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Game #147: English Civil War (1984)

[Red Shift, BBC Micro]

Royal standards were the Pinterest boards of the 17th century

Verily, this be the hour of reckoning! The clash that shall bring an end to this wretched strife, and restore unto us the divine rights of our forebears. Here, upon this very field, do we make our final stand. All hinges upon this battle, and by God’s grace, we shall triumph.

Initial deployment. The Roundheads [Parliament] are on the left, and the Cavaliers [Royalists] on the right. The game is multiplayer only, and I am fighting commenter and streamer WhatHoSnorkers.
Those things in the corners are the forts. They don’t fight, and if you lose yours you lose the game.

The terrain, alas, is less open than one might desire, cluttered as it is by patches of forest. Neither the Roundheads nor we, the Loyal Party, could descry the disposition of the foe. Yet after consultation with our stalwart Prince Rupert, we resolved to deploy our brave musketeers in the centre of the field. The northern pass, we deemed, could be sealed shut with our cannon and pikemen, leaving our musketeers free to rain down hell upon any Parliamentarian fool enough to advance. To the south, our battery stands ready to reduce yonder trees to kindling, granting us freedom of movement. Behind our musketeers, our cavalry waits, ready to flood through any breach in the Parliamentarian line like a torrent.

Lord Snorker, the leader of the Parliament’s dishonourable forces, hath scattered his musketeers wide. His guns, however, deployed in the centre, present a danger. I may be forced to let loose my cavalry sooner than intended to deal with this threat.

The Roundheads move first and press their right flank forward. For now, I hold my forces in check.

Start of turn 2, showing the tiles. While square, their layout makes them work like hexagons.

At last! Lord Snorker launches an assault on my right flank and begins a full advance in the centre, even bringing forward his guns. Pikemen on both sides lock in a brutal struggle. The moment is upon us—this is where victory shall be claimed!

Turn 2 after the Roundheads moved. Melees are resolved at the end of the turn, and there is no advantage in being the attacker

My musketeers draw near and unleash a withering hail of shots. Though many miss their mark at this range, even those scattered shots sometimes hit the masses cluttered behind their target.

Musketeers have two “moves”, which can be used to either move or shoot.

Meanwhile, Prince Rupert, bold as ever, leads a charge straight into the enemy guns, catching them unaware before they can fire a single shot!

Cavalry has 4 moves, but of course no ranged attacks

On the field, my musketeers continue their deadly work, raking the enemy pikemen with fire. A Parliamentarian square, once steadfast, is reduced to ruin.

As a limitation of the ruleset, shooting horizontally is devastating, much more so than shooting diagonally at a similar range.

But alas! Even as Prince Rupert’s cavalry doth ride with valor, it is repulsed by the sheer might of the Parliamentarian centre.

Melee resolution at the end of turn 3. I brought the rest of my cavalry by advancing my pikemen, moving my cavalry and then moving my pikemen backwards.

Worse still, the enemy redoubles their efforts on my left, shattering much of my artillery in their relentless advance.

Turn 3 after the Parliamentarians moved. Pikemen absolutely decimated the cavalry that attacked the guns. The other group was torn apart by a mix of musketeers and cavalry.

Yet Rupert’s sharp eye sees an opportunity amid the chaos. Some Parliamentarian musketeers, to support their brothers in betrayal, had started a lateral movement. At once, Rupert’s cavalry pounces, striking them from behind and scattering them to the winds. Meanwhile, my musketeers, at close range, break the Roundhead attack upon the left with devastating volleys.

Beginning of turn 4 after the Cavaliers moved.

The Roundhead cavalry, desperate, attempts another charge…

Turn 4 after the Roundheads moved.

… but they are broken like waves upon a rock. Lord Snorker’s army falters.

Beginning of turn 5 after the Cavaliers moved

Now, the Loyalists, regrouped and emboldened, prepare for the final blow. We launch our assault with renewed fervor, sweeping over the field like a storm.

Beginning of turn 7 with a final assault

As the Parliament scrambles to shift its guns to stem the tide, my pikemen seize the moment, flanking what remains of Lord Snorker’s forces.

Beginning of turn 8. My pikemen passes by the unguarded passage at the top of the screen to flank the defenders.

And thus, the Parliamentarians are routed utterly, their cause in shambles. Victory, by God’s grace, is ours!

Victory at the end of turn 10

Rating & Review

Advertisement in Game Computing, November 1984

English Civil War by Joe Sherwood-Taylor, published by Red Shift, UK
First release: November 1984 latest on BBC Micro
Genre: Battlefield Tactics
Average duration of a campaign : 30 minutes for two players,
Total time played: 2 hours
Complexity: Low (1/5)
Rating: Two stars
Ranking at the time of review: 33/142

Context – The short-lived Red Shift has been a regular of this blog, but reading about the company you feel a disconnection between how it is described – a large video game company teeming with creative developers – and its actual output: an Apocalypse port, its scenario disks and a bunch of games all developed by Julian Gollop: Time Lords, Nebula, Islandia and of course Rebelstar Raiders. If you read my blog, you probably wonder what all the other devs were doing, and to be honest I do, too. Before everyone left for the SLUG cooperative, the non-Gollop devs only released:

  • two computer-assisted boardgames (Murderball [1983] and The First Empire [1984]),
  • Shiva Inferno [1983], an early ZX81/Spectrum title advertised only once and described thus: “Anarchy is rampant in Europe as the forces of chaos collide in titanic proportions. For the post-cruise generation on the pre-cruise computer.” Yes, the second sentence lacks a verb.
  • City of Death [1984], a short Spectrum “RPG” that did not impress the Addict,
  • Finally, today’s topic: the BBC Micro exclusive English Civil War, the only bonafide other wargame that survived to this day.

Even then, Joe Sherwood-Taylor, the author of English Civil War, does not seem to have been a Red Shift insider: you can’t find his name in the extensive credits of the other Red Shift game, and – tellingly – he is not a character in Rebelstar Raiders. He may have used a pseudonym within Red Shift, of course, but Joe Sherwood-Taylor is a real name, as he is credited as the author of XO Words and Anagram published by Azed Software 1986 – he does not seem to have worked on any other game. Given City of Death was not done by any Red Shift insider either, the question of “what the heck was everyone in Red Shift doing” remains open.

Well, the Red Shift devs did the loading screen and some minor support tasks

TraitsEnglish Civil War is, by all accounts, a minor title that I can’t even describe as “forgotten” as it was barely noticed on release. It is a two-player game on a niche topic and does not offer much in terms of customization either (the players can choose the number of trees and their army composition among 3 possible – but both sides must use the same one). As a representation of the English Civil War, or 17th century warfare in general, it is terrible: musketeers can move backwards and shoot even if engaged in melee against cavalry, pikemen actively stab one another instead of just “locking” one another and there is no such thing as morale: units fight until the last man.

Musketeers in melee moving backwards, letting the Roundhead guns decimate my cavalry. This is from my battle against the DataDrivenGamer.

However, by other aspects, English Civil War is a surprisingly modern game. It is the first wargame that represents losses visually by removing actual men from the screen and it is one of the very few games (with Rebelstar Raiders) that tracks shots individually to check if a missed bullet hit someone else (including a friendly soldier). Thanks to its very simple ruleset (each unit has every turn a limit on the number of turnings and actions (either movement or ranged attacks) it can do. Melees are solved at the end of the turn, with attacks from the side or from the back receiving a massive bonus. As the game does not track morale, ammo, etc and always shows how many soldiers/guns are on the battlefield, English Civil War does not need any side menu that takes you off from the main view; uniquely it does not even require queries to check health or morale or ammo – what you see is what you have! English Civil War is well-coded, it is smooth, its rules are unrealistic, but organic. It’s not very deep, but boy is it polished!

I lost my battle against the DataDrivenGamer, but by a negative amount, so maybe I won after all?

Did I make interesting decisions? Yes, every turn. Battles are short, combats are decisive and out of position units will die quickly.

Final rating: Two-stars. English Civil War is not really showcasing English Civil War battles, but it is still a well-thought game with which I had real, honest fun in the 3 battles I played. This is enough to propel this game in my top quartile, but not above: with no computer opponents and so few options, the game is soon repetitive and I would not be willing to play it a fourth time.

Reception

The name English Civil War for this product was a marketing blunder: such a name was sure to only interest a minority of players, who would of course be turned off by the lack of realism of the game. The relative lack of advertisement did not help either, and as I said the game went unnoticed: the only review I could find was penned by Ivor Benstead in the December 1984 issue of Micro-Adventurer. Not only did Benstead expect an English Civil War game instead of whatever English Civil War actually represents, but he also found the game quite simply boring: “Every game degenerated into a mindless slog after the first move.” However, Benstead shares my view on the technical achievement, concluding: “Technically it is very competent, and does what it sets out to do. It’s also very pleasant to look at. But challenging or interesting (to a seasoned gamer) it’s not.

I will stay in the UK a bit for the next article, and I ponder whether I should spread the next SSI game (Breakthrough in the Ardennes) in one large article à la Reforger ’88, or in many small ones “as I go along”. If you have an opinion on the matter, I am looking forward reading it.

2 Comments

  1. KarbonKitty KarbonKitty

    If it doesn’t matter to you either way, I’d vote for a single large article. Don’t get me wrong, it’s always a treat when I get an RSS feed notification about your article, but I just have a general preference for longer-form texts, I guess? 🙂

    This does indeed sound like giving it more generic window dressing and a way to mix up army composition a bit more could have made the game… Not necessarily better, but with much better commercial prospects, at least?

  2. Until I saw the bit at the end where you said that there is no AI for the game, I assumed you either got very lucky or the AI wasn’t that good. I’m not sure what that says about WhatHoSnorkers abilities, but it’s still better than mine.

    I think it was a shame this game wasn’t better, because this era of always felt underused to me, especially something in Britain. There’s a lot you could do with Renaissance-era Britain, even if this is a little later, and nobody ever does.

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