Famous by my sword - the
campaigns of Montrose
Background
1.
Between 1644 and 1645, James Graham : 1st Marquise of Montrose, led the King's
armies in Scotland in a campaign that criss-crossed the country. He fought
seven major actions and defeated a number of Covenanter commanders. His most
famous enemy though was perhaps Archibald
Campbell: 1st Marquise of Argyll.2. This campaign recreates that struggle and in particular focuses on two aspects:
· Montrose often had the strategic and tactical initiative - fighting when and where he chose on most occasions.
· Army sizes could vary greatly depending on morale, time of year, clan politics, and interventions to/from England.
3. So in this campaign movement is somewhat abstracted, with success measures by territories loyal to each side not necessary occupied by each side. The system should also work as a solo campaign with some minor adjustments.
Campaign Map |
Campaign Turns
4. Each turn represents a month and is marked-off on the campaign calendar on the map. There are penalties for fighting in the winter. These are stiffer for the attacker than the defender as they will be further from their supply bases.
5. Each month Montrose may launch an attack into any territory he does not control so long as it is adjacent to a territory he already controls. This could be either a neutral or Covenanter-held territory:
· If the territory is currently neutral then the winner of the battle may claim it.
· If the territory is currently Covenanter then Montrose claims it if he wins. If Montrose loses then he must sacrifice a territory he currently holds.
· Argyllshire and Ireland are home territories for the two sides and may never be captured. Both sides also begin with a second territory
6. Optional Rule: Both sides could have two commanders. They are Montrose / Alasdair MacColla and Argyll / Lieutenant-General Baillie respectively. Both of the Royalists may launch an attack each turn. You might also allow both sides to attack alternatively if you want a more active Covenanter side.
Territories
7.
Each turn a player may "play" up to 3 territories to support his
forces. Territories can confer both forces and a tactical / strategic advantage
in the coming battle. These abilities are rolled-for the first time a territory
is fought over and remain the same for the rest of the campaign.
Armies
8.
Both sides will field armies that consist of core units and then are supported
by various auxiliaries depending on the territories held. Core troops are
refreshed for each battle and auxiliary troops are only used for that game.
Dice for both type and quality of auxiliaries, only using outcomes for which
there are figures available.9. [Design note] These army lists reflect the figures we have available. They are probably over generous in terms of the numbers of mounted troops. All classifications are for Victory Without Quarter rules.
Montrose - core
forces |
Covenanter - core
forces
|
Montrose
(Exceptional)
Irish Brigade - 3 * Vets
Gordon
foot Brigade - 1 * Trained, 1 * Raw
Gordon
Horse Regt - 2 * Trained Trotter
Gordon
Horse Regt - 2 * Trained Galloper
Highland
Brigade - 2 * Trained Highlander
1
* Medium artillery
|
Leslie
(Average)
Infantry
brigade - 3 * Trained, 1* Vet
Infantry
brigade - 3 * Trained
Horse
Regiment - 2 * Trained Trotter,
Horse
Regiment - 2 * Trained Galloper
1 *
Medium artillery
|
12.41 points
|
12.5 points
|
Roll
|
Covenanter
|
Montrose
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
Forlorn
Hope
|
Forlorn
Hope
|
Raw
|
Trained
|
Vet
| |||
2,3
|
Infantry
|
Infantry
|
Raw
|
Trained
|
Vet
| |||
4
|
Trotter
|
Trotter
|
Raw
|
Trained
| ||||
5
|
Galloper
|
Galloper
|
Raw
|
Trained
| ||||
6
|
Light gun
|
Light gun
|
Trained
| |||||
7
|
Medium
gun#
|
Highlander*
|
Raw*
|
Trained
|
Vet*
| |||
8
|
Dragoon
|
Dragoon
|
Raw
|
# = max 1 per army. If no highlanders available Montrose may take a medium gun
If the correct figures are unavailable them roll again.
Tabletop Battles
10.
To avoid all the battles being head-to-head slugging matches two elements of
randomness will be introduced to the action:· Firstly a scenario will be selected which specifies the deployment, victory conditions, and terrain type for the battle.
· Secondly terrain will be determined by drawing an appropriate card from the terrain deck. We are using the excellent cards from Perfect Captaine.
Scenarios
| |
1,2,3
|
Pitch
battle. A classic encounter.
|
4,5
|
Meeting
engagement. Both march to the sound of the guns.
|
6
|
Flank
attack. You have out-foxed by gad
|
7
|
Reinforcements.
My enemy is near but so are my friends
|
8
|
Rear
guard action. Hold them while the baggage escapes
|
9
|
River
Crossing. Seize the ford my good man .
|
10
|
Fortified
position. It's a siege by god sir.
|
Weather and time of year
11.
The weather in Scotland can by notoriously changeable, so roll before each
battle to see what mother nature has in store for you.
1
|
2
|
3
|
4
|
5
|
6
| |
Spring
/ Summer
|
Grey & overcast
|
Rain
| ||||
Autumn
|
Grey
|
Rain
|
Heavy rain
|
Snow
| ||
Winter
|
Rain
|
Heavy rain
|
Snow
|
Blizzard
|
-
Grey & overcast - No effect. This is as good as it gets, so enjoy it!
- Rain - No-one counts as volley fire.
- Heavy rain - As rain but fords become impassable and streams count as rivers. Guns may not fire except at short range. No charges, must advance to contact.
- Snow - Movement reduced to 3/4 usual speed.
- Blizzard - As snow plus no visibility beyond 4" and no charges allowed, must advance to contact.
12. It is assumed that the attacker would suffer greater attrition in the winter than the defender who is tucked-up in his warm hovel. If Montrose attacks in the winter both sides dice to see if their morale is reduced for that battle. On a 5 per unit Montrose lose 1 morale class and on a 6 by 2 morale classes. On a 6 the Covenanters lose a morale class. The battle will always be a flank attack and Montrose will be the attacker.
Solo Supplement
13.
The structure is inherently suitable for solo play as only one side will be
attacking strategically. So the solo player will take the role of Montrose.14. Armies: As a solo player you could model the gradual growth of Montrose army as he won battles and rely on the inherent weakness of AI to counteract the bigger Covenanter forces. You should start with the Irish and Highlanders only. Add the Gordon foot after 1 win and the Gordon horse after 2 or 3 wins.
15. Territories: If the Covenanters acquire neutral territory then choose it randomly. If they have more than three territories then roll to see which they use.
16. Battles: Use your favourite AI to model the Covenanters deployment and movement. You may find the original Victory without Quarter to work better for solo play as the card based activation system gives natural friction and works well for the solo player.
Territory Effects
Roll
separately for both reinforcements and strategic effects.
Roll
|
Reinforcements
|
Effect
|
1
|
0.5
rolls
|
Special Event: Roll for a
special event affecting a both players. Reroll effect.
|
2
|
0.5
rolls
|
Well-fed recruits: +1 on the quality
dice.
|
3
|
0.5
rolls
|
Going to the chapel: A preacher joins
you adding +2 moral to the unit he is with.
|
4
|
0.5
rolls
|
Magazine: The additional
powder means D3 units may ignore their first reload marker.
|
5
|
1
roll
|
Arsenal: You may field an
additional light artillery.
|
6
|
1
roll
|
Loyal town: You receive an
additional reinforcement of Raw infantry as clubmen or similar.
|
7
|
1
roll
|
Excellent road
network:
+1 on initiative when determining who is the attacker in a scenario and +1 on
troop arrival dice.
|
8
|
1
roll
|
Port (coastal
only): You
may count any other coastal territory on the same side of the country as
adjacent for movement.
|
9
|
1
roll
|
Well defended: You may field
hard cover for D3 units.
|
10
|
1
roll
|
Down from the hills: You an additional
reinforcement of Raw trotters as the local nobility turn out to help.
|
11
|
1
roll
|
Commanding views: You may add an additional
small hill to your side of the battle field.
|
12
|
1
roll
|
Brewery: One unit is
suitably fortified and receives +1 morale.
|
13
|
1
roll
|
Fortified manor: You always defend
if a fortification scenario is selected.
|
14
|
1
roll
|
Drill square: Your infantry
still test to form hedgehog if charged from less than half way, but at -1
morale.
|
15
|
1
roll
|
Siege Train: Always attack in
a fortification scenario.
You
receive a mortar - this ignores the effects of hard cover and may start a
fire on 6 (D6) when it hits.
|
16
|
1
roll
|
Powder Factory: The additional
powder means 1D3
|
17
|
1.5
rolls
|
Supply dump: You receive an
additional reinforcement unit.
|
18
|
1.5
rolls
|
Manor: You may field a
member of the local gentry as an additional brigadier.
|
19
|
1.5
rolls
|
Library: Studying the
great commanders sharpens your mind. Your commander counts exceptional (or
double exceptional if Montrose)
|
20
|
1.5
rolls
|
Spy Network: Roll for an
espionage event each turn. Reroll effect if the territory is captured.
|
Espionage
Events
| |
1
|
Counter
Espionage: Your spy-master is caught and the network unravels. Reroll the
territory.
|
2
|
Assassins: Roll
D6 for a nominated Brigadier. On 3-6 he dies before the battle.
|
3
|
Sabotage: Your
spies get amongst the enemies horses. Roll for each mounted unit and on 6
(D6) they begin with 1 casualty.
|
4
|
Bribery: An enemy officer is in your
pocket. Nominate a non-Veteran enemy unit at the beginning of the game: for
the rest of the game it must roll a D6 at the start of each turn: on a 6 it
is Shaken.
|
5
|
Stolen
plans: knowing your enemies dispositions gives you an edge. Redeploy
up to 3 units after deployment.
|
6
|
Poisoned
Wells: Your spies disrupt the enemy badly. Roll per enemy unit and on
a 6 (D6) each starts the battle Shaken.
|
Special
Events
| |
1
|
Bring
out your dead: Plague stalks the land. People are flocking for the hills so
reinforcements are halved.
|
2
|
Stand
and deliver: Dandy highwaymen disrupt the roads. Spy networks and excellent road networks are unavailable this
turn.
|
3
|
Rotten
harvest: The harvest is poor so you must forage further afield. Armies
must start with their cavalry off-table dicing as flank marchers.
|
4
|
Peasant
revolt: One of the territories you control rises and must be quelled.
Dispatch a unit and roll D6 each turn until its under control - Shot=5+, Pike=4+, and Horse= 3+.
|
5
|
Storms
grip the country: whatever the season the weather counts as storms
|
6
|
Burn um:
Witches are abroad. Roll 1D6. 1/2= one cav unit is missing on wild witch chase, 3/4= everyone is spooked,
a unit starts Shaken, 5/6=one inf unit has +2 morale having killed a
suspected witch.
|
Battle
setups
17.
Games are played on a 10' table with a 4' wide centre, 2' wide wings, and 1'
flanks. Water counts as streams /
marshes unless otherwise noted. Units are Brigades, regiments, or unbrigaded
dragoons NOT artillery.
Pitch battle
|
Terrain:
Choose any except rivers and strongholds.
Deployment:
Both deploy up to 12" in and not within 12" of the edge. There must
be more mounted on each flank than in the centre and more foot in the centre
than on both flanks combined. Guns, dragoons, and forlorn hopes deploy
anywhere. Both deploy behind screens. All zones must have at least one unit
in.
Victory:
Route the enemy be reducing to 50% of forces. Each side nominates a victory
objective that counts as a routed unit if held by the enemy.
|
Meeting engagement
|
Terrain:
Terrain: Choose any except rivers and strongholds.
Deployment:
Both sides establish an order of march in brigades / regiments / unbrigaded
units. The first must be mounted or dragoons. Units then arrive down the
centre (or a suitable road as per the map) one at a time in column of march.
If there are mutliple roads then foot / guns will arrive down the one closest
to the centre but mounted arrive on random roads (roll before the game)
Victory:
Route the enemy be reducing to 50% of forces. Each side nominates a victory
objective that counts as a routed unit if held by the enemy.
|
Flank attack
|
Terrain:
Choose any except rivers and strongholds.
Deployment:
Dice for initiate, higher score is the attacker, remembering exceptional and
poor commanders. The attacker selects up to 1/3 of their force to flank
march. The attackers selects a flank to attack. Both sides then deploy as for
a Pitched Battle except the attacker may ignore a flank deployment zone if
they wish. The flankers arrive in the enemies flank (roll for which 1'
square) on a 4+ in turn 2, or automatically in turn 3.
Victory:
Route the enemy be reducing to 50% of forces. Each side nominates a victory
objective that counts as a routed unit if held by the enemy.
|
Reinforcements
|
Terrain:
Choose any except rivers and strongholds.
Deployment:
Roll to see who is the defender - they choose sides. The defender deploys
half their force as though for pitched battle but up to 24" in and may
leave one wing unoccupied. The attacker then deploys as for pitched battle.
The remaining defenders arrive down a random road on a 4+ in turn 2 or
automatically in turn 3.
Victory:
Victory: Route the enemy be reducing to 50% of forces. Each side nominates a
victory objective that counts as a routed unit if held by the enemy. The attackers objective must be the
defenders half.
|
Rear guard action
|
Terrain:
Choose any except rivers and strongholds.
Deployment:
Roll to see who is the defender - they choose sides. The defender deploys
half their force as though for pitched battle but up to 24" in and may
leave one wing unoccupied. The attacker then deploys as for pitched battle.
Victory:
The game ends when the end-game total is exceeded, thus indicating the
baggage etc has escaped. Roll D6 at the end of each turn. When the cumulative
total exceeds 23 the game is over.
|
River Crossing
|
Terrain:
Choose a river card, with two bridges added. Terrain will be adjusted to
provide a fair race to the river crossings.
Deployment:
Both sides deploy as for a meeting engagement. In addition to the bridges
there may be a ford. Troops may search each section of river and on a 6 (D6)
they discover a ford.
Victory:
Whoever holds both bridges at the end of the game is the winner.
|
Fortified position
|
Terrain:
Choose a stronghold
Deployment:
Dice to see who is the attacker unless either has the Fortified Manor or
Siege Train. The defender only uses 1/2 their force. 1/4 deploys on table as
a garrison. The attacker then deploys as for a Pitched Battle. The remaining
defenders arrive down a random road on a 4+ in turn 2 or automatically in
turn 3.
Defences
provide all-around protection and infantry can count as firing from any side,
guns must fire forwards only. When 3 sections of defences have been destroyed
then it only counts as soft cover.
Victory:
Whoever holds the fortification at the end of the game has won. This must be
by an unshaken unit.
|
Territory Value Record
Territory
|
Reinforcements
|
Effects
|
1 | ||
1 | ||
1 | ||
Ireland
| 1.5 |
The English Civil War campaign - Borsetshire
It is the
summer of 1644 and both Parliament and The King are making a play for the
strategically important county of Borsetshire. The Royalist are ensconced in
Felpersham and the Parliamentary forces
in Borchester. Battle is set to be joined over the country side in between
these two important hubs.
Each player controls one of three armies. The forces of the King are played by John, Richard, and Roy. Those of Parliament by Stu, Stuart, and Mike
The Borsetshire Campaign map |
Turn 1
Hallbury Down
Both sides advanced promptly seeking good ground to bring the enemy to battle. In the south forces commanded by John and Mike met at Hallbury down
The Royalist forces launched a cavalry assault on their right which met with initial success driving much of the Parliamentary horse from the field and capturing two guns. However they met with tougher resistance from the foot and were driven back in several places. As darkness fell honours were even with both armies having lost 6 units.
Turn 2
Trewes Castle
The Parliamentary forces deployed behind a strong defensive position based on the river Am. Stuart and Roy were in command in a battle close to the Parliamentary base at Borset.
The Royalist sent a cavalry brigade upstream in search of a crossing point to flank the Parliamentary defences. Uncertain of its fate they launched a cautious attack with infantry against the bridges fords spanning the Am, with support from dragoon and artillery fire. Suffering heavy losses they made progress but could not establish a foothold on the far bank. The flanking attack eventually arrived but were unable to make much progress against the Parliamentary forces. As darkness fell the Royalist commanders called-off the attack.
Hathlom Hall
The Parliamentary forces were without half their cavalry as they were off foraging, but managed to supplement their forces with some locally raised foot. Stu and Richard in command.
The Royalist forces launched a strong cavalry attack on their right with a weaker pinning attack on the left. Despite their numerical advantage and initial success the attack was largely halted. Things faired less well for Parliament when the infantry clashed the Royalist fire repeatedly proved more deadly with the central roundhead brigade largely destroyed for no Royalist losses. Under mounting losses the Parliamentary forces withdrew.
2nd Hallbury Down
Both sides returned to the site of the previous battle slightly depleted. The Royalists were without a regiment of Foote and a squadron of Horse. The Parliamentary forces initially lacked an entire Foote brigade but these eventually made the field.
The battle began with a large cavalry melee on the Parliamentary left, with honours fairly even. One unit of Royalist Horse charged the Parliamentary foote but were repulsed. In the centre an attritional infantry fire-fight ensued with morale ebbing and flowing on both sides. With night approaching both sides seemed close to exhaustion when eventually the Parliamentary Horse's morale waivered and the army withdrew.
Turn 3
Mab's Knoll
Both sides deployed their infantry in a defensive position opposite the central ford. The Parliamentary forces being strong in cavalry advanced on both flanks and send a force upstream in search of a ford under Lord Asquith. Perhaps being unwell and unsteady in the saddle he was not seen for the remainder of the day but did force the Royalists onto the defensive.
On the Royalist right the Ironsides advanced boldly and outnumbered the Royalists horse 2-1. The result was inevitable with the Cavaliers scattered, but the Ironsides lacked the infantry support to force a crossing. With the light fading, and the non-appearance of Lord Asquith, a draw was declared.
2nd Trewes Castle
Parliamentary forces once again adopted a strong defensive position behind the river. with part of the cavalry force away foraging they deployed some of the new arrived Scottish troops of their left.
A strong force of Royalist cavalry once again located a crossing and arrived on the Parliamentary left. Despite being outnumbered the Ironsides attacked smartly and caught the Cavaliers at the halt. After a short struggle the Royalist horse was driven from the field. The Parliamentary foot held firm in the centre and so the battle ended with a draw.
The Campaign Ends
With the line stabilised along the river Am the campaigning season has drawn to a close.
On reflection it may be we had too many rivers and as well as being hard to attack they also prevented the defender launching a meaningful counterattack. Next time we will opt for more open terrain and restrict rivers to part of the frontage.
Call off the Attack? We ran back to our billets!
ReplyDeleteRoy
S'Blood and Gadzooks Sir! I did indeed have an attack of the vapours, so much so, it was as if I wasn't actually there don'tcha know...
ReplyDelete