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.