Montrose: The Scottish Campaign of James Graham the Marquess of Montrose by Geoff Geddes This is the second part of the article, commenced in issue 6, that is aimed at simulating the entire campaign using SPl's "Musket & Pike" game. Part 11 outlines the scenarios for the various battles involved in the campaign. To play the scenarios you will need the SPI game Musket & Pike and any one of the SPI Prestag series e.g. Yeoman, Legion, Viking and Spartan. You will need a Prestag in order to utilise the series standard rules and leader counters. Because so much of Montrose's success in Scotland was due to better leadership offsetting greater numbers, leadership and panic rules are needed to balance the scenarios. Remember that the compass rose on the Musket & Pike game map is printed upside down as stated in the errata sheet. Musket & Pike rules additions 1. Prestags Series Standard Rules 10.00 to 10.33 and 13.00 to 13.22 are in use for all scenarios. Leader counters are named and their level number given in each scenario. 2. Royalist mounted units are exempt from leadership restrictions in all scenarios. 3 Special rules and map feature changes are given in each scenario . 4. Campaign Game A campaign game can be played by playing each scenario in sequence. Campaign points are awarded to players for winning or drawing each scenario in the series. At the end of the seven games the points are totalled and the player with the highest number wins. 4.1 Leaders In the campaign game leader units may exit the board at any time during the owning players movement phase. This rule applies to all scenarios. Once having left the board (fled) leader units may not return during the course of a scenario. If called for in a subsequent scenario leaders who have survived are returned at their full strength. Leaders who are eliminated in a scenario may not return in a subsequent scenario. 4.2 Montrose In the campaign game if the Montrose unit is lost by the Royalist player the campaign automatically goes to the Covenanter player. The Senarios Note: In each case the Royalist Army is represented by the Blue Unit Counters, and the Covenanters by the Green Unit Counters. No.1 TIPPERMUIR - September 1st 1644 Complexity 4 Balance Equal First Player Royalists Leaders Montrose level l; Macdonald level 2; Kilpont level 3 (must start stacked with MP's); Rollo level 3. Units 8xEP, 5xPP, 6xMP, 4xPM, 4xMM. Stacking 2 Panic level 68 Deploy Between hills 9 & lO. Second Player Covenanters Leaders Lord Elcho level 3; Murray level 3; Drummond level 3 (must stack with HC or LC); Scot level 3 (must stack with MP's) Units 6xPP, 15xMP, 4xPM, 14xMM, 2xHC, 9xLC Stacking 2 Panic level 40 Deploy Within five hexes of town 6 but east of the river. No units may start the game in town 6. Map features 7 & 8 do not exist in this game. Game length 12 turns. Victory conditions Control town 6 by turn twelve. Any other result a draw. Campaign points Royalist Victory 5. Covenanter Victory 5. Draw 2 each. [No map] No.2 ABERDEEN - 13th September, 1644 This scenario is given in Musket & Pike, add the following Leaders and Panic Levels. Royalist Montrose level 1; MacDonald level 2. Panic level 44 Covenanters Burleigh level 2; Lord Lewis Gordon level 3; Lord Frazer level 3 Panic level 26 Campaign points Royalist Victory 4. Covenanter Victory 6. Draw 2 each.
No.3 INVERLOCHY - 2nd February, 1645 Complexity 3 Balance Favours Royalist. First Player Royalist Leaders Montrose level 1; MacDonald level 2. Units 6xEP, 6xPM, 1xLC. Stacking 2 Panic level 46 Deploy On hill 9. Second Player Covenanter Leaders Argyle level 4; Campbell of Auchinbrech level 2. Units 6xPP, 8xMP, 8xMM, 2xLC. Stacking 2 Panic level 30 Deploy Between town 11, and the road to town 6. Mapfeatures 1,6,8,11,12 do not exist for this game. Treat feature 7 as a hill. Special rules Royalist surprise - the Covenanter player may fire but not move on his first turn. Game length 12 turns Campaign points Royalist Victory 4. Covenanter Victory 6. Draw 2 each.
No. 4 AULDEARN - 9th May, 1645 Complexity 6 Balance Favours Royalist slightly. First Player Covenanters Leaders Hurry level 3; Lothian level 3; Drummond level 3. Units 6xPP, 6xMP, 1 2xMM, 2xHC, 2x LC. Stacking 2 Panic level 38 Deploy Within 3 hexes of bridge 3. Second Player Royalist Leaders Montrose level 1; MacDonald level 2. Units 3xEP, 6xPP, 2xMP, 5xPM, 2xSC, 2xLC. Stacking 2 Panic level 55 Deploy Leader MacDonald level 2, 3xEP, 1xPM on hill 9 west edge. Deploy remaining units on feature 7 (which is a hill for the purpose of this game) on southern east west edge. Map features 1,6,8,12 do not exist for this game. Special rules Covenanters may not attack the Royalist force on hill 7 during turn 1. Game length 18 turns Victory conditions The Royalist player must eliminate 50% of the Covenanters, any other result is a draw. Campaign points Royalist Victory 5. Covenanter Victory 5. Draw 2 each.
No.5 ALFORD - 2nd JuIy, 1645 Complexity 7 Balance Even First player Covenanters Leaders Baillie level 2; Balcarres level 2 Units 4xPP, 4xMP, 1xPM, 5xMM, 2xHC, 2xLC. Stacking 2 Panic level 24 Deploy On the road between bridge 3 and the map edge. Second player Royalist Leaders Montrose level 1; Lord George Gordon level 2. Units 4xEP, 2xPP, 2xMP, 2xPM, 4xMM, 1xHC, 1xLC. Stacking 2 Panic level 40 Deploy On hill 9. 2xMP in town 11. Map features 1,2,6,7,8,12 do not exist for this game. For the purpose of this game consider west as north. Special rules The river at features 2,3,5 can only be crossed by the bridge. For seven hexes each side of the river the ground is considered marshy. Apply ploughed land terrain effects, but not combat effects. Victory conditions Covenanters - drive Royalists from hill 9. Rovalists - drive Covenanters back across the river. If neither side achieve their victory conditions, result is a draw. Game length 12 turns Campaign points Royalist Victory 5. Covenanter Victory 5. Draw 2 each
No.6 KILSYTH - 15th August, 1645 Complexity 7 Balance Favours Royalist slightly. First player Covenanters Leaders Baillie level 2 Balca;res level 2. Units 9xPP, 1 5xMP, 9xPM, 1 5xMM, 2xHC, 5xLC. Stacking 2 Panic level 80 Deploy Along the line of the river from feature 14 northwards. For the purpose of this game the river represents the ridge line of an extensive range of hills to the north. Treat as slope hexes. Optional - deploy 50% of the units on hills 9 and 11. Second player Royalist Leaders Montrose level 1; Macdonald level 2; Airlie level 3. Units4xEP, 15xPP, 12xPM,4xMM, 1xSC, 1xHC, 2xLC. Stacking 2 Panic Level 114 Deploy Within four hexes of the road junction. Map features 7,8,11,12,13 are considered hills for this game. 1,6 do not exist. Special Rules None. Victory Conditions The Royalist player must eliminate 60% of the Covenanters, any other result a draw. Game Length 20 turns. Campaign Points Royalist Victory 5. Covenanter Victory 5. Draw 2 each.
No. 7 PHILIPHAUGH - 13th September, 1645 Complexity 3 Balance Favours Covenanters First Player Covenanters Leaders Leslie level 1; Middleton level 2. Units 7xHC, 10xLC, 15xDR. Stacking 3 Panic Level 44 Deploy Anywhere along the road from the junction to feature 6. Second Player Royalist Leaders Montrose level 1, Douglas level 3 O'Cahan level 3. Units 3xEP, 1xPM, 2xSC, 4xHC, 2xLC Stacking 2 Panic Level 40 Deploy In area 7 which for the purposes of this game is clear ground. Map features 1,2,3,5 (and river) 7,8,11,12 do not exist for this game. Special Rules No Royalist unit may move until a Covenanter unit has moved within 2 hexes of a Royalist unit. Victory Conditions Covenanter players must eliminate all Royalist units, (with the exception of the leader counter) to win. Any other result is a draw. Game Length 10 turns. Campaign Points Royalist Victory 6. Covenanter Victory 4. Draw 2 each.
Players Notes First beware, these scenarios have not been play tested exhaustively, and balance may not be as good as it could be. If you find a severe imbalance in any scenario, feel free to adjust it. The best way to adjust the scenario is to change the panic levels somewhat. These scenarios are as historically accurate as I could make them from the limited information Play Tips Covenanters. Use your superior numbers to launch flank attacks if you can. Remember that in most scenarios your panic level is low so keep a track of losses. Manoeuverability is on your side in most scenarios, because you have more cavalry. Command control is a problem for you, but it can be a problem for the Royalists. Remove Montrose(!) especially in the campaign game. Royalists. You must attack at every opportunity but not in a rash way. You have fewer units in all scenarios, but they are on average more powerful. Leadership of your army is good, so see to the safety of your leaders. Special rules give you valuable advantages in many scenarios; make use of them. You can afford to take more losses than your opponent; this is a valuable advantage.