The scenario simulates a Royalist attack on a Parliamentarian camp at Stratton in 1634. The Royalists have limited ammunition and must capture the Parliamentarian cannon to replenish it. Reinforcements may arrive for Parliament on turn 6. The Royalists start near hexes 6 and 8 while Parliament is deployed in hex 9, trying to hold their position to win the scenario.
The scenario simulates a Royalist attack on a Parliamentarian camp at Stratton in 1634. The Royalists have limited ammunition and must capture the Parliamentarian cannon to replenish it. Reinforcements may arrive for Parliament on turn 6. The Royalists start near hexes 6 and 8 while Parliament is deployed in hex 9, trying to hold their position to win the scenario.
The scenario simulates a Royalist attack on a Parliamentarian camp at Stratton in 1634. The Royalists have limited ammunition and must capture the Parliamentarian cannon to replenish it. Reinforcements may arrive for Parliament on turn 6. The Royalists start near hexes 6 and 8 while Parliament is deployed in hex 9, trying to hold their position to win the scenario.
The scenario simulates a Royalist attack on a Parliamentarian camp at Stratton in 1634. The Royalists have limited ammunition and must capture the Parliamentarian cannon to replenish it. Reinforcements may arrive for Parliament on turn 6. The Royalists start near hexes 6 and 8 while Parliament is deployed in hex 9, trying to hold their position to win the scenario.
The Mythical Campaign Scenarios Mr. SPECIAL RULES:
Hendrick gives are quite playable as a [l6.3a] BATTLE OF STRATTON, 1. The Royalist EA may only fire once in the change of pace from the 18 historical 16 May, 1634 game. Royalist PM's may only fire once scenarios. For those of you who are still FIRST PLAYER: Parliamentarians before the enemy EA is captured (see #3 jaded, here is yet another scenario, this time Units: a) 8MP, 12PM, lEA, below). from the English Civil War. It hasn't been b) 2LC, 2DR, 4RC 2. The Parliament Player may neither move adequately play tested, but appears to be Stacking: 2 nor fire during his 1st Player-Turn. In effect, even. Deployment: Force a) deploys within 4 only the Royalist Player has a 1st The Royalist (Green) Player has the hexes of hex 9 Player-Turn. added fillip of making a desperation attack SECOND PLAYER: Royalists 3. If the Parliament EA is captured (D result and of being able to turn Blue's armaments Units: 12PP, 8 PM, lEA, 5LC during Melee Combat), it may be manned by against him, a common feature of war in the Stacking: 2 any Royalist PM. Replace it with a Green period. Deployment: Within 8 hexes of hexes 6 or EA. In addition, any Royalist PM stacked The Hendrick point system rates the 8, or both with it at the beginning of any Movement armies at 124 for Parliament (rating force b GAME LENGTH: 12 Game-Turns Phase replenishes its ammunition and may at 1/6 p.v, because it arrives late and may not fire for the remainder of the game. VICTORY: Control of hex 9 arrive at all) to 114 for the Royalists (rating 4. On Turn 6 the Parliament Player rolls one the PM and EA units at 1/3 normal for lack of die. A roll of "I" or "2" indicates he receives ammunition). reinforcement b) on any clear terrain hex between hexes 13 and 15. Lord Stamford's Parliament Army had just defeated Hopton's Cornish Royalists, cap- turing their powder train. They then encamped on a hill and sent most of their Horse on a raid. Hopton rallied and sent his elite pikemen against the Roundhead camp, routing them and confirming the Royalist hold on Cornwall for a year. +Lawrence P. Duffield