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!

The Cossack Tabor Rolls Up

Tabor Commander

Finally finished the first four bases of Cossack Tabor: the war wagons that can serve either as fortifications or as a moving fort.

These figures are the first of the By Fire & Sword miniatures: a Polish figure manufacturer specialising in 17th Century eastern European wars. Friend Bevan is collecting Poles, so I went for the Zaporozhian Cossacks.

I thought these were going to be a bit like the Cossacks you see in Taras Bulba (i.e. masses of light cavalry) but actually these particular Cossacks had rubbish cavalry (substituting Tartars when they needed horse) and were specialists in infantry fighting from behind lines of war wagons. Ah well, you live and learn!

What with lockdown, lorry drivers, Brexit and an imminent second edition, By Fire & Sword miniatures are quite hard to get hold of in the UK. I started my collection by cleaning out the Entoyment Hobby & Wargames Centre online store. Entoyment are an excellent supplier who not only offered a slight discount but also posted my figures to me the very next day after I’d ordered them. Highly, highly recommended.

I don’t usually bother with an unboxing photo, but the By Fire & Sword packaging for their Cossack Tabor box set is absolutely lovely. Here’s a little gallery of the original outside packaging, the inside box, and what the box looks like when you open it. Lovely: really got me enthused to get painting.

The Build

The wagons come in several bits: the wagon body, an under-wagon frame that holds the wheels and provides the tongue/shaft, the horses (about half with saddle and rider, half with just a yoke), a few small cannon to mount at the corner of a wagon, and the wagon crew.

Putting the wagons together is fairly easy, although I did find that I had to drill out every wheel’s socket with a pin drill before being able to fix them. A pain, and certainly much more difficult than most wagon wheel attaching.

I chose not to attach the crews onto the wagons before painting, although I did attach all the riders to their mounts.

The Paint

Painting was fairly easy: I used GW Contrast Paints as usual but restricted myself to dark reds, dark greens and two 0r three blues for the Cossack crews.

This is how they turned out:

Overall I’m very happy with these, and looking forward to getting them onto the tabletop. I’ll be using them with an adaption of For King & Parliament, using a single base as the Tabor as a Fortification, and double bases as the Tabor as moving, deep war-wagons

Next up are the Registered Cossack infantry…

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!

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!

Marlowe to Maidenhythe: A Nice Review

Got to the game on Saturday and someone asked me if I’d seen the nice review of Marlowe to Maidenhythe ECW scenario pack for For King & Parliament that has just appeared on the Iron Mitten blog.

Well I hadn’t…but I have now, and they are right: it is very nice.

Here’s a link to the specific blog post: http://iron-mitten.blogspot.com/2021/08/marlowe-to-maidenhythe-review.html

I recommend that you all read it and immediately go out and buy a copy!

Yet Another Shot Heavy ECW Battalia

Here’s the last (for the moment!) of my shot-heavy battalia for my English Civil war collection.

With these, I can now field brigades of standard battalia, pike-only battalia, pike-heavy battalia and, of course, shot-heavy battalia.

The figures are from Peter Pig, painted with GW Contrast paints (the trousers are some kind of ork skin tone!), and mounted as a single battalia element on a large vehicle base from Warbases.

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!

Another Shot-Heavy Battalia

Here’s the second of my planned three English Civil War shot-heavy battalia: painted in a rather fetching shade of yellow!

The main body are from Peter Pig, the command figures from Hallmark via Magister Militum. The figures are mostly painted with GW Contrast paints and based on a Warbases large vehicle base. The flag is from Maverick.

FK&P AAR: Cadmore Hill

Anoher play-test battle: this time a Parliamentarian column escorting siege guns is almost ambushed by a Royalist force, but the trap is sprung a little too soon…

FK&P AAR: Munces Wood Again

As it hadn’t taken Bevan very long to beat me in the last game we played, we swapped sides and gave battle again.

In the last play-through, Bevan had withdrawn his Clubmen and given up the centre of the table. I decided to do the opposite and support them, moving my infantry forward to form a line half way towards the enemy edge.

On the left flank, my Swedish horse moved forward cautiously: I was waiting to see what the enemy Dutch horse (that you can see moving across the table towards me from left to right in the left hand picture, above) would do before committing them.

On the right flank I used two squadrons of horse and a battalia of foot (Shaw’s Horse Brigade supported by the Westferry foot) to hold off a brigade of enemy horse. Points-wise, a stalemate here would be in my favour.

A general melee broke out in the centre of the field. Incredibly, given my luck in recent games, I quickly gained an advantage, with a squadron of horse and a battalia of foot (the ones in dark pink: the Wickborough foot) breaking through the enemy troops in front of them!

Then I made a mistake.: a stupid schoolboy error that would haunt me for the rest of the game!

Bevan had sent a unit of commanded shot (a smallish group of musketeers) forward through the wood (Munces Wood, in fact) towards my cautiously-advancing squadrons of Swedish horse. I failed to resist the temptation and charged the blighters as they came up to the edge of the trees.

Yes, that’s right: I charged musket-armed infantry in woods with close formation horsemen!

My foolish horsemen (the Cranston horse) were soon eliminated, leaving that flank open for the Musketeers to threaten my victorious infantry in the centre and for Bevan’s “spare” squadron of Dutch horse (the Stand-Fast-On-High Puritan horse) to advance up that flank as well…and adjusting to counter those threats prevented my infantry in delivering what should have been the coup de grace!

With some brilliant tactical play, Bevan then used the breathing space I had given him to regroup his centre. I still had the advantage, but now would need to break him again.

My pursuing cavalry (the ones that had broken through the line earlier: the Staplehurst horse IIRC) went off the table and then came back on to hit a squadron of enemy horse. I should have broken them, but didn’t, leaving them free to rejoin Bevan’s troops in the centre of the field (what we had started calling “the arena” due to the way the hedges were laid out) and again forcing me to deploy to face them.

Meanwhile, a melee had finally broken out on the right flank as Bevan could see that he had no choice but to try and win there before his centre finally collapsed. This didn’t work for him, however, and I was soon able to punch through on that flank.

The battle was now all but mine. I just need to destroy one more unit of Bevan’s and the rest of his men would lose heart and flee the field. Okay, so it was true that I would lose the game if I lost one of my foot battalia or two squadrons of horse, but all my remaining units were still pretty robust versus Bevan’s shaky-looking troops!

Bevan, however, had one final card to play.

If you remember, my folly of attacking infantry in a wood with horse meant that I had had to defend my left flank against a squadron of Dutch horse. I had succeeded in keeping them from getting over the hedge, using a battalia of infantry to do so. Now Bevan would have one last go at breaking through here. Failure would allow me to deliver the final blow that I needed to win the day.

His horse were double-disordered, my foot were disordered…so he had to get over the hedge to get me and then do two hits with me saving neither.

You guessed it: the cards fell his way and, with a roar of triumph, the Performe-Thy-Vows Horse swept over the foliage and dashed my pike-and-shot battalia from the field!

And that, as they say, was that!

Aftermath

Well that will teach me not to charge infantry in a wood!

All my hard work in the initial stages in the centre destroyed by a need to watch my left flank: a flank that I had effectively exposed myself. Much kudos to Bevan for staying cool and conducting an excellent fighting reorganisation of his collapsing centre, and then for taking full advantage of my mistake and holding his nerve until the end.

Another great game of For King & Parliament that came down to the last moment!

Here’s a complete gallery of the game.

FK&P AAR: Munces Wood

Time for another game of For King & Parliament: a fictional encounter battle near Munces Wood.

I would play the Parliamentarians, with a force consisting of a strong contingent of mostly Dutch horse, three decent foot battalia, two pike-only foot battalia, and a couple of units of commanded shot escorting some guns.

Up against me were some Royalist rabble (the units out in front of the main Cavalier line), lots of Swedish horse, and six battalia, half of which were pike-heavy.

Neither side started the game happy with their deployment, and the arena-like nature of the terrain would make things interesting as well.

Horrible picture: apologies for the over exposure!

The battle quickly divided into three segments. On the left, the cavalry clashed, with my Dutch horse unable to get over the hedge and into contact with the opposition. Not so for his men, who succeeded in clearing the foliage and headed for my poorly-mounted Pistoliers.

In the centre, the Royalist Clubmen retreated back to the hedgerow behind them, with his more battalia then coming forward to face mine.

On the right, some of his horsemen charged forward ferociously, routed one of my units of commanded shot, then ended up under the guns of the other and were blown away in turn.

I had expected to win the cavalry action on the left and then bring my horsemen around into his flank and rear, but that hedge stymied all my plans. The main cavalry clash would grind on without a clear result for the whole battle.

Both sides reinforced their centres with some cavalry but a run of bad luck as the two lines first came into musket range dogged me for the rest of the game. Although honours were even in terms of units lost, my remaining troops were all disordered or double-disordered, and that pooping Royalist Rabble then made a reappearance!

The game, however, was ultimately decided on the right flank, where my commanded shot and guns faced another cavalry assault.

My commanded shot were not able to stop the enemy horse from running them down, the guns acted as effectively against charges as usual (!) and my right flank evaporated.

With his horsemen curling around my right flank, and my cavalry still engaged in the grinding melee on my left, my centre gradually and unspectacularly collapsed.

Victory to the Royalists!

A challenging scenario which my opponent coped with much better than I did. If I had committed just enough horse to bottle up his men on the left, then I could have properly reinforced my centre and won the battle there before my right was defeated. I was a bit unlucky on my right, as I never had the chance to get my commanded shot into the trees, but plaudits to the Royalists for coming forward so speedily.

A great game, and one that only took about 90 minutes to complete. So we set it up again and played it the other way round but that, as they say, is another story…

First Shot-Heavy Battalia

I’m still working on filling in any gaps I might have in my ECW forces, so here’s a first battalia of shot-heavy foot:

The chaps with the muskets and the two officers are from Peter Pig, the pikemen and drummer boy are from Hallmark via Magister Militum.

On reflection, I should have mixed up the poses a bit, or at least had the back rank re-loading or similar, but one unit with the figures all giving fire isn’t a tragedy.

The figures are painted with GW Contrast Paints and mounted on a vehicle base from Warbases.

FK&P AAR: Tounton Bridge

Friend Bevan wanted to play some more ECW battles, and as we had exhausted all the scenarios I had written for the Marlowe to Maidenhythe scenario pack, it was time to get the quill out and write a new one.

The background is simple: the Royalists are withdrawing into a walled town but need to cross a bridge to do so. Sir Henry Carlyle therefore volunteers to hold the Roundheads off from the bridge whilst his comrades make their retreat. His opponent is Sir Edward Dexter, leading a force of men from the Borders supported by a brigade of Puritan horse (commanded by Colonel Kill-Sin Rhapsody) and some rather uncouth Reivers.

View from behind the Parliamentarian column. The bridge is just behind the village.

This turned out to be one of the best games of For King & Parliament we have ever played, with the luck being evenly split all game and the result in the balance right to the last moment.

The Royalist Forlorn Hope opened the game by deciding that their position was not just forlorn but actually untenable. They were also blocking the fire of the Royalist artillery. They therefore retreated behind a nearby hedgerow to await developments.

The Roundheads took their time to shake out from column into line, with the Puritan Horse performing various convoluted evolutions to end up heading across the battlefield on the far left Roundhead flank. The Royalists watched all these developments with interest from behind their hedgerows, but eventually decided that something needed to be done about the Puritans, so dispatched Col Shaw’s Swedish horse to deal with them.

Parliamentarians shake out their line

There are an awful lot of Puritans!

As the Parliamentarian pike in the centre of the field approached the Untried Royalist “Just-Raised” brigade, the Cavaliers opened fire at long range and promptly disordered themselves due, presumably, with their surprise at how loud their guns were! This was a right pain, and would dog me for the rest of the game as I never had a spare moment in which to try and rally them.

Meanwhile, however, one of Shaw’s horse units had sprung forward and smashed a squadron of Puritans straight off the field: the first time we could remember a 3-hit Dutch horse unit succumbing to a 5-card attack in one go. The other unit didn’t do quite so well though, ending up even-stevens on one disorder apiece.

The Royalist centre-right scares itself silly!

Some initial success for Shaw’s horse

As all this was going on, some nag-mounted Parliamentary Pistoliers from the Border regions rode forward, survived the long-range fire from some of my Commanded Shot, and then promptly charged them and dashed them from the field. Not good, especially as this left a big hole in my line right in front of my guns. Worse, those very same Pistoliers survived flank fire from one of my veteran Battalia. Surely my guns were now toast!

Gulp!

Most unusually, however, the guns actually worked for a change, and blew the Pistoliers away. Crisis averted.

Meanwhile, the main melees rolled on:

Here’s a look at the whole battlefield. Note how I’m desperately trying to get a horse unit over from my left hand side to help shore up my centre and right!

Things now started happening in rapid succession (too fast for many pictures).

My two units of Swedish horse on the right finally succumbed to the four units of Dutch horse they faced, but they had down a good job in holding them off for so long. One unit of enemy horse came forward and threatened to turn and hit my infantry line from behind, but those reinforcements I’d moved across blocked them.

Then, in the main melee, one of my Untried units gave way, but this allowed me to turn the Battalia directly under command of Sir Edward onto their flank and destroy them. That gave me access to the flank of the main Parliamentarian line, and I took full advantage and destroyed another enemy Battalia.

The battle reached its climax

This left both Bevan and I on three coins each i.e. the first person to lose another unit would lose the game. There were also two combats underway: my reinforcements versus the enemy horse, my triumphant Battalia against some enemy Commanded Shot.

I chickened out of sending my Swedish horse in against his Dutch boys (the photo above left is actually from slightly earlier so my horse had become blown by now, which meant two cards versus two cards with death to whoever lost) thinking that I would charge his Commanded Shot from the field but, as you will see from the photo above right, I drew an Ace which meant my lads wouldn’t charge home.

Bevan then turned his Commanded Shot towards me and opened fire: two Nines, no Saves from me, Battalia and game lost!

Aftermath

An absolutely terrific game of FK&P: tactical challenges, extreme but even luck on both sides, and a succession of notable events: Swedish horse bashing Dutch horse from the field; three Untried Battalia disordering themselves; the guns surviving a frontal charge by blowing their enemy away; a succession of flank charges; reinforcements rushed from one side of the field to the other just in time to charge an outflanking enemy units; and, of course, everything coming down to the last combat.

Epic stuff, and I’m now inspired to write Scenario #02!

Robert Avery

Marlowe to Maidenhythe Gets Physical!

Exciting news. My Marlowe to Maidenhythe scenario pack for For King & Parliament has been printed in physical form i.e. is now not just available as a pdf but also as a wire-bound book.

This is the first time one of my books has been available ready-printed since the heady days of Vis Bellica.

I’m sure that you have all bought M2M in digital format already (and if not, why not!) but here’s the link to the hard copy.

As a reminder, here’s the marketing blurb:

The 66 page Marlowe to Maidenhythe scenario Book, written by Robert Avery, is a physical print book, designed for the TtS! For King and Parliament English Civil War rules but useful with other rule systems too. It is printed on 130 GSM paper and is wire-O-bound so that it will lie flat on the table.

The book contains twelve free-standing fictional scenarios set around in the counties of Buckinghamshire and Berkshire during and shortly after the English Civil War. They tell the story of a series of clashes between Sir John Boulters (for the King) and Sir Christopher Grey (for Parliament). Each scenario contains a background briefing, separate briefings for each of the players, a deployment plan and orders of battle. The scenarios can be played individually or in sequence, as a campaign. Many of the characters and units recur throughout the campaign.

And finally, here’s a couple of pics of the Cookham Moor scenario just starting, one from a game I played over Zoom recently and one taken from the FB 6mm Miniatures & Wargaming group.

FK&P AAR: Rogue Nation

Last weekend I had the chance to re-play the final scenario in my Marlowe to Maidenhythe scenario pack for FK&P: Rogue Nation.

It’s a stand-up fight between a late ECW period Parliamentarian army and a combination of militia and clubmen set, once again, around the village of Gappe.

As is customary these days (but not for much longer!) we played via Zoom: with my opponent being able to see the whole table via an overhead webcam, and more specific areas of the battlefield via an on-table mobile phone.

Here’s the report:

So a glorious victory for my Parliamentarians for a change. My opponent’s post-game e-mail began “what was I thinking?” as I think he realised that coming forward as his men did had been a mistake.

What was also pleasing was that my run of extremely (really extremely) bad cards seemed to have come to an end. In fact, another reason that my opponent gave for his defeat was that he was careless of his tactics as he was expecting my cards to be as bad as usual! Well, this game I actually had some quite good luck for a change, especially in the opening stages of the main infantry clash.

My victory was, however, not enough to reverse the course of the campaign in general. The M2M pack gives you a totaliser to keep track of how you do in each battle…and I think it fair to say that after twelve games played I was firmly on the losing side.

Great fun, and I must start writing the new pack soon!

Postscript

As I was playing the Rogue Nations scenario, the chap of FB who’s playing through the campaign was playing the Pinkney’s Court game:

Nice to see that someone else also has problems with the Royalist horse at this stage of the war!

FK&P AAR: The King's Secrets

Lots of pike-and-shot content on here at the moment. No apologies for that: I’m playing all my games via Zoom at the moment, and grid based games are a lot easier to manage than freeform games such as IABSM or Q13. Normal service will be resumed as soon as possible!

Anyhoo, on to today’s post: an after action report from my latest game of For King & Parliament : another scenario from the Marlowe to Maidenhythe pack, this time scenario 11: The King’s Secrets.

The basic premise is that the Royalists (played remotely by my opponent) have to get a stagecoach carrying secret documents off the opposite end of the table. Blocking their way are a Parliamentarian militia supported by local villagers…

Even after the disastrous cards on my left, I came close to winning the game in the centre: but the Parliamentarians remained resolute and I couldn’t get the disorder I needed.

Although at the end of the game I had curled around his main line and was about to roll it up, other Royalist units had punched a hole for the stagecoach and bodyguard Cuirassiers to get through.

Another great game, despite the result!