I was inspired a little by a post on the Portable Wargames Facebook Group in which someone had played a game and added in a small tweak whereby a unit had to spend a movement point to turn. This mad flanking moves slightly harder to achieve, something that I've been wanting to so for a while without a satisfactory solution. I wanted to give the change a try, and also look at not having retreats when flanked be impossible. On, and I also added in co-located artillery.
On the left is Parliament:
1 x Commander
1 x Experienced Dragoons
1 x Experienced Horse
3 x Raw Foot (one of which is Shot only)
3 x Experienced Foot
1 x Artillery
10 Command Dice, Breakpoint 15
On the right are the Royalists:
1 x Commander
1 x Elite Horse
1 x Experienced Horse
4 x Raw Foot
1 x Elite Foot
1 x Artillery
9 Command Dice, Breakpoint 14
The Royalist horse on their left attacked, but was driven back by Parliament's foot.
Action all along the line, from behind the Royalist advance. On the right the Royalist horse was attacking its Parliamentarian opposite numbers with some success, whilst their foot was engaged with dragoons in the hedgerows.
With hindsight the forces were too even (indeed Parliament's force may have been stronger). The Royalists certainly had a tough task ahead of them. If I did this again I'd downgrade a few of Parliament's units and give the Royalists some more units and boosts. I like the idea of them having a ford on their end of the river as well, so that they can consider swapping units from one side to the other.




















































