Thanks chaps
It may seem obvious, but it’s usually a good idea for the players to activate their easier units first , although this can sometimes get lost in the heat of battle. An 8+ is needed for the Artillery to Fire , for instance, so its usually a good idea to attempt this on your last activation.
It's obvious once you've played it a couple of times
I played a few solo games against myself first, and it took me a few turns to work out that trying to activate the gun to fire first every time was a recipe for friction and disappoinment!
Parliamentarian turn 4
Sir Melville Gibson’s raw shot rally, and the frame gun pivots…
Nathaniel Crowe’s veteran shot fire a salvo which takes off another of Hopton’s Horse…
Lilburne’s shot stand and do nothing, but Crowe’s commanded shot in the farmhouse garden give fire upon Fondling’s pinkcoat shot advancing across the mown field, knocking off two figures. Their morale holds however.
Lilburne’s veteran Folorn Hope advances further into the gorse patch, Okey’s dragoons are ordered to hold their position, and Gibson’s commanded shot then give fire upon the same target, rolling high, and taking off three more pinkcoat shot.
This time their morale cracks and with a dismal roll of just 4, minus 5 for casualties, they immediately break and run for it. (There’s no rallying routed troops in these rules, so they’re effectively gone).
That’s turn 4 completed.
Turn 5.Royalists roll higher and gain the initiative.
Immediate test for wild charges, and despite being down to two figures, Hopton’s Horse charge the nearest enemy unit, Crowe’s veteran shot.
In the ensuing melee, each side loses a further casualty, and thus with honours even (a draw), it is the
attacker that has to fall back.
Sir Ralph Hopton fails his morale check and starts to waver. Not surprising under the circumstances.
Fondling’s veteran Folorn Hope continue their long march, and close in on the frame gun…
Hopton’s blew dragoons fire on the enemy Folorn Hope in the gorse, but fail to score enough hits to cause a casualty. And Spoons’ commanded shot move up again!
Crawley’s dragoons also move up alongside them, and Astley’s bluecoat shot advance as well.
From the farmyard, Spoons’ Greencoat veteran shot fire their first salvo at Lilburne’s Folorn Hope in the gorse, but with cover from the hedge, the Folorn Hope's stamina goes up to 4 - meaning that
fully seven hits still only takes off one figure (with three hits effectively wasted). Cue much loud questioning of the rules mechanics from the Royalist side
And finally, Crawley’s regiment of horse continue their long and uneventful canter up the lane towards the enemy gun…
That concludes the Royalist turn 5 – over to Parliament.
Lilburne’s Folorn Hope promptly return fire on Spoons’ Greencoat shot, knocking off two casualties. Their morale is good though. They hold.
Gibson’s commanded shot fire on Crawley’s dragoons but fail to score any hits, whilst Okey’s dragoons turn and move off up the lane towards the centre of the line…
On the Parliamentarian left, Gibson's raw shot move up to the hedge to support the frame gun, which pivots again (notice it hasn’t even attempted to fire in five moves
).
And the two units of Parliamentarian shot march up the lane to the crossroads.
In activating to make this move, Crowe’s veteran shot roll another double six on their activation roll - followed by yet another six. Meaning the Parliamentarians now receive 4 points worth of reinforcements on their baseline. That’s twice in one game that’s happened!
Once again, NO FRICTION AT ALL OCCURRED IN THAT TURN. I don't know what all the whingeing about this rules system is about
I speak as someone who detested Sharp Practice and the wretched Tiffin card, which could prevent you moving for turn after turn after turn (once for six turns in a row, did I ever mention that?
)
I suppose a run of very bad luck with the dice could mean the friction here works in the same way, but it doesn't seem to. Almost all activations need a 5, 6 or 7 - and the chances of successfully rolling these numbers (in various combinations) on 2D6 are pretty high, so...
Anyway, here's the general situation from either end of the field at the end of turn 5.
Initiative for turn 6 goes to the Royalists (again!) Orders are awaited.