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 [87])
Horse
Right – brigade of Lord Alwyn
[96] (purple)
Col Thomas South’s RoH [125]
Sir Rowland Barkhill’s RoH [126]
– brigade of Col Thomas Chetwynd [97] (red)
Chetwynd’s RoH [123]
Sir William Dundonald’s RoH [124]
Left – Col Matthew
Allington [98] (silver)
Sir Beardsley Heron’s RoH [121]
Col James Winstanley’s RoH [122]
Col Richard Sudley’s RoH [127]
Lord Eastham’s RoH [128]
Foot
Right - Col Robert Bryanston
[86] (green)
Bryanston’s
RoF [106]
Col
Obediah Hawkstone’s RoF [107]
Left - Col Edward
Buckland [84] (yellow)
Buckland’s
RoF [101]
Col
Joseph Grafton’s RoF [105]
Col
John Burdett’s RoF [108]
Reserve -
Lord Lambton [99] (sky blue)
Lord
Lambton’s RoF [102]
Sir
Thos Nielson’s RoF [103]
Sir
Julius Mossley’s RoF [104]
Unattached
Capt
Wm Ancaster’s Dragoons [120]
Med
Gun [140]
Light
Gun [139]
Heavy
Gun [147]
Heavy
Mortar [157]
Army of the King (Benedict, Lord Porteous [3])
Horse
Right - Lord Sefton [4]
(green)
Lord
Sefton’s RoH [44]
Sir
Henry Moorhouse’s RoH [47]
Col
John Noden’s RoH [48]
Left - Sir Roderick
Broadhurst [10] (yellow)
Broadhurst’s
RoH [43]
Lord
Cressington’s RoH [46]
Foot
Garrison - Col Archibald Rice [17]
(turquoise)
Rice’s
RoF [23]
Col
Wm Ringrose’s RoF [25]
Sir
Marmaduke Davies’ RoF [27]
Reserve -
Sir James Parkfield [19] (silver)
Parkfield’s
RoF [19]
Lord
Ullet’s RoF [24]
St David’s - Col John Fulwood [18] (dk blue)
Fulwood’s
RoF [28]
Capt
Charles Grove’s Firelocks [38]
Unattached
Maj
Oliver Dingle’s Dragoons [40]
Light
Gun [59]
Med
Gun [61]
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.