This past week I played out the Battle of Nantwich, 1644, scenario from the book “With Pike and Musket” by C.F. Wesencraft. This is the second time I have played the scenario, this time I was using the English Civil War (ECW) rules I have been working on and posting about over the past few weeks. One area of the rules I was wanting to test is the organisation of the armies into commands and the sequence of play, which limits the number of commands in an army that a player can move.
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Hurry up lads! We need to find the river crossing before turn 6 of the game. |
By having rules for army organisation and limiting the number of commands that can move, the aim, or hope, is to make deployment decisions important as they were for commanders of that era. Moreover, manoeuvring the army after deployment was far from straightforward and often time-consuming. So, restricting players to two orders to move command(s) or conduct artillery bombardment prevents armies from being overly responsive. Coupled with the movement rule, which reduces movement to 3 inches for any unit making a turn.
Here are snippets from the rules on organisation and sequence of play…
One of the reasons for choosing the Battle of Nantwich scenario was it was not the standard pitch battle with infantry in the centre and cavalry on the wings, and it would be a good test of the organisation and the moving of command(s) rule mechanisms.
Battle Report…
Background
The Royalist infantry have been separated from their cavalry by the flooding or the River Weaver. The Parliamentarian force has used the opportunity to attack the Royalist infantry who are positioned just north of the village of Acton. Additionally, Parliament will get support from the Nantwich in the form of a regiment of infantry arriving from the south east (turn 6). Meanwhile, the Royalist cavalry are expected to arrive from the north east having found a river crossing (turn 2).
Order of Battle
Royalist:
- Centre Command - 3 x Infantry plus commander
- Infantry Reserve - 2 x Infantry plus overall Commander
- Artillery Command - 2 x Artillery
- Cavalry Command - 6 x Cavalry plus 2 commanders (arriving on turn 2 from the north east).
Parliament:
- Centre Command - 2 x Infantry plus overall commander
- Reserve - 1 x Infantry arriving on turn 6 from the south east.
- Artillery Command - 1 x Artillery
- Left Wing Command - 3 x Cavalry plus commander
- Right Wing Command - 3 Cavalry plus commander
Tabletop Setup and Objective
The Royalist infantry has positioned their centre command infantry in front of Acton village, with a secondary reserve of infantry stationed behind them. Their two artillery units deployed at either end of their centre. Parliament has stationed their infantry in the centre, formed in two lines, with their cavalry evenly distributed on both wings. Their artillery is positioned to the right of their centre.
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The initial deployment. |
Parliament forces are aware of possible Royalist cavalry appearing on their left flank and will be pressing home their numerical advantage as quickly as possible, with the objective of securing Acton village before the Royalist cavalry can intervene.
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Both armies will receive addition units during the game. |
The Royalist cavalry will arrive on turn 2 and will have to move north of a marshy area before being able to join their infantry defending Acton. While Parliamentarian forces will receive support from the south east with a unit of infantry on turn 6.
Opening Game
Parliament advance their right-wing cavalry with the aim to outflank the Royalist infantry, simultaneously bombarding them with their artillery. The Royalist infantry maintain their defensive positions, retaliating with artillery fire as they anticipate the arrival of their cavalry.
The Royalist cavalry arrived, having discovered an alternative river crossing, and posed a significant threat to Parliament's left flank. Parliamentarian cavalry from the left wing, reinforced by infantry, were positioned to counter the threat. Parliament’s defensive response to the cavalry resulted in delays in advancing their infantry centre toward Acton to support their right flank cavalry, which had initiated an assault on the Royalist infantry.
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The left flank cavalry be seen advancing while artillery fire is exchanged.
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Royalist cavalry arrive. |
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Parliament’s cavalry continue their outflanking move.
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Parliament’s cavalry come under fire from Royalist artillery as they slowly turn in readiness to charging.
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The cavalry begin their charge as the Royalist reserve infantry are moved to face them.
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Parliament’s centre is yet to advance as the attention has been directed to the charging Royalist cavalry is the distance. |
Middle Game
The cavalry stationed on Parliament's left flank were proving their mettle in clashes against the Royalist cavalry. Both cavalry forces engaged in repeated charges, each trying to gain the advantage. Meanwhile, the defenders of Acton village were standing resolute against the flank attack by Parliamentarian cavalry, while watching the steady advance of the enemy infantry in the centre and along the road from Nantwich.
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Support from Nantwich arrives for Parliament. |
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Royalist cavalry try and force their way through. |
End Game
The Royalist defenders of Acton village soon found themselves pressed as Parliament's infantry centre launched their assault. Despite initial setbacks, the Royalist cavalry eventually routed the Parliamentarian cavalry and found themselves facing a line of infantry. With the Royalist cavalry effectively delayed further by the infantry, Parliament's cavalry and infantry were able to rout the defenders of Acton, securing the village. They were soon reinforced by the arrival of additional infantry from Nantwich.
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The assault on Acton underway by both Parliament’s infantry and their cavalry.
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Royalist cavalry prepare to charge Parliament’s infantry. In the background the assault on Acton is underway.
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Acton village is secured as the Royalist defenders are routed. |
Summary
The game was played out over 12 game turns and the outcome mirrors history with a Parliamentarian victory. The Royalists face an uphill battle to secure victory, relying on the swift breakthrough with their cavalry or having the Parliamentarian player fail to balance their forces effectively between attacking Acton village and delaying the Royalist cavalry.
Regarding the rules, the army organisation approach worked for the scenario. I did overlook assigning a Parliamentarian commander to the reserve infantry arriving on turn 6, but this mistake did not impact the game's outcome. The rule limiting the moving commands or conducting artillery bombardment, presented the attacking Parliamentarian player with choices, having to decide between defending their left flank against the Royalist cavalry's flank attack or pushing forward the centre infantry to offer timely reinforcement for the right flank cavalry's assault.
A good and and interesting game, the Royalists have a hard job to do and so it turned out. Glad to see your rules working well on a cracking looking game.
ReplyDeleteThank it was a most enjoyable game to play.
DeleteFunnily, I thought from reading the scenario, that it was going to be the Parliamentarians who had a hard job, with fewer forces, attacking a town, the Royalist cavalry turning up almost immediately AND limited turns to react to the threat from the flank as well as assault the Royalist infantry! I think the Parliamentarians did very well to replicate the historical outcome.
ReplyDeleteIn most cases, if Parliament can delay the cavalry and give sufficient time for the infantry to arrive on turn 6 from Nantwich they have a good chance of taking Acton with a combined infantry and cavalry force. A fun scenario.
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