Tuesday, 19 November 2024

Scots Common put to the test.

Painting projects completed I took an opportunity to test the Scots Common army against the IV/21c Anglo Irish. The Scots were the attacker in all six games with the method of deployment changing after two games. The standard deployment, collision course variant and alternative deployment system offered the Scots some interesting tactical challenges.

To speed terrain setup, cards for each category were designed so each test game made use of a different board. The cards are a time saver, each have compulsory terrain with an assortment of other options, some lacked o road or waterway giving the attacker choice of base side before a terrain piece is placed.   


Standard Deployment

Scottish schiltrons faced the Anglo bow and bill leaving the highland archers and rabble to deal with the Irish kerns. The distance separating the Scottish wings was covered by the mounted elements of nobles and light horse. Casualties fell heavily on both sides with the Scots claiming a narrow victory.


Test two both sides formed contiguous lines, the Scots were less adventurous this time. The Scots launched both wings hoping for a quick victory. The Anglo-Irish right collapsed against the schiltrons as did the Highlanders supported by their nobles, leading to a crushing victory.  





Collision Course

Both sides needed four turns to deploy for battle and a further two to close the distance between. The schiltrons made short work of the Irish kerns on the Anglo right while the Highlanders occupied the Anglo bow and bill while covering the schiltron open flank to deliver another convincing victory.  



Test four, the Anglo Irish were quick to form a battle array and move on the less prepared Scots. The schiltrons losing half their number and the Highlanders broken brought the Anglo Irish their first victory.




Alternative Deployment  

Test five saw the alternate deployment of the army’s three battles. A portion of schiltrons formed the vanguard proving useful in negating the Anglo left flanking attempt. This left the remaining schiltrons together with the cavalry to overwhelm the Anglo centre giving the Scots another solid victory.    




In the final test, the Scots took time to align their vanguard and main battle into one group. This left the Highlanders the unenviable duty to occupy the Anglo advance. Losing its archers in short tempo, the Scots quickly compensated crushing the Anglo vanguard.




Observations

Our boards are 80cm x 80cm or 20BW x 20BW, a cavalry army’s dream field or a nightmare for a pike heavy army. To be effective, the schiltrons needed a supporting element, shortening their battle line. To compensate, the Scots opened the distance between groups. This is deceptive as supporting cavalry could cover the distance to foil the threat of flanking the pike; in theory at least.

The collision course games were useful to bring elements together to form useful groups, such as the Highland archers, rabble and skirmishers. Forming the rear guard, they would appear later but move quickly to engage the enemy. This left the vanguard of four pike and a second group of two pike and two knights (CinC) to form a strong battle line.

The final deployment method offered the defender some compensation in the placement of troops, the second or third placement of a group can counter an attacker’s positioning of his troops.

The next step is to test the Scots against the marcher lords of northern England.

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