View from behind the Covenanters' centre as they wheel right from the road into line of battle |
In truth, the forces are not quite ready
yet, but I went ahead anyway and staged a wargame employing my new “Campaigns
of Montrose” units. The Battle of Auchinrivoch is, of course, fictitious, but
represents what the troops involved at the real Battle of Kilsyth might have
done on the same ground, on the same date, if they had not been otherwise
engaged.
The Marquis of Montrose has available 2
units of regular Scottish foot, being the regiments of Strathbogie and Gordon
of Monymore, plus his Irish brigade of 3 regiments, under the command of
Major-General MacColla, plus approximately 2500 highland clansmen, 2 regiments
of horse and a very small unit of firelocks.
He is opposed by General William Baillie,
with a Covenant Army consisting of 7 regiments of foot (mostly from Fife and
the Lowlands) and 2 regiments of horse, the cavalry commander being Lord
Balcarres.
The rules are the current version of my
adaptation of Commands & Colors for the ECW. All regular units count as average,
trained troops, all cavalry are Trotters, the highland levies have no firepower
and count as “raw” (double retreats). There is no artillery present – Montrose
doesn’t have any worthy of mention, and Baillie has left his behind on the
march. To reflect his greater flair, Montrose has 6 Command Cards in his hand,
Baillie has 5.
7 Victory Points for the win.
Set Up
Montrose took personal command of the
(unpredictable) highlanders, on high ground on his right wing. MacColla’s Irish
troops were in reserve in the centre, and the regular Scottish Royalist foot
were on the left, commanded by Lord Gordon. The firelocks were installed in
Auchinrivoch Farm, in the middle of the table.
Baillie’s initial dispositions were
generated by dice rolls, since his force (historically) was in column of march,
and faced right to form line of battle when he realized that the Royalists had
an ambush waiting for him.
Both forces had cavalry on the flanks, but
they had no involvement until the very end of the action.
Action
Baillie’s original plan was to attack the
highlanders with his main thrust, but the brigade under Colonel Haldane was
distracted by the firelocks in the farm, who were causing some loss and
annoyance. Haldane swiftly took the farm, but was promptly driven out again by
MacColla’s Irish, at which point the highlanders swept down from the hill and routed
most of Haldane’s men.
Baillie and Balcarres showed considerable
personal courage in taking advantage of a Leadership card to gain some
temporary success against the Monymore regiment, but this, too, was swept aside
and Montrose won the day in a little over 90 minutes – 7-3 on Victory Points.
The Covenanters also lost Colonel Haldane, severely wounded and taken prisoner.
The Pictures
Overview of Baillie's forces, from his right flank |
Balcarres' Horse, on the Covenanters' left flank - they did nothing all day |
Montrose's initial deployment |
MacColla's Irish brigade in the Royalist centre |
More underemployed horse - this lot are Ogilvy's regiment, on the Royalist right flank |
Baillie gets cracking with a "March to Victorye" card - throwing his infantry forward |
This is how they would have looked from a helicopter above the Royalist lines |
MacColla takes a more belligerent stance |
Haldane would have done well to ignore the farm, but couldn't resist driving the firelocks out of the position |
…and were driven out again with heavy loss... |
…which they managed to reduce with some lucky "Rallye" dice... |
…after which they got a further seeing-to from the highlanders. |
Suddenly there were some very big gaps in the Covenanter line |
General Baillie felt decidedly isolated as his men left him to get on with it |
…and they duly celebrated by cutting down Loudon's Foot, to give Montrose his decisive 7th Victory Point. Game over. |
A very attractive game, both as a whole and in parts (really like the dice and cards). And a plausible game as well as one that reads like fun.
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