By Tod Kershner
One of the intriguing things about the 18th century is the dichotomy between the ever-increasing penetration of far off lands by the nations of Europe while, at the same time, their need to resolve the violent manifestation of older conflicts at home. While William Johnson was advancing the British cause among the Six Nations on the New York frontier and Robert Clive was doing the same among the Nawabs of Bengal, the Stuarts raised their standard in the Scottish Highlands and Britain was forced, once again and for the last time, to fight on her own soil to finally resolve the conflicts of the Civil War of the previous century. This mid- century rebellion, the 'Forty-Five', saw three major field battles (plus some sieges and rearguard skirmish actions). At the first battle, Prestonpans, the Highlanders routed the English in ten minutes. At Falkirk, the Jacobites took 30 minutes to smash the redocoats (although with some different moves by the English the battle could have taken a much different turn). Finally, at Culloden, the Highland army was outnumbered and their artillery outclassed. The British army had instituted a new bayonet drill intended to bypass the Highland shield ("you don't poke at the man in front of you, you poke at the man trying to kill your mate on the right"). The resulting disaster was Prestonpans in reverse and the end of the Jacobite cause. When reviewing these actions wargamers do not find the kind of evenly balanced scenarios that make for good wargames (although, arguably, Falkirk comes the closest). However, the battle of Sheriffmuir, during the earlier 18th century revolt , the "Fifteen", offers, in this author's opinion, the best scenario for a balanced wargame among all the historical battles of the Jacobite revolts of our period. The battle between the Earl of Mar's Highland army and the outnumbered Duke of Argyle's government forces is usually considered a draw as each commander retired and claimed victory. Indeed, each force was victorious on the right and generally ignorant of the coinciding disaster on the left. This author has run the scenario 8 times at various conventions and considers it an outstanding game situation. Before we discuss the wargaming aspects of the fight lets look at the development of the historical fight by refering to the three stage map of the battle (although, keep in mind that "hard" documentation on this action is generally lacking and the few accounts written by individual soldiers are not only myopic, but usually meant to glorify the roll of the writer. Thus any reconstruction of Sheriffmuir is, to a large extent, speculative interpolation). The set up is as for an "Age of Reason" scenario. Battlefield DeploymentReferring to the topmost map, the "at start" positions, we see the government forces arrayed along the bottom with a low hill on their right (this did not play a major roll in the battle). The Duke of Argyle's redcoats were deployed in typical 18th century style with the infantry deployed in linear order with the cavalry on the flanks. The total numbers in the English force was around 600 cavalry and 2,400 infantry. No artillery (battalion or otherwise) was apparently present. Using a figurelman ratio of 1/25 we arrive at the standard "Age of Reason" 12 casting infantry battalions and 8 casting cavalry units. The actual breakdown among the historical units is not available and thus this is aimed at being convenient for wargaming. Three brigadiers were present: Witham, for the left wing cavalry, Wightman, for the infantry in the center, and Argyll, who, in addition to being commander in chief of the force also commanded the right wing cavalry. I have combined (or brigaded) some of the cavalry units into larger bodies as it doesn't seem that they operated independently of their brigade. Across the field, the Earl of Mar commanded between 6,000 and 7,000 men of wwch about 800 were mounted. The units shown on the map are the standard/stylized "Age of Reason" 16 casting clan units. The cavalry are 8 casting units. Four leaders of note were present. Earl Marischal (cavalry), Gordon (on the right wing of the infantry), Hainilton (on the left of the infantry) and Mar himself, at the right center of the front infantry line. The Battle BeginsThe battle began as the Highlanders of the right tossed their blue bonnets into the air, fired a volley, then threw away their muskets and charged with broadsword and targe. Also attacking, simultaneous was the right wing cavalry of Marisachal. The government troops at this end were not up to the task and were soon devastated and broke in disgrace. On the Hanoverian right the situation was almost the reverse. The Highland cavalry on the left of the Jacobite line had become entangled with the end infantry units during the approach march and began the fight somewhat disordered. Argyle, at the front of the right wing cavalry, quickly appreciated the opportunity and ordered the entire right wing of his army, horse and foot, to attack. The Highlanders took the charge and, for a time held firm but eventually gave way and quit the field with the redcoats in hot pursuit. At this point both armies had one wing victorious and relatively intact. The surviving Jacobites greatly outnumbered the intact redcoats but Mar, ever cautious, sat and did nothing but watch the enemy while the army of King George did the same. At nightfall Mar ordered a retreat leaving the battlefield to the English Wargaming The ActionWargame notes: When playing this scenario as an "Age of Reason" game rate all units in the game as class 2 except the left wing English cavalry and the two end infantry units on the Hanoverian left. Rate these as class 1. The Highland generals are all charisma level 1. The government generals are all level I except Argyle who is level 2. Start the generals attached to any unit of their brigades with Argyle at the head of the cavalry of the right. None of the English infantry have battalion guns and neither side has any other artillery. The opposing lines should be no farther than 1.5 clan charge moves apart at start. Other than the low hill there are no terrain features (the ground has been described as somewhat boggy but this did not seem to have much impact on the battle). The left wing cavalry of the Jacobites and the two adjacent clan units start the game disordered. In order for the infantry in the rear line of the Jacobites to move the commander of the Highland army must roll one six sided die at the start of the movement phase. They may move on a score of "1" but may not move, except as a result of a morale/melee result, on any other score. Once activated they are normal for the rest of the battle. Interesting Variant One account has the famous Highland rogue Rob Roy sitting on the sidelines with a unit of MacGregors and one of MacPhersons. His plan was to opportunistically join the winning side but judged the battle a draw and never intervened. To add spice to the scenario keep a running total of each sides "withdrawal factors" and starting with turn 3 roll one six sided die at the start of each turn. Once again, on a score of "1" the two outlaw clan units (both class 2) enter the board on the side of the player with fewer withdrawal factors. Their entry point will be determined by random die roll and will be either on the right or left board edge. The exact entry point on the edge will be determined by random die roll. Observations The best chance for the British seems to lie in their getting a devastating first volley in on the left flank as the clans come on in their inevitable charge. The Jacobites usually have two turns where they have it their own way and then they become disordered (charging two turns in a row) and this, plus casualties tends to slow them down from that point on. On the British right the superior melee modifiers accrued by the presence of Argyle should give the British the edge unless, of course, he takes one between the eyes on the charge. For the Scots, the activation of the rear line of clan units would be crucial unless the Hanoverian onslought has been so successful that it's too late for even that to make a difference. As in history, they need that initial Highland rush to sweep the field of the redcoats. All things considered, an even fight. Further ReadingBattles in Britain, Vol II: 1642-1746 by Williwn Seymour.
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