Today I hosted a remote English Civil War siege game with Jon of Palouse Wargaming Journal. Details of the game setup are in my previous post. The scenario is a fictitious siege played with the defender’s actions determined by an events table.
Siege Background
Greyford is a small fortified town guarding the only bridge for twenty miles in either direction. Situated in the Harrow Valley, it commands the main north–south route for supply convoys, messenger riders, and troop movements.
In peacetime, Greyford was a market centre for wool, grain, and salt. Since the outbreak of war, however, it has become a prize of strategic value far beyond its modest size.
After a series of defeats, a small Royalist force has withdrawn into Greyford to regroup and await reinforcements. Determined to deny the King any foothold in the region, the Parliamentarian army has begun a loose blockade of the town.
The Royalist governor, Sir Edmund Kaye, a veteran of the wars in the Low Countries, ordered the townsfolk to stockpile food and ammunition and make repairs to the walls.
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The Royalists prepare for the siege. |
Parliamentarian commander Colonel John Haversham has brought up his heaviest available guns and is preparing to lay siege. His chief engineer has prepared a plan of parallels and trenches to carry the assault to Greyford’s walls.
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Parliamentarian artillery park. |
Siege Report
In the opening weeks of the siege, Jon made a strong start, committing most of his limited troops to digging the first parallel and establishing guard lines and patrols to control every road in and out of Greyford. Yet, the Royalist defenders proved adept at slipping messengers through the lines, raising the alarm for reinforcements. This placed Jon under mounting pressure to bring the siege to a conclusion before any relief force could arrive.
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The defenders watch on at the siege preparations take place. |
Progress on the siege works slowed in the following persistent rain that hampered the trench digging, and disease swept through the camp, reducing Jon’s available troops. Undeterred, he pressed on, diverting troops from patrols and guard duties to continue the work. By the fifth or sixth week, two heavy artillery batteries were in place and construction of the second parallel had begun. Seizing their chance, the defenders launched several sorties, inflicting casualties and forcing Jon to shift some of his troops back to patrols and guard duties, further delaying the digging of trenches.
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Work begins on the second parallel. |
The balance of the siege now seemed to favour the defenders, as progress on the second parallel and the remaining gun batteries slowed. Worse still for Jon, disease continued to thin the ranks of his troops, while the garrison successfully smuggled out messages to the approaching relief force.
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Parliamentarian commanders look on as the gun batteries attempt to make breaches. |
Though his numbers were dwindling, Jon managed to complete the final gun batteries and, in the weeks that followed, unleashed successful bombardments against the town’s walls. One breach was opened, inflicting casualties on the Royalist defenders and reducing their morale.
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The assaults begin on the first breach. |
Jon launched two assaults against the breach. The first was decisively repulsed, inflicting further losses on his army and raising serious doubts about the Parliamentarians’ ability to continue the siege. Undeterred, Jon pressed on with a second attack. This too was beaten back, but at a heavy cost to the defenders, leaving their morale at its lowest ebb.
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Artillery bombard the walls to make a second and decisive breach. |
Hoping the defenders were unaware of his army’s hardships and unable to risk further losses with a third assault, Jon concentrated all remaining effort on a bombardment to open up a second breach. His guns proved to be accurate, and the new gap in the walls was soon made. This final blow broke the defenders’ morale, and they sued for terms. With his own ranks depleted by disease and casualties, the Parliamentarians accepted the surrender, allowing the Royalists to march out before occupying Greyford.
Summary
Early on, it seemed time would be Jon's greatest challenge, but disease and casualties from repeated sorties meant any further losses might have forced Parliament to abandon the siege. However, accurate gunnery in opening a second breach shattered the Royalist morale. A narrow, but well earned, victory for Jon. Well done!
Taking the fortified town in this game is no easy feat. The besieging commander must carefully allocate their limited troops between:
- Constructing parallels and trenches
- Building gun emplacements
- Conducting bombardments
- Launching assaults
- Establishing guard lines and sending out patrols to prevent sorties and messengers
- Planning and reconnaissance to improve outcomes
And all the while, a mix of defender actions, rain, and disease reduces both manpower and the time available.
Jon managed to balance these demands until disease began to seriously thin his ranks. Then, a calculated gamble of focusing on the siege works and delaying the bombardment until enough batteries were ready proved to be decisive in the end.
For those interested, the game was completed in one hour.
What is Next?
I am really enjoying these rules and have two English Civil War ideas in mind.
The first is to create a small-scale ECW campaign with only a handful of regions, some containing a strategic town or city. To fully control a region, a player would need to win a field battle and, if the region includes a fortified town or city, successfully complete a siege. This idea still needs more thought as I do not want to have the situation of my last ECW campaign which took some 40 odd battles to decide.
The second idea, inspired by some helpful comments (thank you), is to adapt the rules for sieges of fortified manors during the ECW. Where the use of trenches and parallels was far more limited. I will need to do some further reading on how these engagements were conducted and what activity would replace constructing trenches and parallels.
Or perhaps I might take a completely different direction and try a Samurai-themed siege. My Samurai armies have not yet seen the tabletop since I moved to New Zealand, so it might be time to change that.
After the second failed assault by the Parliamentarians I half expected the Royalist defenders to hold on - but ‘twas not to be. A strong late finish saw the forces of Parliament achieve victory.
ReplyDeleteIn retrospect is there anything you would amend/change/do differently?
It would be nice to see a Samurai based siege.
Cheers,
Geoff
It was a very close game. The Royalist troop numbers were fine, but their morale was low and could not contend with the second breach being created in the walls. A Samurai siege does sound fun, but I will need to add some more terrain to my collection.
DeleteThat’s excellent Peter! Only 1 hour to complete.
ReplyDeleteA question on the rules: are the defenders operating under similar constraints and competing priorities? Like choices between sorties, retrenchments and foraging.
Chris
The game is solo, so I was acting for the defenders and just rolling against an event table. I was looking at how to have a defending player. You would have to place limits on the number of sorties, mines, and other activities the defender could do. Though an event dice roll would still be required for rain and disease. In many ways it I think it is better with a solo approach.
DeleteAh, understand now. I think. Thanks.
DeleteChris
These latest posts have been very interesting Peter. I enjoy sieges but (using Vauban's Wars rules) they can get rather involved. Reading your posts and after buying the Siege Works rules it seems that there is scope for adapting them to quick table games where a siege has occurred in a campaign. I am looking forward to some enjoyable hours of converting the rules. Thanks for putting me onto this.
ReplyDeleteThank you. These rules are going to be my go to rules for sieges. As I play more games there are options where you can add forts which have to be stormed before you can reach the main defences; and different event tables which can be modified to suit the siege environment or situation.
DeleteFascinating stuff! Sieges are always a problem to game and in campaigns are often abstracted to a few die rolls.
ReplyDeleteNeil
It feels like a wargame when played on the tabletop and avoids the abstract dice rolls which you mention. For the game you need not build a 3D fort or castle. A 2D drawing of the defences on the tabletop edge will do.
DeleteGreat looking table and a really interesting read, your rules seem to work really well, and it will be interesting to see how it plays if you go for the Samurai option.
ReplyDeleteLooked like an excellent game Peter that Jon managed to win by the skin of his teeth!
ReplyDeleteBy the skin of my teeth, indeed! I was down to a single point of manpower. Disease, high casualties in failed assaults, and enemy sorties cost me dearly. With the right die roll on the events table, I would have lost the game on the prior turn. The result was SO close!
DeleteI did think on one occasion Jon was done for, but he took some well judged risks which paid off.
DeleteYou would have to think, that if it was part of a campaign, this might have been the most Pyrrhic of victories? Jon took the town but probably had insufficient manpower to hold it when the relief force arrived.
DeleteSomething to consider when incorporating into a campaign.
DeleteWell played Jonathan! I am sure Colonel Haversham will get a promotion. 😂
ReplyDeletePeter thank you for bringing these rules to my attention. A great way to add some colour and interest to a campaign.
They are an interesting and solo game which can be transferred to the tabletop very easily.
DeleteVery exciting report and game, Peter. These rules really are a revolution in doing seiges.
ReplyDeleteThe rules are clever in the way you have to balance how you use the available troops and take risks.
DeleteThat was a really convincing siege game, I say convincing as it's convinced me - I've just bought myself a copy of the rules. Please post any ideas you have for rule changes to suit different periods / structures or two-player games as I will be very interested in your ideas as you have a knack for simple yet elegant rules.
ReplyDeleteThe rules translate well to the tabletop with a few modifications. For example, renaming the dice re-roll to planning and reconnaissance helps to create the narrative. Also, rather than having to record resource choices such as digging and having models to represent them helps. I am now looking at some figure conversions. I will post and I believe I have your email and will send any additions your way.
DeleteThanks.
DeleteA reasonably 'authentic-feeling' siege game that plays in quite a short time, seems very useful especially for campaigns in this period (and hopefully slightly later too? ). So, very interesting, thanks for bringing them to our attention. Looks like you both enjoyed the game, too, and the table looked great!
ReplyDeleteThanks. The Siege Works game was originally set in the Napoleonic period, and would work for most horse and musket periods.
Delete