Monday, August 29, 2016

Battle of Montgomery, 1644: Turns 3 and 4: The Uninvited Guests

    We pick up the action at the start of Turn 3. The Royalists opt to begin with their large right flank Cavalry command. Their objective is to crush the sole remaining unit of Parliamentary Horse on that flank before any returning Foragers can intervene. How hard can it be to destroy one unit that is already Disordered, with a unit to its front and flank, and yet another situated well behind it, albeit needing to maneuver?


The Buffs charge the flank of the Greys, succeeding with a 9, and scoring 2 hits with an 8 and a 10. Game over, right? "Not so fast, Snuff breath!"reply the Roundheads, as they save BOTH hits, and thus survive, although their strike back fails with a 3. The Cavaliers attempt to Rally the Blues, but fail to activate when they turn a big fat Ace. Arrgh!  Turn Over for the Cavalry!


Yellow Regiment (w/ General) activates to move forward one box diagonal to the right, and succeeds with a 4". 


The White Foote Regiment then activates to shoot at the enemy Cavalry to their front, succeeding with a "7", they choose to expend 1 ammo to shoot twice (at present in this variant, only allowed if shooting into the box directly to their front). They turn a 9 and a 10, needing 8+ to hit (not shown), so 2 hits!. The Colonel saves twice, but the cavalry pass one save but fail the other, and thus are Disordered - one more hit and they are "over the hills and far away". 
The Blue Regiment of Foote successfully moves forward 1 with a "7". The Black regiment of Foote  attempts to move forward one box as well, and also succeeds with a "6". The Yellow Regiment of Foote successfully moves forward a second box, turning a "6". 
The Green Regiment of Foote activates to shoot at the enemy Horse with a "9"; as their target is one box diagonally to their front, this costs an ammo, and they can only shoot once. They miss with a "3". The Parliamentary cavalry is battered but not dispersed!
The Blue Foote Regiment attempts to move forward a second box, which will place them on the flank of the Parliamentary infantry. They fail with a 4, but the General replays the card and they succeed with a "9" on their second attempt. The Black Regiment of Foote fails its attempt to move forward a second box, ending the turn for the Infantry command, but the battle looks to be soon joined in the center. 


With just the Dragoons left, and the Parliamentary Horse more or less pinned by being in the ZoC of the White Foote, the Dragoons move forward 2 boxes on an "8". 


The Dragoons Dismount with a "10", but unsurprisingly cannot turn another 10 when they attempt to shoot. 


Situation at the end of the royalist half of Turn 3. Cromwell's boys are looking pretty up against the ropes, eh Guv? 


View from the opposite end of the battlefield. 


View Halloo! Needing a 2 or more to enter, the foragers roll a "1".  A second die roll determines that the 2 units will appear box that is the closest of the three to the Royalist side. Talk about unwelcome guests crashing the Cavalier's party... who's on who's flanks, now?!


The Mixed Troop of Horse (top of picture) move forward 2 boxes with a "9", but are too far to charge the flank of the Cavalier Blues... yet.  Hasselrig's Lobsters (not counting as such for game purposes, though) are ordered to charge the rear of the buffs. They turn an 8. "We'll enjoy this!" The lobsters fire their pistols into the Buffs on their way in. Being Rear fire, they get a bonus card. With an 8 and a 2, they score 1 hit, which the Buffs and their general both save with a 10 and a 2 respectively. In the actual melee, the 6 and 8 are both hits, with the Buffs saving once and failing once, whilst the General saves each time. The Buffs are now disordered. Their attempt to strike back fails, now needing an 8+ instead of a 6+ to hit. 


The Greys activate to Rally with a "5" (with 2 units that could charge them, and no GG, they needed a 4+), and their attempt succeeds with a "9". Their Disorder/Hit marker (rock) is removed. 


With enemy still to their flank, the Greys figure their best bet is still to overwhelm the Disordered Blues to their Front. Their first activation to charge fails (3), but Sir Thomas inspirational replay of the card succeeds with a 9. However, they miss with a 3. The Blues strike back with a 10, hitting the Greys whose 4 fails to save. Back to Disorder for them! Sir Thomas saves. 


With 8's and 9's on the three Parliamentary Cavalry units, and the General's replay already use, the Roundheads take their best chance at an activation, with the Lobsters attempting to charge the rear of the Buffs again. Unsurprisingly, they fail with a 2. The Royalist cavalry have managed to survive... for this turn. 


The Right flank Yellow Horse's attempt to pull back one succeeds, barely with a 4 (they needed a 4 + because they were attempting a difficult maneuver, and into difficult terrain as well). I see now that I made a mistake here - when cavalry pull back they must face in the opposite direction. They then attempt to rally from Disorder, activating with a 7 and Rallying with a "9".  Their attempt to move forward 1 diagonally and then charge the Dragoons fails with a "3" (they needed a 9+). We'll just say that their attempt to turn around succeeded...


The Parliamentary Infantry in the Centre now acts. They have all moved forward 1 Box on a successful Group Move (9), but The Purple Regiments attempt to activate to shoot at the opposing Blue Regiment , needing a 10, fails with an Ace, and the General's replay also fails with a second Ace. Probably a good way to burn those bad cards with the least pain!


End of Turn 3 overview from the Parliamentary Right flank...


and their Left.


Predictably, the Royalists choose to start with their beleaguered cavalry wing. Unfortunately, the Pursuit activation of the Red cavalry unit MUST be done first. This will carry them across the River, which requires a 3+, the 2 Fails, threatening to end the Command's turn then and there, but the General's replay with a 3 succeeds. Actually, I now see this was a mistake as well, as Pursuit activation actually get a bonus, so here a 2+ would have succeeded despite the difficult terrain. "Pardon me, milord, but did you actually read these riles?" Ahem. 

The Disordered Buffs figure they have a decent chance of riding down the flank of the Disordered Greys. which would give them some breathing room from the repeated prodding of their arses by the enemy Lobsters. Their charge activation succeeds with an 8, but both of their attempts to Hit fail with two 4's (they would need 6+ ordinarily, but being Disordered they needed 8+, although they did get to play a Bonus Hit card for attacking a Rear). They Greys attempt to strike back also fails (3). 


The action now shifts to the Blues. They activate to Rally with a 4 - with two units that can charge them, that is exactly what they needed, except that their accompanying Gallant Gentleman they could have allowed them to ignore those penalties,. so here a 2+ would have sufficed. Regardless, their rally attempt succeeds with a 9. Huzzah! Thus reorganized, the Blues charge the Greys, successfully with a 9, and Hit with an 8.  "Take THAT, you rebellious swine!" And indeed they do, failing their Save with a 4, whilst Sir Thomas's attempts to evade his historical fate (Fairfax was killed at this battle) meets with success once again with a 5. 


The victorious Blues have moved forward to occupy the box the Greys were in; as they were already disordered, another hit destroyed them; 2 more Parliamentary Victory medals are lost. Sir Thomas slips away to join the Lobsters. The Red horse then successfully activate and turn 90 degrees to their right. This also removes the Pursuit marker (as does any successful non pursuit activation). An attempt to turn 90 degrees again failed with a 6 (not shown). 


With the end of the turn for the Cavalier cavalry, the action shifts once more to the infantry scrum in the Centre. The Black Regiment activates to shoot at the Purple regiment to their front with a 4; at one box range they can either shoot once at no ammo cost, or twice for the cost of 1 Ammo. They choose the later, and hit twice with a 9 and a 10 (an 8+ is needed, 9+ if Disordered). A cheer goes up from the ranks... but it doesn't last long as the Roundheads save both with  an 8 and a 6. The General also saves twice, playing a pair of 2's. "Close call, that!"

The General then makes a Command Move to join the Blue Regiment, poised on the flank of the Parliamentary center, but feeling rather insecure about its own rear, should the expected collapse of the Royalist cavalry take place soon. Their attempt to turn 90 degrees left needs a 4+, and they succeed with a 7.

The Yellow regiment next activates to shoot with a 7, but both of its shots at the enemy Brown regiment miss with a 7 and a 3; one ammo is expended.  The Colonel then uses a Group Move (4) to advance the White and Green Regiments one box. 


Continuing the action in the Centre, the Black regiment activates to shoot again (10), and once again hits twice (9,10)!  Another ammo is expended. This time, Purple fails both saves (Ace, 5 - being a Veteran outfit, they save on 6+). It is now double disorganized (2 hits); another hit will remove the unit, and the cause of Parliament will be in grave peril! The General in the box, however, calmly saves twice (6, 8). 'Heads up, chaps!"


The Blue Regiment attempts to finish off the Purples They activate (8) to shoot one box diagonally into the flank of the Purple regiment. Ordinarily, this costs 1 Ammo for 1 shot into anything but the one box directly to their front, , but as they are firing into a flank or rear, they get to play a bonus Hit card.  Unfortunately, both shots miss (6 and 6, not shown). "Bloody Hell! You Purples are lucky bastards!"


The White company's attempt to shoot the cavalry to their front fails with a 2, ending the Centre command's turn. No ammo is expended for the failed attempt. 


The Dragoons, who have heretofore had little to do in the battle, activate (4) to move forward 1 box, and then shoot (9) at the Yellow cavalry diagonally to their front. They hit with a 10, but the cavalry save with a 9; one ammo expended (most infantry have 3 to 4 ammo).  A vain attempt to shoot again fails with a 6, ending the cavalier portion of Turn 4.


Situation at the midpoint of Turn 4 from the Royalist Left, which is looking good,


and from its right... which does not!


Parliament starts with its endangered Centre. The Purple Regiment (Lord Brooke's), which has a GG with it (the Halberdier stand denotes this in their case),  activates to Rally (6). It rallies one hit off with a 7. It makes a second attempt to Rally ("8" - here the GG makes a difference, as with 3 units in charge range, it would otherwise have needed a 10!), but fails in the attempt (3). The Browne Regiment activates to shoot (9) at the Yellow Regiment, but misses twice (7, 5), expending 1 Ammo. The General then makes a command move to join the Orange Regiment. 


The Orangers Shoot (4) at the Green Regiment to their front - one shot hits (10) and the other misses. The Greens fail to Save (3), and thus become Disordered (1 hit(). The Tangerines shoot again (5) and score two more hits (9, 10), but the Greenies Save both (9, 10).  Some what predating the Gatling Gun, the Oranges none the less shoot a third time (7), but this time both shots miss (2, 7); They have just expended 3 of their 4 Ammo. 


Frustrated  (and with the General in their box for potential replays), the Tawney Regiment charges the fragile Frogmen (9). The Greens fire as they charge comes home  but miss twice (3, 6 - they need 9+ being Disordered), expending an Ammo. Their blood up, the Oranges hit in melee with an 8, which the Greens fail to Save (5), taking a second Hit. They strike back and hit (9 - being disordered they needed an 8+ instead of a 6+). The Tawneys save with a 9. Phew! 


Their bolt pretty well shot (although being armed with matchlock muskets, they don't really have a bolt to shoot, but whatever!), the Parliamentary action shifts back to the endangered Purples. First the Infantry General moves to join them on a (free) command move, and then the Purples try to Rally again, but fail to activate (6, General replay 8).  That ends the Turn for the Centre. 


The Yellow regiment of Horse pulls back another box through the swamp (10, but same error again, they should face to the rear after this). Needing another 10 to do anything, the 4 doesn't make it,  


The action now moves to the Parliamentary left flank. The Lobsters get thing rolling like an anachronistic steamroller charging (5) the rear of the Buff, and scoring 2 Hits (6, 6).  The Buffs fail to save (3), and having 1 hit already are now eliminated. The "buffing" of their armor leaves the Lobsters glinting in the sunlight. 


The Lobsters have (obligatorily) moved forward into the box formerly known as the Buff's, and are marked for pursuit.  The Mixed Horse attempt to charge 1 diagonal into the Blues, needing a 3+ to do so, but fail with an Ace! The figure with them is a Colonel, and not a General, and thus no replay is possible. Perhaps Sir Thomas should have made a Command move to join them prior to their charge attempt? He was doubtless still rattled from his difficult stay with the now departed "Dolly" Greys! Be that as it may, turn is 4 over, with  the outcome still very much in the balance! To be continued...

Friday, August 26, 2016

3rd Dragoon Guards (Prince of Wales's)

    This regiment was first raised in 1685, in response to the Monmouth Rebellion, as the Earl of Plymouth's Regiment of Horse.  It was ranked as the 4th Regiment of Horse. It fought duration the War of the Spanish Succession (`1701 - 1715), participating in the battles of  Schellenberg Blenheim, Ramillies, Oudenarde, and Malplaquet.


In 1746, it was renumbered as the 3rd Regiment, and when the Regiments of Horse were re-designated as Dragoon Guards in 1751, it  became the 3rd Regiment of Dragoon Guards.  It received the title of "Prince of Wales's in 1765.

 
 It was active during the Peninsular War from 1809 onward, participating in the battles of Talavera, Albuhera, and Vittoria.  This being a unit of Dragoon Guards, one of the subtle differences from the Dragoon regiments was that the edging on the front of the collar was red instead of the lace color. Tough to pick out, but it is there!


During this era, it had white facings with yellow lace. 


In 1816, its facings were changed to Yellow with white lace, and thus later acquired the nickname of "The Old Canaries". 


The badge of the Regiment was the three feathered cap of the Prince of Wales.


I'ts motto was that of the Prince of Wales as well -"Ich Dien" ("I serve" in German; there are various stories as to how that came about, none of them verified). 


In contrast tot he Queen's Dragoons, this regiment wears the normal service trousers, grey with a red stripe. I kept the dress shabraques, though - white edged with yellow. 


I  mounted this regiment on Light Chestnut horses. 


In keeping with the usual practice of British cavalry, their horse furniture is natural leather color. 


As you can see, their flag is still MIA. It was square (as opposed to the swallow tailed guidons of he Dragoons and Light Dragoons/Hussars), with a white field and gold fringe, and bears the badge of the Prince of Wales in the center.


In keeping with the association with Wales, its slow march was "Men of Harlech", a personal favorite of mine. Must be the Welsh portion of my ancestry! It probably has more different sets of lyrics than just about any March or song that I can think of!


Not a military performance, but clear and well played. It seems that all of the various instrumental versions I listened to use the same arrangement, even those played by the Welsh Guards - I the first half, but in the 2nd half, IMHO, it gets too fancy and off track. The Band Director of our band in college was genius at adapting music into arrangements for Band, and I've love to see what he could have done with this!


Men of Harlech! In the Hollow, 
Do ye hear like rushing billow
 Wave on wave that surging follow 
Battle's distant sound?

Tis the tramp of Saxon foemen, 
Saxon spearmen,  Saxon bowmen, 
Be they knights or hinds or yeomen, 
They shall bite the ground!

Loose the folds asunder, 
Flag we conquer under! 
The placid sky now bright on high, 
Shall launch its bolts in thunder!
Onward! 'tis the country needs us, 
He is bravest, he who leads us 
Honor's self now proudly heads us, 
Freedom, God and Right!

Rocky Steeps and passes narrow, 
Flash with spear and flight of arrow 
Who would think of death or sorrow? 
Death is glory now!


Hurl the reeling horsemen over, 
Let the earth dead foemen cover
 Fate of friend, of wife, of lover, 
Trembles on a blow!

Strands of life are riven! 
Blow for blow is given 
In deadly lock, or battle shock, 
And mercy shrieks to heaven! 
Men of Harlech! young or hoary, 
Would you win a name in story? 
Strike for home, for life, for glory! 
Freedom, God and Right!

Tuesday, August 23, 2016

Battle of Montgomery, September 18, 1644: Turns 1 and 2

This game was done solo as a play test of the draft version of a set of forthcoming rules for the English Civil War by Simon Miller et al, based upon the To the Strongest! engine. There is some background information about the battle here. The scenario is evidently based upon that by Bob Giglio. Interestingly, my fellow blogger Jon used the same battle to test out three other sets of rules for the ECW. His blog posts on the subject make interesting reading.

    I am doing this report very blow by blow to assist in the analysis of the play test, as well as for those of you who may not be that familiar with To the Strongest! As this is one of many play test games by a number of players, there are sure to be some changes between the draft version I used and the final one. Doubtless I will have made some mistakes along the way as well.

These very veteran troops, mostly painted in the mid 1970's,  were very happy to get out of their boxes to stretch their legs a bit. I think their last game was 10 years ago!


Set up for the Battle - Royalists to the left of the picture, Parliamentarians to the right. The two units of Parliamentary horse at the lower right are off of the table, "Foraging". At the start of each Parliamentary turn, they roll a D6 - if the score is less than the current turn number, the Horse will enter at one of the three hilly squares at the right foreground! Thus they cannot enter on Turn 1. 


View from the opposite end of the table, so now parliament is to the left and the forces of the King to the right. The trees back the corners of the usable playing surface.


Close up of the Royalist left...


and the Parliamentary right. The bridge was the objective of the Royalist attack. 


The scenario didn't specify which side acts first, but it seemed to me it should be the Royalists. Alternatively, it could have been determined randomly as per the usual To the Strongest! rules. he Royalist attempt a Group Move with there 3 Infantry units ("Battaglia", in the rules, but I'' call the m Regiments), using the Colonel (on white horse). They want to move 1 box straight ahead with all 3 units. This requires 1 more pip than the move would otherwise, hence a 3 instead of a 2. The 4 passes. 

  
Group move is executed; all must make the same move. These can only be lead by a Colonel; both are (tentative) additions for the ECW version of the rules. Colonels can NOT replay cards the way a General can. 


Black Regiment wants to move forward 1 box; it easily passes with a "3" (only a "2" was needed). 


The Black Regt has made it's move, and now the Blue Regt attempts the same and succeeds.



White Regt attempt to move forward 1, needing a "5" (one more than the card already played for the Group Move it participated in); the "2" fails, ending the Turn for the Royalist Center command. 



The Royalist Dragoons move forward 1 box on a "9" (I forgot that they could have moved 2 while still mounted); their attempt to move again failed (only a 10 would have passed). 


Over on the Royalist right, the Colonel in the Cavalry command attempts a Group Move (Forward 2 boxes), and succeeds. Group moves can not be used for charges. 


Situation after the Group Move; the Royalists are trying to make the most of their 2:1 advantage in Cavalry on this flank... while it lasts!


The Gentlemen Pensioners (full armor, although not for game purposes) attempt to charge the "Grey" horse to their front. They Fail with a 4, but their General, in the same box with the unit, replays the card, succeeding with a 7"".


Due to illustrating the action, this looks much more complicated than it is. The defending Roundhead Horse fires their Pistols before the Cavaliers charge home; this expends their ammo and they may not use their pistols again. They need an 8+, but turn a 9, and thus miss. The Gentlemen Pensioners charge; as they are "Swedish" trained (Gallopers), they can play a Bonus "To Hit" card once per game to reflect the shock of their charge. They do so here, and miss with their first card, but hit with their s"shock" card (a 6+ was needed). The Round head Grey horse save successfully  with an 8, and fight back with a 10 - a HIT! The Gentlemen fail to save with a 5, but the General, who only needs a 2+, saves with a 5 (if a General (or Colonel) is in a box with a unit that takes hits from fire r melee, he must play his own SAVE card. The Gentlemen are now Disordered - a Bad Thing. Another hit and they will be eliminated!


The Buff Regiment wants to move forward one on the diagonal, and continue on another box straight ahead; they needed a 6+ (2 above the 4 turned earlier for the Group Move) and turn a 10, so the move succeeds. 


The Royalist Red regiment attempts to charge the Roundhead White horse in front of them; they need a 5 but fail, turning a 4. The blue coated figure in the box with them is a "Gallant Gentleman', not a General, so no replay is available.. The turn is over for both this command, and the Royalists.  As a convention/memory aid, we turn failed cards sideways.


Center of the table at the end of Royalist phase of Turn 1. 


Overview from Royalist Right.


Overview from Royalist Left.


Start of Parliamentary phase of Turn 1; the Roundhead General (Fairfax, who was killed at this battle historically), has made a Command Move to join the White Horse. They then attempt to move 1 box to their rear, facing away form the enemy (their position was tenuous!); needing a 3+, they fail with an Ace, but the General replays the card, now a successful "4". 


On the theory that the best defense is a bold offense, the Parliamentary Grey horse attempt to charge the already Disordered Gentlemen Pensioners to their front. One more hit and the Gentlemen will be destroyed, and they will battle back at a disadvantage as well, needing 8+ to hit instead of 6+.  They only need a 2+, so the 3 succeeds. The marker behind them is a Fox, a reminder that this unit includes a Gallant Gentleman). 


The Gentlemen fire their Pistols defensively, but miss with a "3" (being disordered, they needed a 9+).  The Grey horse HIT with an 8, and the Gentlemen fail to save with an Ace; having suffered 2 hits they will be destroyed and removed from play, costing the King's cause 2 Victory Medals. The Royalist General saves with a "5". 


Having won the melee, the Grey horse should move into the box that contained their target, displacing the Royalist general to another friendly unit, and is now obligated to Pursue (rules for this are new with these rules). This is fine with the Greys, flushed as they are with victory, and they turn a "10" for their charge - Pursuit activations only need to Match the previous card, not exceed them (unless other factors complicate the situation).  Their "10" succeeds.


Now, to resolve the combat; once again this will look a lot more complicated than it is. it all plays out quite rapidly.


The f=defending Blue Cavalry shoot with their Pistols before the Roundheads charge home; their "2" misses, and thus the Grey cavalry play a to Hit card - their "4" also misses, However, the presence of a "Gallant Gentleman" with the unit allows it to replay a missed Hit card in melee once a turn. The GG does so, and the resultant 6 is a hit; and as it was not odd, the GG remains with the unit. Now the Cavaliers must save - the Cavalry tun a "5" which fails (they need a 7+, while the General plays a 56 ans survives. the Blue Cavalry are now Disordered. Uh-oh! Not being destroyed, they fight back. Their "7" WOULD be a hit, but since they are disordered they need an *8+ instead of a 6+_, and thus they miss. The King will  not be amused!


Next, the Roundheads attempt to turn the White horse 90 degrees; needing a 6+, the Ace fails. They have already used their General for a replay this turn, so the Left flank cavalry command's portion of the turn is over. 


The Roundheads shift the action to their Right flank, where a sole Cavalry unit makes up the command.  They want to move 45 degrees forward one box; needing a 3+ their 7 succeeds. 


they attempt the same trick again, but needing a 9+, the 8 does not succeed. The officer with the unit is a colonel. This keeps them, from going Out of Command, but Colonels cannot replay failed activation cards the way a General can, and thus this command is done for the turn as well. 


That leaves the Centre (British spelling for an ECW game!) . The  Colonel (white horse) attempts a Group Move, all three regiments to move 1 box straight ahead. The 9 succeeds easily,. but doesn't leave much room for further actions!


The Orange Regiment attempts to move forward one more box; now needing a 10, they fail to do so, unsurprisingly! That being the last command, the Parliamentary turn is over. 


Overview of the battlefield at the end of Turn 1. 


"I say, old chaps; see you the arses of yon White Horse straight a ahead? What say we give them what four up the bum, eh? With a 9, the Red Regiment of Cavaliers is more than willing to oblige!


Their blood up, the Rec Horse play THREE "Hit" cards - one for the charge, one for their one time "shock" bonus, and one for hitting a unit in the rear. Being in good order, they need a 6 + - three hits. Odds Bodkins! The Roundheads must play THREE Save cads - 4 - 10 - 5. Only the "10 saves, so the White Horse take to hits and are eliminated, surrendering 2 Victory Medals. Sir Thomas manages to save three times, and moves to join the Grey Horse, the only surviving unit of his command (on the table, as yet...)



The victorious Red Horse move forward to occupy the box that held the defenders, 


and are marked for PURSUIT!


General makes a Command move to join the Buff Horse, and orders them to turn 90 degrees to their left, which maneuvre they happily perform. 


"Begging your pardon, Sir Edward, but would your men be good enough to charge the flank of yon Grey Parliamentary sods?" "It will be our pleasure, Milord!", with a &+ needed and drawn! 


Using their one time shock bonus plus a bonus card for hitting a flank, the Buff Horse evidently need more gym time, as they manage only a single hit, which the rebellious Grey scum are unable to slough off, (being a Veteran outfit, the Greys needed a 6_+, but turned a 5). Their General, Sir Thomas, saves with a 6. 


The Grey's attempt to strike back fails however, needing an 8+ due to their Disorder. They replay with their GG, but turn a 3 (not shown) which both misses and results in the loss of the GG.  
Poor Johnny, we hardly knew ye! Things look grim for the Greys! 


The Royalists decide to attempt to rall;y the Blue horse, as their situation remains precariously Disordered. Lacking a GG of their pwn, they need a 3+ to activate a Rally attempt, and succeed with a 6. They play a "6". Unfortunately, being Trained rather than Veteran, they require a 7+ and just miss. "Tough luck, that!"


The Royalists decides that the smart money is another charge into the flank of the Grey. However, their "7" fails, and the General's replay fails as well. Turn 2 is over for the Royalist Horse! 


Turning to their Centre, The Colonel performs a successful Group Move 1 box forward with the White, Green, and Yellow regiments of Foote. Not much leeway for more action after that, though!


Moving on to the Blue Regt of Foote, their initial attempt to move forward 1 box fails with an Ace, but the Generals' replay with a 2 allows the move to come off after all. Having your Generals in the right place at the right time can mean a lot in these rules!


The Black Regt of Foote also successfully moves forward 1 box. 


The Blue Regiment moves forwards another box with an "8", but the further onslaught of the Cavalier infantry is stymied by the "3" played for the next attempt of the Blacks. The Centre is done for turn 2. 


Royalist Turn 2 ends with a mere whimper as the Dragoons turn an Ace and thus fail their attempt to advance. 


View of the Centre at the start of Parliamentary Turn 2; their D6 roll of 4 means no relief for the rebels this turn!


Parliament starts Turn 2 with it's one remaining unit of Horse on its Left. It is still under obligatory Pursuit, and thus MUST charge the Blue Horse to its front as the first action. The "5" succeeds, and, both sides having used their Pistols already this game, it is straight to the Melee. Being Disordered, the Grey Horse need an 8+ to hit, and so miss with a 7. Fighting back, the Blue Horse hit with an 8; both the Grey Horse and Sir Thomas save against the Hit, however. The failed charge removes the Pursuit marker, though.


Rather than pull back facing to the rear, the Grey Horse successfully ("6") charge again! his time they Hit with a "10", but the Cavaliers Save with a 10 and a 9 for the Colonel and the Regiment respectively, and then miss on their strike back with a "2". Pshaw!


If at first you don't succeed... The Greys attempt a third charge, but their horses are too tired, and even Sir Thomas's pleas cannot change that.


With the news that there is no sign of the Roundhead forager's return as yet, it looks like stalling for a bit might be their best option here in the Centre, so the Colonel attempts a Group move 1 box to the rear, maintaining facing. This somewhat delicate maneuver requires a 4+, and thus it succeeds. 


Content with their position, the command group passes on any further activation attempts this turn.


Feeling rather exposed, and unable to move to the side due to being in an enemy Zone of Control, the Yellow Horse try to move one box to the rear into the difficult terrain of the marshy ground. This required a 4+, which they fail to achieve, and thus the Parliamentary turn 2 is at an end. Once again, the Colonel cannot replay failed Activation attempts the way that real General can.


Situation at the end of Turn 2. 


The scene from the opposite side of the field. The Grey Horse do seem to be in a rather sticky wicket! Can they hang on until help arrives?


To be continued...