Tuesday, March 28, 2023

Summing Up Sourton Down

NOT only was Sourton Down the first battle in these refights won by the Royalists, but the AI now leads the series 3-2.
I am not sure what went wrong from my perspective - certainly the fall of the dice seemed fairly even.
But I suspect the battle my have been lost early on, when I perhaps advanced too slowly.
Then again, I have in earlier battles experienced the disadvantages of charging forward with inadequately supported cavalry.
The bottom line, as usual, is that I thoroughly enjoyed the experience, despite losing.

Monday, March 27, 2023

Sourton Down Play-Through: Turn Nine

Situation at the end of turn eight
My five dice give me 6, two 4s, 2 and 1. I reroll the 4s, getting 6 and another 4.
I use the 6s to rally the two units of horse, advance the further-forward muskets and use my pikes to charge the enemy pikes beside the high ground.
The pikes need 8+, reduced by one thanks to horse support, but roll 5.
It is clearly impossible for the Parliamentarians to eliminate four Royalist units next turn, so I concede the battle

Sunday, March 26, 2023

Sourton Down Play-Through: Turn Eight

Situation at the end of turn seven
My five dice give me 6, 4, 3 and two 2s.
I use the 6 to rally the fleeing muskets, and give move orders to all except the other unit of muskets.
The righthand horse charge the nearer enemy muskets, needing 6+, reduced by one thanks to support from pikes. I roll 7, forcing the muskets to flee to the edge of the battlefield.
My pikes advance, so they can give support when the lefthand horse charge the muskets in the trees. Cavalry charging muskets normally need 6+, but here it is increased by one thanks to the defenders being in cover, but reduced by two thanks to support from pikes and the other horse unit. I roll 9, forcing the muskets off the battlefield.
Five units each
The righthand artillery need 9+ to hit the horse in their line-of-fire, increased by one thanks to intervening trees, but reduced by one thanks to support from pikes. The AI rolls 11, demoralising my horse and forcing them back two hexes.
The other artillery fail to get the 8+ needed to hit my further-forward muskets.
The surviving, but demoralised Royalist muskets, fail to rally and so flee the battlefield.
The righthand pikes advance towards my good-order horse, who are promptly charged by the other pikes.
It is 50-50 whether the charging pikes do so by advancing down the map or obliquely right. A die mandates the latter, which is a smart move as it leaves room for the other pike unit to lend support.
Pikes attacking horse require 7+, reduced by one thanks to the support. The AI rolls 7, demoralising my horse and forcing them back a hex.
I fear the Parliamentarian ambush has passed its high-water mark

Saturday, March 25, 2023

Sourton Down Play-Through: Turn Seven

Situation at the end of turn six
My five dice give me 6, two 4s, 2 and 1. I reroll the 4s in the hope of getting a move order (1-2-3) and an attack order (4-5-6), and do indeed get 3 and 6.
I allocate 6s to the musket units, and move orders to the rest.
Both horse units advance, and then I charge with my pikes against the Royalist pikes in front of them, needing 8+, reduced by three thanks to support from two units of horse and one of muskets.
I roll 7, demoralising the enemy pikes and forcing them to the edge of the battlefield.
My lefthand muskets fire at the pikes nearest them, needing 8+, reduced by two thanks to support from muskets and horse, and reduced by a further one thanks to being on higher ground.
I roll 11, forcing the pikes from the battlefield.
Royalists are being forced back, but it is surely too little, too late
The righthand artillery roll a miserable 2, but the other cannon unit rolls exactly the 8 needed to demoralise my further-forward muskets.
The further-back Royalist muskets advance, but only one of the two demoralised pike units rallies before fleeing the battlefield. The other pike unit advances.
There is a glimmer of hope for the Parliamentarians as, in the confusion of being ambushed, the Royalist pikes have left their musketeer comrades in vulnerable positions

Friday, March 24, 2023

Sourton Down Play-Through: Turn Six

Situation at the end of turn five
My five dice give me two 6s, two 2s and 1.
I use one 6 to rally the demoralised horse and give the other to the forward muskets. I advance the remaining units and fire at the nearest enemy pikes, needing 6+ thanks to support from pikes and horse.
I roll exactly 6, demoralising the Royalist pikes.
I feel like resigning already
Neither unit of artillery finds its mark, and neither unit of Royalist muskets advances.
The demoralised pikes fail to rally, rolling a 4 instead of the needed 5+, and so flee two more hexes, but two other units of pikes advance.
Situation at the end of turn six

Thursday, March 23, 2023

Sourton Down Play-Through: Turn Five

Situation at the end of turn four
My six dice give me three 4s, 3, 2 and 1. I desperately need a 6 - the only score that will rally a human player's demoralised unit - so I reroll the 4s, getting a 6 and two more 4s.
I duly rally the demoralised horse, and move the lefthand horse away from the pikes opposite them and towards the furthest-forward Royalist muskets.
My righthand muskets advance, and the righthand horse charge the nearest enemy muskets, entering wood to do so, which will give cover when the Royalists respond.
The horse need 6+, reduced by two thanks to support from units of horse and muskets. I roll 10, sending the muskets fleeing from the battlefield.
Halfway through the battle - it is not looking good for the Parliamentarian cause
The righthand artillery shoot at my horse in their line-of-fire, needing 9+, increased by one thanks to intervening trees, but decreased by one as there is support from muskets. They roll 11, demoralising my men and forcing them back two hexes to the edge of the battlefield.
The other artillery miss, rolling three short of 8+ needed to hit muskets.
The Royalist muskets in trees fire at my horse in trees, requiring 10+ thanks to the horse being in cover, but reduced by three thanks to support from muskets and two units of pikes. They roll exactly the 7 needed to demoralise my men.
The other unit of muskets fires with the same parameters, rolling a resounding 12 and so destroying my horse (a hit on a demoralised unit is always fatal).
Only one unit of pikes advances, but the demoralised pikes rally on a throw of 5, narrowly avoiding fleeing the battlefield.
Situation at the end of turn five

Wednesday, March 22, 2023

Sourton Down Play-Through: Turn Four

Situation at the end of turn three
My six dice - I have lost a unit - give me 5, two 4s, 3, 2 and 1. I reroll the 4s, but get two 6s.
I allocate a 5 to the lefthand muskets, and give move orders to the three units nearest them.
First I move up the righthand muskets so they can give support to my planned attack on the furthest-forward Royalist pikes, which I then charge with my lefthand horse.
Cavalry attacking pikes require 9+ for a hit, in this case reduced by three thanks to support from two units of muskets and one of horse, all of whom are within attack distance of the pikes.
I roll 8, demoralising the pikes and forcing them back two hexes (the difference between my required roll and what I actually threw).
My central horse take a gamble and charge the Royalist pikes by the trees, needing 9+, reduced to 6+ thanks to support from two units of horse and one of muskets. I roll 7, demoralising the pikes and forcing them back a hex.
The Parliamentarians have had some small but much-needed success
The righthand artillery has no target, while the lefthand artillery rolls 8, which would normally be one less than the score needed to hit cavalry, but thanks to support from three units of muskets, only 6 is needed, so the cavalry are demoralised and flee to the edge of the battlefield.
The furthest-forward muskets fire at my remaining pikes - their preferred target over equally near horse - but roll 6, two less than needed. The other muskets stand firm.
One unit of demoralised pikes flees to the edge of the battlefield, but the other rallies on a throw of 5 (the minimum needed), and the remaining pikes advance.
The Royalist army seems to have recovered some of its shape

Tuesday, March 21, 2023

Sourton Down Play-Through: Turn Three

Situation at the end of turn two
My seven dice give me 6, 5, 4, two 2s and two 1s. I cannot reroll the three attack orders as they are different numbers (it is only possible to reroll two or more dice that show the same number).
I allocate two of the move orders to the horse and pikes that are in danger of being charged by pikes or fired at by muskets, and the other two move orders to the pikes and muskets that are in the same column.
So far, so cagey
First blood goes to the Royalists when their lefthand cannon hits my pikes in their line-of-fire, rolling 10, two more than the 8+ required, so forcing the pikes to flee the battlefield.
Two of the musket units advance, as do two the pike units.
The Royalist units are not coordinating their movement - perhaps the shock of being ambushed is having an effect

Monday, March 20, 2023

Sourton Down Play-Through: Turn Two

Situation at the end of turn one
My seven dice give me three 6s, two 3s, 2 and 1. I reroll the 6s, getting 5, 3 and 1.
I give move orders to every unit except the central horse, and generally send the Parliamentarian forces to the right, and so away from the mass of Royalist pikes.
My men have to cross the artillery units' line-of-fire, but will hopefully reach the high ground on the Parliamentarian right flank
Neither artillery unit scores a hit, although the lefthand one narrowly misses, rolling one short of the required 8.
Again only one musket unit advances, and only two pike units.
Situation at the end of turn two

Sunday, March 19, 2023

Sourton Down Play-Through: Introduction & Turn One

THE Battle of Sourton Down in April 1643 was an ambush by Parliamentarians under Sergeant-Major-General James Chudleigh against a much larger Royalist force commanded by Sir Ralph Hopton.
Most of the Royalist army was routed by a small number of Parliamentarian horse, but support from Parliamentarian foot was lacking after the latter came under fire from Royalist artillery.
The Parliamentarians retreated because they knew they were still heavily outnumbered despite their early successes, while the Royalists also retreated, not realising their numerical superiority.
In Mike Lambo's refight the human commands a Parliamentarian force consisting of three units of horse, two of pikes and two of muskets.
I have gone for a historical set-up with cavalry to the fore
The AI has four units of pikes, three of muskets and two of artillery. As usual the AI's set-up is decided by dice.
Royalist muskets and cannons look well-protected by pikes
The human wins by forcing from the field, or demoralising, every Royalist unit before the end of turn 10, and I will write up the game turn by turn.
TURN ONE
My seven dice give me 6, 5, four 4s and 1 - not much use since 4-5-6 are attack orders, and on turn one I need move orders, ie 1-2-3.
I re-roll the 4s, getting 6, 5, 3 and 1, giving the move orders to the pikes and the furthest-back horse.
A slow start
The righthand Royalist artillery fire at the pikes I rather carelessly moved into their line of fire, requiring 9+ from the usual two dice to score a hit (increased from 8+ thanks to firing through trees), but throw 4.
The lefthand artillery move one hex to the right to put them on the same column of hexes as a Parliamentarian unit of horse.
Only one musket unit advances, but the three righthand pike units advance obliquely to the right, effectively preventing Parliamentarian cavalry from rushing along high ground to try to outflank them and get at the muskets and cannon.
Situation at the end of turn one

Saturday, March 18, 2023

A Different Time

AMONG my latest reads is Through The Heart Of Patagonia by Hesketh Hesketh-Prichard, an explorer and big-game hunter who later won the Military Cross for dramatically improving British sniping techniques - defensive and offensive - in World War One.
First published in New York in 1902 - I have a modern reprint
The book is much more about travel than history, but I found it an interesting account of life on the trail in Argentina before modern communications and transport made such adventures a lot less dangerous.

Friday, March 17, 2023

Summing Up Seacroft Moor

ANOTHER exciting battle, with the result not completely clear until near the end.
My big mistake, I believe, lay in pushing my horse too far ahead of its supporting foot.
I needed to be more patient, although I think it is fair to say the AI did a remarkable job of lining up its forces so there was no obvious weak point for me to attack.
My running score against the AI is now 2-2 - all victories for the side leading the Parliamentarian troops.

Thursday, March 16, 2023

Seacroft Moor Play-Through: Turn Nine

Situation at the end of turn eight
I roll a 6, a 5, a 4, a 3 and a 2. This means I can rally one unit of horse, but another unit and the muskets will exit the battlefield.
My muskets shoot at the pikes, needing 6+ thanks to support from two cavalry units.. I roll 10, forcing the pikes off the battlefield.
I advance my undemoralised horse two hexes, but the enemy are far away.
I have the advantage in number of units, but not in time
The left-flank Parliamentarian muskets advance, meaning they can give support when the other muskets fire at my leading horse, so needing 8+, which is exactly what is rolled.
I cannot possibly clear the field of enemy forces next turn, so I concede the battle

Wednesday, March 15, 2023

Seacroft Moor Play-Through: Turn Eight

Situation at the end of turn seven
My five dice give me a 6, two 3s, a 2 and a 1. I reroll the 3s, but get another 3 and a 1.
The attack order goes to the pinned horse, and the other units get move orders.
First I use the forward muskets to make a surprise charge on the nearer Parliamentarian pikes, needing 5+ thanks to support from two units of horse and one of muskets. I roll 8, demoralising the pikes and forcing them to flee to the edge of the battlefield (the Parliamentarian units seem to almost always flee to the edge, but not quite off it, giving Sir Thomas Fairfax a chance to rally them).
My remaining rearmost horse advance two hexes, but leave room for my remaining muskets to move into range of the undemoralised Parliamentarian pikes, which, in a desperate gamble, are charged by my right-flank horse. I need to roll 6+ thanks to support from two units of muskets and one of horse, but get 2.
My other horse charge the right-flank muskets, needing 4+ thanks to support from units of horse and muskets. I roll 5, demoralising the Parliamentarians and forcing them back a hex.
The Parliamentarians are, gradually, being forced back
The AI's left-flank muskets fire at the nearest horse, needing 7+ thanks to support from units of pikes and muskets. They roll 8, which demoralises my unit and forces it to flee three hexes to the first available hex.
The fleeing muskets fail to rally, for a change, and flee the battlefield, and the remaining muskets shoot at my leading horse, needing 8+ thanks to support from pikes. They roll 11, demoralising my men and forcing them further back than the other fleeing horse.
The undemoralised pikes charge my leading muskets, needing 6+ thanks to support from a unit of muskets, and roll 9, demoralising my men and forcing them to flee to the edge of the battlefield.
The fleeing Parliamentarian pikes fail to rally and so flee the battlefield.
After advancing up the map, the Royalists have suddenly fallen back en masse

Tuesday, March 14, 2023

Seacroft Moor Play-Through: Turn Seven

Situation at the end of turn six
My five dice give me a 6, a 5, two 3s and a 1. The 6 will rally the fleeing horse, and I reroll the 3s in the hope of getting attack orders, but receive two more 3s.
I give the 5 to the pinned horse, which attack the Parliamentarian pikes, needing 7+ thanks to support from two units of muskets, and that is exactly what I roll, demoralising the pikes.
My fleeing horse duly rally, and the other units advance, being careful to stay out of musket range.
I am very conscious of running out of time
The right-flank Parliamentarian muskets fire at my nearest horse, needing 8+ thanks to support from another unit of muskets, but roll 6.
The left-flank muskets stay still, but the remaining muskets also fire at the nearest horse, also needing 8+, but roll 7.
The demoralised pikes rally - Sir Thomas Fairfax seems remarkably good at rallying his men - and the other pikes advance to directly behind them.
Three turns to go - it looks a tough ask

Monday, March 13, 2023

Seacroft Moor Play-Through: Turn Six

Situation at the end of turn five
My six dice give me a 6, a 4, a 2 and three 1s. I reroll the 1s, hoping for a second 6, but get two 5s and a 3.
Naturally I use the 6 to rally the horse, letting the pikes exit the battlefield.
The further-forward muskets fire at the furthest-forward Parliamentarian muskets, needing 6+ thanks to support from two units of horse. I roll 7, demoralising the enemy unit and forcing it back one hex.
My furthest-left horse charge the next unit of muskets, needing 4+ thanks to support from muskets and horse, but I roll 2.
My other horse also charge the same musketeers, also needing 4+, rolling 8, forcing them off the battlefield.
A half-turn of mixed fortunes, but my leading horse look very vulnerable
The demoralised Parliamentarian muskets rally, and the left-flank muskets shoot at my leading horse, needing 6+ thanks to support from two units of muskets and one of pikes. The roll is 10, sending my cavalry fleeing to the edge of the battlefield.
The remaining muskets fire at the nearest horse, needing 7+ thanks to support from muskets and pikes, but roll 5.
The leading pikes charge this same horse, needing 5+ thanks to support from two units of muskets, but roll 2, and the remaining pikes advance.
I am in serious danger of losing two units of horse next turn as one is about to flee the battlefield and another is pinned by enemy pikes

Sunday, March 12, 2023

Seacroft Moor Play-Through: Turn Five

Situation at the end of turn four
My six dice - I lost a unit last turn - give me a 6, a 4, two 3s, a 2 and a 1. I reroll the 3s, hoping for another 6, but get a 4 and a 2.
The 6 will rally the horse more in danger of fleeing the battlefield. The right-flank muskets get a 4, and the other, useless, 4 goes to the unrallyable horse, giving the remaining units move orders.
I first advance the left-flank muskets so they are within range of the forward Parliamentarian pikes, and I similarly advance my pikes.
Then I shoot at the enemy pikes with my other muskets, needing 4+ thanks to support from muskets, pikes and two units of horse. I roll 5, demoralising the Parliamentarians and forcing them back a hex.
I leave my unmoved horse where they are, so they do not move within range of enemy muskets.
There is a sizable no-man's land between the two armies
The two furthest-right Parliamentarian musket units advance, and then the left-flank muskets fire at my pikes, needing 7+ thanks to support from one unit of muskets. They roll 9, demoralising my pikes and forcing them, thanks to friendly cavalry in the way, to the edge of the battlefield.
The muskets in the trees remain stationary, but both pike units rally.
I am in danger of seeing a third of my remaining army flee the battlefield in the next half-turn

Saturday, March 11, 2023

Seacroft Moor Play-Through: Turn Four

Situation at the end of turn three
My seven dice give a 5, a 4, four 3s and a 2. I allocate the 5 to the right-flank muskets, and give move orders to all the other units, apart from the pikes.
I start by sending the horse in front of the muskets to charge the Parliamentarian horse, requiring 4+ thanks to support from the muskets and the rest of the horse, all of whom could charge the same enemy unit. I roll 7, demoralising the Parliamentarians and forcing them to flee to the edge of the battlefield.
The muskets unfortunately no longer have a target - I should have shot with them first - but I send the horse in the trees to charge the nearest Parliamentarian muskets, requiring 4+ thanks to support from two cavalry units. I roll 5, demoralising the musketeers and forcing them to flee to the edge of the battlefield.
I then charge the left-flank Parliamentarian pikes, needing 7+ thanks to two units of support, and that is exactly what I roll, demoralising the pikes.
My remaining units advance, obliquely to the right.
The Parliamentarian left flank is in danger of collapsing
The AI fails to rally its horse, which promptly flee the battlefield.
The forward musketeers fire at the nearest cavalry, requiring 8+ thanks to support from pikes, but roll 5.
The furthest-right muskets fire at my furthest-forward horse, needing 8+ thanks to support from another unit of muskets. They roll 9, demoralising my horse and forcing them to flee a hex.
The undemoralised muskets in trees fire at my furthest-left horse, needing 7+ thanks to support from pikes and from muskets, which have moved from the right. They roll 8, again demoralising my horse and forcing them to flee a hex.
The demoralised muskets fail to rally and so exit the battlefield.
The undemoralised pikes charge my furthest-forward horse, needing 4+ thanks to support from three units of muskets. They roll 11, and my horse flee the battlefield.
The demoralised pikes fail to rally, fleeing to the edge of the battlefield.
The Royalist cause has suffered a significant setback, perhaps the result of me advancing precipitately

Friday, March 10, 2023

Seacroft Moor Play-Through: Turn Three

Situation at the end of turn two
Looking at the map above, I suddenly realise I forgot to move my fourth cavalry unit last turn - an annoying omission in the heat of battle!
My seven dice give me a 4, a 3, two 2s and three 1s. I allocate movement orders to every unit, except the furthest-forward horse.
Rather than charging forward, I consolidate my forces, keeping out of range of the enemy units
The Parliamentarians generally edge forward.
The main clash of forces appears imminent

Thursday, March 09, 2023

Seacroft Moor Play-Through: Turn Two

Situation at the end of turn one
My seven dice give me two 6s, a 5, a 4, a 3 and two 1s. I reroll the 6s, but get a 6 and a 5.
I allocate the 6 to the horse in the trees, and give move orders to the rest of my cavalry.
The rear of the two right-flank horse units charges the left-flank Parliamentarian horse, requiring 7+ thanks to support from the horse in the trees, and roll exactly 7, demoralising the enemy, but leaving them in position to be charged again, which they are with deadly effect.
My left-flank cavalry units attack the Parliamentarian right-flank horse, similarly requiring 7+, but this time the first charge sees a roll of 9, demoralising the enemy and forcing them to flee two hexes, so out of range of another charge.
A promising start for the Royalists
The AI successfully rallies its fleeing cavalry, and generally gets its troops - apart from one unit of muskets - into a coherent line.
The Parliamentarians look well-prepared, despite their early setback