Following Parliament’s victories at Naseby and Langport, Royalist resistance continues to remain strong in the west. One such area is the town of Stonemarch which is serving as a rallying point for Royalist cavalry raiders harassing nearby regions controlled by Parliamentarian.
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Stonemarch defences. |
Colonel Ezekiel Hartwell has been ordered to capture the town. Upon his army’s arrival at Stonemarch, he quickly realises a direct assault is impossible. The town's defences were reinforced early in the war with earthwork bastions and will require a full siege. Hartwell’s engineers begin surveying the town’s walls, gates, and approaches to identify weak points, while the rest of the army is ordered to establish a fortified camp and began the investment of the town. Posting outposts and pickets along every road to block supplies and reinforcements.
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An outpost defending a road. |
To begin wargaming the siege of Stonemarch, the first scenario will see Royalist forces attempting to get supplies into the town. If successful, the defenders will gain a morale boost, giving them an advantage in the siege game.
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The Royalists will have to breakthrough the outpost. |
The scenario is based on One-Hour Wargames (OHW) Scenario 13: Escape, with a few adjustments. The Royalists are marching north when they find their route blocked. To achieve victory, they must escort at least one of their two guarded supply carts down the road and off the southern table edge.
The game will be played using a variation of OHW pike and musket rules.
Royalist Forces:
- 2 x Pike and musket infantry
- 2 x Dragoons
- 2 x Cavalry
- 2 x Supplies with guards.
Parliamentarian Forces:
- 1 x Gun (start on the tabletop)
- 1 x Pike and musket infantry (start on the tabletop)
- 2 x Cavalry
- 2 x Dragoons
Note: all dragoons and supply guards are half units and are eliminated after 8 hits rather than 15 hits.
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The tabletop. Parliamentarian reserves arrival areas marked with blue arrows. |
The next post will be the battle report...
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