Friday, 3 July 2026

Marston Moor

 Well, I thought perhaps you'd like a break from the Napoleonic action - no? Well, you are getting one anyway! This is a recreation of the battle of Marston Moor which was fought on 2 July 1644 (I am writing this on the anniversary of the battle but it was played out in December 2023, apparently - only seems like yesterday!). The battle was the largest and, perhaps, most important battle of the war, as it spelled the beginning of the end for the royalist cause, particularly in the north. Having relieved York  which had been besieged by three armies; the Scots, the Northern Association and the Eastern association, the royalists, under Prince Rupert followed the allied forces away from the city until he came across them drawn up on rising ground between the villages of Tockwith and Long Marston.

After a certain amount of uncertainty on both sides, the parliamentarian artillery opened fire at about 2 in the afternoon, and battle commenced.

The refight was staged in my loft with 20/25mm figures from every manufacturer under the sun, using adapted Volley & Bayonet rules.


The Long Marston end of the battlefield, complete with abandoned measuring devices. The Scots/Parliamentarians are nearest the camera.

Turn 1:


Fairfax's cavalry moves forward.

Beyond the Scots, the Parliamentary infantry begins its advance.


The Eastern Association nears the foe (I think my table is due some TLC!).


The royalists prepare to give fire.


BANG!!


The royalist centre belches lead!


On the royalist left infantry (Tillier's?) move up the lane to secure their flank and skirmish with Fairfax's dragoons.

Turn 2:

Well I think this is turn 2 but, unusually, I haven't included any indication in the camera roll so I'm not actually sure!


The Northern Horse counter charges Fairfax on the edge of Long Marston.

Fairfax's infantry readies itself for the royalist onslaught - In the historic battle most of this lot were in Tadcaster by this stage, causing people in the area to think Rupert had won the battle! In this battle though, Fairfax wins the melee and Goring retreats.

A desultory and inconclusive fire spews from the the royalist ranks.

Turn 3:


Lillburn's Dragoons occupy Tockwith on the Parliamentarian left while Cromwell's Ironsides trot forward.


The royalist centre holds.


Rupert moves up to Tockwith to face Cromwell.


On the other side of the battlefield Goring charges again but without success and two of his units are lost.

Turn 4:


Overall situation - the parliamentarians are well across the road now and getting stuck in to the royalist positions.



Battle is joined at Tockwith.


Rupert smashes Cromwell and pushes him back.


The parliamentarians feed more units into the centre - this time Scots.


The royalists in the lane counter attack.


On the other side, Goring tries again. His troopers' horses nearing exhaustion, Goring's northern horse outflanks the overextended parliamentarians, and this time achieves the historical result; overthrowing them. (The cavalry on the left of the picture were painted over 30 years ago!).

Turn 5:


Doggedly the allies attack again. Here on their right they tried to use their dragoons to gain an advantage but in vain.


The attack in the centre achieves some success but the royalist infantry remains secure behind the hedge line.

Newcastle's regiment - feel they have done enough damage to try and press their advantage.


Goring moves to negate any advantage the allies may have had from their dragoons.



In the centre, parliamentarian units begin to break.


Turn 6:



The parliamentarians try to shore up their line but the royalists press on.


Having seen off Cromwell, Rupert starts to roll up the parliamentarian left.

Turn 7:


The Scots fight to the last strength point but the tide is irrevocably against the allies.


The parliamentarian units start to flee the battlefield as the royalists advance across the front. The battle is over, history has been altered.

Conclusion:
As always it comes down to the dice - there are various mentions in the notes that I tweaked the rules as things were a bit lethal for the 17th century but I am not sure what I actually changed. It was quite an enjoyable fight, much more so than my Naseby game a few years ago which just did not work, so I intend to revisit this period. Also, I have done some games in 28mm using Pikeman's Lament which I will post at some point. As usual - don't be shy - do comment. Do you prefer a mix of periods or are just here for the Napoleonics?








Monday, 15 June 2026

Pultusk 1806

Now - I know from the comments that my public (😂) were expecting me to go for Auerstadt next, but I didn't, so here's a brief introduction to the battle of Pultusk. 

In 1806, Napoleon had sought to knock Prussia out of the war as quickly as possible because, as usual, his enemies were mobilising against him. In fact, the Russians were already on the march so although he did indeed defeat Prussia, the war was far from over. As the remnants of the Prussian army were seeking to combine with the advancing Russians, the French ploughed on into East Prussia/Poland to prevent that junction and meet the new threat. The French captured Warsaw on 28 November and the Russians fell back to re-group and consolidate.

With their usual disdain for their opponents, and lack of reconnaissance, the French continued to advance and when Lannes Corps Blundered into Bennigsen's troops in a snowstorm near the town of Pultusk, the French Marshal immediately ordered the attack.  Davout's III Corps was nearby but the Russians significantly outnumbered the French. I haven't had my Russians on the table for a while and I even painted some 1805 style jaeger for the game. Unusually in this battle you have an outnumbered force with almost no artillery attacking a large, well supported, enemy who remained largely passive...

Turn 1:

The French arrive on the western edge of the battlefield and what artillery they have opens up on the Russian batteries.


The French columns approach the Russian advanced positions.


The French artillery is rolled into position.
 
 
                                                        The Russian Battery replies!


With, perhaps, inevitable results.
Turn 2:
 

The French advance - rather more cautiously than historically. 


The Russians withdraw their cavalry while pushing forward some jaeger who flank the advancing column.
 
Turn 3:

The French advance on their right - they have to make a breakthrough if they are going to stand a chance. This Russian unit is pushed back but overall there is little progress.

Having advanced into the space vacated by their adversaries, the French brigade is now exposed. It is raked by cannon fire and counter-charged by Russian cavalry. The little blue dice to the rear of the unit denotes its remaining hit points. This is not good!
 
Turn 4:


Now desperate to make some headway, Lannes moves troops from his centre to support the right and crashes on again.


The small French cavalry forces charges to relieve the pressure.


The attack is moderately successful.

Turn 5:


The Russians launch some small scale spoiling attacks to hold up the French while they withdraw their artillery and disordered units behind the second line...

Turn 6:


By the rules of the game, this division is 'exhausted' and should not be allowed to advance towards the enemy but as this is pretty much all the French have I shall let them go on and see how they fare. 
They hold. 
To their left, their comrades drive the Russians from the high ground in the centre, though at great cost.
 

On the left, part of Davout's Corp have made an appearance and launched a forlorn cavalry attack on Barclay de Tolly's command.



The Russian artillery awaits...


The Russians are retreating but they have plenty left whilst the French are reduced to single strength points in many brigades.

Turn 7:




A swirling cavalry melee develops between the French dragoon division and Barclay de Tolly's horsemen.


The French push the Russians back!


Whilst on the right they occupy a village on the outskirts of Pultusk.

 Turn 8:

The cavalry melee continues and extends, drawing more units from both sides into the maelstrom.


Due to some rather lucky dice rolling the French prevail.


The Russians however, have greater numbers and counter-charge everywhere.




Turn 9: The End!



The French cannot hope to prevail against such numbers.


Their final attack fails...


Pultusk holds and, to be honest, was never in much danger!
In avoiding what I thought would be a one-sided game with little hope for one side, I have ended up with a game which was exactly that, but at least it was pretty much the historic result and I didn't have to paint any more Prussians!