There have been a few blog posts and similar with refights of the 1644 battle of Boldon Hill over the past couple of years, and I thought I ought to have a go as well.
The battle was fought between Royalists from Newcastle, led by the Marquis of Newcastle, and Scots under teh Earl of Leven who had crossed the border earlier this year and besieged the town. Failing to make any headway they had raised the siege and marched south, threatening Durham, and also looking to link up with English Parliamentarian forces. Not content to sit in Newcastle, the Marquis pursued them, and the two armies danced around each other for a couple of weeks, and Newcastle threatened the Scots' supply line.
Eventually the two forces drew up opposite each other at Boldon on 23rd March, the Royalists on Boldon Hill and the Scots on Whitburn Lizard. The area between the two armies was intersected by hedges, fields and a fairly significant stream, although there was open moorland to the east of the battlefield which both sides covered with their horse.
The armies advanced late in the day, and there was inconclusive fighting as both sides were hampered by and took cover in the hedgerows between them. The armies shot at each other into teh night until the Royalists withdrew to their original position.
Both sides claimed the victory.
Afterwards the Royalists withdrew to the south and the Scots followed. They met again at York and were eventually both part of the armies at Marston Moor later that year.
I decided to refight it with my Portable Wargame rules.
The OOB I took from a scenario for In Deo Veritas which can be found HERE
The board was initially derived from the scenario, with some additions from this map which I lifted from a post one the Prometheus In Aspic blog.:
Here the OOBs I came up with.
1 x Commander (Earl of Leven)
6 x Pike & Shot (3 x Trained and 3 x Raw)
3 x Horse (Trained)
1 x Dragoons (Raw)
1 x Artillery (Trained)
35SP (Breakpoint = 18SP)
1 x Commander (Marquis of Newcastle)
4 x Pike & Shot (2 x Trained and 2 x Raw)
4 x Horse (2 x Trained and 2 x Raw)
1 x Dragoon (Raw)
28SP (Breakpoint 14SP)
Basically I went with what was in the original scenario, aside from adding some dragoons to the Royalist force. The Scots have a slight numerical advantage, but with their supply lines under threat I reasoned that they had to take the battle to the Royalists.
Here's the setup, with the Royalists to the left and the Scots to the right. On the Royalist baseline is part of Boldon Hill, and the village of West Boldon. At the top of the picture is the village of East Boldon, and between them two areas of enclosures. Before the Scots are some enclosures and the Don Stream.
I'd set the game at roughly ten turns; I would dice at the end of each turn from ten onwards to see if darkness ended the battle. However it actually finished in six.
The end result was a lot more decisive than the historical battle. It's a tricky one to set up in that respect; you want to get a good game out of it, whilst reflecting the terrain and forces of the actual action. So closing down the terrain a little more would make the infantry fight less conclusive, by giving the Scots more cover from both musketry and horse, but would make it likely that the battle will not come to any kind of conclusions. To be fair the Scottish horse collapsed very quickly, which pushed them rapidly to their breakpoint but without the Royalists showing any sign of reaching theirs. I suspect a more cautious approach by the Scots' horse would work, using them to simply cover the flank of their foot and bringing up some of their foot in support; they have pike & shot to spare, at least initially.
So I might refight this, but with a few terrain tweaks - a couple of enclosures between the stream and the Royalists, probably - and a changes in the Scots' tactics.