Historicon is looking to be Crecy this year!

Historicon  2024 game planning has been going on for a while.

The PEL (Preliminary Events Listing) is due to be released tomorrow.

Here’s what my friends and I have been planning:

Wednesday July 17

Time

Tim/David

Peter

Jim

Mark T

5 PM

6 PM

7 PM

Test Of Resole – WotR

8 PM

Tewkesbury 1471

9 PM

10 PM

11 PM

Thursday July 18

Time

Tim/David

Peter

Jim

Mark T

9 AM

TOR HYW  French

To the Strongest!

WW1 early War

10 AM

TOR HYW  French

Ctesiphon 263 AD

Hill 325

11 AM

Palmyra vs Sassanids

To the Last Man

12 Noon

1 PM

TORHYW AngScot

2 PM

TORHYW AngScot

TTS!

WW1 Early War

3 PM

Ctesiphon 263 AD

Mussey la Ville

4 PM

To the Last Man

5 PM

6 PM

7 PM

8 PM

9 PM

10 PM

11 PM

Friday July 19

Time

Tim/David

Peter

Jim

Mark T

9 AM

TORHYW AngScot

Crecy

10 AM

TORHYW AngScot

Eagles Cheaper ?

To the Strongest!

Lion Rampant

11 AM

Waterloo in Two

Kosovo 1389

12 Noon

1 PM

Eagles Cheaper ?

2 PM

Waterloo in Two

3PM

4 PM

Eagles Cheaper ?

5 PM

Waterloo in Two

6 PM

7 PM

TOR HYW

8 PM

Crecy

9 PM

10 PM

11 PM

Saturday July 20

Time

Tim/David

Peter

Jim

Mark T

9 AM

20th Maine at Gettysburg 

10 AM

TOR HYW

TTS!

40 mm Rebels and Patriots

11 AM

Crecy

Nicopolis 1396

12 Noon

Field of Battle 3ed ed.

1 PM

Rapp ’n Raupenhelms

2 PM

1809

3PM

Rheinbund vs Austria

4 PM

5 PM

6 PM

Battle Command

7 PM

Rapp ’n Raupenhelms

8 PM

1809

9 PM

10 PM

11 PM

Sunday July 21

Time

Tim/David

Peter

Jim

Mark T

9 AM

Test of Resolve WotR

10 AM

Tewkesbury 1471

11 AM

12 Noon

From Left to Right:

Tim Couper and David Knight

 will be running a series of games with their newly released Test of Resolve: Hundred Years War rules. The “French” and “Anglo Scots events are short, 1 hour training scenarios, leading up to the two Crecy events. Most of the troops for these games will be supplied by yours truly (hence the many units of Knight that have been charging off the paint and refurb table!

The new Hundred Years War rules, and the first Scenario book for same. 

David assisting with running a WotR game at a recent British show: Kingsthorpe from  Additional Scenarios 1455-1497.

Here’s David again running Twithill from the same scenario book.

Peter

I will be running Tewkesberry with Test of Resolve; WotR rules on Wednesday evening and Sunday AM; see the prior write ups of my solo test game and the HAVOC game earlier this year. 
Thursday will see me run the Battle of Ctesiphon with To the Strongest!  Fought under the walls of the Persian Capitol, this pits the Sassanid Persians against the Palmyran army lead by Odenathus. Lots of heavily armored ancient horsemen in this one.
Friday I will be running “Waterloo in Two” with HMGS NextGen. This is a very simplified version of Waterloo(ignoring the Prussians; if Napoleon hasn’t won by a certain time, it’s an automatic Allied victory. It is designed especially for younger and/or Novice players on a walk up (no pre registration) basis, and will use very simple rules (A One Hour Wargames variant).  Three such games are planned for that day. Chance cards with movie quotes and perhaps a visit by Rifleman Harris are part of the plans for this one, in keeping with the “Historicon goes to Hollywood” theme. 
Saturday will see Napoleonics take the field again, with Hiller’s Austrians against General Rapp and his ad hoc Confederation of the Rhine force, contesting for the control of Bad Bierstein. One  version with use Field of Battle, 3rd edition, and the other the closely related Battle Command rules. The games will feature the wonderful Piano Wargames figures by Lucas Luber and Piano Wargames of Germany. 
By my count that’s 9 games… a new level of insanity, even for me, even if every one gets at least 2 plays!

Jim Mauro

Jim is running two games in 15mm with To the Strongest!; one each on Friday and Saturday mornings. 

Battle of Kosovo Polje 1389:  Serbia fights for its independence as the Serbian Prince Lazar leads an allied army
of heavy mounted knights against a mobile, more flexible Ottoman army led by
Sultan Murad. A Serbian victory will halt the Ottoman advance into the heart of
Central Europe. Failure will all but ensure the fall of Serbia and further Ottoman
encroachment into the European heartland.

Battle of Nicopolis 1396:  The defeat of the Serbs at Kosovo seven years earlier at the hands of the
Ottomans has put all of Europe on high alert. Now, a crusade is declared and King
Sigismund of Hungary oversees a large, yet undisciplined and rebellious, multi
ethnic army to defeat the well-organized, disciplined Ottoman army now led by
sultan Bayezid. A crusader defeat will all but ensure Ottoman hegemony in the
Balkans and an even greater threat to all of Europe.

Mark T.

My freind Mark will be running two early World War I games on Thursday, both of which I believe highlight the early engagements of one Lt. Erwin Rommel.  Friday sees Mark tackle Crecy with a different set of rules, Lion Rampant.  Saturday will see Mark run a 40 mm scale Amercian Civil War game focusing on the 20th Maine at Gettysburg. 

Mark sent along some shots of the construction of some custom terrain for his Crecy game:

This shows white glue, not thinned, after it was spread on to the top of two 2 inch blue foam insulation boards that were cut with a box cutter, and then a foam cutter to get the contouring.

Next is a medium brown spray paint used across the entire playing surface.

The brown is followed by bursts and short swings of an army green spray paint.

Then a desert yellow spray paint is used with bursts and swings across the brown and green.

The Last photo shows what is the 6′ x 4′ area of terrain including positions of roads and trees, as well as the tentative positioning of some planted fields for use as rough ground with additional play testing using Lion Rampant 2nd edition slightly modified to finalize their locations.

Mark adds that he is considering using a summer flock mix for the top of the slope, and perhaps even the flatter area between the two slopes. However, with more to do for other games  before Historicon 2024, he hasn’t finalized his decision about this yet. 



I certainly still have quite a lot to do myself to be ready for Historicon, but should have adequate time to get it all done. Hope to see some of you there. It will be Crecy/Crazy!  🙂

Cataphracts #1

 

While I was rummaging in the depths of the Lead Pile for Knightly types. I came across these fellows. 

These are Old Glory Figures that I originally purchased more than 10 years ago.

I’m pretty sure they are Byzantine Kataphactoi.

For the moment, I have chosen to leave them pretty generic.

This way they cam easily serve in my Sassanid Persian and/or Palmyran armies as well. 

Scots Commanders, British Civil War/Wars of the Three Kingdoms

 

Left to right,. James Livingston, 1st Earl Callendar; Alexander Leslie, 1st Earl Leven, James Graham, 1st Marquess Montrose, Baron Audley (?)

Regardless of their designation, these figures will likely be sued as Generic commanders for my Scots Covenanters.

On the other hand, I see Simon has new rules supplement and scenarios for the ECW in Scotland, so perhaps Montrose will come into his own!

I still have another 4 regiments of Covenanter Foote to do some time…

Knights of the Swan

 There were some of this figure in both the odds and ends of Bill McHugh’s figures and those derived from Steve Gallagher.  

There turned out to be enough between for a six figure unit; perfect!

I employed a Bavarian inspired scheme, quarterly Azure and Argent.

I rather like these old school sculpts! I suspect these were meant to be “Not the Swan Knights of Dol  Amroth”; manufacturer unknown; perhaps Ral Partha?

Battle of Tewkesbury, May 4th, 1471 with Test of Resolve: detailed walk through.

Overview of the set up – in the distance, the Lancastrians: left to right Somerset’s Battle, Prince Edward (figurehead) with small company, Wenlock’s Battle (cautious commander), Devon’s Battle.
Yorkists, near, left to right: Scurrers (independent command/ambush, in woods), King Edward IV’s Battle, off table behind him is Hasting’s Battle, and finally Gloucester. The river Severn is behind the Lancastrians (in actuality, not quite this close, but good for visual effect, and I am using a slightly larger playin area than the scenario calls for. The Fields and hedges have no effect (although the ground in this area was noted to have been quite broken up. 

First card is a Yorkist one (white). 

That card turns out to be Flummoxed! That (bad) card makes all the subsequent cards of the same side in that run count as though they were turned by the OTHER side; Fortunately for York, there were no other Yorkist cards in the run. However, there follows a run of FIVE Lancastrian cards!

First is MOVE AND MELEE ONE BATTLE. Somerset cannot move until a Lancastrian EVENT card is turned, and Devon will not advance until Wenlock does, so Wenlock’s command is the only realistic choice. 

As a Cautious commander, Wenlock must roll a 7+ to Advance, and any movement is -2″ until the first company of the Battle is engaged in melee. 
A “4” doesn’t do it!
2nd card is MOVE AND MELEE which could apply to all Battles. 

Wenlock fails to move, but Devon’s archers move up to Stand Off distance. 

The next card is a Lancastrian EVENT card; Somerset’s command appears in the set on location, and may now start acting on subsequent cards. 

The next card of the Lancastrian run is FIRE – STRENGTHEN RESOLVE

Having suffered no losses, the Lancastrian gun and Devon’s archers shoot; the guns miss but the archers roll an 11, and thus hit! No Lancastrian companies have suffered hits yet, so there is no lost Resolve to strengthen. 

The final card of the Lancastrian run is another MOVE AND MELEE  card. This time Wenlock rolls a “7”, and thus his command may advance 5″. 
Devon advances a bit as well. 

Somerset’s Battle creeps forwards; they cannot react to the hidden Scurrers until they are seen leaving the woods. 

First Yorkist card of the run is MOVE AND MELEE. The Yorkists, with superior artillery and Archery, are content to hold their ground; Hastings can’t move on yet anyway. The second card is MOVE AND MELEE ONE BATTLE. Ditto. 
The third Yorkist card is MISSILE SUPPLY. Ugh!

Even though the Yorkist Archers have not “Shot” yet, they still must check, as it is presumed that they have been shooting all along even if the effect has not been assessed. On a D12 roll of 4 or less, their arrow supply has run low; one of  Gloucester’s Archers is so affected.

The company of Archers in question has moved behind its melee troops (Haven), ready to fight as secondary melee troops from here on. 

Oops! One of Richard IV’s Archers also finds itself low on arrows!

Righto!  Move to Reserve, lads!

The next run is three cards for the Lancastrians. The first is MILLING AROUND, where nothing whatsoever happens! The second is FLABBERGASTED. This card modifies the none that follows, making it better in some way. The following card is MISSILE SUPPLY. We have just seen what that can go; but with the Flabbergasted effect, it acts like a FIRE effect instead!

Devon’s pesky archers hit again; each such hit costs the enemy Battle 1 Battle Morale Point (the colored chip). Wenlock’s Archers both miss, but one of them rolls a “1”; this has the same effect as failing a Missile Supply check, and the company “Seeks Safety” and is stationed in Reserve behind the melee troops of its Battle. 

“Turnabout is only fair play, m’ Lord!” The Yorkist 2 card run results in a FLABBERGASTED MOVE AND MELEE. By Battle, this allows the companies to ither add 3″ to their movement, OR a +1 in Melee in the first round of all combats for the Battle. The decision must be made *before* the D12 is rolled for movement. 

Gloucester choose the +3; he moves his Archers in the front back, uses 3″ to “Pivot” the newly reserved Archers, and then move them 5″. His plan is to get them on the right flank of Devon’s advancing Battle. 

Richard IV’s Battle rolls a 1!  No Move is allowed, even with the potential 3″ bonus!

Hasting’s Battle may now enter, and could move up to 13″; however, there is little room for them to deploy behind Richard’s Battle. “Oi, Eddie Boy, move yer bloomin’ arse!”

Position in the Center after Hasting’s entry. 

2 Lancastrian cards follow; the FLUMMOXED card results in the the following card(s) becoming Yorkist. 

“About bloody time!”, but Gloucester’s Archers fail to have any discernible effect on Devon’s men

Edward IV’s men do somewhat better.. both artillery units and his Archers all hit!

They all strike the target, which suffers the loss of three Resolve Points; that is the maximum a company of Archers can take, so the unit is Destroyed, and removed from play. Of course, three Battle Morale Points are also lost. 

Odds Bodkins! The first of 2 Yorkist cards is another FIRE – STRENGTHEN RESOLVE. 

Gloucester’s remaining Archer unit rolls a “1” while shooting, and moves behind its Haven into reserve, in deep formation. 

King Edward IV’s Archers are now too far from the enemy to fire, but his two artillery units are not; one misses, but the other hits on a natural 12 – companies hit by Artillery must test Resolve; in this case the target unit passes with a “3”. Gloucester’s companies that have suffered losses try to STRENGTHEN RESOLVE, but they fail to do so. 

The next Yorkist card was MILLING AROUND, followed by a run of two Lancastrian cards. The first is MOVE AND MELEE. 

Somerset’s Battle advances. It must continue straight until either the Scurrers in the woods reveal themselves by leaving same, or they crest the ridge. The rest of the Yorkist forces may not react to Somerset’s advance until his Battle crests the ridge. 

Bereft of Archers, and facing superior Artillery, Wenlock’s Battle moves up. 

Prince Edward and his small company of bodyguards (Household) move up to maintain Proximity to Wenlock’s Battle. 

The rest of Devon’s Battle advances as well. 

The second Lancastrian card is END TURN. When the second (in this case, Yorkist) END TURN card is turned, the Turn is over and the deck is shuffled. A run of three Yorkist cards follows. 
Edward IV’s guns both shoot, but at this range they miss. 

Gloucester’s two Archer companies that have lost Resolve both test to Strengthen it. The “2” fails, but the “12” succeeds; the casualty die is reset to “6” (zero losses). However, no Battle Morale points are regained. 

“Second verse, same as the first!”

Edward’s artillery is making itself a General Nuisance to Wenlock’s men, and scores another hit; the target passes its Resolve Test with ease this time. 

The only remaining Yorkist unit with losses fails to Strengthen Resolve, however. 
The second Yorkist card is EVENT; henceforth the Scurrers in ambush in the woods may exit at any subsequent time of their choosing. A Lancastrian FIRE – STRENGTHEN RESOLVE card follows.

Devon’s Archers and Wenlock’s Artillery both miss. 

The first two Yorkist cards are MILLING AROUND, followed by MOVE AND MELEE. Edward IV’s Battle moves forward to make room for Hastings; with the shooting going so well, they don’t want to go too far forwards! 

Hasting’s Battle creeps forward. Gloucester’s Battle rolls a “1” and cannot move. 

The third Yorkist card is END TURN; with but a single unused Lancastrian card left. The deck is shuffled, and a new Turn will commence. 

The new turn begins with a single Lancastrian MOVE AND MELEE card. Somerset inches forward. 

Ditto for Wenlock and the trailing Prince Edward. 

Devon’s Battle advances with a bit more spring in its step. 

A single Yorkist card is turned – END TURN. The Scurrers look on at Somerset’s advance, biding their time. 

Next is a single Lancastrian FIRE – STRENGTHEN RESOLVE card. Devon’s Archers score yet again!  The Lancastrian Artillery misses, rolling a “1”. For Artillery, this means it may NOT fire on the next Fire/Strengthen Resolve card (the barrels are fouled and must be cleaned out, or some such). 

Two Yorkist cards become one Lancastrian MOVE AND MELEE. “We’ve been Flummoxed, Milord!”

Somerset rolls a “1”, and cannot advance. “We’re just waiting for the enemy to expose his flank to us, men!”

The remaining Lancastrian Battles pick up speed, however. 

Situation after the Lancastrian moves, with Prince Edward’s small body of men about to play catch up!

Four Lancastrian cards follow, but the sequence means, “Turn over, man; turn over!”
Much shuffling takes place. 

The new turn starts out with a single FIRE – STRENGTHEN RESOLVE card for the Yorkists.

The shooting results in 1 hit on one of Wenlock’s Billmen from one of the Yorkist artillery companies.
“Don’t roll a 1!”  The Archer’s attempt to strengthen its Resolve has backfired; instead it takes a hit and loses a Battle Morale point.
To add insult to injury, it must now test its Resolve; fortunately the Archer company passes.

 Wenlock’s company of Retinue Billmen company passed its Resolve test (forced by taking a hit from Artillery fire), but just barely (it needed a 3!).

The initiative returns to the Lancastrians, with a single FIRE – STRENGTHEN RESOLVE card. The Lancastrian artillery miss again, but Devon’s Archers, who evidently include many descendants of Robin Hood, hit Gloucester’s men yet again!
Wenlock’s Battered Billmen (sounds like a Technical Challenge item on the Great British Baking Show!) attempt to Strengthen their Resolve, but… fail. 
A Yorkist END TURN card is followed by a Lancastrian MILLING AROUND. Much Ago about Nothing! Three Yorkist cards follow; the first is FIRE – STRENGTHEN RESOLVE.
Edward IV’s artillery pound Wenlock’s poor Billmen again; at 4 hits, the company is destroyed and removed from the field. Edward’s Archers rolled a “1”, and thus Seek Safety behind the Battle’s melee troops. 

Gluttons for punishment, Gloucester’s Archers attempt to Strengthen their Resolve yet again, but fail. 

The remaining 2 Yorkist cards, handing an opportunity to the Lancastrians. 

The card is allocated to Devon’s battle; the melee companies move up past the Archers, who then automatically take up position in reserve behind them.

Another single card for the House of Lancaster… but they are poised to make good use of it!
Both Somerset’s and Wenlock’s Battles move up.

Devon’s Battle rolls high; they crash into Gloucester’s lines

The first melee combats of the game will ensue. The Active Player gets to choose the order in which the combats are resolved. 

Devon chooses to fight with his Household company first. Although he is plus 3, he rolls low. A difference of 0 or 1 stops fighting for that round, denoted by the dust between the combatants. 

In the next action, an Average (denoted by a red or white die, depending upon whether the unit is Lancastrian or Yorkist) company of Retinue fights against an inferior one (Green die). A difference of 2-5 pips results in one hit (and the loss of a BMP).

Gloucester’s Billmen show firm Resolve, easily passing the test. Now they must decide whether to continue fighting, or “Turn Tail” out of melee. They opt to fight on!

Devon’s boys are on fire; a difference of 10 or more inflicts three hits on the enemy! Having taken 4 hits in total, Gloucester’s company is Destroyed and removed from play; the victors in any melee get an immediate free “Pivot”. 

The third and final melee is Even-Steven; the +1 for charging (Shock) in the first round is balanced by the -1 for Inferior quality. Still, Devon’s men prevail, inflicting a hit on their opponents; another BMP is lost, and Gloucester’s battle is running low on them now. 

The Resolve test is passed, and with the melee remaining even (-1 for losses for the Yorkists now, but the bonus for charging applies to only the first round of melee), so the Yorkists elect to fight on. The net result is a difference of 1 between the sides, so the melee will continue on the next MOVE AND MELEE card (i.e. an Ongoing Melee).

Next is a single FIRE – STRENGTHEN RESOLVE card for the Yorkists.  This time, despite the closer range, the Yorkist guns miss; all attempts to Strengthen Resolve fail as well. Bah, Humbug!
The Lancastrians turn 2 cards; the first is FIRE – STRENGTHEN RESOLVE. The Lancastrian guns make a valiant effort, but fall short once again. “Damp powder”, sniffs Wenlock. Amazingly, there are no Lancastrian companies with losses… except the two companies of Wenlock’s that were destroyed by enemy fire earlier. Note that artillery in this era can only Pivot or flee; no other battlefield movement is possible.

The second Lancastrian card turns out to be END TURN.
Time for tea! 

 The new turn starts out with a single Lancastrian MOVE AND MELEE card.

Somerset rolls high for Movement…

and his Battle crests the ridge, where it becomes visible to to the Yorkists; “We are not amused”. 

Wenlock’s men move forward as well, along with Prince Edward and some laggard Archers. 

‘Ello ‘ello, ye blackguards, we be comin’ to give ye what for!” They fall just short of one of the hated artillery companies. 

Last is Devon’s surging Battle.

The reserve Archers move up, one joining a melee, and the other seeking to forestall intervention by Edward IVV or Hastings. Despite a sizeable advantage Devon’s men roll a “1”; Devon is down, and his Household suffers 2 hits with the associated loss of Battle Morale Points! An additional BMP is lost for the loss of the commander, too. The Lancastrians pass their Resolve test, and the Melee will continue. 

Enraged by the loss of their Lord, the Lancastrians prevail, inflicting 2 hits (and the loss of 2 BMP’s upon Gloucester’s Battle). Unfortunately, they have no remaining BMP’s, and thus must take a Battle Morale Test. needing a 8+ to pass, a “4” doesn’t cut it, and Gloucester’s entire battle disperses! Devon’s Battle regains 1 lost BMP as a result of eliminating an enemy Battle. 

Overview of the Field after the elimination of Gloucester. 

The House of York gets 2 cards; the first is MOVE AND MELEE. 

Sensing their moment, the Scurrers erupt from their Ambush location in the woods, moving a D12 + 4″. 

King Edward IV’s Battle surges forward into multiple melees with the men of Wenlock’s Battle. 

The Archers are told off to distract the men of Gloucetser’s victorious Battle. 

Hasting’s Battle advances as well. 

Overview of the battle at this critical juncture. 

The first melee in the Center Goeth Large the Yorkist way; Wenlock’s Retinue suffers three hits in a 13 to 2 dice off!  Ouch!

The Resolve of Wenlock’s men remains firm. 

They attempt to Withdraw by “Turning Tail”, but fail on a roll of 1, which means they must stay and fight on!

Round two is pretty much a repeat, and Wenlock’s embattled company is Destroyed!

In the Battle of the two Households, the rolls are tied, but Edward IV is hit since he rolls a “1” in melee! A BMP is lost and the melee will continue. Technically, the game would end in a Lancastrian victory right now because of the loss of a VIP, but I decided to keep playing and decide Edward’s fate at the end of the game. 

York turns a second MOVE AND MELEE card!

The Scurrers fall just short of a charge into Somerset’s flank!

View of the overall situation…

Hasting’s Battle moves to intercept Somerset. 

Edward’s leaderless Battle moves as well. 

All of Edward IV’s Battle is now engaged in combat, save only his artillery. 

The one combat between Hastings and Somerset ends in a continuing melee. 

York wins the contest of the Households by a hair. 

The Lancastrian Household shakes off its losses. 

Round 2 results in another continuing melee. 

The melee between Edward’s Archers and the inferior array of Devon goes south pretty badly for York! Twisted knickers!

The second of Edward’s Archers ekes out a win in round 1. 

The Resolve of Devon’s men is tested, and found adequate. 
The second round of the Archer’s battle ends in a continuing melee. 

Next up is a Lancastrian FIRE – STRENGTHEN RESOLVE card. Devon’s Household (blue die) flubs its roll, and takes a hit and loses a BMP. 

They do pass the resultant Resolve test. 

Wenlock’s hard pressed Household regains a hit!

Second verse, same as the first! As it turns out, all attempts to Strengthen Resolve fail, but without any “1’s” rolled. 

The final Lancastrian Card is MOVE AND MELEE – ONE BATTLE; Somerset’s Battle is chosen, and rolls well!

Two of Somerset’s companies charge into their opponents of Hasting’s Battle, while the final unit faces off against one of the Scurrers. 

In the first round of melee, the Scurrers benefit from the “Surprise” modifier… as well as hot dice. 

The second round goes equally badly for Somerset, and the company is destroyed! 

View of the situation thereafter. 

Despite having the advantage, Somerset can’t catch a break in the first round of the next melee, either. His Resolve stands firm, though. 

Somerset manages a win by a whisker in round 2; the Yorkist Resolve is solid as well. 

Round three sees another slim margin win for Somerset’s men. 

Round 4 sees a win for Hastings in this see-saw melee!

Round 5 goes back to Somerset!

Amazingly, round 6 results in an Ongoing Melee. Such valor and grit!
In the next combat, the best troops of both sides are in action, lead by their respective Battle commanders. Somerset’s Household score a big win against the Superior Retinue (black die) of Hastings!

Round 2 sees the Yorkist company destroyed!

Somerset wins big again in the first round of his final melee. 

This time, the Yorkist Resolve falters, and the company routs… with the loss of 2 more of Hastings dwindling supply of Battle Moral points. 


Next is a Yorkist FIRE – STRENGTHEN RESOLVE card; in the event, only the 2 guns can shoot, and they miss at close range, and all attempts to Strengthen Resolve by the Yorkists fail, fortunately without rolling any “1’s” in the process. 

Next up is a single Lancastrian MOVE AND MELEE Card. 

Devon’s men don’t roll high enough for movement to add to any combats. 

Wenlock moves up additional troops. and Prince Edward’s Small Company moves up. perhaps seeking to block the Scurrers.  
Battle overview after the moves by Wenlock and Devon. .

Somerset’s companies fan out, but try to avoid becoming Isolated. 

Although themselves Isolated, Hasting’s Inferior Array give better than they get, and the wild swings of their melee continue. 

They manage to win the next round as well, eliminating their opposition!

The action passes to Wenlock’s Battle; his men prevail in their first melee round. 

They do even better in Round 2!

The Yorkists gain the upper hand in the third round.

The scales tip back to Lancaster in Round 4; that destroys the Yorkist company. 

Situation thereafter.

The Battle of the Households slogs on without significant edge to either side. 

Devon prevails convincingly in the Archer action. 

The Resolve of the Yorkist Archers fails, and they rout, with the loss of an additional BMP. 

Situation in the center after all Lancastrian actions are completed. 

The next Yorkist card is FLUMMOXED… but with no following Yorkist cards, it is a “dead Flummoxed” card, and has no effect. .

A FLABBERGASTED END TURN is still an END TURN card, and the deck is shuffled once more. 

The turn commences with three Yorkist cards; the first is FIRE – STRENGTHEN RESOLVE. 

Another close range miss by the previously devastating Yorkist artillery. Must be low on ammunition!

The Scurrers roll a 12, giving them up top 16″ of movement!

Flankey, flankey; we loves us some flankeys!

Hastings remaining companies engage, but both are Isolated. 

Without having to suffer the “Surprised” modifier, Somerset’s men defeat the Scurrers. 

Said Scurrers decide that they have seen enough of the Tempest, and rout from the field. As an independent command, there are no Battle Morale points to worry about. 
The resultant situation. 

The attack of the second unit of Scurrers seems a Comedy of Errors, and results in a continuing melee. 
The opposing Household units go Measure for Measure again, with another continuing melee. 

The second Yorkist card.

The Yorkists debate who should act, and wind up deciding upon the Scurrers, who after all are on the flank of  Figurehead Prince Edward’s small company.  They are promptly destroyed by Prince Edward’s retainers. “As you like it, Milord!”  The threat to Somerset’s flank is over!

A Lancastrian MILLING AROUND is followed by a Yorkist FIRE – STRENGTHEN RESOLVE card. 

Hastings actually manages to recover a hit on a battered company! 

A Yorkist MILLING AROUND is followed by three Lancastrian cards; the first is FIRE – STRENGTHEN RESOLVE. 
Devon’s command manages a bit of recovery himslef. 

The remaining 2 Lancastrian cards come to naught. 

The next run of cards sees the turn end, and the resultant Shuffle off to Scarborough. 

The new turn begins with two cards without results. 

York will act first with FIRE – STRENGTHEN RESOLVE.

The spirits of Hasting’s men rise again. 

Two useless Yorkist cards. 

Another useless Lancastrian card is followed by a Yorkist MOVE AND MELEE. 

The Yorkist Household taps its opposite number for a hit. 

Lancaster stands unbowed. 

Wenlock Turns Tail, deciding that perhaps the Merry Wives of Windsor might make for better entertainment!

Situation in the Center thereafter. 

Hastings come up short in the next combat. 

Hastings loses round two as well. Oops; he is out of Battle Morale Points!

Hastings fails his Battle Resolve Test, and his Battle disperses; Somerset regains 1 Battle Morale Point. 

Only King Edward’s Battle remains, albeit with the fate of the King himself as yet unknown. His artillery finally finds the mark again!

Edward’s remaining companies seek to defeat Devon, hoping to seize victory form the jaws of defeat!

An Ongoing Melee is not a big help to the cause of the severely outnumbered Yorkists!

Initiative to York again. 

This time, Devon’s men are prepared, and strike hard!  Edward’s Battle is out of BMP’s. 

The Battle Resolve test is failed, and the remaining Yorkist troops flee the field. The Lancastrians are overjoyed, if exhausted by the long struggle. “Well, I suppose all’s well that ends well”, observes Queen Margaret. 
EPILOGUE:
Test of Resolve provides for determining the fate of the key leaders after a battle (anyone remember the killed nobles in Kingmaker combats?). 
Winning side: 
Devon – a D12 roll is made because he was eliminated during the game. The roll indicated that he died on the Battlefield. In many ways the hero of the day for Lancaster, a monument is erected to him in Tewkesbury. 
Winning commanders otherwise only need test if their Battle dispersed. This did not happen for any of the Lancastrian commands (although Somerset and Wenlock were close!)
Losing side:
Gloucester: was captured; a second die roll determined that he was executed shortly thereafter (a common fate for losing nobles in the Wars of the Roses!).
Hastings: was captured as well; a second die roll revealed that he switched sides to the Lancastrian cause!
King Edward IV was also captured on the field; a second die roll revealed that he was imprisoned. .. at least for the time being.
In a stunning reversal of history, Queen Margaret and her retinue now must decide whether to gather their strength in Wales, or march directly upon London!