Wednesday, 27 August 2025

English Civil War game report - assault on fortifications

Last week, I finished a second earthwork for my English Civil War games. These foam earthworks (click here for the steps on how to make them) can be used either as standalone forts or as bastions in a siege setup. With two forts now complete, it seemed like the perfect opportunity to try out the One-Hour Wargames (OHW) Scenario 15: Fortified Defence.

Fortified defence

Scenario and rule notes…

The game was played using a variation of the One-Hour Wargames Pike and Shot rules. It begins with the Parliamentarian forces defending two fortified earthworks. Each fortification is garrisoned by musketeers and a small gun, boosting their shooting value of D6+2. The forts are also well-stocked with ammunition, so the “out of ammunition” rule does not apply to the garrisons.

Some of the other rule changes:

  • Dragoons and artillery are treated as half-units. They shoot with D3 and are eliminated after taking 8 or more hits. Both must also check for ammunition after shooting.
  • The first two “out of ammunition” results for an army can be resupplied.
  • Movement tests are required for all unit moves: roll 2+ on a D6 to succeed. If a roll fails, no further units may move that turn, and play proceeds to the shooting phase.

Parliaments forces:

  • 2 x Fort with musketeers and gun.
  • 2 x Infantry (mixed muskets and pikes)
  • 2 x Dragoons
  • 1 x Cavalry
The two dragoon half-units are stationed near the woods on the left flank. The two infantry units are positioned close to the forts, ready to provide support if needed, while the cavalry remain in reserve on the right flank.

Parliament waits and prepares for a Royalist attack.

The attacking Royalists are allowed to regroup at the end of any turn. When they choose to do this all their  units are removed from play and can re-enter in the next game turn with all hits removed. Both forces can resupply any unit out of ammunition. Parliamentarian units do not remove any hits.

To win the Royalist forces must seize and occupy both forts by the end of game turn 15, otherwise Parliament wins.

Royalist forces:

  • 3 x Infantry (mixed muskets and pikes)
  • 2 x Artillery units
  • 2 x Cavalry units

Background…

Parliamentarian commander Colonel John Haversham, having successfully besieged and captured the town of Greyford (see here for the siege game report), received orders to prepare for a Royalist attack. Greyford is located in the Harrow Valley, the main north–south route used for supply convoys, messenger riders, and troop movements.

Acting on his orders, Haversham directed his troops and the townsfolk of Greyford to construct two earthwork forts along the Harrow Valley road, intending to halt or at least delay any Royalist advance through the valley.

Royalist attack plan…

After assessing the situation, the Royalist commander decided to concentrate the first attack on the left fort, leading with his infantry. His artillery was ordered to take up positions to bombard the right fort, softening it up for a later assault. The cavalry’s role was to screen and protect the infantry and guns against any Parliamentarian cavalry or dragoons that might advance. Once the left fort was captured, the plan was to retire, regroup, resupply, and then launch a second attack against the right fort.

Game report…

The Royalists advanced their infantry, but delays hindered the arrival of their artillery and cavalry. After a few rebukes from the Royalist commander, the remaining forces finally arrived and took up their positions as the assault on the left fort commenced.

Only two Royalist infantry units arrived on the first turn.

The Royalist assault begins as their remaining troops and artillery take up position.

With the assault on the left fort was quickly in full swing, Royalist artillery bombarded the right fort to soften it up for a later attack. Although the Royalists suffered losses from the defenders’ fire, they managed to drive out the garrison, only to see fresh Parliamentarian troops to take their place. After a few more assaults ammunition was low and the Royalist commander withdrew his forces to reorganise and resupply in preparation for a second attack.

The assault on the left fort is in full, while artillery bombard the right fort.

The Royalist forces break off their first attack to reorganise and resupply.

During the lull in the fighting, both sides resupplied their troops. The Royalist second assault began in a rather disjointed and piecemeal fashion. Precious time was lost, but eventually the attack on the left fort resumed. Meanwhile, the artillery’s bombardment of the right fort continued with some accurate shooting.

Before long, the defenders of the left fort broke and fled, allowing the Royalists to shift their focus to the right fort. Their bombardment had been effective, and its defenders were routed. Yet, the Royalists failed to advance quickly enough to seize the opportunity, and the Parliamentarian infantry began preparing to reoccupy the fort. As evening fell, the Royalist commander ordered a withdrawal.

Royalist troops were slow to take up their position for the second attack.

The left fort is cleared.

The right fort is cleared by artillery fire, but a slow advance by Royalists were unable to take advantage. 

Summary...

A Parliamentarian victory, the Royalists just ran out of time and failed to occupy the forts. During the first assault, the Royalists failed to use their cavalry effectively to block or tie down Parliament’s reserves, allowing them to reoccupy the fort. Poor luck with movement rolls (several early rolls of 1) further hampered the Royalist advance, so their units were slow to take up their positions and begin the attacks.

16 comments:

  1. A great little game Peter snd I like the "withdraw to regroup" rule...is that in the original scenario or did you add it yourself?
    The early"1"'s for movement could represent all sorts in your narrative....poor going, hesitant troops or a tardy commander....

    ReplyDelete
    Replies
    1. The withdraw and regroup are part of the original scenario. The rolling for movement while frustrating for the Royalists did work well for all the reasons you listed and the general level of training.

      Delete
  2. That was very much a case of the Royalists failing to take their opportunities - and they suffered defeat (or rather failure to achieve victory) as a consequence.
    Your battle report reads well and sounds realistic.
    Cheers,
    Geoff

    ReplyDelete
    Replies
    1. A good way of summing up the game as it is very much with the Royalists to make the running. Parliament was able to just sit back and react to what was happening.

      Delete
  3. A very enjoyable read sir! A hard fought battle and a very good looking one too, your forts look the part on the table.

    ReplyDelete
    Replies
    1. Thank you. It was an enjoyable game to play and an interesting OHW scenario.

      Delete
  4. The Fortunes of War. Good game report with interesting mechanisms.

    ReplyDelete
    Replies
    1. Yes, the rolling to move mechanism worked out, making movement, especially coordinated movement, problematic.

      Delete
  5. A great game Peter. I have played this scenario as well and it is quite difficult for the attacker. A lot to do in 15 moves even with the regrouping.
    The forts look excellent on the table as well.

    ReplyDelete
    Replies
    1. Thanks. It is an interesting and challenging scenario to play. One I will definitely be playing it again.

      Delete
  6. Great scenario and AAR there Peter. I must re-visit this scenario to see if I have played it or not, as the old grey cells hold no recollection of it!

    ReplyDelete
    Replies
    1. It is well worth a revisit. I found it both challenging and fun to play.

      Delete
  7. I greatly enjoyed your report, Peter. The idea of withdraw, regroup and resume is rarely seen yet completely sensible.

    ReplyDelete
    Replies
    1. The regroup option in the OHW scenario makes for an interesting decision on when to regroup to leave enough turns to attack the second fortified position.

      Delete
  8. Great fortifications! Clever way of adding that gate!
    I like the black/white image on the start of your battle reports. Thanks for sharing them.

    ReplyDelete
    Replies
    1. Thanks. I used an App Clip2Comic to create the effects on the B&W image.

      Delete