Rules

Saturday, 1 June 2024

ECW game Report - The Battle of Blackmore Heath

A couple of weeks ago I posted some English Civil War rules and thought I should post a game report of my last ECW game using the rules.

Background

The Battle of Blackmoor Heath takes place because of the strategic importance of Blackmoor, a town through which Royalist supplies pass through. Royalist forces, led by Sir Percival Ashcroft, aim to secure the town of Blackmoor to ensure the safety of their supply lines. Meanwhile, the Parliamentarians, commanded by Sir Nathaniel Thorne, are determined to prevent this, understanding that control of the town would disrupt Royalist supply lines and bolster his own position in the region.

The Forces

The armies have been organised into the following commands:

  • Right Flank
  • Centre
  • Left Flank
  • Artillery
  • Dragoons
  • Reserve

The rules have a constraint where the flanks, centre, and reserve commands need to consist of either infantry or cavalry. They cannot have a mix of cavalry and infantry units within a single command. While dragoons and artillery have their separate commands of their own. Each force has commanders who are assigned to both flanks, centre, and reserve commands, the commander-generals are assigned to the reserve.

Royalist Orders of Battle

  • Right Flank - 4 cavalry units, commanded by Colonel Edmund Blackwood
  • Centre - 3 infantry units, commanded by Colonel Theobald Hargrave
  • Left Flank - 3 cavalry units, commanded by Captain Reginald Fitzroy
  • Reserve - 2 infantry units, commanded by Sir Percival Ashcroft (commander-general)
  • Artillery - 2 guns positioned left of the centre command
  • Dragoons - 2 units, one positioned on either flank.

Parliamentarian Order of Battle

  • Right Flank - 4 cavalry units, commanded by Colonel Gideon Fairlow
  • Centre - 4 infantry units, commanded by Colonel Ezekiel Marlowe
  • Left Flank - 2 cavalry units, commanded by Captain Josiah Whitlock
  • Reserve - 2 infantry units, commanded by Sir Nathaniel Thorne (commander-general)
  • Artillery - 2 guns positioned on a hilltop left of the centre command
  • Dragoons - 2 units, one positioned on either flank.

The rules have restrictions with an army’s initial deployment. So when deploying commands at the start of the game, all units in a command must be deployed within 12” of their designated commander. However, this restriction does not apply for dragoons and artillery units, which can be deployed independently. It's important to note that this rule applies solely to initial unit deployment and not when moving units during the game turns.

Initial deployment

Both armies have 3 supply bases which are be placed along the army’s tabletop edge. These are spaced out with 12” between them.  If a an enemy cavalry unit reaches a supply base it is removed along with the cavalry unit. The cavalry unit is counted as lost, but the supply marker counts towards victory points. This encourages cavalry to charge off after routing their opponents to capture the enemy baggage and undermine the enemy army’s morale.

The aim for both forces to to eliminate the other and hold the hilltop currently occupied by Parliament’s guns. The game will last for 12 turns and victory will be decided by points which are awarded as follows:
  • Add 1 point for each routed enemy unit.
  • Add 3 points for each enemy supply unit attacked.
  • Subtract 2 points for each commander lost.
  • Subtract 4 points if the commander-general is lost.
  • Add 6 points if the enemy units are reduced by more than half, including any enemy cavalry exiting the tabletop after attacking supplies.
  • Add 6 points if objective, the hilltop, is held.

Battle Report

The opening tactics from both Royalist and Parliamentarian armies were the same, pushing up their dragoons on the flanks and using their artillery to bombard the enemy. The Royalists make the first move, pushing their right flank cavalry forward while continuing to bombard the enemy centre. Parliament’s response was to quickly push forward their left flank cavalry and block the Royalist cavalry who were having to navigate around a small wood and nearby fields. As the cavalry engaged, the Royalist centre advanced. 

Realising his left flank was his weakest the Parliamentarian commander-general, Sir Nathaniel Thorne, moved his reserve infantry to support the left flank.

During each turn, a player can give two orders to their commands. Issuing an order is necessary to move either one unit or all units within a command, or to order an artillery bombardment. However, this restriction only affects unit movement and artillery bombardment. The orders do not limit combat between units that must engage in combat if they are within 3 inches of an enemy unit.

The opening moves had the dragoons advance on either flank and artillery bombard the enemy.

Parliament counters the advancing Royalist right flank cavalry.

The Royalist infantry in the centre advance upon the hill and guns.

As the Royalist cavalry, led by Colonel Edmund Blackwood, gained the upper hand against Parliament's left flank, the Parliamentarian cavalry on the opposite side launched an aggressive charge. They were met by a countercharge from the Royalist left flank. Early in this cavalry clash, the Royalist cavalry commander, Captain Reginald Fitzroy, was killed while leading from the front.

The Royalist infantry in the center managed to advance up the hill and destroy Parliament’s artillery. In response, Parliament's infantry centre and reserve moved forward to engage the Royalist infantry, who were now supported on their right by their cavalry, who had routed their opposition cavalry and commander.

The loss of Captain Reginald Fitzroy was not only a setback for the Royalist left flank, they soon discovered Parliament’s cavalry were both well-trained and equiped by their commander Colonel Gideon Fairlow, and they were beginning to gain the upper hand.

Parliament’s right flank charge forward.

Royalist cavalry counter charge and take the hilltop.

The infantry battle over the hilltop.

The Royalist infantry reserve, held back by a cautious Sir Percival Ashcroft, was prepared when Parliament’s right-wing cavalry advanced after beating the Royalist cavalry. However, this decision left the Royalist centre vulnerable, and under pressure from Parliament's centre and reserve infantry, they were forced back down the hill. Their commander, Colonel Theobald Hargrave, was wounded in the push of pike and had to retire. Support from the Royalist right-flank cavalry was limited as they saw easier targets and plundered Parliament’s supplies and baggage.

As evening closed in, Parliament held the hilltop, having reclaimed it with their infantry. Meanwhile, the Royalist reserve stood firm against Parliament’s cavalry, securing their own supplies.

The fighting is fierce around the hilltop.

Royalist cavalry plunder Parliament’s supplies while their infantry centre are forced off the hilltop.

After 12 game turns the game ends with Parliament holding the hilltop objective.

Who Won?

With the end of the game, it's time to tally the victory points and determine whether the Royalists or Parliamentarians won.

Royalist victory points total 13:

  • 8 Parliamentarian units routed = 8 points
  • 3 supply plundered = 9 points
  • 2 commanders lost = minus 4 points

Parliament victory points total 19::

  • 9 Royalist units routed = 9 points
  • Routed more that half the Royalist force = 6 points
  • Objective held = 6 points
  • 1 commander lost = minus 2 points

It seems like a sound victory for Sir Nathaniel Thorne and Parliament who have disrupted Royalist supply lines and firmed up their own positions in the region. However, a closer look shows it could easily have been a drawn game. One more unit lost for Parliament and the Royalists would have secured a further 6 points for routing more that half the enemy, and increasing their score to 19.

I am now reasonably satisfied with the rules as they stand (found here) and plan only to update them with clarifications from the comments or update the victory points as I play more games. A quick thank you to those who raised a question in the comments, as they help me immensely with clarifying areas of the rules.

12 comments:

  1. A good looking game and a good report, a hard earned victory for the Parliament forces. Glad your rules have worked out well, they do seem to give a good game that's for sure.

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    1. It was an enjoyable game to play, the poor showing of the Royalist left flank handed Parliament victory. There were no changes to the rules after the game, which is always a good thing.

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  2. Great game report, and an authentic result, I think. I like the idea of the supply bases being a target for enemy attack and capture. Makes the whole more realistic.

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    1. The rules around supply bases representing the rear and baggage area seem to work, a few more games are required to determine whether the three victory points gained for plundering them is correct. Thanks.

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  3. I think you're right to be satisfied with your rules - that battle had a very good flow to it thanks, I think, to your rules about support which helps keep commands standing or falling together so it's not lots of individual units charging around doing their thing in isolation.

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    1. The rule mechanism for units being able to withstand an additional hit if supported is working well, and as you say it discourages having individual units charging off on their own.

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  4. Looked like a great game with the rules working very well, Peter

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    1. I am very happy with the way the rules are working. I will be returning to some ECW games soon.

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  5. Very enjoyable battle report, Peter. I like your single stand BMUs. To me, this makes a game more playable and less fiddly. Table looks terrific and your rules seem to be delivering the game you want. Well done!

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    1. Hi Jon, the ECW figures and units and rules all seem to be falling into place, finally.

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  6. Fantastic looking game and enjoyable report. You must be very satisfied with your labours.

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    1. Thank you. Yes, I did enjoy the game and it will not be too long before they are back on the tabletop.

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