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Lace Wars Series #2 - Charlie's Year (1st Edition)

By: Red Sash Games

Type: Ziplock

Product Line: DTP War Games (Red Sash Games)

Last Stocked on 2/15/2006

Product Info

Title
Lace Wars Series #2 - Charlie's Year (1st Edition)
Publisher
Category
Author
Ian Weir
Publish Year
2004
Dimensions
8.5x11x1.5"
NKG Part #
2147359687
Type
Ziplock

Description

Please note that this is a DTP (Desk Top Publishing) game designed on a desktop computer and all components, including the counters which will have to be cut and mounted, are printed on paper. These are designed by some very well-known designers and are a low cost alternative to today's professionally produced games. On rare occasions, some of these games are reproduced by other companies with higher quality components including die-cut counters but most of them are not. If you believe this game to have a professionally produced version, please contact us with your inquiry and we will help you to locate it if it does indeed exist.

Charlie's Year covers the events of the last real threat to the Georgian regime of Great Britain and to the social, economic, and philosophical gains of the Glorious Revolution. From 1741 to 1748, the War of the Austrian Succession raged on the continent of Europe. From 1743 on, Britain and France were formally at war. In late August of 1745, Charles Edward Stuart, better known as Bonnie Prince Charlie, landed at Loch nam Uamh with seven men, raised the Standard of the outcast Stuart kings at Glenfinnan, and gathered to himself an army to challenge the might of King George II's realm. Composed of wild Highlanders, Lowland peasants, discontented gentlemen and diehard Jacobite nobles, the Pretender's army defeated the local garrison forces and laid all Scotland at his feet. A descent on England should now have given the Prince's reluctant French allies the diversion they needed to invade. Marching on London however, the Jacobites lost their nerve after reaching Derby and retreated, pursued now by the best regiments of the British Army. The French, working with information a couple of weeks out of date, were still not ready to aid them.

Confronting each other at the battle of Falkirk in the winter of 1745, neither side appeared to prevail, and both withdrew to lick their wounds. However the tide of war was now firmly against the Jacks, and they withdrew again into the mountain fastnesses of Scotland, hoping to wage a guerrilla war and so encourage the French. The idea proved impractical, especially in mid-winter, and in the wet spring of 1746, the British Army under the Duke of Cumberland met the remaining Jacobite forces under Charlie himself at the battle of Culloden and crushed them. While Scotland suffered the fire and sword of the conqueror, the Prince flitted through the heather, and after many romantic adventures escaped to France, never to return. His allies the French were unconcerned, as the withdrawal of the British Army from Flanders allowed them to seize the vital port of Antwerp and a number of key fortifications necessary for taking the war to the Austrian Netherlands. At war's end, the price for surrendering these gains would be the fortress of Louisburg, Nova Scotia and the temporary restoration of French colonial dominance in North America.

Charlie's Year is a two player strategy game. You play one of the royal contenders, with all of Scotland and England as your battleground. You must decide when and where to commit resources, where to feint and where to strike. But you also have command of any immediate battlefield, and must array your forces for battle, deciding when to employ the cavalry, when to release your reserves, or whether to launch a fearsome 'highland charge'. Technically Charlie's Year can be rated as an operational game for scale, but at that time there was no operational theory of war: individual regiments were temporarily banded into armies for a single campaign (often with no clear purpose beyond the seeking of glory by an aristocratic officer corps), and the army commander, or even the King himself, would be in charge on a battlefield still small enough to see his entire command.

The game is played in a series of turns, each representing one month, and broken into a series of discrete 'operations' by your mobile forces, using garrisoned fortifications as bases and pivot-points. As the seasons change, a variety of weather conditions will plague your decision making. You have many sources of assistance, but their employment in this 'sideshow' may ruin your chances of victory elsewhere and thus lose you the game. The primary focus is on the campaign game, but there are also shorter historical scenarios covering portions of the Rising and even individual battles. The campaign game is quite flexible in its victory conditions, allowing you to experiment with different ideas for victory. There are several campaign variant rules as well.

The Components. Six 12x18-inch full-color maps representing all of Scotland, England, and Wales as they were in the pre-industrial age. There are hills and woods and rivers, towns and cities, fortifications, and many other terrain types, each with its own unique effect on movement and combat. Holding boxes store off-map forces like the French invasion army. A dot grid is superimposed on the board to regulate movement - 13.6 km between dots (8.5 miles).

The counters represent every unit that fought or could have fought: British, Jacobite, or French - even neutral clansmen and foreign mercenaries. Some of the counters are used for markers like demoralization, or for detachments of troops. The combat units are rated for strength, morale (training & esprit de corps), and movement. Most are battalions of Foot or regiments of Horse. These are grouped under Headquarters counters. Other counters are Leaders, rated for initiative and command capability, and personality. One point to note, as this is a DTP game, you will have to mount the counters yourself, but they have been printed on adhesive paper - all you need is the cardboard and a pair of scissors.