As I am now transitioning to using Impetus:Baroque for my rules system I needed to update the Order of Battle to conform:
Baroque:Covenant Order of Battle:
Baroque:Royalist Order of Battle:
The Scenario conditions are as described in the original post below. Baroque does require the use of a baggage set piece that if captured reduces the VDT (army demoralization value). I added a baggage piece on Montrose’s side which offers an alternate victory condition – if captured the game is a Covenater victory. No baggage piece is provided to the Covenanters since the Royalist do not have remotely have the resources to capture it.
Two other minor changes in the Scenario:
- The test to see if the Strathbogie regiment leaves the field occurs when the first command (on EACH) side activates. This is done each turn.
- The initiative is now decided using the Baroque rules and not automatically by the covenant side.
An explainations of the new OoB sheets to be used wit Baroque are at the Order of Battle page.
Posts about The Battle of Fyvie
Original Page post is below:
Covenanter Order of Battle:
Since it is likely that Campbell of Lawers Foot was in garrison at Inverness, they may not move until both the Lothian Foot AND at least one of the horse units have engaged (by fire or close combat) a Royalist unit.
The Covenanter army will break if any of the following three units break: Lothian Foot, Campbell of Lawers Foot, Dalhousie Horse.
Royalist Order of Battle:
In the actual engagement the Strathbogie Foot (which was positioned in ditches to the front of Montrose’s forces) abandoned their positions in the earliest stages of the battle. To account for this in the wargame a 1d6 roll is made at the beginning of EACH player phase in each turn. A roll of 5 or 6 causes them to be removed from play.
The Royalist army will break if either of the Irish foot (O’Cahan or Laghtnan) break.
Since powder and shot was a particular problem for the Royalists, This scenario will begin to use the ammunition rules. Covenanter forces have six volleys per unit, the Royalist only four per unit. If a unit breaks due to close combat the breaking unit acquires the defeated unit’s remaining ammunition. All horse with fire capability have only one (point blank pistol volley).
The game will consist of twelve full turns. Since Montrose is simply trying to hold his meager army together (while waiting for MacColla to return with the other part of the army) a draw is a Royalist victory.