For King or Covenant

Quick Play Pike and Shot Rules
For Montrose's Battles

by Mark Hannam

Scale 1" = 5 yards (26mm) or 10 yards (16mm):
1 figure = 20 men
1 Turn = 10 minutes

Bodies of Men

A regiment of foot is usually between 300-1200 men. Government forces have 3 muskets to 2 pikes, whilst Montrose's forces have 2 musketeers to every pikemon. Skirmishers and bodies of foot detached to support mounted troops are musketeers only. Highlanders have a hand to hand combat capability only, unless organised as an ordinary foot regiment. Horse are usually deployed In troops of anything up to 200 men.

Cohesion Factor
Every unit of foot and horse has a Cohesion Factor which reflects its experience of and ability to carry out drill monouevres; in addition CF Is a gauge of the readiness to stand firm and hold ground.
Regulars / Irish have a starting CF of 3 + 1x AVID
Militia and all skirmishers have a starting CF of 1x AvD
Highlanders and all Local Levy have CF of 1 x AvD - 1

Aggression Factor
Every unit of foot and horse has an Aggression Factor which represents willingness to does and do battle with the enemy.
Irish / All Rebel Horse AF 3 + 1 x AvD
Regulars AF 1 + 1 x AvD
Militia / Covenanter Horse AF 1 x AvD
Highlanders / Local Levy AF 1x AvD - 1

Each unit's Cohesion and Aggressiveness Factors will increase or decrease according to circumstances throughout a battle. If of any time either Factor reaches 0, the unit will rout off table.

Generalship
Generals are given a Leadership Factor which reflects their tactical sense and ability to inspire the troops under them Montrose 5 / MacCollo or Leslie 4 / Bolille or Huntly 3

Leadership Factors are used In the following circumstances

    To move the General 1 LF ( no cost if leading a body of men )
    To move or maneouvre a body of men 1 LF
    To raise the AF and / or CF by 1 point per turn 1 LF each (one adjacent body of men only)

"Give A Step Lively"

One Leadership Fodor must be expended for each body of troops that wishes to move. Troops can only advance if both Aggression and Cohesion over 3.

Troops may only change formation if Cohesion over 3.

Foote movement

    Aggression + 1 xAvD Regular / Militia
    Aggression + 1 xD6 Highlanders / Levy

Horse movement

    Walk = tx AvD
    Trot = 2x AvD
    Gallop = 2x AvD + Aggression ( Rebel Horse & Government Lancers only)

Horse can Trot from Halt or vice versa, but must Trot before Galloping.
Horse can only move In a strarght line of Gallop.

Light artillery only such as Frame guns may move during the battle : 1 x AvD.

Unit with attached General may + Leadership Factor to movement allowance.

All Foote / Horse -1 CF when move from halt.
All Horse will - 2 CF when break into Gallop.
For changing direction, formation or crossing obstacles throw 1 x d6:

    1-2 = -1 CF
    3-5 = -2 CF
    6 = -2 CF if Foote, and -3 CF it Horse / Highlanders ( Does not apply to Skirmishers ).

Aggression 6+, then minus one from CF.

Closing With The Foe

Throw 1x D6, add own Aggression : + 1 if General with unit, -1x D6 enemy in entrenchments / cover, +2 Irish / Rebel Horse / Lancers, + 1 Home against Foote without pikes, + 2 foe Skirmishers, + 1 testing body has not fired In this attack, • 2 Highlanders flied upon by cannon this turn, +2 if flank. Final score must exceed foe's Cohesion + vollles fired.

Skirmishers may not close with enemy. Fall back 1x D6 (2x D6 horse) upon enemy attempting to close. Highlanders and any body of Foote without pikes may not close with Horse, except in advantageous terrain.

Defending Foote will stand unless Cohesion 2 or below, CF 4 or below against Highlanders when will retire 1xD6 Troops refusing to go In or falling test to stand will lose 1 AF and 1 CF / 2 CF If Horse. If attacking Horse successful, defending Horse must test to stand : retire 2x D6 if fail. Successful Government Horse advance to pistol shot and fire.

Rebel Horse will go in and mix it 'banging it out braifly'.

Successful Foote will go in 'with push of pike and butt of musket'.

"Banging It Out Braifly"

For melee count heads: 1 rank only Foote, though pikes count 1 rank per Cohesion -1.
Count only 1 figure in overlaps on flanks, double Horse against Foote, double any attack against flanks / rear.
+ Aggression if attacking / advancing,
+ Cohesion If defending / standing.
+ Throw 1x AvD, unless Highlanders 1 x D6
+ 1 General with body,
+ 1 per 3 Cohesion if defending in cover ( buildings / hedges / walls etc. ),
- 1 x d6 Horse vs Foote in Hedgehog.

If using 6mm strips or large bases (1 base per 100 men, or so) In other scales, Instead of counting heads Add AF & CF together. Double AF If advancing / attacking or CF If defending / standing.

The Reckoning

Struggle continues it difference less than +3 on first turn:
Foots stand their ground and both lose 1 AF & 1 CF.
Attacking Highlanders will retire 1x D6 & defenders CF, losing 2 AF.
Horse retire 1x D6+ defenders AF to reform.

In second round both parties will take fire. If melee result continues to be indecisive at end of second round both must throw beneath AF to continue hand to hand combat. If fail both retire facing enemy as above, troops in cover may stand.

Struggle is advantageous if difference more than +3 but less than +6: Loser takes fire.
Foote is pushed back by enemy AF
Horse by 2x enemy Horse AF / enemy Foote then 2x CF.
Foote In Hedgehog are not pushed back but lose CF equivalent to 12 enemy AF.

Struggle is decisive if difference +6:
Loser takes fire.
Foote flee and runs 1 xD6 + enemy AF, Highlanders 2x D6 + enemy AF, Horse 3x D6 + enemy AF.

Loser splits soared difference between AF & CF any remainder - AF.
Winner loses 1 CF. Throw 1x D6 if over AF lose - 1 from, If under AF + 1.

Pursuit

Highlanders automatically pursue

Melee winners throw 1 x D6: will pursue if equal/less than their Aggressiveness, less difference if CF greater than AF.

Pursued lose Factors equivalent to final score above.
Divided equally between AF / CF x2 if pursued by Horse.
Generals may try to halt pursuit each turn by throwing 1 x D6, scoring beneath Leadership Factor.

"Give Fire!"

TypeKillingHarassingComforting
Pistol10 yards20 yards50 yards
Carbine20 yards50 yards100 yards
Musket50 yards100 yards200 yards
Guns100 yards200 yards350 yards

2 Ranks of Foote may fire, 1 of Horse.
Horse may fire at Walk or Trot.
Only Foote skirmishers may fire whilst moving.
A salvee may only be fired by troops with CF 3+, and only every other turn. Take Cohesion Factor and add +2x AvD, +1 per 100 men firing, +3 if firing salves , +1 (+2 if cannon) at target CF 4+, +2 skirmishers firing (can take individual aim / shoot officers etc.), + 2 if cannon.
Now minus ; -1 pistol against pikes, - 2 at Harassing Range, - 3 at Comforting Range, - 4 target skirmishers, - 2 skirmishers firing and moving, - I target CF 2 or below, - 2 target behind cover, - 1 weather damp.

Must score 10+ for fire to have effect.

    Score Enemy Losses
    10 -1 CF
    11 -1CF & -1AF
    12 -2CF & -1AF
    13 -2CF & -2AF and so on...

Morale

Any body whose AF or CF reaches 0 will flee for safety.

Lose -1 AF if flanking or supporting friendly body retires, - 2 AF if General with them. Lose -2 AF if flanking or supporting friendly body flees, - 3 AF if Horse flees.


Back to The Gauntlet No. 3 Table of Contents
Back to The Gauntlet List of Issues
Back to Master Magazine List
© Copyright 1995 by Craig Martelle Publications
This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web.
Other articles from military history and related magazines are available at http://www.magweb.com