Fyvie with Impetus:Baroque

To accommodate the Baroque rules to my own system of doing units and terrain a few things were added or changed.

Baroque requires the use of a baggage area for each army (although this could be superseded by scenario rules). To get used to that idea I have added Montrose’s camp at the top of the high ridge behind Montrose’s position). The new Scenario provides that if it is captured/looted by the Covenanter player the game is a Covenanter victory. To reach it, however, Montrose’s army would have to be destroyed/dispersed anyway, so it’s capture is probably moot.

Montrose’s baggage/camp is shown below. It likely has two carts and four tents more than the actual camp 😀. The “creaght” of cattle may be closer to the truth. A few drovers and carters protect the camp:

Fyvie Montrose Camp

I have also decided to standardize the way I use markers on the unit sabots:

Baroque- Placement of Sabot Markers

Ammunition counter (red die) on the far left and VBU counter (black die) on the far right. Next to the VBU counter is the Disciple marker (A=black, B=blue, C=pink – 05/08/2016 A=blue, B=black, C=brown). Next to the ammunition counter are the two status markers, red cube for “Reacted” and yellow cube for “Disordered”. In a lancer unit the ammunition marker is replaced by a green cube to indicate that the lances have not had their “first use”. To keep track of the units that have completed their actions in the active command a white cube can also be added. Red and white cubes are removed at the beginning of a new turn.

Because of some variance in terrain effects from my own rules I made a few minor changes in the layout of the tabletop for Fyvie. A marked ford (sandy strips on either bank) on the River Ythan just before the inlet of Skeugh Burn, some minor adjustments of the wooded areas on either side of Broom Hill (Montrose’s center) and the forest to the south of the “hollow bruick” is extended down to the marshland that occupies the present location of Loch Fyvie:


The deployment for the game using Baroque is slightly different, the most noticeable change is placing the militia and levies in Argyll’s front line along with the Lothian Foot – this line under the command of Lord Lothian. The second line, now under Argyll’s direct command, is comprised of his own foot (essentially a militia unit) and Campbell of Lawers Foot.

The Baroque terrain types:

Rivers may be Dry (corresponding to my small streams), Normal (corresponding to my fordable rivers) and Deep (corresponding to my impassable rivers).

Baroque uses four categories of area terrain: Open (shown in green), Broken (shown in brown/yellow shading), Difficult (shown in lavender/purple-green shading) and Impassable (which will be shown in gray/black-blue shading). The only impassable terrain at Fyvie is the River Ythan except at the marked ford and the small pond in the midst of the marsh:

Baroque-Fyvie-Terrain-EffectsThe photo above was updated on 04/23/2016 to reflect that the slope on the higher ridge (eastern edge) is difficult and not broken terrain.

Argyll’s baggage would have been located to the west of the Ythan and not visible but I decided to add a forward base beside Fyvie Castle. It contains a clergy observer and a physician and his helpers. In game terms it has no significance:

Fyvie Argyll base

Since I generally play solo I am beginning to add a series of mechanisms for playing Baroque, these can be found here.

5 thoughts on “Fyvie with Impetus:Baroque

  1. You continue to amaze me with the breadth of the rules and your interpretation of them. I’m sorry you’ve had to play solo. Maybe you can get some friends to play again soon.


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