|Thornthwaite - with St David's in the background|
Some time – probably within the next couple of months – I hope at last to get my solo ECW campaign under way. I am collecting together a short shopping list of ideas, and of things that I learned from my Peninsular War campaign which I wish to do differently this time.
The campaign will not use a formal map; the idea is to improvise a map based on my “North Country” edition of the Perfect Captain’s “Battlefinder” card system, and the rules for supply and movement will be correspondingly simpler.
The area to be fought over will thus be fictitious, and the forces and leaders will also be of my own invention. There was nothing wrong with using real places and (more or less) real armies in the Peninsular War, but doing so definitely pushes towards a specific organisation, and the strategies are bound to reflect what really happened, at least in part. This time it will be different – the area to be used will be some previously unknown location vaguely similar to the Lonsdale Hundred of Lancashire (which in reality includes Lancaster and part of the Lake District), and the participants will be my own invention, though some of them may look rather like known historical units – pure coincidence. You will not find the towns or roads on John Speed’s contemporary maps, but that is entirely because Speed opted not to show them. You will not find any historical record of the troops or the generals, but that is simply because Peter Young overlooked them.
The timing will be (vaguely) 1643, to keep everything up in the air and steer clear of the New Model Army. The political context will be smudged to suit the occasion whenever necessary. The tabletop battles will use my ECW variant of Commands & Colors:Napoleonics, which is undergoing some further minor changes – these are to be tested thoroughly before use. Formal sieges, and also any battles which are too small or otherwise unsuitable for a miniatures game, will be handled by the algorithmic approach which worked well in the Peninsula.
* * * *
Yesterday I had a preliminary solo game to test some recent rule tweaks – it represented the little-known Battle of Thornthwaite, which is separate from the campaign but is around the same area, and employs some of the same forces. It is a decent-sized toe in the water.
Thornthwaite is a prosperous little market town of approximately 800 inhabitants. The prominent family in the area are the Hesketh’s, cousins of the Marquess of Newcastle; they are Catholics and strong supporters of the King, and their sympathies are reflected in the stance of the inhabitants. The town’s important position, commanding the highway from Lancaster to some other place, is well recognised, though it has no walls and is not a particularly easy place to defend, the nearby River Dribble being a negligible stream at this time of year. The Royalist army in the area, under the command of Lord Benedict Porteous, alerted to the approach of a sizeable Parliamentarian army, has placed infantry in the town itself, and also in the parish church of St David of Briardale, which now lies about half a mile from the town, as a result of rebuilding after the plagues of the previous century.
The particular rule tweaks to be tested in this action were:
Accelerated troop movement – 1 hex bonus when further than 2 hexes from the enemy.
C&C “section” command cards (other than any which refer to the number of cards in the player’s hand – Assault and Refuse, being examples) may be applied to a Leader who is attached to one of his own units, and the order extends to any contiguous string of units from the same brigade.
Some changes to the influence and immortality of attached Leaders.
An experimental rule to cover the fire of Mortars, and a system for recording damage to built-up areas (and, though we had none yesterday, fortress walls).
A couple of refinements of movement rules, including a fledging road bonus and a change whereby units may move through friendly artillery, but may not end their move in the same hex.
A few other things.
Orders of Battle (numbers in square brackets are simply the identifying unit number on the bases; the list also shows the colours of small beads blu-tacked onto the bases to make it easier to keep brigades together and identify the army structure)
Battle of Thornthwaite – 1643
Army of the Parliament (Sir Nathaniel Aspinall )
Right – brigade of Lord Alwyn  (purple)
Col Thomas South’s RoH 
Sir Rowland Barkhill’s RoH 
– brigade of Col Thomas Chetwynd  (red)
Chetwynd’s RoH 
Sir William Dundonald’s RoH 
Left – Col Matthew Allington  (silver)
Sir Beardsley Heron’s RoH 
Col James Winstanley’s RoH 
Col Richard Sudley’s RoH 
Lord Eastham’s RoH 
Right - Col Robert Bryanston  (green)
Bryanston’s RoF 
Col Obediah Hawkstone’s RoF 
Left - Col Edward Buckland  (yellow)
Buckland’s RoF 
Col Joseph Grafton’s RoF 
Col John Burdett’s RoF 
Reserve - Lord Lambton  (sky blue)
Lord Lambton’s RoF 
Sir Thos Nielson’s RoF 
Sir Julius Mossley’s RoF 
Capt Wm Ancaster’s Dragoons 
Med Gun 
Light Gun 
Heavy Gun 
Heavy Mortar 
Army of the King (Benedict, Lord Porteous )
Right - Lord Sefton  (green)
Lord Sefton’s RoH 
Sir Henry Moorhouse’s RoH 
Col John Noden’s RoH 
Left - Sir Roderick Broadhurst  (yellow)
Broadhurst’s RoH 
Lord Cressington’s RoH 
Garrison - Col Archibald Rice  (turquoise)
Rice’s RoF 
Col Wm Ringrose’s RoF 
Sir Marmaduke Davies’ RoF 
Reserve - Sir James Parkfield  (silver)
Parkfield’s RoF 
Lord Ullet’s RoF 
St David’s - Col John Fulwood  (dk blue)
Fulwood’s RoF 
Capt Charles Grove’s Firelocks 
Maj Oliver Dingle’s Dragoons 
Light Gun 
Med Gun 
Royalists had a hand of 5 Command Cards, Parliamentarians 6. The Victory Point requirement for a win was 10, 2 of these being available for possession of more of the town than the enemy and 1 for possession of St David’s church.
I shall not give a detailed account of the action – the captions of the photos should provide much of that. Both armies had an amount of horse which was not of immediate use in fighting for a town and, predictably, the Royalists started their defence by employing theirs in launching a wild cavalry charge against the (numerically superior) force of horse on the Parliamentary left.
Ignoring this distraction, the infantry brigades of Edward Buckland and Lord Lambton [P] set about attacking the town itself. Their attack was preceded by a short bombardment from a large siege mortar known as The Clapperdudgeon (commanded by Capt R Rousell), which started a couple of small fires, but failed to hurt anyone. The infantry approached the open ground to the East of the town under heavy fire of musketry, showing great courage, but were repulsed quickly and completely once they reached the edge of the town.
Buckland’s force was destroyed, and together with the heavy losses already sustained by Allington’s horsemen on the Parliamentarian left, this was sufficient to clock up the required 10 VPs before Lambton’s men could get involved in the assault, and the Parliament army withdrew, most of its troops having done little beyond some manoeuvring. They will return, they will fight again soon. The battle lasted about two hours elapsed, allowing for some head scratching over new rules.
|Broadhurst's horse [R] on Mill Hill|
|View from behind Parliament right flank - they had more troops eventually|
|Col Bryanston with the Parliamentary reserve foot|
|General Aspinall watches his attack develop|
|Allington's horse on the Parliamentary left - they had a very bad day|
|General view of the Royalist position|
|Defenders in Thornthwaite|
|Broadhurst's men looked businesslike but didn't actually do anything|
|Lord Sefton's bold charge wrecks the Parliament horse|
|In goes the main assault - Buckland's brigade|
|Lord Porteous - he won, but he still doesn't know which way up the map is|
I am left to ponder the advantage which “galloper” type horse gain in a melee. It may well be appropriate for the tactics, but the cavalry on both sides at this stage of the war in this theatre would mostly be provincial gentlemen and their retainers – I am not sure that there would have been a great deal of experience of the German wars, and Prince Rupert is nowhere to be seen in these parts. If there was a fault in the game here, I feel it may be more to do with my simplistic decision to make all Royalist horse “Gallopers” and all their opponents “Trotters” – certainly the Royalists cut through their opposite numbers very effectively, but that might not be entirely correct for this backwater of the wars.
Casualties among brigade commanders (which do not give rise to VPs) were lighter than I feared they might be, and the “daisychain” brigade order rule worked nicely for shifting men quickly, and encouraged a structural discipline on the armies which is pleasing and usually entirely absent in C&C. The coloured beads are a big help, but the tiny specimens I used are a complete swine to handle and attach – I spent a fair amount of time crawling around with a torch, looking for dropped beads (which, of course, roll for a surprising distance).
Interesting game – I’ve left it set up, so that I can re-run some bits of it with further tweaklets. On the King’s side, Lord Sefton distinguished himself with a remarkable cavalry attack, though he was captured in the process. Once again, artillery was mostly a waste of time once friendly infantry moved in front of it, since only the light guns may move once they have started firing – I understand this is pretty much how it was.