It was easy enough for the English under the command of the Earl of Belmont: "Gentlemen, we have no need to concern ourselves with some Scots on a hill, we will go straight at that town and those guns. For the King, for England and St. George, FORWARD!
But for the Scots, with three prickly Dukes, each with their own contingents and their own idea of who should have been appointed commander of the army, it was more problematic. Everyone had agreed that the guns should be placed beside the town with a clear field of fire and that a town was no place for cavalry. Argyle argued that Douglas's pikes would be the best defenders for the town. Their long spears turning the hedges and improvised barricades into an abatis while their armour would help protect them in hand to hand combat. Douglas naturally answered that the terrain would disrupt the pike's formation and make then vulnerable, especially if the treacherous English flanked the town and that if the Highlanders did not have the discipline to hold defences, perhaps the barricade could protect the archers while they shoot down the English until relieved. Home backed that suggestion and offered to move his cavalry against the English first but Argyle insisted that if his men were first to the fray, Douglas's men should at least be second. (For those not familiar with the scenario, the Scots may only activate 1 unit on the hill, until it is destroyed, then another unit may be activated.)
On such infirm ground was the Scots plan rooted.
Douglas, reluctant to risk all of his men at once, led his own schiltron forward to tangle with twice his number of enemies. |
The Highlanders fought hard but already the sun was sinking, earlier than anticipated (wild cards shortened the game) and the order came to fallback, leaving the Lowland town to the English. |
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I've only played the scenario once before, back in 2015 when I had been gifted with a copy. I decided not to look at that after-game report until this game had been played. (see: ACW Botched Relief Game, 2015). I couldn't even remember if that had been a good game or a flop, turns out I had enjoyed it.)
This time around, the game started off quite slow after the heated solo debate over which reinforcement unit to activate (see above). A fairly prolonged melee, and an artillery bombardment were the only active thing until the English white coats got to the town, then stalled. The Scots pike were doing better than expected (darned dice) and suddenly I realized that the Scots pike units were not only the slowest units, they were also the toughest units, meaning their prolonged fight was pinning all of the other units on the hill. By the time they were finally broken, the Highlanders (rated as light infantry for speed) barely had time to reach the village and make one desperate try to retake it when the game ended, (two turns early thanks to 2 "turn over" chance cards, ie jokers).
That left me wondering if my original plan of putting the Highlanders in the town and sending out the cavalry first, might have been better? Well, there's only one way to settle that sort of question..........
Nice little action. I like the idea of a heated solo debate :)
ReplyDeleteTakes longer than rolling dice but I find it more engaging and like to think that it's better for the little grey cells. (,Plus, I've always hated being told what to do)
DeleteA very enjoyable read Ross - was the positioning of the Scot's units diced for in the end?
ReplyDeleteNo, I usually prefer to make decisions, helps keep the brain from seizing up.
DeleteVery entertaining Ross…
ReplyDeleteDefinitely needs a replay…
All the best. Aly