The dastardly French have arrived in England to lend their support to the Cavaliers for the King.
I used a solo 'AI' system that I have been working on (more in a later post) to make critical decisions in the game.
First up was which side of the table each side would be set up on, then who was 'attacker' and who was 'defender', then what general tactics each commander was going to use, and finally the 'inertia' or 'energy' available to the commanders in general.
Here is a quick view of the tactics for this battle:
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Royalist at the top of the image Parliament at the bottom
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This gave a mostly 'diamonds' value for the Royalists, this meant that they were going to 'spend' $$$ to win - which in the context of the ECW era means burning powder, so they were going to use musketry to fight this out. The 10 of Hearts was for the Royalist horse, this gives a tactic where lives are going to be preserved as much as possible, which actually made sense in this battle as the Parliament was on defensive and had a town and walled fields and a stream to use as good cover.
The Parliament tactics ... less sense could be made of this, perhaps they were incensed by the Catholics showing up? They had spades, which translates to 'the sword' or 'close combat' so they would throw away the walled fields so they could get to grips with the French. At least the Parliamentary horse were clubs which means a 'planned' battle ... given that they were outnumbered, outclassed and out commanded by the Royalist horse, their best plan was to use the ground to their advantage and stay behind the town and foot.
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Royalist to the right in rolling hills and enclosed field
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Parliament in the foreground in the town and enclosed fields
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center field was open
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from a well-protected position the 'spades' card called for advance to contact tactics ... which were not the right choice from such a well suited defensive ground
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I made all commanders 'good' quality to keep things simple
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the view from the Parliament lines
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Royalist horse was happily parked on the open flank
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With the hearts tactic, the lives of the Royalist horse came before any 'glory' ideas.
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meanwhile the Lorraine French were going to use the ample powder they brought from France ...
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things went bad straight away for Parliament rolling '1's in this game for movement is slow and adds 'disruption points' to your troops
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the DP's spoil aim, make hand-to-hand less effective and make units vulnerable to other losses
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while the Lorraine troops did not have everything their way either one regiment rolled 2 '1's (for 2 DPs) and was out of range
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the exchange of fire was limited to the town (on hold with the commander)
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the melee was joined in turn 2, it was in turn 3 that the damage came ... Parliament foote was routed
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both formations suffered from fire and sword
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then with only a limited (small) chance of failing the morale roll the failure came (thankfully not enough to cause a rout - but only by 1 pip) |
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the field had not moved much, and already Parliament was in a tight spot, having to use up commands to try and rescue the situation - yet unable to use much of the commands due to inertia ...
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the foot would have to roll low for staying 'in the field' - yet no too low else be routed
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the army was shifted to a withdraw condition at turn end
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now there would have to be a miracle to even stay in the field
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Lorraine was still advancing (having pursued)
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one foote regiment did not survive
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all of the Lorrie foote was on the march
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Royalist power in the region would increase.
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The Catholic League had now planted a banner on English soil ... would it leave?
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amazingly the Parliament got the inertia needed to keep going
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converting a retreat into a hold (for now)
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an entire regiment of foote was gone and another was almost gone
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Royalist Horse stood by
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preserving their strength for another day
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The town held firm, Royalists were only able to minor damage to one regiment
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plenty of Lorraine powder was burnt
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Royalist 'inertia' just before game end (the red brick indicated that a 1/2 and re-set of inertia was going to happen)
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Parliament got the inertia needed to make the command orders changes to stay in the field
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both sides rolled great command die (maximum each)
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the turn end army morale die was terrible
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so that ended the battle since it was not likely they could pull it off a second time
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So a great first outing for the new Lorraine troops (in solo game mode) and an AI solo and 'inertia' system I am testing out got a live run.