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Victory Conditions

In document WSS_87 (Page 35-39)

The Attacker gains 2 Honour points for each Cavalry unit that makes it off the table on the opposite south side. The Defender gains 1 Honour point for each en- emy cavalry unit that hasn’t made it across by the end of the game; if none of the Attacker’s units makes it across, the Defender gains another 2 Honour points. Both play- ers gain/lose Honour for Special Orders.

SCENARIO 2 - AT 14:00 HOURS

After the initial Scottish cavalry attack, Leslie unmasked his batteries and returned fire into the English redoubts. According to one source, the whole riverbank seemed Maps for the five scenarios (numbered).

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to be ablaze. For some time the artillery duel was main- tained. The English gunners were striving to put out of ac- tion the Scottish guns firing from Newburn Church Tower. The Scots’ fire badly damaged the larger of the two English redoubts, the shots plunging into the low-lying position. Colonel Lunsford was in command of this redoubt. He restrained his men with great difficulty and kept them at their posts – these were raw troops not used to being under fire. A shot fell, killing about twenty men, some of them officers. Lunsford held them in check until a second shot dropped into the redoubt, completely demoralizing them. They deserted the work en masse, abandoning the cannon and blowing up the powder in the redoubt.

Order of Battle

English

1 Officer(Commander @ 40 points) 2 Raw Shot @ 3 points each

(2 x Musketeers @ 27 points each) 2 Field Guns @ 6 points each (2x Heavy Guns @ 25 points each) Scottish

1 Officer

(Commander @ 40 points) 2 Shot @ 4 points each

(2x Musketeers @ 27 points each) 1 Commanded Shot @ 2 points (1x Commanded Shotte @ 34 points) 2 Regimental Guns @ 4 points each (2x Light Guns @ 17 points each) 1 Field Gun @ 6 points

(1x Heavy Gun @ 25 points)

Set-up

Play this out on map sections AB1 and AB2; each square is 60x60cm giving you a 120x120cm table. The English

Defender has his Company divided between the two hastily built redoubts. The Scottish Attacker sets up in the North Zone.

Special rules

As scenario 1 for the redoubt.

Victory Conditions

Play until one side has lost more than 50% of its Com- pany points. Both the Scottish Attacker and the English Defender gain Honour points for each enemy gun they manage to destroy: 2 Honour points for each Field Gun and 1 point for each Regimental Gun. Both players gain/lose Honour for Special Orders.

SCENARIO 3 - AT 15:00 HOURS

The gunners’ flight opened up the ford to the Scots. Les- lie sent a small body of cavalry to reconnoitre the re- maining works. At this point, the English cavalry came into action, who had remained out of gunshot on Stella Haugh. They were the cream of the English army led by Lord Wilmot, a very capable cavalry commander, whose day was to come in the Civil Wars. In no way dis- couraged by the flight of their musketeers, they made a sortie to recover the cannon and arms which the infan- try had abandoned. The approach of the Scottish horse, however, diverted them from that duty. With a flourish of trumpets they charged the enemy with such fury that the Scots were forced to retire.

Meanwhile at the east end of the position, the remaining earthwork had been knocked out of action. After the fall of the larger earthwork, Leslie had moved his heavy guns to reinforce the battery on the hill to the east of Newburn. They rapidly completed the demolition of the redoubt and removed the last resistance of the English artillery. The Scots charge the ford. Models by the author.

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Order of Battle

English 1 Officer (1 Commander @ 40 points)

4 Aggressive Elite Gallopers @ 6 points each (4x Gallopers @ 41 points each)

Scottish 1 Officer

(1 Commander @ 40 points)

2 Veteran Dragoons @ 6 points each (2x Dragoons @ 35 points each) 2 Shot @ 4 points each

(2x Musketeers @ 27 points each) 1 Pike @ 4 points

(1x Pikeman @ 34 points)

Set-up

Play this out on map sections AB2 and AB3; each square is 60x60cm giving you a 120x120cm table. The English Attacker sets up all his Company in the South Zone. The Scottish Defender sets up his Cavalry in the Central Zone and all other troops in the North Zone.

Victory Conditions

Play until one side has lost more than 50% of its Com- pany points. The English Attacker gains 5 Honour points if there are no Scottish troops left on the south side of the river by the end of the game. The Scottish Defender gains 5 Honour points if there are Scottish troops left on the south side of the river by the end of the game. Wa- vering units do not count even if they are on the South side. Both players gain/lose Honour for Special Orders.

SCENARIO 4 - AT 16:00 HOURS

At low tide (4pm), Leslie ordered a general advance. He sent over two regiments consisting altogether of fifteen hundred men. Wilmot set himself to oppose them: clos-

ing up in twelve squadrons in a narrow place between two thick hedges they made a furious charge upon the Scottish Life Guards. Despite all their valour, the troop- ers began to recoil on each other. Being pressed for- ward by the rear files, they were forced back to the front and a dreadful struggle with sword and pistol ensued. All being gentlemen, no one would yield an inch. Wil- mot cut down one or two of the enemy. Sir Henry Vane had his horse wounded under him, drew off with but six or seven of his troop, and was taken, and the bearer, Cornet Porter, was killed by a pistol shot, while many Scots were shot, run through, or trodden down beneath the heaving mass of horsemen.

By now ten thousand Scottish infantry were beginning to wade across the Tyne. Most of the English foot now fled without supporting the horse that gave way retreating.

Order of Battle

English 1 Officer

(1 Commander @ 40 points)

4 Aggressive Elite Gallopers @ 6 points each (4x Gallopers @ 41 points each)

Scottish 1 Officer

(1 Commander @ 40 points) 4 Shot @ 4 points each

(4x Musketeers @ 27 points each) 2 Pike @ 4 points each

(2x Pikemen @ 34 points)

Set-up

Play this out on map sections AB2 and AB3; each square is 60x60cm giving you a 120x120cm table. The English Defender sets up in the South Zone. The Scottish At- tacker sets up in the North Zone.

Ready those guns men!

   ©    P  e   r   r   y    M    i  n    i  a    t  u  r   e   s

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Victory Conditions

Play until one side has lost more than 50% of its Com- pany points. Both Attacker and Defender add up the point values of enemy units routed or wiped out be- fore the game ends; damaged units still in play are not counted. The player with the higher score wins 5 Hon- our (+/- Special Orders). Players tied for first place gain 3 Honour each (+/- Special Orders).

SCENARIO 5 - AT 17:00 HOURS

On receiving flank fire from a thousand musketeers, the English horse gave way, but instead of retreating along the river Haugh on the heels of their infantry, they contin- ued along to the west of the haugh where Wilmot rallied his men together with some infantry stragglers on some wooded high ground. An ambush was laid for the pursuing Scots, but was spoilt by the rashness of some musketeers. There was a short sharp fight in which Wilmot, Sir John Digby and various other officers were taken prisoner. In Sir  John’s life story it was said that he was captured through the death of his gallant horse ‘Sylverside’, who had carried him all day safely through battle. All of the prisoners were well treated by their captors and later released.

Had Leslie desired, the disorganized rout could be been cut to pieces. Stringent orders, however, had been is- sued to capture, but not to kill the fugitives. So towards nightfall, the broken remnants of the foot, with two res- cued guns, reached Newcastle. The horse routed and, in disorder, galloped to Durham. That night the whole Scottish army camped in the fields and cottages of Ry- ton and after giving thanks for their victory they stood to their arms all night.

At midnight after the battle Lord Conway decided to retreat from Newcastle to Durham, the retirement tak- ing place at five o’clock in the morning of Saturday 29th August, 1640. The Scots immediately occupied the un- defended town of Newcastle.

Order of Battle

English 1 Officer

(Commander @ 40 points) 2 Raw Shot @ 3 points each

(2x Small Musketeers @ 19 points each) 4 Trotters @ 4 points each

(4x Trotters Cavalry @ 41 points each) Scottish

1 Officer

(Commander @ 40 points)

2 Veteran Dragoons @ 6 points each (2x Dragoons @ 35 points each) 2 Shot @ 4 points each

(2x Musketeers @ 27 points each) 1 Commanded Shot @ 2 points each (1x Commanded Shotte @ 34 points)

Set-up

Play this out on map sections AB3 and AB4; each square is 60x60cm giving you a 120x120cm table. The English Attacker sets up his Infantry in the South Zone and his Cavalry in the NW Zone. The Scottish Defender sets up in the Central Zone.

Victory Conditions

Play until one side has lost more than 50% of its Com- pany points. Both Attacker and Defender add up the point value of enemy units routed or wiped out be- fore the game ends; damaged units still in play are not counted. The player with the higher score wins 5 Hon- our (+/- Special Orders). Players tied for first place gain 3 Honour each (+/- Special Orders).WS&S

You can find more info regarding The Pikeman´s La- ment at my and Dan Mersey’s blogs: www.dalauppror. blogspot.com and www.merseybooks.blogspot.co.uk. Surprise attack from the rear. Covenanter reinforcements secure victory at the ford.

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     T      H      E      M      E

A YEAR APART –

In document WSS_87 (Page 35-39)