Tuesday, 9 September 2025

ECW game report - The investment of Stonemarch town

The siege of Stonemarch begins with a small game on a 4x4 foot tabletop. The game represents the investment of the fortified town. Details of the game setup can be found in my previous post here. If the Royalists succeed in getting their supplies through, it will provide a morale boost for the garrison in the up coming siege game.

Rules for the game use a variation of the One-Hour Wargames Pike and Shot rules. The rule changes include:

  • 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.
  • All cavalry are treated as gallopers.
  • The first two “out of ammunition” results for an army can be resupplied.
  • Movement tests are required for all unit moves. A roll 2+ on a D6 is required for the unit to move. If a roll fails, no further units may move that turn, and play proceeds to the shooting phase.

Parliamentarian outpost guarding the road.

One of Colonel Ezekiel Hartwell’s first actions, as the Parliamentarian commander tasked with capturing Stonemarch, was to invest the town. His forces established outposts and pickets along the roads to cut off any supplies reaching the defenders. In response, a Royalist force is now attempting to break through the blockade and deliver supplies to the town in readiness for the up coming siege.

Battle Report…

On sighting the Parliamentarian outpost guarding the road, the Royalist force began to deploy and advance. However, they remained wary of additional Parliamentarian units arriving to reinforce the defence. As the Royalists moved forward, Parliamentarian artillery opened fire, while a detachment of their dragoons appeared on the hill, soon followed by a supporting a unit of cavalry.

Royalist force arrives and begins to deploy.

Parliamentarian reinforcements appear on the hilltop.

The arrival of another small unit of Parliamentarian dragoons south of the wood, along with those already positioned on the hill, was disrupting the Royalist deployment as they adjusted to these threats. Royalist cavalry charged the dragoons near the wood and quickly routed them, but their success was short lived as Parliamentarian cavalry arrived south of the wood and counter-charged.

In the centre Royalist dragoons and infantry advanced along the road to engage the outpost. While on their right flank a unit of dragoons, supported by cavalry, pushed forward towards the occupied hill.

The engagement heats up as Parliamentarian reserves arrive and take up position.

The supply carts and their guards hurry up down the road, while a cavalry melee to the left is underway.

The cavalry melee near the woods was dragging on while the supply carts and their guards hurried down the road. As the Parliamentarian cavalry began to gain the upper hand, and the Royalists feared they might break through to harass the wagons. However, the Parliamentarian cavalry were left disorganised after routing their opponents, and a timely volley from some nearby Royalist dragoons was enough to put them to flight.

Elsewhere, the infantry engaged the outpost, to their relief the artillery had exhausted its ammunition. While Parliamentary dragoons continued to hold and defend their position on the hilltop. Their remaining cavalry moved in behind the outpost, ready to lend support.

The cavalry engagement on the left sees the Parliamentarian cavalry gain the upper hand. Elsewhere the dragoons on the hilltop are engaged.

The supply carts push forward as a unit of dragoons puts to flight the exhausted Parliamentarian cavalry after their cavalry engagement.

With the threat from the woods dealt with, the Royalists turned their attention to the outpost. They routed the Parliamentarian infantry blocking the road, only to be counter-charged by the reserve cavalry. Time was now an issue for the Royalists, who needed to clear the road quickly for their supply carts. Meanwhile, the Parliamentarian dragoons on the hilltop were holding firm and continued to harass the Royalist right flank.

The road is cleared of infantry, but Parliamentary cavalry are in reserve.

The cavalry charge.

With the support of a nearby infantry unit, the supply carts and their guards manage to drive off the last of the Parliamentarian cavalry. Finally, the road was clear, and the carts move swiftly along the road and towards Stonemarch.

The road is cleared.

The supply carts move towards Stonemarch.

A Royalist victory. The supplies have successfully reached Stonemarch. This success will boost the garrison’s morale in the next game, which will be a siege of the fortified town. For this game I will be using the Siege-Works pen-and-paper game rules, adapted for play on the tabletop.

24 comments:

  1. Great gamer Peter. I am looking forward to see if the win tips the balance for the Royalists, or just a cunning plan by the Parliamentarians to capture more supplies. 😁

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    1. I am starting to plan and prepare the siege game for this weekend’s game.

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  2. Great looking game and a very enjoyable read, sets the next game up nicely with the Royalist getting their supplies to Stonemarch, might have been a hard job for them if they had not won this game, looking forward to seeing the next instalment.

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    1. The additional supplies provide a slight edge the siege game.

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  3. A great game Peter but as a Parliamentarian by sympathy and nature, I was disappointed they could not prevent the supplies reaching the besieged garrison!

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    1. It was a close run thing. If the Royalists had rolled a 1 for their supply units in the last turn, turn 15, then they would have failed.

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  4. Replies
    1. Thank you. The game was a good lead into the siege game.

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  5. Didn't think they'd make it, but they did. Will this also affect the morale of the two sides?

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    1. It was a close game. The morale only benefits the defenders.

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  6. Great idea to supplement the siege game with this game.
    Chris/Nundanket

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    1. It is an interesting solo pen and paper game and easily convertible to a tabletop if your trenches are of a consistent length.

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  7. Great looking game and enjoyable read, Peter. Looking forward to the seige.

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  8. Great game report. Looking forward to the siege.

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    1. It was a fun game as a lead up to the siege.

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  9. Nicely done Peter - an extra bit of chrome for the siege game ⚔️👏👏
    Cheers,
    Geoff

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    1. Thanks Geoff. I used your suggestion on the previous post for early and late arrivals in the game.

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  10. Interesting to run an action as a prelude to a siege game. What would have been the impact of supplies not making it through before the siege was laid? Always enjoy seeing your ECW armies on the table.

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    1. Thanks. In the situation the defenders morale factor would not have increased. The game will be similar to the siege we played remotely. The choice was to either increase the morale factor or reduce the time allowed for the attackers to take the fortified town. In the end I opted for the morale factor.

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  11. Great read and inspiring me to start a new wargaming army

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    1. The ECW armies are my favourites as they were my first metal army I collected in the early 1970’s. Which is why they look a bit old school.

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  12. A great action and a close run one too, just a shame that the Parliamentarian foce couldn't prevent those supplies reaching the fort:(.

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    1. It was close. A roll of 1 on the movement of their supplies in the last two turns would have seen the Royalists fail.

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