Thursday, 3 July 2025

Killiekrankie with BLB

Another game with Chris trying out Lillie Banners. I am yet to be won over but open minded.

Chris had already had a solo game of Killiecrankie, the battle between Jacobite Highlanders led by Bonnie Dundee and the Government army by General Mackay.

Chris wanted a proper re-fight so has the exact units engaged in the same formations and locations they started the battle in, so three regiments of green troops holding the centre of the line.

Lovely figures.

First thing to note is how close we start, less than 2 feet apart. This is one of the things we have been doing wrong in the past, movement is very short so tables need to be very narrow.

So I don't know a huge amount about this battle so forgive my errors here. The British outnumbered the Highlanders by at least 3 to 2, with a fair number of veteran units present. Mackay. The outnumbered Highlanders flung themselves down a fairly steep hill, taking heavy casualties from the first volley, including John Graham, Viscount Dundee they crashed into the Government lines and destroyed three quarters of the army pursuing the remnants till midnight.

A historical refight does not bode well for me as the Government commander.

The game starts with the Government artillery, leather guns that aparantly fell to bits on the day, firing and as historically immediately ceasing to work. Fab, love History I do!
The highlanders begin to descend the hill, they have movement bonuses built in as highlanders but a further bonus for the scenario to reflect coming down the hill so typically moving at double the usual rate of advance.

The only thing I can do is decide if I am to receive them in six ranks or three. Three gives me increased firepower which is pretty much my only chance of stopping them so for all except two units in the centre of raw recruits I line them in three ranks and wait for the tide to reach me.
Not all the Jacobites are clan, two units of all musket troops, below is Cannons Irish regiment.
On my extreme left a unit of Grenadiers anchors the line, decent troops but few of them.
As the Highlanders howl down the hill the Government troops hold their fire, 8 inches is effective, its going to be tight. Beautifully painted figures by Steve who is about to smash them with the highlanders.
Behind the foot I have two troops of very poor locally raised horse. On the day they ran away without firing a shot, lets hope my dice are better.

The Highalnders are mainly Reiver castings I believe and suitably dynamic.
As the Highlanders close the regulars unleash volleys all along the centre and right of the line. Casualties are inflicted but with the exception of the extreme right not enough to check the Highland charge.
I charge my horse through the guns at the Jacobite horse and we have 4 Melees to resolve in the centre and centre right.
The left is still un-commited as Steve didn't roll enough orders to charge these forward.
All 4 Melees are lost the Highlanders are far too strong with over double the dice in combat. As green troops all 4 automatically rout after 1 lost melee, there goes the centre.
The Jacobite cavalry bounce straight from the Government horse onto the gun and destroy the crew.
Less than an hour into the game and its already lost beyond any rescuing, all that remains is to play it out and see if I can redeem myself anywhere.
Mackay ponders leading the remaining squadron of green horse past all the running infantry and at the Veteran Jacobite cavalry, pretty sure that wont help much. The Jacobites charge the foot before he gets the chance.

The Jacobite Horse scatter  the fleeing infantry and cut them down.
The Highlanders do the same and pursue the fleeing Government foot and annhialate them.
My remaining two regiments on the right have held and carry on firing at the Highland shot, but the clansmen are now on their flank.
Here come the Highlanders to finish off the regulars.
As most of my army is on defend orders I can only move one unit, I push the Grenadiers to the flak to try provide supporting fire to the line troops on my left, the Highlanders charge them and wipe them out.
On my right the Highlanders charge the flank of my regulars and route them. Just one unit remains on the right. Interestingly the same unit that survived the battle intact historically.
Mackay leads the remaining green horse at a regiment of Highlanders with predictable results. 
Still Mackay survives and may just outrun his infantry to escape. He may though have trouble catching up to his fleeing cavalry.
My left has two regiments facing two of Jacobites but with highlanders and Jacobite cavalry behind them and in front of them its not worth carrying the game on to see how long they can last.
Its a bit desolate in the centre with the remaining Jacobites nothing left to do except looting the dead.
On my right the first of the regulars breaks leaving just the one intact regiment. 

So a historical result almost exactly as it happened on the day. You would have to take that as a win for the rules. On a personal note I am still not getting to grips with the rules and struggling with having to start so close together. I am yet to play a game I have enjoyed, but then I have yet to play a game I haven't been trounced so that may be a large part of it.

We plan to try a couple of Great Northern War games, it will be great to get the collection back on table after so many years.

I really hope we can get to a point where BLB are working for me and enjoyable, I would love to love them, maybe it just needs a bit more time.