Showing posts with label Test of Reslove. Show all posts
Showing posts with label Test of Reslove. Show all posts

Thursday, 31 October 2024

Hedgeley Moor 25 April 1464

After the bloody victory at Towton (1461), England entered a relative period of peace and stability, although Lancastrian uprisings occurred in various parts of the country. Edward IV ordered Montagu to go north, contact the Scottish envoys, and eliminate dissident elements. As Montagu escorted the Scottish envoys back, he found his path blocked by a Lancastrian army at Hedgeley Moor, led by the old war horse, the Duke of Somerset.

War of Roses Battle from a Manuscript


The Historical Battle

Little is known of this small battle beyond the list of the participants, and one of the Lancastrian commanders, Roos, withdrew from the field. Different authors' reconstructions show different armies' compositions with varied interpretations of the terrain. However, the battle was fought on low undulating ground, with the flanks protected by boggy ground and lightly wooded or rough ground. This flanking terrain played no part in the following battle, so Hedgeley Moor was essentially a battle on a flat, open area.

Typically, the armies were organised into three wards or battles for this period. Each commander attacked their opposing ward before supporting their comrades. In the historical battle, the Lancastrian commander, Roos, retired before Scrope’s advancing battle. This allowed the Yorkists to turn on Somerset's Centre, which broke under pressure. On the Lancastrian right, Percy, the local man, fought on and was finally surrounded and killed.

The Rules

The War of the Roses period is rich with dedicated rules. Several generic ancient and medieval rules can be added to these. For this battle, I chose Test of Resolve, which I had previously play-tested in the skirmish at Clyst Heath, where only one ward aside was involved. The rules attempt to stimulate the tactics of the period and the battle itself. This means that the overall commander had little control of the events once the battle had commenced, so do expect to be able to practice complex flanking manoeuvres. It is a hack-and-slay conflict, which was reflective of the period.

The Simulation

The deployment was based on Test of Resolve Scenarios 1464-1487. Wo-Fun flats represented the two armies.

The Problem of Roos

Both sides were influenced by Roos's questionable loyalty. The Yorkist decided to hold back Scrope's ward so the potential event card would come into play that would test Roos' commitment.  Conversely, Somerset decided to test the opposing Roo's resolve and ordered an advance across the battlefront. Despite the orders from the Lancasterian commander, Roos moved cautiously into battle, with Somerset and Percy rushing to engage the enemy. 

An exchange of missile fire occurred as the two armies narrowed the gap, but this was largely ineffectual. The cards gave the Lancasterians the initiative, and Somerset, in the centre, first drew blood as he attacked Montagu's command. 

First Blood

First Blood. Montagu and Somerset Battles clash in the centre of the battle line.

Whilst the cards fell for the Red Rose, the Yorkist had the better of the melee dice. After the first wave of combat, Somerset's command nearly collapsed as two companies were forced to retire. Similarly, on Percy's flank, he and Exeter traded blows, with the latter gaining the advantage.

Treachery?

Seeing Somerset collapse, Roos decided it was not worth fighting a loss cause. The event card had finally come into play, and the resulting 'Show Your Colour Test' led to the dispersal of the Roos' command. This allowed Scrope to turn into the centre and threaten Somerset, but Scope's manoeuvre was painfully slow. In the meantime, Somerset and Percy had managed to rally his men and inflict damage on the Yorkist. Everyone was now close to breaking.

Late but Effective

Finally, Scrope engaged Somerset's flank, held by some archer units that immediately fled. Somerset failed the Battle Morale Test and was dispersed. Percy, as in the actual battle, was left to fight alone. However, the Yorkist failed to surround him, and the brave local lad managed to escape with the remains of his command.

Scrope finally approaches Someset's Flank. In the distance, Percy's forces can be seen slowly getting the better of Exeter's battle.

Thoughts

The battle played out very closely to the known events of the historical battle. Although the fight in the centre and on the Lancasterian right wing was close, the outcome could have been different if Scrope had delayed one more turn.

The rules provide a simulation of the warfare of the period. The critical incident was the event card that led to Roos' removal from the battlefield, mainly due to luck. First on, when it was drawn from the deck, and then the subsequent dice throw to see how the baron acted. Yet, this is how warfare was in the Middle Ages, with the commanders having little control of events once the lines attacked. For people who want to show their chess-like abilities on the wargames table, these rules are probably not for you. If you wish to experience all the frustrations of medieval command or lack it, these are enjoyable, simple rules that allow a good simulation of fifteenth-century warfare.

Wednesday, 29 May 2024

Clyst Heath - 1455



The battle of Clyst Heath occurred on 15 December 1455 near Exeter. Although the battle was part of the wider conflict known as the War of Roses, a personal feud between the Courtneys and their regional rivals, the Bornvilles, was the leading cause. This scenario comes from the third volume of the Test of Resolve scenario books. It is an ideal learning scenario because it only involves a single battle; most battles in this period involved three. Also, the scenarios did not have special rules. 

Battle of Barnet


Test of Resolve 

These rules were first published in 2021, and like many of my rule purchases, they have sat on my bookshelf. I have always fancied playing the rules dedicated to the War of the Roses. While this is not the place for a full review, please check out this YouTube video for more information. 
However, it is worth stating what drew me to them. They are part of a new genre in Wargaming where the rules are written for a narrow historical period, in this instance, 1455-97, allowing them to reflect more acutely late fifteenth-century warfare.
Second, the rules use a card activation system and a single d12 for most tests. This might seem to make the game too random, but this potential randomness is attractive for a solo player. 

WoFun Perspex Flats

The painting requirement became a barrier to playing during this period. Experiments with various scales ended up nowhere. I did not have the time to invest in something I remained uncertain about. I needed a cheap and quick method to put a good-looking game on the table. Enter WoFun Perspex Flats. These are designed and painted by Peter Denis. These miniatures can be simply slotted in a base, and they are ready to play. However, I took the option of edging the Perspex halo to provide a 3D look and flocked the bases. 

Bornville's Archers in their Blue Livery


Wo-Fun Flats in a melee


The Battle

Courtney opened with the initiative, but mistakes in his deployments led to chaos amongst his men (the first card drawn was flummoxed). Bornville used the confusion to move his army forward. However, Courtney’s red archers took first blood, leading to some of Bornville's archers fleeing the field.

Despite losing some archers, Bornville still had the initiative and launched an attack against Courtney’s longbow with mixed results. The archers soon dispersed, and the main retinues finally clashed. The Earl’s men held the initial assault, and one case pushed Bornville's retinues back. Now, the battle swung in Courtney’s favour as his superior number, despite the poor quality of some of his men, counted. Bornville found that his right flank had been turned, and his army started to bleed Battle Moral points.

The fighting continued for a few more cards, but it was now evident that Courtney would hold the field at the end of the day.


Comments 

I need to play this game again with three total battles aside because this will increase the commanders' choices. The cards tended to rule in this game, although I learned the importance of focusing resources and isolating the enemy. This is true for the period, but I am not an expert in fifteenth-century warfare.
Labels would be required to identify the units in larger battles, and I think they would add to the overall experience. 
Overall, it was an enjoyable game, and I cannot wait to try out a typical battle. Next on the table is Hedgeley Moor.


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