Rules

Saturday, 19 January 2019

ECW Campaign Game 13 Report

Game 13 of the English Civil War has a Parliamentarian army advancing into the Royalist held East Midlands region in August 1643. Both armies clashed at Lodge Farm located near the parish town of Tugby.
A glimpse of the action midway through the game (figures are Hinchliffe).
The battlefield layout had already been determined with terrain cards and the tabletop was setup. Prior to deployment, the game length is determined by a combination of: weather, time of year, and time of battle.

Weather on the day of battle:
1,2 = Overcast and a game of 10 turns
3,4 = Fair and a game of 12 turns
5,6 = Sunny and a game of 14 turns

During summer (May to August) add 2 turns to the above.

Then decide the time of day the battle starts:

1 = Early Morning subtract no turns
2 = Mid-Morning subtract 1 turn
3 = Noon subtract 2 turns
4 = Early Afternoon subtract 3 turns
5 = Late Afternoon subtract 4 turns
6 = Early Evening subtract 1 turns

The day was overcast and the game would have a maximum number of turns of 12 (10 for overcast plus 2 as the month is August). An overcast day had bought drizzle in the morning and deployment was slow and both armies kept their powder dry and waited for the day to fine up. The game would start late afternoon and last for 8 turns.

Deployment starts with the smaller force picking the tabletop side and placing half their units within 12 inches of their base edge. This is followed by the opposing side placing all their units within 12 inches of their base side. Finally, the remaining units from the smaller force are placed.

Parliament with the smaller force places half of their units on the side of their choosing. 
All Royalist units are placed with 12 inches of their base edge.
Parliament place their remaining units. The bulk of their cavalry going on their right flank...
...and the dragoons on the left flank to take advantage of the patchwork of fields.
Deployment
Parliament forces got to move first and quickly pushed forward to take up position in the fields. The question was with just 8 game turns would the game be played out to a conclusion.

Parliamentarian units have taken up position in the fields and will benefit them when in melee.  Royalist forces were slow to move, preferring to use their artillery to do some damage to the dragoons.
Parliament's commander pushes forward the bulk of his cavalry. 
Taking advantage of a charge bonus the Royalist cavalry charge into the advancing  Parliament cavalry. While in the centre a combined force of commanded shot and dragoons attack the Parliamentarian commanded shot who had taken up position in the woods.
Royalist forces move forward and engage. While fields offer an advantage in melee, they do not against musket fire. 
The outnumbered Royalist cavalry a proving to be quite a handful to their numerical superior foe.
In the centre the infantry continued to exchange musket fire.
A view of the Royalist centre. The matchsticks indicate units that are out of ammunition.
The cavalry engagement eventually went the way of Parliament, and the remaining cavalry units charged into the dragoons and commanded shot attacking the woods.
At this point the game was midway through the turns.

A combination of artillery, infantry and dragoons on the Royalist right flank attack dragoons. 
Royalist reserve infantry move to shore up their exposed left flank. 
Finally Royalist forces make headway on their last flank.
Royalist reserve infantry hold off the Parliamentary cavalry and stop them from running amuck. 
Having to cover their flank the Royalist push in the centre fizzles out. 
Royalist attempt a final attack to turn Parliament's left flank, but all too late as the day closes in.
The result is a marginal Parliamentarian win. They had lost 3 units whereas Royalist forces had lost 5 units, and now make an orderly withdrawal under the cover of darkness.

Battle movements and attacks
A very useful victory for Parliament as they secure a new region and create a buffer around London. With three months left in the campaign year can Royalists get a success at the end of 1643?

Parliament gain the East Midlands from Royalists.


10 comments:

  1. Game looks splendid, Peter! The battle outcome was a surprise. I expected the King would have the upper hand in this battle. Shows why it is important to play the game! The King has a good chance of taking the West Midlands next month having control of three adjacent areas.

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    1. Like you I thought at best Parliament would get a draw when looking at the orders of battle, but they were unable to take advantage of their infantry numbers. I suspect the battles will yoyo between the West and East Midlands.

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  2. Enjoyable account with some quite nuanced action. I am increasingly drawn to your idea of cards for terrain layout, rather than the dice driven charts that I keep tweaking!

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    1. A couple advantages I find with cards are:
      1) Terrain is spread more evening across the board.
      2) They can be geared a to the campaign terrain by the card selection in the deck (eg increasing or decreasing hill cards or river cards).
      3) quick and easy.
      One option in my mind is to allow players to draw cards and place them in turns.

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  3. Wonderful looking game. I don’t know if I’ve said this before but I’ve thought it often enough - I love your hand drawn maps for the battles and the campaign!

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  4. Thank you. They are fun to do and help me to explain the flow of the game.

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  5. Hi Peter- Your Terrain- Buildings- hedges etc just look great and all is terrific looking with your ECW Figures....splendid stuff! Cheers. KEV.

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    1. Thanks KEV - It is always fun laying out the tabletop ready for a game.

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  6. Another fine looking game, and I of course concur about the charm of your maps. I had a bad feeling the King woukld be unable to make his advantage in infantry into a win...

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    1. Thank you. The terrain was to Parliament's benefit and the Royalist infantry struggled to get to grips with their counterparts.

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