|Wilmot attacks Heselrige|
The game could have been over in 30 minutes, but for
1 Rolling a 6 at the first attempt so Lord Hopton moved his infantry out of Devizes and towards the rear of Waller's army.
2 Steve became infected by my ability to roll 'high' when attempting to issue orders and Waller's army stood it's ground rather than press home it's advantage against my cavalry.
|Wilmot attacks Waller's regiment|
With 5 casualties, Wilmot's had to take a 'break' test, they failed and had to fall back. Waller's followed up,
meleed Wilmot's again and drove them from the field. The reserve cavalry managed to stop the rot and halt Waller's charge, but both units became shaken and had to fall back.
|Waller's infantry wait for Lord Hopton's attack|
At this point we called a halt and had lunch. Steve and I chatted about how the rules had worked and we decided that the rules about disordered units not being able to be given orders and 'Initiative' which was limited to units within 6" of the enemy was too limiting. We therefore adopted the 'Piffy' rule. (Piffy after the phrase "stood around like Piffy on a rock bun". This enabled disordered units to fall back a move like Shaken units.
In the afternoon, we ran the scenario again, swapping commands. Once again the Royalist cavalry struggled, although the central unit did at least manage to break the Parliamentary infantry line. However, they then became enmeshed in a melee with a mixed unit of musket and pike in 'hedgehog' formation and were driven off with heavy casualties. Steve, had real difficulty getting Lord Hopton's force moving and once again by the time they deployed the Royalist horse had been defeated.