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| Battle is joined between Royalists & Parliamentarians in a hypothetical English Civil War fight |
My friend Mike S and his son Jason are really getting into the English Civil War in 28mm, lately. They've been shuttling boxes and boxes of troops to the prolific Ted Bender to be painted, then Mike (being retired), bases and flocks them for his son. Last year, Jason ran ECW games at both
Origins Game Fair 2025 and
Advance the Colors 2025. Folks who played in them seemed to enjoy it very much. We had play tested his Battle of the Severn scenario last year, but Jason wanted to run an even bigger game for us on Sunday evening.
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| I expanded the table to 12' width and threw down my 2 six-foot fleece mats for Battle of Edgehill II |
I expanded my gaming table to its full 12' width and Jason set up four commands per side. The battle was a hypothetical one, postulating the two sides actually meeting for battle rather than maneuvering and then one force dissolving. We would fight it near the well-known Battle of Edgehill (it is well known because I have actually heard of it, not being a ECW buff...ha, ha!). So, it was the 2nd Battle of Edgehill in Jason's alternative and more interesting take on history.
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| My command of five units of 'Trotters' -- units of horse that primarily fire their pistol when fighting |
I was given the far left cavalry wing of the Parliamentarian army (which historically dissolved without striking a blow against the reborn Royalists). I had five units of six figures -- all of a type of horse known as Trotters. Our way of fighting would be to shoot our pistols at the bigger, meaner, and nastier five units of Gallopers deployed across from us. Mike S commanded them, and his tactic would be to charge in and force the engagement at sword point, which his troops were significantly better at than mine. We were using "
Pikemen's Lament" -- the English Civil War rules set in the "Rampant" system by Daniel Mersey.
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| Closeup of Jason's English Civil War figures -- one of my Trotters looking foolishly confident! |
To say that we enjoy his series of rules would probably be an understatement -- as any regular reader of Lead Legionaries could tell. This is the fourth of his series we've played in in February and March alone. We've done
Dragon Rampant fantasy several times this year, played an American War of Independence game with
Rebels and Patriots, used the Sci-Fi
Xenos Rampant rules for a Vietnam convoy ambush, and now sicked mean old Gallopers on poor hapless Trotters in Pikemen's Lament. I told the guys that if we were real gluttons for punishment, we should try to sneak in another game of Medieval
Lion Rampant and Colonial
The Men Who Would be Kings! Not because the rules aren't good, but because each is slightly different and it is sometimes a challenge remembering what the tweaks are for the rules set you're playing. In fact, one player apologized in an email the day after the game for "cheating" and misplaying a rule. Turned out he had actually done it right -- he as confusing the game with Xenos!
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| Our enemy on the left wing -- Mike's 5 Galloper units (2 of which cheated by wearing more armor!) |
To my right, my Parliamentarian partner, Allen, would be trying to hold off the assault of Jenny's "forlorn hope" and more on his gun emplacement. Allen's mission was simpler than mine -- shoot the attackers down and maintain control of his fortifications. Jenny advanced fairly boldly across the field and the two were quickly exchanging shots. Each traded deadly blows. Keith led our center, and was marching across the field to drive Tom's Royalist scum from the field. Both commanded traditional pike and shot formations that were the bulk of the infantry in this war. Jason has each pike block of 12 figures flanked on either side by two shot units, also of a dozen figures. On the far right, Mike W -- recently returned from snowbirding in Portugal -- commanded a mixed infantry and cavalry force against Joel's force or mean, nasty Gallopers.
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| To my right, the gun emplacement my fellow Parliamentarian Allen had sworn to hold against Jenny |
As the battle opened, I quickly began to realize my five units were undermatched against Mike's five cavalry squadrons. You may have realized that already, though, with my emphasis on how big and nasty they were and how poor and hapless we were...ha, ha! So, I began to do what any flank commander would do when he feels he's overmatched. I began to swing my forces backwards to refuse our left flank. I was hoping Mike would fail some activation rolls and that his solid line of horse would become broken up and attack me piecemeal. Lately, Mike and I have been razzing each other about whose die rolling has been worse. In our DR! games, he has been the clear winner. However, tonight was his night to make up for the last several months of below average dice rolling! Mike did not fail an activation and kept closing with my troops in a solid line. No chance of ganging up, or shooting up an overextended squadron.
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| Fearing tyranny of Royalists & the deadly 'maths' in their favor, my horse swing to refuse our flank |
Jason insisted that the Caracole was my Trotter's advantage. Under this rule, we can move half of our distance and shoot at the enemy. Then, for the same activation, he said, we can charge in after the shot -- essentially striking twice (but in melee we'd roll only half our normal dice). I pointed out to him that his cavalry hit on a 4+ on each of their 12d6 they would roll in melee, while we hit on only 5+. Plus, two of his units were armored and would require 4 hits on to produce a casualty, while mine needed only 3 to lose a figure. Jason countered, "But you're rolling 18 dice to his 12." I kind of felt like I was in Spinal Tap and being told, "This one goes to 11...", but I decided to gamely spring our Caracole advantage on Mike.
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| We deploy our advantage, the Caracole formation, the Royalist wall of horse seems unimpressed |
One other disadvantage our Trotters had, we were slower than the Gallopers. So, to get within shooting range, we had to come within their charge range. I decided to give it a go and two units trotted forward, daintily deployed their pistols as they rode around in a fancy formation giving each man a chance to shoot. One unit scored a single hit while the other scored none. Hey, I was rolling Mike's normal dice! Jason tried to talk me into charging in, but I saw another special ability he had added to the rules for my Trotters. We could roll a 7+ when charged and shoot at an enemy charging us. No thank you, we simpered daintily, and formed back into ranks ready to receive our inevitable counterthrust.
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| Royalist Tom also seems unconcerned by the massive line of pike and shot Keith is hurling at him |
Mike did not disappoint and both units within range passed its activation test and crashed into my Trotters. Jason's "Stand to Receive" tweak to the rules meant we got to roll 18 dice, well...kind of. Once again, we fired with a roll of 12 (or was it 6?), and then fought in melee with 6 (or was it 12?). Either way, we did NOT cause more casualties than the mean, nasty Gallopers, despite rolling 50% more dice. Things were shaping up like I thought they might, not helped by the fact Mike was rolling very well and I was rolling very bad. Several times over the first few turns, I rolled 12 dice and scored only a single "5" or "6", causing zero casualties. The Gallopers began to steadily wear down the Trotters.
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| Ack! More Royalist Gallopers! These are Joel's command on the opposite side of the battle |
Meanwhile, after an initial deadly blast of fire, Jenny was beginning to win the shooting exchange, despite the bonus Allen received from his emplacement. She was able to get her forlorn hope into charge range and swarmed across the gabions, destroying one of Allen's units. His left-most gun was flanked and charged by another of her units, and things were looking grim for Allen's ability to hold his fortifications. Further down the line, Keith was advancing steadily towards Tom, but sent a unit or two to attack Jenny's troops, as well. Tom cleverly did not fire on Keith until he came within 12", not wasting his +1 initial fire on a long-range shot. This shattered Keith's line and sent him reeling back. On the far right, though, Mike W seemed to be holding his own against Joel. He had some enclosed fields to use as cover and obstacles and his shooting seemed to be wearing down Joel's Gallopers.
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| My Trotter's numbers are dwindling, but we gamely Caracole on, but it still isn't working...! |
There was a point, late in the game, when I looked at my left wing and didn't feel so bad. Mike and I had three units left, two having fled the field. Was I really giving as well as I was receiving? It was smoke and mirrors, as all three of my units were half strength or under, while Mike had one full-strength armored unit of Gallopers. I felt I had one chance, though. I could Caracole his weakest unit with two of my smaller ones. If he failed his morale test, his command would fall below half and all units would have to take morale checks. It was not to be, though. I failed two of three activation rolls, and could do nothing but sit there and take it on his next turn. After Mike's counterstrike, my entire command was dead or fled the field.
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| The center pike & shot blocks controlled by Keith and Tom begin to close to perhaps decide the fray |
Shortly after we finished, the other opponents began to add up how things were going. As it turned out, the Parliamentarians lost three of four sectors of the battlefield. Only Mike W had stymied Joel's attack and driven him back with greater losses. We had lost decisively. Long live the King, I guess...ha, ha! After the game, I pointed out to Jason how the odds were truly stacked against the Parliamentarian Trotters. He agreed, and has a tweak in mind for next time he runs it. As with all Mersey rules, it was a fun, quick game. We all picked up the Pikemen's Lament version of the rules quickly. Jason had designed a clever, asymmetrical scenario. It should be interesting to see how it plays out again.
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| The end phase of the battle on the left wing with more Royalist cavalry (left) than Parliamentarians |
MINIATURES Acquired vs. Painted Tally for 2026- Miniatures acquired in 2026: 159
- Miniatures painted in 2026: 52
TERRAIN Acquired vs. Painted Tally for 2026
- Terrain acquired in 2026: 3
- Terrain painted in 2026: 21
SCATTER Acquired vs. Painted Tally for 2026
- Scatter acquired in 2026: 16
- Scatter painted in 2026: 48