Sunday, 28 August 2022

Lostwithiel Again

I played yesterday's Lostwithiel scenario again on this morning, but made a few changes. The first was to the terrain. I tidied it up a little bit, having the road from the east run between the hills in a straight line, rather than skirting them both to the north as Wesencraft's map does. This was really for playability, but ...


... British Battles shows it that way as well, so I feel vindicated. And, at the end of the day, I'd rather have a fun, playable scenario loosely based on an historical one rather than try to slavishly replicate the original. I'm playing toy soldiers here, not doing a PhD.


I also redid the look of Restormel Castle, reducing it to one square and adding a bastion for the artillery. This played the same in game terms, but looked better.

The castle fell quickly, with the Parliamentarian foot retreating before the first attack. The guns held out though.


The Royalists got better activation rolls, and got their troops on more rapidly than in the previous game. Parliament's foot sat on the two hills, with their guns covering the road between them.


A view from behind the main Parliament position, showing the Royalists forming up. The Royalists actually took a few solid hits from Parliament's artillery at this stage.


The same shot but from behind the Royalists.

I added a small rule change that I picked up from elsewhere. A unit normally has to stop moving if it enters a square adjacent to that of an enemy unit (although it can carry on moving on the next turn). I extended this zone to cover the two diagonals in front of a unit as well. This makes it impossible to advance towards and past a unit and hit it in the flank in a single move; you must now move up to the front diagonal, stop and then maybe continue the move on the next turn. It keeps things a little more linear and prevents units from maneuvering quite so easily.

On the right of the picture you can see the Royalist horse attacking their outnumbered Parliamentarian counterparts.


You can see them again on the right of this picture. Because of the rule change the flanking unit has had to halt this turn, but will swing onto the flank next time.

The foreground of the picture shows Essex leading a counterattack that forced the Royalists back into Restormel Castle


The Royalists forced the Parliamentarian foot back off one of the hills.


And Parliament's horse was swiftly dealt with as well.


Parliament counterattacked, and the Royalists found some of their leading foot units beginning to look a little shaky.


To the west the Royalists had finally overcome the defenders of the castle, and pushed Essex and his men into Lostwithiel itself


Some of the Royalist foot pulled back from the attack on the hills, and it was left to the horse to try and force Parliament's foot back. They slowly whittled the infantry down, but not fast enough.


Lostwithiel fell to a flank attack (the Parliamentarian foot were too hard-pressed to form up as a garrison with all-round defence capability).


Parliament pulled back one of their foot units from the hills. The Royalists (thanks to a turn of rubbish activations) didn't pursue that hard.


The Royalists occupied Lostwitheil and prepared to receive Parliament's attack. 


It was a good attack and there was a bloody fight across and around the bridge with both sides taking heavy casualties. But the Royalists stood firm, and Parliament was forced back to the eastern side of the river


At the end of eight turns the Royalists held Lostwitheil, so had won the battle.


To the east they still held one of the hills before the town, but this was somewhat academic now.


Here's an aerial view of the terrain for anyone wanting to set up the scenario themselves.

The small change to the proximity rule worked OK and didn't seem to hinder the game. I did feel that it imposed a little more restraint on units as well, so I'll give it a try in some future games.

7 comments:

  1. I think your change to the proximity rule is a good idea, especially for Foot units and for Horse that have not been trained to charge in the Swedish style.
    Your ECW battle reports always make me want to raise my own armies, despite having vowed not to embark on any other periods!

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    1. The idea is to try and curtail movement a little more, since ECW units do not appear to have danced around the battlefield like the PW rules tend to allow them to do, whilst still maintaining that Portable Wargame feel and an interesting game. It's a tricky balance

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  2. Looks grand, and the map was a bonus ✔️.
    Coupla Q’s -
    1. Do yr trees represent woods (per rules) or were they ‘table scatter’ on this occasion?
    2. Were you using you recent activation mod., with 1 die per unit and commander, activate on a 3+?

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    1. The trees are, indeed, just garnish. They happened to be on the table when I was setting up and I couldn't be bothered putting them away.

      And, yes, I was using my Bucket Of Dice activation. I'm very happy with the results it gives, especially the requirement to activate units in a set order across the field.

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  3. Thanks 👍🏼. Revised layout seemed to have worked ok. ✔️. [+ I adopted your ‘bucket of dice’ system for my recent games, inc. the PW 2mm ECW one and an ACW PW yesterday- only change was a dice-off for left-to-right or right-to-left, rather than general’s choice (as part of my ‘equal disadvantage to both sides’ approach to soloing) ].

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    1. Yes, the new layout gave a much smoother and more interesting game than the first one.

      The choice of left to right or right to left is often surprisingly subtle, since it affects the order of attacks. For example in that game I used it to allow Parliament's artillery to shoot at some approaching Royalist foot before then moving a regiment to mask the guns and attack the foot just shot at.

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  4. Absolutely…the order of choosing has a big effect. (it was the Union guns LoS being frequently blocked due to the movement sequence that had a big effect on my last game).

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