Rules

Saturday, 3 August 2024

Game Report - Battle of Cheriton 1644

Yesterday, I hosted a remote Battle of Cheriton wargame with Jon (Palouse Wargaming Journal). This battle from the English Civil War took place on March 29, 1644. Jon chose to play as the Royalists to see if history could be reversed. The preparation for the game is covered in my previous post and there were a couple of changes to the scenario discussed below).

Order of battle…

Parliament

  • Right Wing Command - 4 x Cavalry units
  • Left Wing Command - 3 x Cavalry units
  • Centre Command - 6 x Infantry units
  • Reserve Command - 2 x Infantry units
  • 1 x Artillery units
  • 2 x Dragoon/Commanded Shot units

Royalist

  • Right WIng Command - 4 x Cavalry units
  • Left Wing Command - 3 x Cavalry units
  • Centre Command - 5 x Infantry units
  • Reserve Command - 2 x Infantry units
  • 1 x Artillery units
  • 3 x Dragoon/Commanded Shot units

Tabletop Setup…

The tabletop setup has the woods on one flank and a series of fields and hedges in the centre. While the fields do not affect combat, the hedges remain in place. I do not allow hedges to be moved or for units to end their move positioned precariously on top of them. This approach means formations can become disrupted, and this can sometimes prevent units from supporting friendly units or engaging enemy units. Only dragoons or commanded shot can occupy wooded areas.

The tabletop setup.

All units are deployed on the tabletop at the start. The game begins with Royalist dragoons and commanded shot successfully occupying the woods, while an infantry unit advances on Parliament’s left wing. Initially, I considered having a rule where the woods would be contested first before either side could advance their main force. If the Royalists secured the woods, an infantry unit would then advance. However, after a few test games I decided the simplest approach was to start the game with the Royalists already holding the woods and an impulsive Royalist infantry unit positioned advancing on the Parliamentarian left wing, as it appears to have occurred in the historical battle.

The deployment of commands with the Royalists occupying the wood and one impulsive unit advancing.

Opening Moves…

The Parliamentarian cavalry quickly targeted the advancing Royalist infantry, charging them with their left wing cavalry while also advancing their infantry centre. This situation prompted the Royalist right wing cavalry to charge forward and engage Parliament's cavalry, they were supported by their left wing cavalry who moved around from behind the Royalist centres. The battle soon intensified the with infantry centres of both armies advancing and engaged in combat.

The Royalist cavalry quickly gained the upper hand in the engagement, prompting Parliament to advance their right wing cavalry command from their position behind their centre provide support and plug any gaps.

Parliament’s cavalry charge the impulsive Royalist infantry unit.

The cavalry clash on the wings while the infantry in the centre have advanced.

Middle Game…

The battle was quickly becoming a slog in the centre, and as casualties mounted, Parliament gradually gained the upper hand, prompting both armies to advance their reserve infantry. On Parliament’s left wing, their supporting cavalry initially nullified the attacks from first line of Royalist cavalry but soon faced renewed pressure as the Royalist second line charged in.

The second line of Royalist cavalry move up in the background, while the centre the battle is intensifying.

Parliament is gaining an advantage in the centre, while their cavalry on the left wing is hard-pressed.

End Game…

The Royalist cavalry finally defeated most of the opposing Parliamentary cavalry, opening up the flank. In the centre, a sizeable portion of the Royalist line routed from the pressure from Parliament’s infantry. The Royalist reserve infantry braced themselves for the advancing enemy infantry, but the advance did not eventuate. After losing more than half of its units, many of them cavalry, Parliament chose to call off the battle and retire in good order.

The battle in the centre intensifies, while on the flank Royalist cavalry have gained the upper hand.

The Royalist centre outs, but too late for Parliament who have more than half of their army routed.

Summary…

Well done to Jon for his victory, who’s infantry effectively held up my centre attack long enough until his cavalry eventually prevailled.

The losses in the game were:

Royalists:

  • 5 x Infantry units
  • 4 x Cavalry units
  • 2 x Commanders

Parliament:

  • 3 x Infantry units
  • 6 x Cavalry units
  • 1 x Artillery unit
  • 1 x Commander

The game was decided using a points system, which I’m still fine-tuning:

  • Add 1 point for each routed enemy unit.
  • Add 3 points for each enemy supply unit attacked.
  • Add 2 points for each enemy commander lost.
  • Add 3 points if the enemy commander-general is lost.
  • Add 6 points if enemy army is reduced by more than half, including any enemy cavalry exiting the tabletop after attacking supplies.
  • Add 6 points for each objective captured.

Using this system, the Royalists scored 18 points (10 for enemy units routed, 2 for an enemy commander removed from play, and 6 for reducing enemy units by more than half). Parliament scored 13 points (9 for enemy units routed and 4 for enemy commanders removed from play).

If you’re wondering why both armies were slow to advance their reserve infantry and second lines of cavalry, it’s because the rules limit movement to only two army commands per turn. This restriction prevents frantic manoeuvring of units and ensures a more gradual engagement of commands as they advance.

This was a most enjoyable game, taking just over an hour and a half to play. In a couple of weeks, Jon will be hosting his version of the battle and we will be using his rules.

16 comments:

  1. This was a tense battle. At the end, when the Royalists saw three regiments skedaddle on one turn, I figured a draw was the best I could hope for in this action. Imagine my surprise when the Royalists received six points for pushing the Roundheads under half strength.

    Close result, Peter, very close. As always, troops and table look fab. Next time, we fight the battle out on my Home Court.

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    1. Looking at the tabletop I would still say you won. The points may be a bit harsh for losing commanders and half of one’s units. I am now thinking 1 point for commanders, and all unit losses after losing half of one’s units should be doubled (rather than 6 points). Using that approach the above game would be Royalists would be 12 points, and Parliament 11 points.

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  2. Well a most enjoyable AAR Peter, just a shame Parliament couldn't get a win! The playing time is just perfect too:).

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    1. Thanks. If playing face to face I suspect the game would have taken just over an hour. The remote gaming requires additional time for the movement, clarifying distances, and moving the camera for better views.

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  3. Super looking table and figures on show, very nice indeed, good win for the Royalists.

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    1. There were points where I thought the game may go the way of Parliament, but Jon and his Royalists forces always seems to keep just ahead.

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    1. Thank you. It is always fun getting the ECW armies on to the tabletop.

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  5. A close run thing! Well done Jon.

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  6. A lovely looking table and a close battle - as Steve says, shame Parliament could not prevail (sorry Jon!) Good luck in the next iteration, Peter.

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    1. The breakthrough in the centre came a turn too late for Parliamentarian forces.

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  7. That looked like an entertaining game, Peter.

    Regards, Chris.

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    1. Thanks. It was a fun game, the hour and a half to play it flew by.

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