Sunday, 14 June 2020

Battle of Sedgemoor refight

Monmouth's Rebellion of 1685 culminated in his defeat at Sedgemoor against James II Royal Army.  His all-civilian force had little chance against the Royal Army and so risked a night attack,  An early alarm had the Royal infantry formed up and ready.  While the determined Monmouth supporters made a good try of it, it was a fairly quick defeat historically.
Rebel's 'Red Regiment' facing the Royal Scots with plug bayonets installed.

With the alarm as the key, I had WillB as the Royal commander roll 1d6, 6 having alarm early so the Monmouth forces would have much distance to travel allowing the Royals to redeploy, move or await their cavalry and artillery support to arrive (these take much longer to form having saddles to harness and limbers to attach).  A roll of a 1 would mean very little warning was given and the rebels would be at the Bussex Rhyne (Rhine) a shallow dry irrigation ditch which was a pivotal terrain feature of the battle directly at the start.  Of course, WillB rolls his good dice and I start, as Monmouth, at a great distance to the Rhyne.
The Red regiment supported by the Blue Regiment cross the Bussex Rhine to face the Royal Army

During this refight using a mash of Lion Rampant and The Pikeman's Lament, 'Rampanty' rules, the Rebels did make a show of it, perhaps a bit too much as both the Foot Guard and Dumbarton Regiments collapsed under the pressure of the Rebel onslaught, but to compensate for the very few figures I have for Monmouth's civilian forces, I upgraded them.  Their numbers would be added to only should any early units be eliminated so offering recycling (and given a new color of flag!)

One thing about any of the Rampant rules is the activation - or lack their of - for your units can offer much fodder for the narration of the battle.  Frustrated by the lack of action by the Royal Guard of Horse, I offered the explanation that obviously their colonel was still fluffing his wig and will present himself to lead the regiment once his damnable page would find the correct uniform!  It was another three turns before the correct uniform (read: roll of the dice) was found.
In another instance, WillB ordered "a shuffle to the left" by the Coldstream Guards.  "What the hell order is that?!" must have been the response by their officers as no move was made (another failed activation)
Appears the Green Regiment of Monmouth's army is in trouble.  Once at "half-strength" - indicated by the die - it will need big dice to survival any morale test and will now roll only half dice for combat -  a grave situation indeed  and indicated by the rather dark humour of my grave marker!

The late arriving 'White Regiment' (the destroyed Red Regiment with a new flag!) is ready to face the Royal Army.  Monmouth  mounted beside them is not so sure...

Speaking of dice rolling, both WillB and I seemed to make a lot of double 6 and double 1 rolls for activation early in the game both offering good and bad things to happen.  So many that we noted each time we would roll these results - 11 times in total!  [ for the record WillB at 5 double-sixes, 1 double-ones, myself at 3 double-sixes and 2 double-ones ] At one point early in the game a fully 1/3 of our rolls were one or the other of these results!  ....'usual' rolls are not our style....

Nevertheless the Royals finally prevailed with the final rebel unit surrounded and captured so allowing James II to keep his throne for three more years
The brave but foolish White Regiment while closest to the Royal camp,  faces the Royal artillery to their front , Trewlaney's Queen's Consorts to the right and Kirke's Queen's Dowager's to the left.  They will surrender as Monmouth is no where in sight!

These figures painted back in early 1990's have been patiently waiting for this game. I finally got a go at it.  My wife might now say I can again put them back in the boxes for another decade or so....