Sunday, 12 July 2026

Returning to Ferrybridge 1461




Firstly, a hello to those who have recently started following the blog and also thanks to all the visitors who have commented.


The last post gave a detailed description of how the Ferrybridge scenario in ‘Test of Resolve’ system was divided into three linked actions. For any readers wanting a fuller explanation, there is a link to that post in the Resource Section bellow.


In brief, I attempted to play the three linked scenarios, but a Yorkist defeat in game one (Warwick Attacks the Bridge), meant that the historical cycle of events had been interrupted and the scenario hit sudden death, rather than playing on to the next game.


Today, I am taking this rather enjoyable system back to the table, playing Ferrybridge again and hoping this time, to get right through all three parts of the scenario … fingers crossed!


Phase I (Warwick Attacks the Bridge).

When I played this last time, it seemed like Warwick’s task of steamrollering across the bridge was pretty straight forward. 


But on playing, it soon transpired to be anything but straight forward. Warwick (Yorkist) threw his contingent’s over the bridge and three (out of four) bill retinues were routed, included his best troops!


Cards direct the battle and this together with the system of melee using opposed D12, means there are plenty of variables that can fall out of play, removing certainty (I like that).





Above - The Lancastrian defence is a retinue of bill (superior) and two longbow units. 


So today, with nothing taken for granted, I again pushed Warwick’s melee troops over the bridge, supported by one company of archers. Those archers initially got the better of the Lancastrian defenders, but the ‘Missile Supply’ card was drawn and they failed their test ….. now out of arrows, they fell back behind the billmen to support them.





Above - oops, I have flagged the Lancastrians (left) with a Yorkist flag!


Warwick was now reliant on his overwhelming numbers of billmen to carry the day. As they charged over the bridge, they inflicted 2 losses (good) on the defending billmen, but the Lancastrians passed their Resolve Test and so stood their ground. 


But it was a short lived act of defiance, the melee ground on and the Lancastrian defenders were swept away decisively. 





Above - Warwicks positions - he is treated as encamped.


This Yorkist victory means that we do indeed now move to the second part of the scenario (Warwick Defends the Bridge). The battlefield set-up remains the same. Warwick did not lose any units in game one, so they all return to the second game. They set up encamped on the far side of the bridge.





Above - the banner on the left belongs to Clifford.


Being encamped means that they only become activated (alerted) if their Special Event card is drawn or their units are contacted by attacking Lancastrians under Clifford. The latter will be a worry for the Yorkists as they will suffer a -2 penalty in the initial contact for being surprised in melee!


Anyway, that is exactly what happens. Worse the Lancastrians got to draw 4 cards for this activation, they might do a lot of damage with that. 






The first card drawn is the Move / Melee card and so the Lancastrians are able to advance to contact with half off their forces, those on the far side of the road (above). They get the first round bonus for the melee and thanks to the surprise melee bonus, they just about inflict 1 loss. The Yorkist bill unit (superior) must Test Resolve - they fail and ‘Turn Tail’ running back to the river embankment.


This is now potentially serious, the Yorkist bill unit is trapped against the river with their backs to the Lancastrians …. who still have 3 more cards to play. I think those Billmen days are numbered!


Wrong! ….. the second card turned is a ‘Flummoxed’ card, this switches play to the other side so that the two remaining Lancastrian cards actually become Yorkist cards to be played. The third card is turned over, it is a Move / Melee card, the Yorkist may yet be saved!


In their move, the retreating unit pivots, advances a short distance and re-engages, as does the rest of the now alerted Yorkist line.


The opposed melee die rolls are close, so fighting settles down to an ‘Ongoing Melee’, which means melee fighting will resume when the next melee card by either side is drawn.


I have highlighted this moment of play just to show how dynamic the play can be and it is a reminder to take nothing for granted! 


As play continues, with shoving, pushing and hacking by the billmen of both sides, I really got stuck on what would be best for each side to do next!


Each side has one flank that is doing really well and the other flank at some peril. Warwick’s best billmen (near the river) are on 3 losses (at 4 they will rout). I really should be pulling those billmen with 3 hits out of the line …. but, due to positioning against the river, that would leave the nearby units vulnerable and there is every prospect that Yorkist attacks on the left against the hub of archers, might sweep that flank away and break the enemy.


In the end I decide both sides have a chance to push the other over the edge and that they should stay in place and fight it out. It is a pivotal moment ….. and a gamble ….. but one side will soon be able to claim that they are a brilliant tactician!


There is a bit more shove and push, the Lancastrians throw in their last reserve of an archer company in desperation to pile on the pressure and cover a gap. The Yorkists bill (superior) company takes their 4th loss and rout.


In short thrift the rest of the Yorkist position collapses and the Lancastrians (Clifford) get their victory. This opens the gate to the playing of the third and final part of the scenario ‘Fauconberg’s Counter-attack’.


In the last battle, the Lancastrians lost 1 x bill retinue, but the Yorkists lost three companies, 1 x bill retinue, 1 x bill retinue (superior) and 1 x archer. 


This next action represents Edward IV’s (Yorkist) decision to cross the River Aire 3 miles higher up from the bridge at a ford and then drop back down to outflank Clifford (Lancastrian). In our game Clifford is left to defend with the troops that survived the last battle, so he is down by one bill unit - that could make all the difference here, because the Fauconberg's for is not particularly powerful.





Above - the Lancastrian positions, ideally they would have another bill unit in that back line. The Yorkists will enter the table from the bottom (position of the viewer) and face the archers. 


If the Lancastrians retreat back off the opposite edge of the table, they get an automatic draw, but they look strong enough, with their front bristling with archers, to stand and fight and hope to win!


The Yorkist forces are all mounted at the start of play. For now, I will keep the Household company mounted, but the bill retinue and the two archer companies will need to dismount as soon as they enter the table if they are to fight.


Thinking about it, perhaps Clifford should hedge his bets and pull back part way, so that he is nearer his own table edge in case he thinks the Lancastrians need to run for it, but I worry that as they retreat, they will be easily caught by the mounted Household company (mainly Men-at-Arms in plate armour).


As it happens the Lancastrians get the first run of cards, the first is Move / Melee. I need to make a decision, should Clifford stand or retire …… I decide the Lancastrian position is fairly strong and fearing the Yorkist cavalry, I have them stand. 


The second card is also a Move / Melee …. Oh Doh! Two move cards, I could probably have had Clifford move away far enough (random movement on a D12) to keep out of the clutches of the cavalry - Oh Well, hindsight and all that, but this might become another one of those pivotal decisions!





As the Yorkist troops enter the table and dismount (not the Household), there is a lively arrow exchange between the archers, while the Yorkist mounted Household charge the archers in front of them, supported by billmen (above). The archers flee and take safety behind their own melee troops.


Clifford seizes the moment and counter-charges the Yorkist bill, with his own bill, but it is a disaster, the opposed melee die rolls on D12 are 12 - 1 in favour of the Yorkist and then the Test of Resolve die roll is '1' (bad - bad - bad)!


Clifford’s billmen (superior) immediately rout and Clifford decides that running away with the rest of his battle is now the only honourable thing left to do :-)





Above - the Lancastrians (left in red) look to be successfully breaking contact.


Clifford gets good movement results, moving close to his table edge and in this moment it looks like he will make it, but then the Yorkist get a run of movement cards and their mounted M.A.A. and foot billmen, catch up and start snapping at the Lancastrian heals. The turn ends. The cards are shuffled.  


What matters now is which side will get the first meaningful card, allowing them to move. It does actually make for exciting play.





Above - Yorkist men-at-arms enthusiastically pursue!


The first lucky recipient of a move card is in fact Clifford’s Battle. They roll for their movement allowance and roll high enough to get all of the troops off the table …. So there we are, all three actions played and the Lancastrian escape decides the three battle fight as a draw - that was so close!


Conclusions.

I have been looking to reduce the length and detail of AAR’s, but here, I thought that highlighting how the system brought about particular moments was worth doing.


This is a fun 3 part scenario that is kind to smaller collections. Despite these essentially being one battle Vs one battle sized games, a good bit of nuance falls out of them and they play really well, with the system serving them fully, rather than them feeling like cut down games.


The last moments of the last game was exciting to play, showing the strength of the system, how often do we actually play out a pursuit.


I am reaching the point of being quite happy to treating these rules as my ‘go to’ for the Wars of the Roses project. They fit within my play time-frame, are superb for anyone playing solo (as well as opposed) and as my own reading of the Wars of the Roses steps up a gear, the thinking behind the rules are matching the accounts that I am reading about.


More to come!


Resource Section.


Detailed look at Parts I, II and III of the Ferrybridge scenario - LINK


https://battlefieldswarriors.blogspot.com/2026/07/battle-of-ferrybridge-parts-i-ii-and-ii.html


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com/dear_diary.html


Saturday, 4 July 2026

Battle of Ferrybridge, parts I, II and II




For Wars of the Roses actions, I am presently getting to know the Test of Resolve rule set. The previous post gives a detailed look at these rules (link below).


As a result Andy Johnson’s book (historical novel) Bloody Meadow, concerning the Battle of Towton 1461 has jumped the reading queue. The opening pages of the book gives a vivid account of the contact between the Yorkist and Lancastrian armies the day before Towton.


While Towton is a very big battle, the actions the previous day were a series of ongoing small scale clashes concerning Ferrybridge, that are very kind to the size of the smaller collection.


The first scenario book from the Test of Resolve camp, presents the Ferrybridge battle as three separate but closely related actions and in their order of occurrence, lists them as Parts I - III as follows;


Part I - Warwick attacks. Edward IV (Yorkist) has sent Warwick ahead to seize the bridge crossing at the River Aire. It has been partly destroyed and Neville (Lancastrian) defends the far side.


If Warwick’s attack succeeds (Lancastrians disperse), then he recovers half of his lost Battle Morale and all of the surviving company losses - Part II will be played. If he loses, then that is the end of that, the Yorkist attempt to gain the positional advantage has failed  and the Ferrybridge action ends.


Part II - Warwick defends the bridge. Warwick holds the ground taken in Part I, with the surviving troops from that game. Clifford (Lancastrian) enters the table to counter-attack. Warwick’s forces are encamped and need to become ‘alerted’ to action. There is an event card in the play deck that allows that. If Warwick is chased back over to the other side of the bridge, then the Lancastrians win and Part III will be played, otherwise we have a Yorkist victory now and the Ferrybridge action ends.


Part III - Fauconberg's counter-attack. Clifford begins with the forces that survived Part II. The Yorkists attack with a fresh force under Fauconberg. These are mounted troops and are trying to cut Clifford off from retiring and re-uniting with the main Lancastrian army. Part III ends in victory for the winning side (the enemy force is dispersed), unless Clifford gets off the table to join the main army, in which case the Ferrybridge action is considered a draw.


It is fascinating turning to these scenarios having just read the account and they do seem to cover the incident very nicely. 


Of course I will hope that all three actions actually happen (that will need the Yorkists to win Part I and the Lancastrians to win Part II) so that I get to experience the full ongoing action as described in the book. Clifford is certain that he has put enough distance between himself and his pursuers and is confident that he will reach friendly lines shortly, perhaps in the next hour.


However, rather than re-assault across the bridge, the Yorkists found a ford three miles upstream and their mounted force crossed it and actually got ahead of Clifford, setting an ambush - Clifford walked into it … there was a massacre and Clifford was killed. It is this moment that Part III is simulating.


The Ferrybridge action brought the Yorkist army to within proximity of the main Lancastrian army and the following day, Palm Sunday, the Battle of Towton would be fought. 


Anyway, we shall put Part I down on the table and see where that gets us!





The Ferrybridge games are played on a 4x4 and this is our terrain that will stay the same over all 3 games. Only the bridge, the river and the road feature in the scenario graphic, the rest I have added to pretty the table and it will be ignored for play purposes. The river can only be crossed by bridge.





Above - Neville  (Lancastrians) is defending behind the bridge with just one retinue (superior) and two longbow companies. The force has 5 Morale points.


Warwick (Yorkists) is on the attack. His force (Battle) has 4 x Retinue (1 is superior) and 1 longbow company. 2 of the retinue are on the table and another 2 are immediately behind, ready to enter the table. The force has 11 Morale Points.


The bridge is classed as damaged, so units moving over the bridge not only have to halt on entering the bridge, but also at the halfway point.


As I look at this, to my mind Warwick’s force is going to easily steamroller over the bridge and Neville will be lucky to get away!


Narrative;

Almost straight away, the Lancastrians have to make a Missile Supply check. Both units fail, so they have run out of arrows and must move directly to safety behind the bill armed retinue! Ouch! We might assume here that maybe they loosed their arrows too early in ineffective shooting - who knows!





Above - Warwick’s four retinues line up along the road, the superior unit in the lead and move up to the bridge. Their archers shoot from the river bank to support the assault. The Lancastrian billmen move slightly forward to fully block the bridge exit.


Oh My! I didn’t expect that. In its assault, Warwick’s lead company takes terrible losses and routs!


The second Yorkist bill company is pushed forwards …. And they rout too!


The Yorkist archers plug away, but their shooting is not effective.





The third Yorkist bill company, will some trepidation, opens a new assault, but they are soundly beaten on the bridge and also rout. Warwick’s Battle Morale has gone below zero. They test resolve and fail, his battle is dispersed and a very surprised Neville holds the field as victor! 


Conclusion, well, that is the end of that, a decisive Lancastrian victory and so Parts II & III will not get played (not this time at least :-) ).


Even though a small action, that gave a very enjoyable game. These small games are a great way to help get the rules under your belt.


So what went wrong (for the Yorkists)? With the Lancastrian archers going out of arrows it all looked a bit grim for them but …… on the first assault (opposed melee die rolls), the Lancastrians rolled 12 and the Yorkists rolled 1 - it doesn’t get better / worse than that.


In the subsequent attacks, we had the surviving superior Lancastrian retinue being assaulted by ordinary rank and file and overall, it was the Yorkists that took a few hits and that feeds into subsequent melee rounds.


The Yorkist archers stayed around for the entire battle, but couldn’t hit the preverbal barn door. They needed to roll 9+ on a D12 and never did!


I’m sure if I re-ran this, the Yorkists would come off better more times than not, but it is great that this system turned my original prediction on its head. Regardless of what the dice and out of missiles stuff was doing with the bow, I am happy to view that as simply on the day, the bowmen did not get a chance to make much of a contribution to the outcome of the battle.


The Yorkist suffered two very bad die roll differences in the melees, but the rest were mostly closer calls, though tending to just favour the defenders, it the end the drip - drip - drip of Yorkist casualties kept on seeing their melee retinues tipping over into rout.


The interesting thing is, I am in the middle of reading Bloody Meadow by Andy Johnson, a  historical fictional account that covers both Ferrybridge and the Towton battles and his use of very descriptive language, together with giving some of the common soldiers and their leaders voices, makes the hack & slash, exhaustion, archers running to the rear as the billmen approached, leaders galvanising their troops for just one more attack and fighting being done at the company level, very vivid and I noted that in this game, I was reading the fighting in that same context. The system does help convey that narrative.


Anyway, another exposure to Test of Resolve and I am increasingly enjoying it. It is nice to see the Wars of the Roses boys back out on the table again.


I will be discussing the re-basing of my archers over the next few days on my Commanders site (link below).


Resource Section.


Link to the previous post that describes the Test of Resolve system;


https://battlefieldswarriors.blogspot.com/2026/06/first-contact-test-of-resolve-rules.html


My sister webspace ‘COMMANDERS’  showcases the various figure and boardgame systems that I am enjoying and gives a flavour of where current projects are up to. Link.


https://commanders.simdif.com/dear_diary.html