Oh no. Not again

I ran the Prestonpans game twice again yesterday. This is a record for me in terms of running the same scenario. It isn't something I usually do.

Firstly I ran it solo with all the units having the same confidence level ("Confident") as a sort of control test.

Unsurprisingly the Crown forces did better than usual, and ran out winners in a close game. This convinced me to put a turn limit on the game for the Jacobite win, otherwise they all get bored and go home.

The second was the usual Monday Night Game. Numbers were down. Tim played the Crown forces and Steve, who was on line, gave me instructions to move the Jacobites.


So, here we go again. Only difference is I'm using the big camera today.


Steve started by trying to send his left hand clans out wide to flank the position.


Tim responded with a cavalry charge, after hitting one of the clans with his Coehorn mortars. The cavalry were a bit intimidated by it all (yellow marker).


Which saw them run away. To no one's real surprise.


Tim decided to lay a cunning trap on his left with his cavalry.


The Highlanders and cavalry on the right charged each other. Both were a bit Unsteady, so Intimidation did not ensue (green marker).


They ran away anyway. And then Bonnie Prince Charlie punched a big hole in the centre of the Government line.


Steve really did go wide on the left. I gently reminded him there was a time limit.


Following their defeat of one cavalry unit, the right hand clansmen went for another one. They ran away too.


On the Jacobite left a couple of well directed volleys rather did for one of the clans.


The follow up charge to the Prince's right is met with more devastating musketry. Prior appointments elsewhere are remembered.

Steve's flanking manoeuvre finally gets there. The diminutive artillery guard tuns out to be quite a tough little group of lads. They will not be intimidated.


They are forced back, but refuse to flee.


More musketry holds up the attacks in the centre.


But only briefly. Johnny Cope dies in the rout. That is all Steve needs to break the Government army, and it is on the very last action of the final turn.

Well, that went rather well, right down to the line. 

Next up we return to Killiecrankie. If we've ever been there.



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