The last game I played was with combined bases of P&S.
Whilst this kept things simple as it kept the Shotte with their pike it created issues resulting in less flexibility you couldn’t turn a Shotte unit at the cavalry to protect the pike. So Tony and I decided to rethink it and I went ahead rebasing all my pike units.
To differentiate between Shotte associated with their Pike we had based them as small units and with less depth than we based others small units of Shotte.
New Pike & Shotte rather than combined on one base. |
I had a chance to test the difference as I played a game last night with the same units on each side as previously used excepting for the new Combined Shotte layout, playing them as sub units rather than combined.
I've given each side the same amount of units:
4 x Pike regiments comprising Standard Pike each with two small units of Shotte
2 x Galloping Guns
1 x Commanded Shotte
4 x Cavalry
1 x Cuirassiers
1 x Dragoons
4 x Shotte to be fielded with the Cavalry
2 x Medium Cannons
All HQs have a command of 8 and CiC has a command of 9.
Set up
Christopher played the Royalists as they had more painted units whilst I played with the temporary wooden Parliament boards; followers will see the increase in actual models to both sides.
Set up Royalist to the left Parliament to the right |
Turn one
Whilst Christoph won first turn, as it had been a while since he played P&S he decided to fire some cannon at me, just moving some Shotte forward so he could fire over them and as usual cannon did their thing big bang with no result.
I wanted to move my centre forward ambitiously indicated a point just under 9” from the enemy and rolled a three so got to move them right up there gallopers couldn’t fire but Shotte could.
Right flank cavalry top of table only moved once and that was only after the CiC commanded them and then the Shotte. Left flank cavalry moved forwards to be able to charge or counter charge. Dragoons and infantry both moved forwards and in my firing turn a lot of good rolls left a trail of wound markers and disorder tokens.
Positions at end of turn one |
Turn two
Christoph had the worst die rolls. His left flank (top) cavalry only managed to advance one pace towards my cavalry. His right flank (bottom) declined even the CiC couldn’t move them and as a result he just fired all he could at me.
In my phase.
Bottom of table, I charged my left cavalry into the flank of his which turned to face. This left his infantry at the foot of the hill unprotected so I charged it in the flank with the other unit.
Dragoons moved to the wood dismounted and went to the far edge to harass the infantry. With such great luck I decided to move the associated Shotte to plug a gap. BLUNDER and they withdrew two full moves to the table edge.
I instructed the commanded Shotte to do it and they advanced a pace. I chose not to move the central pikes and commanded the cavalry on the right forward rather to charge they moved one pace forward.
After the shooting the melee was resolved. The Royalist cavalry was defeated retired two paces away, shaken and disordered. A my horse was shaken rather than push forwards I pulled back to avoid losing the unit.. The other cavalry wiped out the first infantry unit then the next as it surged forward I then pulled it back to protect the shaken unit.
After turn two, my Shotte at the bottom is out of shot.😒 You can see the new position of my cavalry as the bottom and the disarray of Christoph's |
Turn three
He command his right wing cavalry to fall back, the command failed, he command his far right Pike that had been near the destroyed infantry to Hedgehog with the adjacent Shotte, this command also failed.
End of Christoph's turn half way through turn three |
Chris felt his commander would retire from the battle to regroup and fight another day.
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