids' and wargaming are surely mutually exclusive..
      I think these are 'a bit of fun' , not sure how far I will take them, but at the very least they have got me setting up a game again, and getting the Pike and Shot srmies back into action! I am always interested in 'simple but clever' rules..

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  6. Just finished painting the 1/32 A call to Arms ECW figure sets I just purchased. Now they are ready for their first battle. I think I will mimick your scenario with army lists 63 and 56.

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    1. Thank you, Spearhead. There are army lists for ECW as well, of course. Whichever you choose, i hope you enjoy your game!

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  7. Good to see that these worked for you David, thus allowing you to get a game in after quite a break. I find these days that I simply use my core rules sets, but with fewer units on the table. Most of the time this works, but there are occasions where the vagaries of the die rolls lead to very quick, onse-sided games! Not sure on Partizan yet, due to possible family commitments...

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    1. Thanks Steve, yes it was a great way to get a game on the table very quickly and simply - which has to be good. Using favourite 'larger' rule sets with smaller numbers of units is good too - I aim to use that method for tryig out new sets too.
      If you don't make it to Partizan, there is always the one in October!

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  8. They look like a winner David. Simple, entertaining and quick. Who can argue with that.

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    1. Thanks Richard, and yes I thought were good and interesting. There may be scope for 'tinkering' too..

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  9. You've certainly scratched that itching David. Sometimes simple rules are the way to go and if it's got you playing on your table again and got that grey matter buzzing, all be it for 90 minutes, then I say Bravo!
    Hopefully see you at Partizan.

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    1. Thanks Ray, it was well worth giving these a go, to get the mind working on all sorts of ideas.. I'm sure we'll meet at Partizan!

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  10. Looks like they suit the highly stylised nature of the bigger battles of the period. And all possible within 1/2 hour! Hmmm!

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    1. Thanks Chris, I agree the system does fit rather well with that period. I think 'bigger battles' may also be interesting, 12 units instead of 6 might be fun..

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    2. DoPS has the option of bigger battles by doubling the sectors/units. I wonder if the game ends with 1 remaining unit? If so then the possibility exists that opposing units might not be able to outflank each other.

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