The Battle of Marston Moor – at BAD Wargamers
For the anniversary of the Battle of Marston Moor, the Burton District Wargamers organised a large multiplayer game using the Renatio et Gloriam ruleset. Although Renatio et Gloriam is often seen as a one-on-one, pickup game, we hosted a large multiplayer event accommodating players of various experience levels, from seasoned veterans to newcomers. To simplify the gameplay, we utilised the Epico variant, which features a few key differences, such as no casualty removal and a slightly altered movement scale.
To manage the game efficiently, the table was divided into four quarters, with each opposing player taking one quarter. Command roles were allocated, reflecting the main commanders of the historic battle.
The Battle of Marston Moor fought on July 2, 1644, was a decisive encounter during the English Civil War. It saw the forces of Parliament and their Scottish allies, led by Lord Fairfax, the Earl of Manchester, and the Earl of Leven, clashing with the Royalist army commanded by Prince Rupert of the Rhine and the Marquess of Newcastle. The battlefield, located near York, became the site of one of the war’s largest and bloodiest confrontations.
The Parliamentarian and Scottish coalition, outnumbering the Royalists, launched a surprise evening attack, leveraging their superior cavalry and disciplined infantry. The Royalist forces, despite initial successes and Prince Rupert’s renowned cavalry tactics, were overwhelmed by the determined and well-coordinated assault. The battle ended in a resounding victory for Parliament, significantly weakening Royalist power in the North of England.
The aftermath of Marston Moor marked a turning point in the war, showcasing the effectiveness of the New Model Army and solidifying the Parliamentarian control of northern England. This victory also underscored the strategic importance of alliances, as the Scottish support played a crucial role in tipping the balance in favour of Parliament.
Parliament forces | ||
Cromwell | Horse | Chris |
Fairfax | Horse | Bob |
Leven | Foot | Nigel |
Manchester | Foot | SImon |
Royalist forces | ||
Byron | Horse | Ray |
Goring | Horse | Dene |
Rupert | Foot | Andy |
Newcastle | Foot | Pete |
OOB we used for the day. Each TUG was one (or more Regiments)
The deployment of the armies
To manage the alternative activation mechanism, each quarter played against one another, and when a TUG (Tactical Unit Group) crossed boundaries, it came under the control of the player in that quarter.
There were a few scenario-specific rules. Firstly, the Royalists defended a ditch line, where enemy troops crossing it had to roll for casualties. Additionally, the Royalists, having struck camp, were deployed in a line rather than in a chequerboard formation. They needed to spend the early part of the game reorganising into a chequerboard to facilitate block movement.
I created a Quick Reference Sheet (QRS) and a detailed troop list to avoid any confusion over inapplicable rules during the game. The limited variety of English Civil War armies made them ideal for this scenario.
The game commenced with the Parliamentarian foot advancing across the centre, supported by rapid advances from both Parliamentary cavalry wings. Unlike their historical counterparts, the Royalist wings were cautious, likely due to being outnumbered, and awaited the enemy’s approach.
On the right flank, Fairfax’s cavalry withstood the spirited charge of Goring’s Royalists. The numerical superiority of Fairfax’s forces eventually prevailed, sweeping Goring away—an outcome different from history. On the left flank, Cromwell advanced over Marston Lane, crossed the ditch, and confronted Byron’s command. Progress was slow, but Parliament’s numerical advantage ultimately led to Cromwell’s victory on this wing as well.
In the centre, the Parliamentarian foot crossed Marston Lane and approached the ditch. Despite some difficulties, they managed to cross it, and their numerical superiority began to weigh heavily against the Royalists, who had by then organised their lines. The infantry clash in the centre was intense.
The turning point came when Fairfax’s cavalry outflanked Newcastle’s foot, threatening their flank and rear. Combined with the central pressure, Newcastle’s infantry soon faltered and broke. With both Royalist wings defeated and the centre collapsing, the game concluded with a Parliamentarian victory.