Siege of Norchester Scenario Pack Now Available

Simon Miller and I have just published the digital edition of my second scenario pack for For King & Parliament: The Siege of Norchester.

Buy The Siege of Norchester here

Hopefully you'll have seen (and had your appetites whetted!) by some of the many playtest battle reports posted here (the last post before this one being an example) but for those who haven't, here's the marketing blurb:

The Siege of Norchester is a supplement for TtS! For King & Parliament that contains twelve free-standing, fictional scenarios in a loose chronological order.

The pack is designed to give players who don't have enough time to write their own scenarios a number of games that they can play with little or no preparation. All you have to do is print out the game and player briefings, set up the table according to the map, break out the figures and cards, and start the first turn. You don't even need to print the pack out in full: just the pages you need for the scenario you're going to play.

The Siege of Norchester tells the story of the investment of the fictional, Royalist-held city of Norchester. It starts with the Parliamentarians gradually pushing the Royalist foraging parties back into the city itself, then looks at the Royalist attempts to delay the construction of encircling works. There’s an assault on the outskirts of Norchester and then a Royalist attempt to get a messenger through to the King to ask for aid. Finally, there’s the arrival of a Royalist relief force, the fall of Norchester and the attempted escape of the main Cavalier protagonists.    The same officers and units are used throughout the campaign, and it is hoped that the players will come to adopt and recognise them as their own or the enemy.

action from scenario #2: munces wood

The games can be played either as a series of linked games or as a collection of one-off battles. To emphasise: each scenario is free standing and they do not have to be played in any particular order…but it is anticipated that players will play them in order as a campaign, keeping a running total of each sides’ score as they go along. The pack provides a Campaign Record Sheet as an easy way of doing so.

Finally, although specifically designed for FK&P, with a little work the scenarios can be adapted for any set of English Civil War/Renaissance rules: the basic elements of why, where and with what each side is fighting being largely common to all systems.

So whether you’re for the King or for Parliament, The Siege of Norchester gives you everything you need for many hours of joyful gaming!

Buy The Siege of Norchester here

FK&P AAR: Ramshackle Road

Another game of For King & Parliament using a scenario from my forthcoming Siege of Norchester scenario pack. This time it’s an encounter at Ramshackle Road, where the Royalist raiders are pinned against a river!

Although I did definitely lose the battle, the game was actually closer than the report above suggests. The appearance of the Royalist horse on my flank was a nasty shock, and I didn’t cope with it very well!

A great game, despite the result!

IABSM AAR: 83rd Naval Brigade in the Caucasus 1942

Another superb 6mm I Ain’t Been Shot, Mum! after action report from Mark Luther.

This time Soviet Naval Infantry take on a German recce force in the north Caucasus in August 1942. The Germans were closing in on the port of Novorossiysk from the north and the Soviets had set up blocking positions before Verkhnebakanskiy. This represents the 83rd Naval Infantry Brigade's fallback spot. They were facing the 125th Infantry Division with some StuGs and armored cars.

Click on the picture below to see all…

FK&P AAR: Laundry Day

Another day, another Norchester playtest!

The Royalist raiders, headed by Sir Arthur d’Artois area heading for the rear of the Parliamentarian lines, determined to take some of the pressure of their colleagues under siege in Norchester.

The Roundheads, however, have been tipped off and are expecting them: they have a force drawn up in front of the rear of their camp and are prepared to do battle!

Another cracking game, with the scenario passed as playtested.

The battle swung this way and that, but always with me having the edge, right up to the last moment. To indicate how close it was, my opponent had only one Victory Medal left himself i.e. if I’d broken one more unit or taken that camp, then victory would have been mine.

The final turn began with me on four Victory Medals: all of which I lost on the right as my troops finally gave way: about as close to victory as you can get without actually winning!

On to the next scenario now: Ramshackle Road…

Action from Marlowe to Maidenhythe

Most of you should know that Norchester will be my second scenario pack for For King & Parliament, with the first being Marlowe to Maidenhythe.

Always great to see my scenarios being used: here’s a link to the Blunders on the Danube blog where there’s a great report of the first scenario from M2M: the Attack on Marlowe

Blunders on the Danube/M2M AAR

FK&P AAR: Happy Valley

Another playtest of a scenario for my next scenario pack: Happy Valley.

Quick summary of the situation: Royalists are besieged in Norchester and have called for aid; the vanguard of a relief force is intercepted in the aforementioned Happy Valley; a battle ensues.

Do click on the images in the gallery below: there’s more description of what’s happening on most of them.

Although it might not seem so from the descriptions above, this was a very close game: I was down to three Victory Medals by the end, so one more unit lost for me would have lost me the battle.

Another great game of For King & Parliament!

IABSM AAR: Grudziadz

Another great 6mm IABSM after action report from Mark Luther, this time featuring scenario eight from the September War Part One scenario pack (available from this website).

Played at Gigabites Cafe, Marietta, September 2021, the game involves the Germans attacking Grudziadz, a town in the Polish corridor in September 1939. The Germans thrust was from East Prussia i.e. they were actually attacking from the east.

Click on the picture below to see all:

IABSM AAR: Alt Langsow

Here’s another great battle report from Mark Luther. The game was I Ain’t Been Shot Mum in 6mm played at the Gigabyte Cafe in September.

This was a pretty basic Soviet attack on the defensive line NE of Seelow , 16 April, 1945. Elements of the 26th Fallschirmjaeger Regiment were dug in forward/east of Alt Langsow and the 301st Rifle Division and 220th Tank Brigade were ordered to overrun them and head to Neu Langsow.

Click on the picture below to see all:

FK&P AAR: Mundaydean Lane

The next scenario in the The Siege of Norchester campaign involves the besieged Royalists trying to get a message through to summon help. Looking at the picture below, the Royalists are on the left, with the Roundheads on the right.

Just behind the Royalist line is a coach containing the messenger (see left hand picture, below) so this is a “Catch the Pigeon” scenario wherein the Royalists have to exit the coach off the other side of the table (or defeat the Parliamentarians so the road becomes clear) and the Roundheads have to make contact with the coach and achieve a single hit to stop it and capture their prey.

The battle began with an advance from both sides. I had a bit of luck here and managed to get my right flank cavalry force and a brigade of infantry nicely forward to the half way point (see picture, below, far left) whilst the Roundheads hung back a bit.

My second infantry brigade, however, seemed very reluctant to advance, leaving a bit of a hole in my centre: perhaps they were cautious about outstripping the coach by too far! See picture, below, centre.

On my left flank, the Parliamentarian horse facing me remained passive. I was quite happy with this, so did the same: my plan was to smash his horse from the field on the right then curl around the enemy left flank with what remained of my cavalry whilst my infantry advanced to contact. The Parliamentarians would be hit on two sides and I could then roll up their line like a piece of used carpet!

My left flank cavalry thus charged the Borders Horse in front of them as soon as possible (see picture, below, left) whilst my infantry moved forward. I kept my commanded shot back, intending to shoot from behind the hedge rather than face a charge by men with long pointy sticks (see picture, below, centre). Finally my other infantry brigade got the message and moved forward as well (see picture, below, right).

For some reason, the enemy horse on my left were still stationary. That suited me fine, as there were a lot of them and although the fact that my horse fought in the more modern Swedish style, I couldn’t risk one of his squadrons breaking through and going after the coach carrying the “pigeon”.

On the right, the two infantry lines were now fully engaged (below, left and right pictures) and I was gaining an advantage. On the right, a volley into the Highlanders in the wood was enough to drive them backwards, and a two-on-one situation near the hedge was enough to destroy one of his battalia. I had also achieved a two-on-one situation in the centre, and was just waiting for the opportunity to drive the enemy back there as well.

Meanwhile my horse had indeed destroyed or driven back their opposition and, despite both full-size squadrons threatening to leave the field in pursuit, one had been stopped by a wood for long enough to regain their senses, and had rallied and returned to hit a unit of Borders pistoliers in the flank. The small squadron that had been my reserve charged over the hedge into the flank of an enemy battalia and it looked as if I had decisively won that flank and could start the roll up process.

Meanwhile on the left, sensing that something needed to be done urgently if the battle was not to be lost, the enemy horse had finally begun to move forward.

I covered the advance of the squadron on the far left and, in an extraordinarily successful charge, another squadron of my cavalry had smashed the Dutch horse in front of them from the field. I was being very lucky with my cards!

With his right flank largely destroyed, his centre beginning to bow under the pressure, and his left flank reserve surprisingly now at a disadvantage, it was only a matter of time before the Roundheads retreated. The pictures below show the end stages of the battle:

My plan, for a change and helped by some lucky cards, had worked perfectly: the Roundheads collapsed and the coach and its passenger were able to sedately trot down the road and exit the table unmolested by any Parliamentarians!

FK&P AAR: Dick's Tower

Back to For King & Parliament and the playtest of the next scenario in my forthcoming pack: Dick’s Tower.

Quick precis of the story so far: Royalists holed up in the city of Norchester besieged by the Roundheads. Parliamentarian guns have been pounding away at the city walls, focusing their efforts on a section of wall by the ruined building known locally as Dick’s Tower. A breach has been made, time for the attack to go in.

Dick’s Tower

The Royalists start the game in and around the tower: see pictures, below.

Defending the breach are two battalia of shot-heavy infantry, with a couple of commanded shot battalia coming up to reinforce them. On their left, outside the walls, is a brigade of infantry supported by some guns. The CinC’s bodyguard cuirassiers, the Norchester Disenfranchised, along with General Sir Edmund Dexter are there too. Lurking on the right are a couple of squadrons of horse, just waiting for the opportunity to sneak-attack the Roundhead attackers.

The Parliamentarian attackers (see picture, above) consisted of ten battalia of infantry supported by a large squadron of Dutch-style horse, the Perform-Thy-Vows Puritan horse.

Opening Moves

As the sun rose, the Parliamentarian line moved smartly towards the small stream surrounding the tower. The Royalist supporting force moved up parallel to the walls, whilst the Staplehurst Horse on the right trotted forward looking for the Roundhead flank.

The Parliamentarians crossed the stream without pausing and threw themselves at the breach. Their troops on their right hung back slightly, looking to fight one battle at a time.

Staplehurst was still leading his horse forward and, as one Roundhead battalion (Manning’s Foot, in blue) was smashed from the field by fire from the shot-heavies, charged the far left of the Roundhead line.

Engaged from the front and flank, the Parliamentarian battalia there (Kelsey’s Foot, in grey) crumbled and fled. It would have been great if the Royalist horse had charged on to hit the next enemy battalia in the flank as well, but the Cavaliers were carried away by their success and turned to pursue their fleeing foes!

The Climax

Meanwhile the Royalist left were beating the Roundheads in front of them: the timely intervention of the cuirassiers breaking what had looked like being deadlock.

The Roundheads were now in some trouble: their line had recoiled from the walls surrounding the tower, and although they had reformed and were preparing to go back in, both flanks were crumbling.

Indeed, before anything else happened, the second unit of lurking Royalist horse also managed to turn an enemy infantry battalia’s flank.

And that was really it: the Parliamentarians had started the battle with ten infantry battalions but were now reduced to four, who promptly voted to leave the field as fast as possible!

Aftermath

An interesting game. I’d played the Royalists and was now dying to have a go as the Parliamentarians!

John and I agreed that he had come forward without much tactical manoeuvre: although he had been unlucky with his cards on his left…my horse should never have been able to get around the side like that.

What would I have done differently? When I do play this as the Roundheads, I think I’ll initially ignore the Tower and its defenders and concentrate on wiping out all the Royalists out in the open. I’ll then be able to concentrate my strength on the units behind the fortifications, hopefully using my (then) overwhelming numbers to win victory. Can’t wait to try this, but if you have any better ideas, please do comment to let me know!

TTS AAR: Akkad versus India

Time for another game of To The Strongest: I would play the Akkadians, friend John would play the Classical Indians.

The Classical Indians were of the Republican variety: normal rather than heavy chariots (two units); loads of longbows (five units); a unit of Maiden Guard javelinwomen (questionable historically, but lovely figures, pun intended); two units of elephants escorted by light infantry (hard to kill); and two units of not very good cavalry.

My brave Akkadians consisted of a couple of units of battlecarts (four-wheeled proto-chariots drawn by equids: as manoeuvrable as that sounds); lots of citizen spearmen (five deep units); three units of regular soldiers (two carrying axes and one armed with bows); and four units of fairly scummy light infantry (two units of slingers, two units of archers).

My plan was simple. Battlecarts on the left would smash through the enemy cavalry then wheel round into the rear of the rest of the Indian army. The rest of my troops would advance steadily forward, spears to the front, weathering a storm of longbow fire but pinning his troops in place until the battlecarts arrived. What could possibly go wrong?

Opening Moves

Accidental advance in echelon

To answer the previous question: quite a lot actually. Firstly, my various brigades refused to advance together and I ended up moving forward in echelon.

Secondly, the enemy cavalry, which should have folded before the might of my battlecarts, proved stubbornly difficult to break: in fact, at one stage it looked as if it would be my battlecarts that were smashed from the field!

On my right, enemy chariots smashed into one of my spear units and drove it and its accompanying light infantry from the field. I should have been able to support the spear unit that broke with another brigade of troops, but they were at the back of the field stubbornly refusing to move forward.

Two against one: my “BLUE” spearmen are about to leave the field

That meant that John could advance his elephants in the middle of the field, attempting to defeat each of my brigades in turn.

two against one again: elephants and longbowmen combine against my “turquoise” spearmen

The game was definitely starting to look in the balance. Although I managed to hold the centre, with both sides taking a lot of casualties, my left wing battlecarts were bogged down in melee and on my right wing the Indian chariots threatened to run riot into the flanks of what remained of my centre.

All was not lost, however, as an extraordinary passage of play was about to occur in which the Akkadian Royal Household Axemen, previously stuck miles from the action as part of the brigade that had stubbornly refused to advance, finally got forward and set to work.

Facing two Indian chariots units, they destroyed both and killed the Indian general commanding them. They then resisted attack after attack from the elite Maiden Guard despite already being Disordered.

The Royal Household axemen: heroes of Akkad!

This success gave me time to reorganise my centre and to get things sorted on my left wing. The battlecarts were reinforced with some infantry and finally broke through the enemy cavalry and swung round, as planned, into the enemy rear.

With their centre hit from the rear and under pressure from a reinvigorated Akkadian army, along with the Royal Household Axemen who were still clamouring for more, the Indian army collapsed and fled the field. Victory was mine.

Aftermath

Well that had been a close run thing! At the moment when the battle was truly in the balance, a rather convenient run of luck with the cards on my part swung the day in my favour, and all centred around one unit.

the situation at the end of the battle

A great game!

FK&P AAR: Plumleigh Common Again

After a drought of about a month, I managed to play four wargames yesterday (huzzah!) and, incredibly, managed to win them all (huzzah again!).

That was a game of To The Strongest; two games of For King & Parliament; and a game of Art de la Guerre, which I hadn’t actually played before.

There will be After Action Reports for all of them in due course but, for the moment, here’s a catch up report featuring FK&P and another run through of the Plumleigh Common scenario from my forthcoming scenario book.

FK&P AAR: Plumleigh Common

Time to playtest the next installment in the follow up to the Marlowe to Maidenhythe scenario pack for For King & Parliament. This pack is provisionally entitled The Siege of Norchester and features actions surrounding, funnily enough, a fictional Parliamentarian siege of the Royalist held city of Norchester.

To cut a long story short, Plumleigh Common is a fight that occurs when the Royalists attempt to disrupt the Roundheads as they are digging trenches around the city. The Roundheads are, however, ready for the attack and so what was to have been a raid turns into head-to-head fight.

Here are two views of the battlefield. The walled area containing the church prominent in the left hand picture is Norchester itself, held by some Royalist infantry and artillery who cannot cross the city walls only shoot from them. The trenches represent the Parliamentarian lines, and are held by Roundhead infantry who are protecting a siege gun that could actually reach Norchester.

The battlefield thus divides into three sections: the area between the walls/ramparts; the open area next to it, and the area of enclosures on the far side. In this first game, I would play the Roundheads.

On My Right Flank

The battle opened on my right flank, opposite an area of dense terrain formed of enclosures. Here I had committed my troops raised from the Borders area…

In The Centre

In the centre, however, things were a bit more even:

The Climax

As you can see from the picture above, left, the fight for the centre had been carnage, with both sides losing many units. Victory Medals were now in short supply for both sides, but I had three relatively fresh units to bring over from my right which would swing the battle in my favour.

Unfortunately, this left my opponent with a temporary three to two advantage in the centre and a run of rather bad luck meant that I lost both units there in quick succession:

This wiped out my last few Victory Medals meaning that I lost the battle as my game-winning right flank force decided that the sight of the last two of my units in the centre going down fighting meant that it was far too dangerous to intervene despite outnumbering the opposition whilst in a tactically superior position!

Aaargh!

But a great game nonetheless, and the Plumleigh Common scenario is definitely passed as ready!

Age of Eagles AAR: Talavera

I played in a big Age of Eagles Napoleonics game this weekend just gone: a re-fight of Talavera. Most amusingly, given that I’d rarely played the rules or, indeed, any Napoleonics before, I was given the role of Wellesley i.e. in command of the allied British and Spanish team lined up against the evil French.

I’d like to be able to say that I emulated the soon-to-be Duke of Wellington and won a noble victory but, alas, the day did not go our way at all!

The Allies are lined up along a tributary of the river Tagus, Brits on the left, Spanish on the right, with the French coming at them across the stream.

The French planned to demonstrate towards the centre of the Allied line whilst attacking around the Allied left. If that didn’t work, the centre would turn into the main attack.

As the French came forward on our left, effortlessly brushing a single Spanish brigade aside, I moved some of our reserves (Mackenzie’s infantry Division) to counter the threat. With their advance there countered, the French changed their axis of attack and came forward strongly in the centre and on their left.

The Spanish held a fortified farm on our right, and the troops there performed brilliantly: their artillery slowing down the French advance and then a battalion of conscript infantry lurking just outside the farm holding off a charge by French heavy cavalry.

Unfortunately, the British in the centre performed less well. Firstly, closing up from extended line to line left several gaps in the British line. The French spotted this, massed their artillery and blew a British battalion away to widen one of the gaps into something they could move through…and move through the gap they did: French cavalry and infantry bursting through to totally disrupt the British line.

I had, as mentioned, already committed my infantry reserves elsewhere, and my heavy cavalry just didn’t get across the table fast enough to properly intervene.

As the British line began to crumble, the Spanish remembered they had an important appointment elsewhere (Cuesta was under orders to preserve the army) and the day was firmly to the French.

A great game, and all kudos to Mark and Bevan as the French commanders who, respectively, pinned and then dissected the Allies: great tactics. Thanks also to Dave for setting up and running the game; and to my unfortunate co-commander, John.

One last thing to mention, John had one Spanish battalion that despite initially recoiling from a combat then stubbornly refused to be broken no matter what the garlic-eaters threw at them. It seems like it was the Spanish that shone all day.

Here’s a gallery of the game (excuse the rather curly roads!):

FK&P AAR: Stour Road again

With the first battle only taking 90 minutes or so, we had time to re-play Stour Road.

Bevan offered to swap sides but, despite the fact that I had lost the first game quite heavily, I was sure that I now had the key to victory!

So, once again the Roundheads are digging ramparts around Royalist-held Norchester when the Cavaliers launch an attack to disrupt their work…

Another great game of For King & Parliament and, unusually, a win for me!

It’s now off to Plumleigh Common, where the Royalists will try a lightning raid on the Parliamentarian lines again, but this time the Roundheads are ready for them…

FK&P AAR: Stour Road

As the Parliamentarians begin to surround Royalist-held Norchester with a ring of trenches, the Cavaliers send out Sir Edmund Dexter and his cavalry to disrupt their work…

At this point I forgot to take any more picture as the action reached its climax.

Somewhat unexpectedly, the Puritan Horse gave way, leaving the flanks of my infantry battalia facing the Royalist horse utterly exposed. These were overwhelmed one by one, and the chaps digging the trenches who had come to help (counting as Rabble) were shot down by the rest of the Royalist infantry.

A major defeat for the Parliamentarians!