Simon Miller (of
BigRedBat's Shop) is working on a "variant" of his "To the Strongest!" ancient/medieval rules to carry them into the 17th Century. The Jackson Gamers obtained a copy of the first edition play test rules from him and finally were able to play the scenario included with the rules - The Battle of Montgomery in 1644.
We used my 15mm vintage English Civil War armies augmented by a few additional leaders from Lord Sterling's equally vintage forces.
The rules are very similar in structure to Simon's "To the Strongest!" rules but do have new and interesting close combat sequence.
The scenario pitted a small Royalist force (5 foot regiments, 4 horse regiments, and 1 dragoon regiment, with no artillery) against a smaller Parliamentary force (3 foot regiments and 3 horse regiments, with no artillery, but a reinforcement of two horse regiments on or after turn 2). This scenario was taken from Bob Giglio's
English Civil War Wargaming Scenarios, Volume 2.
I was the game master and my other three Thursday lunch and game buddies played the Parliament and Royalist forces. We had a good time learning the basic rules and actually playing the game. Each side had 9 victory medals. The Parliamentary forces won the game 9 to 0, destroying three Royalist horse regiments and a foot regiment, while loosing none of their own.
Here are a few pictures of the game:
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Simon's picture of the scenario set-up. The battlefield is 12 blocks wide and 8 deep. |
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During the first turn the Royalists advanced, forcing the left wing Parliamentary horse regiment to fall back (foreground) while attacking the left wing Parliamentary horse with their two first rank horse regiments (background). |
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The action on the Parliamentary left/Royalist right as both sides horse collide. The off-board Parliamentary horse represent a foraging command that can't return until starting on Turn 2 and only if a D6 roll is less than the current turn number. |
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Arriving on Turn 4, the off-board Parliamentary horse crash into the Royalist flank. Now here I made a mistake and let them charge in from off-board. That should not have happened so the Parliamentary forces may have gotten a slight advantage. But the way FKaP (and TtS!) are played, a unit or group of units can activate as many times during a turn as they are able. Bringing them on properly would probably only delayed them the draw of an additional card. |
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With one Royalist foot and two horse regiments already destroyed, the final nail was put into the Royalist coffin when the red-coated Parliamentary horse unit attacked the already disordered "Polish crimson" Royalist horse to their front, giving them a second disorder and destroying them. |
We'll try to do another play test, maybe next Thursday, before Simon comes out with his second edition of the play test rules. Stay tuned!
Very nice Jim. Are these the old 15mm strip minifigs?
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