An Attempted Refight of the Second Battle of Newbury, 27 October 1644.
I'm not sure why, but when it comes to refights, John and I seem determined to pick all the ECW battles that aren't a classic line 'em up and fight it out, infantry in the centre and cavalry on the flanks. This time it's Second Newbury with the vastly outnumbered Royalist Oxford Army trapped between three parliamentarian armies commanded by the Earls of Essex[1] and Manchester, and Sir William Waller.
For what was obviously going to be a very dumbed-down version of the battle, I chose to base the game on the map of the battle on the British Battles web-site. The central part of the map that I used is shown below, rotated to bring north to the top, and with a 10x5 grid overlaid to match my 10'x5' table.
How that was translated onto the table can be seen in the overviews shown below. First, from the east, with the leading units of Manchester's force at the bottom right of the image.
And then, from the west, with Maurice's men fully prepared and waiting (for what will be several game turns) for Waller, Cromwell, et al.
Manchester's force, complete with a battery on Clay Hill, does not even all fit on the table, some of his cavalry having to wait for room to deploy onto the table.
And, waiting to stop him, is Rupert, under the direct supervision of the King.
The King, resplendent in full majesty underneath the Royal Standard, probably doesn't trust Rupert out of his sight since Marston Moor.
But if all goes pear-shaped, he has a handy bolt-hole in Donnington Castle.
The Battle
Phase 1: Manchester’s diversion / attack = Turns 1-4Phase 2: Manchester's reorganisation = Turns 5-6Phase 3: Waller’s arrival & approach = Turn 7Phase 4: Waller’s attack = Turns 8-15Phase 5: Manchester’s attack = Turns 12-15
Was this an omen? If it was, John didn't let it unsettle him, and fully aware that lack of time was his biggest problem, set Manchester's force in motion towards Shaw house and surrounding enclosures (apologies for the dice tray in the photo).
Despite all the powder burnt, as evidenced by the smoke, the King's Guard (KG, bottom right) were the only ones hit[2].
From my (royalist) perspective things were moving dangerously quickly, but at least this time my shooting was more successful in racking up some hits.
Elsewhere, Parliament's progress had been slowed by the defenders of the nearby Shaw enclosures[3], who now were in danger of being outflanked on both sides but at least had the KG in support to their right.
Just before the Turn ended, Manchester finally got a favourable random event, a surprise reinforcement of a 'troop' (half a regiment) of Cromwell's cavalry - they can be seen at the top right of the above photo. Not much help to be sure, as Manchester was short of time and space, not troops.
All this was aimed, fair and square, at the royalist foot holding Speen under Fielding, backed up by Maurice's cavalry.
At the same time, their path blocked by their own foot, the horse attempted to find their way around the flank, risking the ire of Donnington Castle, by crossing the river.
Faced with such a target rich environment, the valiant defenders of Speen let fly with what artillery they had ...
... and were promptly joined in this by the royalist siege trayne which was ensconced in the castle.
And threw back the first assault by the Red LTB regiment (hence the green disorder marker on the Red LTB regt.).
The Blue LTB regiment had been left behind as it had been unsettled by the artillery fire from Speen and forced to retreat. It seemed that the assault on Speen had stalled at the first hurdle.
The infantry assault on Speen remained stalled as the first wave tries to rally from hits and recover from disorder, blocking the advance of the rest. But at least the Balfour has got Heselrige's brigade over the river, but can they find somewhere to cross back?
The King's Guard, which was targeted this turn suffered two retreat results and retreated twice in disorder (and picked up 2 green tokens).
... and no doubt encouraged by an itinerant preacher (random event) whose sermonising strengthened the resolve of Ballard's regiment (allowed to ignore one 'retreat' result for the rest of the game).
Over at Shaw House, the newly added scenario specific random event was drawn, and Sir George Lisle with a trusty band of die-hards burst into Shaw House through a gap in the wall.
They quickly vented their frustration at having been left out of the play-deck by giving short shrift to the garrison, a detachment from Hampden's, and re-taking Shaw House.
The next turn, Turn 12, would see Manchester complete his reorganisation phase and return to the attack. By a spooky coincidence, by the end of this turn, Manchester had managed to rally and reform off all the hits and disorder from his units so truly now had no reason to delay his attack.
Inflicting, first one, then two hits on Rupert's who broke!
Meanwhile Cromwell was threading his cavalry through the congested field towards Waller's right (southern flank) to try and go around Speen and get at Maurice's cavalry beyond.
On the Eastern Front, Manchester's assault had briefly run out of steam (the turn ended before they really got going).
... and in the west, Bard's were left largely untroubled, albeit Waller's dragoons had now dismounted across the river - but they in turn were being threatened by Astley and the detachment in the Donnington enclosure.
The action at Speen now turned into an indecisive fire-fight, with Bard's taking on the LTB Red regiment ...
... and Stradling's no longer worried that Bard's would give way were free to exchange fire across the river with Waller's dragoons.
And so, the game came to a close, with a near historical outcome. In reality the parliamentarian forces took Speen but failed against Shaw House, so in our refight they did worse in the west but better in the east. We called it a draw, honours even.
Notes:
[1] Albeit Essex's army was a shadow of its former self after its defeat at Lostwithiel, and Essex was in his sick-bed at the time so did not command on the day.
[2] Hits are denoted by a number red tokens (tiddlywinks) equal to the number of hits (these can be rallied off); a yellow token indicates a unit has been activated in the current turn; and, green tokens indicate how much disorder the unit is in.
[3] Because of the bath-tubbed nature of this game, the villages of Shaw and Donnington were only being represented by hedged enclosures.
[4] I typically used two Turn-End cards in the sequence deck, the turn only ending after the second card is drawn - this is to limit really early cut-offs like this one.
[5] The overhead rule for firing from higher ground, at targets further than half range, prohibits firing if any friendly troops are closer to the target than half the distance from the guns to the target.
