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A wind that awoke on the moorland came sighing Like the voice of the heroes who perished in vain: “Not for Thearlach alone the red claymore was plying, But to win back the old world that comes not again.” Bliadnha Thearlaich Charlie’s Year His Majesty’s Instructions for the Suppression of the Rebellion in Scotland

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A wind that awoke on the moorland came sighingLike the voice of the heroes who perished in vain:“Not for Thearlach alone the red claymore was plying,But to win back the old world that comes not again.”

Bliadnha ThearlaichCharlie’s Year

His Majesty’s Instructionsfor the Suppression of the

Rebellion in Scotland

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1.0 ORIENTATION 31.1 Summary 31.11 General 31.12 Participants 31.13 Components 41.14 Rules References 41.15 Scenarios 41.16 New Rules 41.17 Charts & Tables 4

1.2 The Maps 41.21 General 41.22 Reference Hexes 41.23 Territories 41.24 Regional Centres 41.25 Peaks 41.26 Water Symbols 51.27 Estuaries 51.28 Defensive Flooding 51.29 Earthworks 51.2.10 New Icons 51.2.11 Key Locations 5

1.3 The Counters 51.31 General 51.32 Formations 51.33 Columns and Brigades 51.34 Auxiliaries 61.35 Dual-Purpose Units 61.36 Garrisons 6

1.4 Displays 61.41 Off Map Holding Boxes 61.42 HQ Displays 61.43 Turn Record Card 6

2.0 VICTORY CONDITIONS 62.1 General Points 62.11 Scenario Victory Conditions 62.12 Alterations to Prestige 62.13 Winning Prestige 62.14 Expending Prestige 72.15 Initiative 72.16 Automatic Victory Checks (AVCs) 7

..........................................................2.2 Campaign Plans 72.21 General 72.22 Offensive CPs 72.23 Defensive CPs 72.24 No Hub 72.25 No CP 7

2.3 Mob Rules 82.31 General 82.32 City Allegiance 82.33 Coals to Newcastle 8

3.0 COMMAND & MANPOWER 83.1 Personages & Special Leaders 83.11 General 83.12 King George II 83.13 Bonnie Prince Charlie 93.14 The Regent's Lieutenant-Generals 93.15 Engineering Officers 9

3.2 Command & Control 103.21 Minor Points 103.22 Notional Commanders 103.23 Brigades & Brigadiers 103.24 Garrisons 103.25 Initiative 103.26 Hubs 103.27 Government Sea Supply 113.28 Operations Points 11

3.3 Mustering & Replacements 113.31 General 113.32 Regional Centres 113.34 Drumming Up Recruits 123.35 Losses, Recovery, & Disbanding 123.36 Surrender 123.37 Artillery 123.38 Neutral Clans 123.39 DP Units 123.3.10 Cavalry Mounts 13

3.5 Amphibious Movement 133.51 General 133.52 Changes to KR&Os 4.4 133.53 Restrictions 13

3.6 Off-Map Forces 133.61 General 133.62 Off Map Forces 133.63 Strategic Redeployment (SR) 133.64 Other Criteria 14

4.0 THE ARMIES 144.1 Highlanders 144.11 General 144.12 The Highland Charge 144.13 Highlanders and Attrition 154.14 Sieges 154.15 Highlander Auxiliaries 15

4.2 The Regular Army 154.21 General 154.22 Regional Commands 154.23 The Scottish and English Garrison Commands 154.24 Ireland and the Army of Flanders 154.25 Provisional Battalions (PBs) 164.26 British Guard Units 16

4.3 Government Militia 164.31 General 164.32 Trained Bands 164.33 Nobles' Regiments 164.34 County Militia 174.35 Kingston's Light Horse 174.36 Cumberland’s Hussars 17

4.4 The Loyal Scots 174.41 Loyal Scots 174.42 The Black Watch 174.43 The "English Bargains" 18

4.5 Mercenaries 184.51 General 184.52 The Dutch 184.53 The Hessians 18

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4.54 Optional: The Prussians 194.55 The Hanoverians 19

4.6 Jacobite Contingents 194.61 Contingents 194.62 Jacobite Factions 194.63 Special Units 194.64 The English & the Welsh 194.65 The Swedes 19

4.7 The French 204.71 General 204.72 Prestige Gains 204.73 Ireland 204.74 Le Royal-Écossais ou Écossais Royaux 204.75 French Aid 20

5.0 NAVAL RULES (OPTIONAL) 205.1 Basic Concepts 205.11 General 205.12 Sea Zones 205.13 Ports 215.14 The Naval Phase 215.15 Weather 215.16 Naval Operations 21

5.2 Convoys 215.21 General 215.22 Forming Convoys 215.23 Disbanding Convoys 21

5.3 Naval Units 225.31 General 225.32 Squadron Strength 225.33 Naval Supply 22

5.4 Naval Movement 225.41 General 225.42 Squadron Movement 225.43 Convoy Movement 225.44 Shipping Capacity 225.45 Scattering 22

5.5 Naval Interception 235.51 General 235.52 Conducting an Interception 235.53 Sallying From Port Doctrine 235.54 On Station Patrol 235.55 Searching 23

5.6 Naval Combat 235.61 General 235.62 Resolution 235.63 Withdrawal 245.64 Attacking Convoys & Amphibiously Moving Stacks 245.65 Example 24

6.0 RANDOM EVENTS 246.1 Instructions 246.11 General 246.12 Exceptions 24

6.2 Explanations 246.21 Disease: 246.22 Administrative: 24

6.23 Jacobite Events: 256.24 Town Independence 25

Scenarios 267.0 Basic Instructions & OoBs 26

7.1 Instructions 267.11 General 267.12 Scenario Deployment Notes 267.13 Leaders 267.14 Supply 267.15 Reinforcements & Replacements (Campaign Game) 267.16 Prestige (Campaign Game) 267.17 Weather and Terrain Effects 267.18 Battle Scenarios 267.19 Minor Scenarios 267.1.10 The Campaign Game 26

.....................................................7.2-7.3 Scenario OoBs 26

8.0 SCENARIO RULES 278.1 Battle Scenarios 278.2 Minor Scenarios 288.3 BLIADNHA THEARLAICH 30

8.4 CAMPAIGN VARIANTS 308.41 Optional Forces: The Wild Geese 308.42 Optional Starting Locations 308.43 Whig Clan Neutrality 308.44 Search and Destroy 318.45 Scotland Forever! 318.46 Extended Campaign 318.47 Maurice’s Gamble 31

THE DESIGNER'S VIEW 33THE PLAYERS' VIEW 34

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CHARLIE'S YEAREXCLUSIVE RULES

1.0 ORIENTATION "O went the challenge fra Dunbar,Saying Charlie meet me on ye door,

And I'll learn you the art o' war,If ye'll meet wi' me in the morning."

"Hey, Johnny Cope are ye wauking yet?Or are ye sleeping, I would wit

O haste ye get up for the drums do beat,O fye Cope rise in the morning."

"Hey Johnny Cope"This second volume in RSG's Lace Wars series, Charlie's Year (Bliadnha Thearlaich in Gaelic) is an historical study of the Jacobite Rebellion of 1745-46 in the form of a two-player game. One player takes the side of the forces loyal to George Augustus Welf, Elector of Hanover and King of Great Britain. The other player leads the Jacobites – various factions supporting the deposed and outlawed Catholic Stuarts, under their Regent, Charles Edward Stuart, better known as Bonnie Prince Charlie or the Young Pretender.The game begins with the Raising of the Standard of the Stuarts, at Glenfinnan on the on the shores of Loch Shiel. The Young Pretender has just come from Loch-nam-uamh on the coast to the west, where he was landed from a French warship with seven companions, all exiled from Britain for their faith in the Jacobite Cause. The Government, having successfully prevented a French invasion the year before (actually the weather was to blame, not the Navy), is unprepared for this lone attempt against all odds. The Royal Army is tied up fighting the French in Flanders, and all that stands between the Jacobites and success are the pitiful scrapings of a garrison command and a mess of poorly-equipped militia – most of whom are hardly enthusiastic about going hand-to-hand with fearsome Highland warriors.But Charlie has his own problems. His supporters are themselves unprepared for a Rising, though it has been their dearest professed wish these last thirty years. The various clan chiefs upon whom he must rely – co-religionists who just happen to command the last body of armed men not entirely under the thumb of the State – are uncertain whether it will be safe to stand up for this young puppy. Does he mean what he says? Are the French truly behind him? If the Rising fails, exile will be the most generous punishment meted out.One man swings the balance: John Cameron of Lochiel, a mighty son of Anak called the "Gentle Lochiel" in jocular contrast to his father – who once bit out the throat of an English soldier in hand to hand combat. Lochiel is against the Rising, but in honour feels that any refusal to the Prince must be made in person. The others warn him not to go, else he may be persuaded. And, indeed, in private conference with Prince Charles, Lochiel swings round, perhaps fired by the Young Chevalier's enthusiasm, perhaps expectant of a promise of French soldiers. With Lochiel's declaration, some – but not all, and not the greatest – of the western chiefs likewise pledge their loyalty. Within a year, most will be dead, in exile, or on trial for their lives; the clans they ruled for so long broken and scattered…For almost nine months, Charlie and his army fought the established régime, shaking it to its foundations. But factionalism, the indifference of the populace, and an all too apparent lack of international support ate away at morale, at materiel, and at the Pretender himself. To the casual historian, it appears inevitable that he would fail, given the disparity of resources, but his enemies were not so sanguine. They very nearly threw up the game, despite the odds in their favour.Ultimately, the failure of the Rising stemmed from tensions within the Jacobite ranks, and Charlie's inability, as a young and impetuous man, to master his followers. He began a revolution with nothing but his own name and wound up possessing something perhaps a little less than that, simply because he lacked the judgement and force of character to attain a goal that had eluded men much older and wiser than he. But Charles is not playing this game, you are. Equipped with a reproduction of the ground, the armies, and rules reflecting some of the limitations of the day, this is your chance to make history come out “right”.Both sides were strapped for men. The Jacobites began with seven volunteers, including the Prince's aged tutor and his secretary – hardly valiant men of battle. They hoped to raise the estimated 15,000 clansmen of the Highlands, but it was like trying to get blood from a stone. And even in victory, the men would break ranks to loot or return home, claiming they had done their bit. The Jacobites' English supporters totalled 250 hungry textile weavers. The great hope was that 10-12,000 French regulars would intervene, once Charlie had "set match to train" – and this might have come to pass, if not for the utter lack of coordination between the two parties.On the other side of the hill, the Government could field 20,000 battle-hardened regulars, 12,000 "loyal" Highlanders, and a host of militia units and

Gentlemen Associators. But the quality of the volunteers and militia ranged from "poor" to "more dangerous to their own side than the enemy", the "Whig" Highlanders were every bit as reliable as their Jacobite neighbours, and the regulars simply could not be spared from the war on the Continent. Ultimately, the latter were spared, and in this sense the Jacobites did win, because the price the Régime paid for victory was the loss of Flanders to the French and an eventual return to the status quo antebellum.With such flimsy tools as these, therefore, you must ensure that you and your party are the ones holding the reins of power in the British Isles. Then, after crushing your detestable rival, you will have leisure to choose between a magnanimous banishing of your Royal relation, or a vindictive show trial.IMPORTANT. THESE RULES HAVE BEEN REWORKED TO BRING THEM UP TO THE 3RD EDITION (VERSION 3.5). RULES THAT BECAME STANDARD TO THE SERIES SUBSEQUENT TO THE ORIGINAL PUBLICATION HAVE BEEN DELETED FROM THIS VOLUME AND ADDED TO THE KR&Os.1.1 SUMMARY

"What is properly called the Highlands of Scotland is the large tract of mountainous ground to the Northwest of the Tay, where the natives speak the Irish language. The inhabitants…being accustomed to the use of Arms and inured to hard living, are dangerous to the public peace; and must continue to be so until, being deprived of their Arms for some years, they forget the use of them."

Duncan Forbes1.11 GeneralCharlie's Year (Bliadnha Thearlaich in Gaelic) is a two-player historical study in game form. It depicts the Jacobite Rising of 1745-46 in which the old Stuart dynasty of Britain attempted to regain the throne from the rival "Hanoverian" dynasty that had been in power for the last thirty years.

1.12 ParticipantsOne player leads the British forces loyal to George II, Elector of Hanover and King of Great Britain. The other player leads the Jacobites – various factions supporting the outlawed Catholic Stuarts, under the “Regent”, Charles Edward Stuart, better known as Bonnie Prince Charlie. The two Sides are known as "Government” and "Jacobite".1.121 The Government Side includes the following Contingents:• Elements of the Royal Army, divided into a number of Garrison

Commands (Scotland, England, Ireland) and the Army of Flanders.

• Loyalist Militia, divided into English and Lowland Scottish elements.

• Loyalist Highlanders, known for game purposes as the Black Watch.

• Dutch treaty troops. These men were required, by the 1713 Treaty of Utrecht, to assist the Hanoverian régime when required. The stipulated quantity was 6,000 men.

• Hessian mercenaries. Already in British service due to the ongoing Continental war, these men were brought in to replace the Dutch, who refused to fight against the few French soldiers under Charlie’s banner.

• Generic “Government” items have a “G” Contingent code and do not trigger the various Contingent restrictions and penalties.

1.122 The Jacobite Side includes the following Contingents:• The Highland Clans, called Highland Bands to distinguish them

from the loyalist Black Watch.• Jacobite Militia, divided into Lowland Scottish, English, and

Welsh.• A French Expeditionary Corps, which may or may not appear.• Generic “Jacobite” items have a “J” Contingent code and do not

trigger the various Contingent restrictions and penalties.1.123 Contingent Codes are printed on the counters. The key can be found on the Counter Guide.

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1.124 The Deluxe version of Charlie’s Year includes counters for a number of modules. Some of these use different Contingent codes. See the respective module rules.1.125 Design Note: technically, the Government side could better be called "Hanoverian" after George of Hanover, but this can be confusing. It could just as easily be called "Whig" (Liberal) after the dominant political party, except that there were many Tories (Conservatives) who supported the existing Government. Besides, the Hanoverians considered themselves legitimate, while the Jacobites were "rebels and arrant scum".1.13 Components• Six (6) maps, roughly 12" by 16" in size, making up the whole

of England, Wales, and Scotland. They purposely overlap about 1/4" on each sheet. The Deluxe version includes a small overlay for use in the various modules.

• Three (3) books: The King's Regulations & Orders (standard rules, now 3rd edition), His Majesty's Instructions for the Suppression of The Rebellion in Scotland (Charlie's Year version 3.5 Exclusive Rules – this volume), and an historical commentary.

• One (1) set of charts and tables, plus display cards for holding various counters.

• Not provided but required: at least one 10-sided die.• For the DTP version: a set of unmounted counter sheets, fronts

& backs, with adhesive backings. The number of sheets varies with the version of the game (the Deluxe version has 20 sheets; in the “basic” version, the module-specific counters have been weeded out).

• For the boxed version, the same except that the counter sheets have been pre-mounted and die cut (10 sheets in the Deluxe version).

1.131 Modules for the Rising of 1715, and the hypothetically Risings of 1708 and 1719 exist. The Deluxe Edition of Charlie’s Year includes them all, but they are also available separately from Red Sash Games™. Each Module includes a combined rules set/OOB/Commentary book, special charts (if needed), and module-specific counters.1.132 The Deluxe Edition of Charlie’s Year also includes variant counters found in some of the other Lace Wars games, along with the rules for employing them.1.14 Rules ReferencesAll case numbers in this volume apply to this volume unless designated "KR&Os", in which case they refer to the standard rulebook.1.15 ScenariosThis volume contains three (3) Minor Scenarios, each covering an important phase of the Rising – the opening moves, the advance into England, and the final retreat. There is also a Campaign Scenario covering the same period as a whole.1.151 For completeness and historical interest the three (3) Battle Scenarios found in the original publication – Prestonpans, Falkirk, and Culloden – remain in the rules. They will be playable with the Full Battle System (under development at time of writing), and, of course, are playable with any of the combat systems prior to the 3.5 rule set.1.152 Design Note: it is possible to play the Battle Scenarios using the 3.5 version combat system, but since it merely involves the use of a CRT, there is little point.1.16 New RulesSections 1.0 through 4.0 provide the bulk of the game-specific information. Section 5.0 (Naval) is optional. There is also a Random Event section (6.0).1.161 Design Note: rather than alter the rules sequence to conform to the rest of the series, the layout has been left pretty much intact.

1.17 Charts & TablesFor the most part, the charts and tables are standard to the series (version 3.5); any game-specific information is factored into them. Game-specific charts and tables have references reading "Ex. Rule such and such".1.2 THE MAPSWith only human and animal locomotion, the ratio of time to distance was much greater. Even the fact that Charlie had landed took weeks to be confirmed. Happenings in distant parts of the realm were as remote as events on the Continent. For an Englishman, visiting Scotland was like entering another world, and the same could be said for a Lowland Scot visiting his Highland cousins.

1.21 GeneralThe maps are a representation of England, Scotland, and Wales, at a scale of 8.5 miles (13.6 km) per hex (1:625000). The map was compiled from a mix of modern cartography and period maps drawn between 1715 and 1750.

1.22 Reference HexesAll locations are referenced to the hexes of Glasgow, Edinburgh, or London (the Tower hex). Locations in Scotland are referenced to either Glasgow or Edinburgh; locations in England and Wales are referenced to London. Glasgow is on the W map, 27 hexes NW of London (27/NW/London). Edinburgh is on the E map, 25 hexes N of London (25/N/London).1.221 Example: Dumbarton lies two (2) hexes NW of Glasgow, or 2/NW/Glasgow.

1.23 TerritoriesThere are five (5) distinct Territories on the map (apart from the bit of France in the SE corner and Ireland). These Territories are England, Wales, Lowland Scotland, Highland Scotland, and London.• England is defined as all land south of the Anglo-Scottish

border (located in the approximate middle of the map). England also includes the Isle of Wight on the south coast and the Isle of Man to the west.

• Wales consists of all contiguous land west of the borderline running from Chester to the Bristol Channel, plus the Isle of Anglesey.

• Scotland is divided into Highland and Lowland Territories by the Highland Line, running on a rough diagonal from Dumbarton to the northeast, and curling around to Inverness. The Highlands are north and west of this line.

• London is marked out with its own Territorial boundary. All London hexes are Regional Centres (1.24), and Urban terrain. Control of London may be achieved by controlling all the hexes in the territory.

1.231 Important. All hexes in the Highlands and Wales are Forage Depleted at all times.1.232 All territories in Charlie's Year are deemed Unaligned at all times. Exception: 2.32.1.233 France and Ireland are “off map” regions.

1.24 Regional CentresLocations marked with a Regional Centre symbol (per the TEC) are Regional Centres where the recruiting of forces (termed Mustering – 3.3) can be done. If a Side Controls a Regional Centre, only it can Muster Units there. Either Side can be the first to use Uncontrolled Centres (i.e. the first Side to Muster Units there will, by virtue of said Unit(s) now occupying the location, deny the Centre to the Enemy for as long as said Units are present).1.241 Regional Centres are also used in OP generation (3.28), and the Replacement process (3.3).

1.25 PeaksThe hills in Britain are not particularly high, but some of them are exceedingly rugged. Peak hexsides represent watershed boundaries or particularly steep terrain. Peaks are Prohibited hexsides.

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1.251 Exception: Mountaineer Class Units, including Highlanders (4.1) may move across Peak hexsides at a cost of their entire MA. They may not cross a Peak into an Enemy-occupied hex unless the Enemy is in a Blockaded Fortification. A Formation cannot cross a Peak hexside if it includes non-Mountaineer Units. This exception also applies to Auxiliary ORs.

1.26 Water SymbolsCharlie's Year permits Riverine Movement, and extends this into Amphibious Movement (3.5). In addition, there is an optional naval game, covered in section 5.0, which uses a set of boxes arranged around the map.1.261 Remember, Riverine Routes are shown in dark blue. Ferries (see the TEC) are shown as dotted blue lines running between Ports and Port-like symbols called Ferry Termini. See 3.5 for more information. Clarification: Any Port or Ferry Termini symbol that a Ferry Route passes over, passes close to, or ends at is a Ferry Termini.1.262 Naval Movement (5.4) is possible when using the optional Naval Rules (5.0). It is resolved using the light blue boxes surrounding the British Isles.

1.27 EstuariesThe term Estuary includes river mouths and similar narrow waterways such as Sea Lochs (fiords).1.271 Note that some Ports appear to be “up river” (e.g. Gloucester – 7/W/London). These locations may act as Ports as long as a Riverine LoC may be traced from them to the mouth of their River. 1.272 Any Fortification associated with a Port will block the LoC for all purposes along a Ferry or Riverine Route that runs into or through it, whether on an Estuary or not (e.g. the Bass Rock 4/SE/Edinburgh).1.273 The same restriction applies to any Port(s) where access is made along a narrow body of water (e.g. the Ports found on the west coast of Scotland).1.274 Example: assume Jacobite forces Control Portsmouth (6/SW/London), and the Jacobite player wants to land the French Expeditionary Corps there. For the Port to be available, the Jacobites would have to Control Southsea Castle and the Portsmouth Citadel, or alternatively, Control Calshot and Yarmouth Castles (plus Portsmouth Citadel).1.28 Defensive FloodingDefensive Flooding (KR&Os 7.15) is not permitted in Charlie’s Year or any of its modules (No provision was made for such a tactic at any of the key fortresses).1.29 EarthworksEarthworks (not Fieldworks) are Grade Zero Fortifications. See the TEC for their ratings. Earthworks may be Stormed as well as Blockaded and Besieged. Storming is a form of Overrun (KR&Os 3.24), with the following amendments:• Odds of 12:1 are required.• Only Infantry SPs are counted on the Storming Side.• A Formation must expend two (2) MPs to Storm an Earthwork.

Minimum Moves (KR&Os 4.13) may not include a Storming action.

1.2.10 New IconsThe map artwork has been altered slightly from previous games in the series. See the TEC for details.1.2.101 The only important iconographic change is the use of “disks” to represent Towns and Fortifications. All round disks represent towns and have a either a red (normal) or blue (Port) rim. Walled Towns (Fortification Grade Three) have a “grey stonework” inner border. The interior of each disk is coloured to match the terrain.1.2.102 There are also smaller blank “discs”. These icons are used to show Port locations “without settlements”. Such a non-settlement functions as a normal Port. Depôts may be build at all these locations, and Reinforcements may arrive at such Ports. They also function as Ferry Termini (3.5).

1.2.103 Fortification disks are pentagon-shaped and have a variety of coloured borders and interior icons that help denote their Grade.1.2.104 Clarification: remember that Navigable Rivers (Riverine Routes) are dark blue and Major Rivers have a heavier border. The physical size of a River does not indicate it is Major.1.2.104 Less importantly, Territorial boundaries are now shown by “washed out” white lines.1.2.11 Key LocationsCertain locations are deemed Key. Prestige is awarded and lost for Control (or loss of Control) of these locations. Key Locations are noted on the Prestige Award charts. Be sure to read the chart notes, since the nature of the awards (or penalties) varies.1.3 THE COUNTERS

Some talk of Alexander, and some of Hercules,Of Hector and Lysander, and such great names as these,

But of all the world's great heroes,There's none that can compare,

With a tow, row row row, row row row,To the British Grenadiers.

The British Grenadiers

1.31 GeneralUnits in Charlie's Year are rendered at battalion and regimental scale. Each battalion-sized counter typically represents from 400-700 men (200-300 for Cavalry Units). Artillery Units are of indeterminate size (as usual) but tend to represent fewer guns than other games in the series.1.311 VERY Important. The new Unit counters provided for version 3.5 follow the convention of some of the later games in the series and are worth, given the scale, one (1) SP each, a fact which is not recorded on the counters. Exception: Siege Artillery is still rated by SPs, but these cannot be Transferred or destroyed (except when the Unit itself is eliminated). Owners of the earlier counter sets may continue to use them, remembering this fact and ignoring all SP ratings except those for Artillery.1.312 Government Units and Auxiliaries have a light pink background on their reverse. Jacobite Units and Auxiliaries have a light blue background. There are also some "Neutral" Units. These are duplicated in each Side's force pool and are marked with an "N" Contingent Code.1.313 Dates. Modules for other Jacobite Risings exist. The counters for these modules have dates printed on them (see the Counter Guide) indicating the module they belong to. Counters specific to Charlie’s Year have no such dates, even though some may be used in the modules as well.1.314 A handful of Units represent over-sized troops or companies (i.e. “small” Units). These Units have an asterix (*) next to their CE letter code. Small Units are worth one half (1/2) a SP each for all purposes.1.315 Design Note: a battalion in the Lace Wars system is always worth 1 SP at either regimental or brigade scale.

1.316 Historical Note: most of the Scots counters have tartan markings. The patterns are completely ahistorical, as the men at the time wore whatever their womenfolk made for them, and used sprigs or feathers in their bonnets for recognition. However, it makes for a bit of pageantry, and anyone who wants to draw and differentiate tiny sprigs on their counters is welcome to try. The Jacobites universally wore white cockades; most wore a piece of tartan cloth (even the Manchester Regiment had tartan sashes). Their Lifeguards actually had proper turned-back coats and cuffs, and their facings were red.1.32 FormationsOnly HQs are Formations, but these include Garrison counters.

1.33 Columns and BrigadesGiven the lower scale, an additional HQ (the Brigade) and Leader (the Brigadier) have been added to the system. The Brigade functions as a series-standard Column HQ, with slight modifications (see 3.23). For those still using the older counter mix, the game-specific Column markers are no longer used.

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1.34 AuxiliariesDenoted by a Class-related icon on the reverse, in the usual manner. Operational Range (if any) is given as a circled number on the counter’s reverse. See also 1.35.1.341 Exception: counters belonging to the French Contingent (4.7) have special numerals within white circles; these are not ORs, they indicate what Reinforcement Packet the counter belongs to.1.35 Dual-Purpose UnitsBecause of the scale of the game, a few organisations that would ordinarily be treated as Auxiliaries have been rendered as Units, but have the option of acting as Auxiliaries. These counters bear both Unit ratings and Auxiliary indicators and are known as DPUs. See 3.39 for a full explanation.1.36 GarrisonsIn Charlie’s Year, the more important Garrisons act as static HQs. Also, any single (1) Unit may act as a Minor Garrison, without using a Garrison counter, if the Fortification is small enough. See 3.24 for full details.

1.4 DISPLAYS1.41 Off Map Holding Boxes

Flanders, France, and Ireland are off-map regions represented by tracks on a special card. The track boxes are labeled “A” through “E” and are intended to indicate the current CEs of the Units stored there. Non-Unit counters can be placed on the flag symbol next to the appropriate track.

1.411 Note that Flanders has two (2) tracks. This is simply because of the large number of Units stored there.

1.42 HQ Displays

The HQ Display boxes are used to hold the items assigned to the corresponding HQs (as shown and named in each box). The boxes have been sectioned off to separate Leaders, Artillery, and Auxiliaries from Units.

1.421 Units are stored in the boxes matching their current CE, and can be shifted from box to box as necessary.

1.422 There may be two (2) Leader boxes. One will be for a Personage’s Lieutenant, if needed. Specialist Leaders may also be stored in one of the boxes.

1.43 Turn Record Card

This card includes the standard TRT, boxes to indicate First and Second Sides, the Prestige Track (2.12), and the Weather Table and corresponding Weather Track. Note that the Weather Table is colour coded to match the Seasonal colour code of the TRT.

2.0 VICTORY CONDITIONS "An tho' there were three regular Armies in England, each of them more numerous than they… if those Armies had been removed, eight Millions of People must have been subdued and reduced to Slavery by five Thousand…"

David HumeThe ‘45 was a dynastic struggle between the House of Hanover and the House of Stuart. Both families were related by blood (Charles and his enemy Cumberland were near cousins). The whole point of the campaign was to remove George II by force and replace him with "King" James III, Charlie acting as Regent. However, the French who half-heartedly backed the Stuarts had their own agenda, and the clan chiefs had different ideas about the nature of Stuart rule than the Stuarts themselves.

2.1 GENERAL POINTSCome through the heather, around him gather,

Ye're a' the welcomer earlyAround him cling wi' a' your kin,For wha'll be King but Charlie?

Come through the heather, around him gather,Come, Ronald, come Donald, come a' the gither

And crown your rightfu' lawfu' King!For wha'll be King, but Charlie?

Wha'll be King, but Charlie?

2.11 Scenario Victory Conditions2.111 Battle Scenarios. The Prestige rules (KR&Os 9.0) are not used in these scenarios. Victory in the Battle Scenarios goes to the Side that remains on the Battlefield. If both Sides happen to Retreat at the same time, the Side that has lost the fewest Units is the Victor.2.112 The Minor Scenarios all have very simple victory conditions based upon the award of Victory Points (VPs) for the capture of locations or other actions. The Prestige rules (KR&Os 9.0) are not used in these scenarios. Only the Jacobite player accumulates VPs. If he accumulates enough by the end of the game, he wins. The VP schedules are listed in each scenario's special rules.2.113 The Campaign Game uses the standard Prestige rules of KR&Os 9.0, as modified below. The player with the highest Prestige at the end of the game is the winner. Ties are resolved normally.2.114 Design Note: essentially, both Sides are competing for the support of the population (not the People, but those with influence). The side with the highest Prestige at the end of the game will be most likely to retain its grip on power.

2.12 Alterations to PrestigeThe distinction between Prestige Levels and Prestige Pluses has been removed. There is only a single (1) Prestige marker per player, and the Prestige track consists of fifteen (15) boxes, numbered 1-15. Each point of Prestige gained or lost will move the Prestige marker up or down the track by one (±1) box.2.121 With respect to the terminology of the KR&Os, each point of Prestige in Charlie’s Year is equivalent to a Prestige Plus.

2.13 Winning PrestigePrestige is gained in the ways usual to the series (KR&Os 9.1/9.2). The primary method for gaining Prestige is through Campaign Plans (CPs), in which Key Locations (1.2.11) are acquired or lost, and Battles are fought. Charlie’s Year adds another way of gaining Prestige: the Automatic Victory Check, or AVC (2.16).2.131 CPs are explained in general terms in section 9.4 of the KR&Os. With respect to Charlie’s Year, see 2.2.2.132 Additional sources of Prestige are derived from forfeiting certain Reinforcements, and from off-map activities. See sections 3.6 & 4.0.

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2.14 Expending PrestigeSee the Prestige Chart. This list is almost the same as that found in the KR&Os (9.22), but has two (2) deletions:• Prestige Level-to-Prestige Plus conversions (and vice versa) do

not occur.• Replacement rates cannot be altered (Charlie’s Year does not use

the standard Replacement mechanism).• Remember buying Player Ranks (KR&Os 9.3) is not permitted

during the course of a game, only at its conclusion. Also, a maximum of three (3) points of Prestige may be expended to buy Ranks after winning a game of Charlie’s Year – the loser may not buy Ranks.

2.141 There are two (2) additional expenditures:• One (1) point of Prestige can be spent to allow the Hessian and

Dutch Contingents (4.5) to be on the map at the same time (4.532).

• Prestige can be spent to Bribe Neutral Clans (3.38).

2.15 InitiativeIn Charlie's Year, Prestige is also used to determine player Initiative, superseding KR&Os 3.13. The remainder of section 3.1 in the KR&Os remains in force, especially 3.14 “Changing the Turn Order”:• The player with the highest Prestige at the start of any given

Turn has the Initiative. Exception: the Jacobite player starts the Campaign Game with the Initiative – see 3.21.

• If Prestige is tied, then a die roll is made, and the player with the higher roll gains the Initiative for that Turn. If the die roll is tied, roll again.

• In the Minor Scenarios, the Initiative player is designated by the scenario instructions. See 3.21.

2.16 Automatic Victory Checks (AVCs)Some events are so momentous that the game might end because of them. These events trigger AVCs. AVC instances and awards are given on the AVC Chart. When an event triggers an AVC, one (1) player (as listed on the chart) will receive an immediate Prestige award. If, after receiving this award, that player has at least six (6) more points of Prestige than his opponent, he immediately wins the game.2.161 Note that an Automatic Victory is not granted during play just for having sufficiently high Prestige – an AVC must be triggered.2.162 For the purposes of an AVC, assume that the Prestige Track is of infinite length, but if the game continues after the AVC, ignore any Prestige above the maximum on the track.2.163 Example: the Jacobite player has Prestige 5 and the Government player has Prestige 8. If the Jacobites occupied London and got the Mob to recognise them (rule 2.3), this could award them an AVC with a +9 gain in Prestige (the actual amount is variable), putting them at Prestige 14. Prestige 14 minus Prestige 8 leaves a difference of 6 (14 – 8 = 6). Since this gain came as a result of the AVC, the Jacobite player immediately wins. If the Jacobite player began at Prestige 8, he would be deemed at Prestige “17” for the purpose of the AVC, even though the track only goes to “15”. If for some reason the AVC did not end the game (Government Prestige of 12, for example), the game would continue and Jacobite player would immediately lose the excess and remain at Prestige 15.

2.2 CAMPAIGN PLANSCOPE would not cope.

Nor WADE wade through the snow,Nor HAWLEY haul his cannon to the foe.

Jacobite Doggerel2.21 GeneralIn Charlie’s Year there are two (2) types of Campaign Plan:• Offensive CPs (OCP) (2.22); and,• Defensive CPs (DCP) (2.23)2.211 Important. In Charlie’s Year the Offensive as well as the Defensive CPs are not assigned to HQs, they are assigned to Sides.

2.212 The same chit is used to indicate both a Side’s OCP and its DCP. The marker is placed in a special box on the TRT, and flipped to show which CP is currently Active. If neither of these CPs is Active, the chit is removed from the box.2.213 Each CP chit has a corresponding Operations Point (OP) chit, which is placed on the GRT. These are used to record the number of OPs remaining to that CP.2.214 Clarification: per KR&Os 5.232 point #2, OPs may be assigned to CPs in progress, at the rate given in the KR&Os.2.22 Offensive CPsA Side initiates its OCP by Assigning OPs to it, as described in KR&Os 9.4. When the OCP is in progress:• A Side’s forces may freely initiate Battles with Enemy forces,

and may Besiege any Fortifications.• The Side’s DCP (2.23) is also considered to be Active.2.221 There is no Prestige penalty for the termination of an OCP, but no more than two (2) OCPs may be initiated per Side per Year. If an OCP extends over the end of the game Year (past Turn Sixteen and into Turn One), it counts toward the limit for both Years.2.222 Important. Unlike some games in the series, OP accumulation is not penalised when a CP is Active. However, the end-of-Turn mandatory consumption of Assigned OPs (only) is doubled (x2) in Winter Turns.2.23 Defensive CPsThis is the default Defensive CP described in KR&Os 9.46. In Charlie’s Year a Side engaged in a DCP may only initiate Battles and Sieges if the forces in question are within Short Range of their Hub. Prestige is awarded and lost normally.2.231 “Short Range” includes within the radius of a Friendly Depôt.2.232 A Suppressed Hub is useable for the purposes of this rule.2.233 Exceptions:• Notwithstanding case 2.231, Jacobite forces may not initiate

Battles and Sieges outside of Scotland unless their OCP is Active.

• Notwithstanding case 2.231, Government forces may not initiate Battles and Sieges within Scotland unless their OCP is Active.

• Should London hold Jacobite Allegiance (2.3), the restriction on Jacobite activities outside of Scotland is removed. (Government forces are unaffected by such a change in Allegiance).

• Any Sieges already in progress when a DCP comes into effect may be prosecuted normally.

• Important. During a DCP, a player may expend one (1) Unassigned OP at the start of any Impulse. For that Impulse only, any one (1) HQ may operate as if it were participating in an OCP. This does not count toward the OCP limit for the Year. The cost is not doubled or tripled for the Season.

2.234 Play Note: point 2.233 #4 does permit a player to Initiate a Siege, then, after reverting to the DCP, to continue to prosecute it per the general case 2.23.

2.24 No HubIn some scenarios the Jacobite Side may not have (or not begin with) a Hub. The Jacobite Side may still conduct an OCP or DCP, but during a DCP, will be unable to initiate any Battles or Sieges. For additional rules, see 3.26.

2.25 No CPIf a Side has no Active OCP or DCP, then the Side is limited in the usual manner (unable to Activate HQs, etc.). 2.251 Depending on circumstances, there may be a number of Turns where neither Side has an Active OCP or DCP – usually over the Winter. In such cases, the Side without the Initiative is required to give one (1) Turn’s prior notice of his intention to begin a DCP or OCP; he need not declare which CP it will be.

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2.3 MOB RULESThe Jacobites' main hope was that the English supporters of the Stuarts would rise during the march on the Capital. Most games that see a successful Descent on London will end at this point.

2.31 GeneralThe first (1st) time that a Jacobite Unit enters London, consult the London Mob Table. Two (2) things will occur. First, the Jacobite player will be awarded an AVC (2.16) with a variable Prestige award as determined by the table. Second, the City of London may choose an Allegiance (this will apply in those cases where the game does not end).

2.32 City AllegianceLondon is initially an Unaligned Territory, just like the other Territories on the map. One possible result of consulting the London Mob Table will be a change of Allegiance. (This assumes the game does not immediately end in a Jacobite win). London can become Pro-Government, Pro-Jacobite, or remain Unaligned.2.322 If London has joined a specific Side, any of the opposing player's Units that occupy or pass through London treat the hexes as Forage Degraded (by one (1) additional level).2.323 If for any reason a Personage is alone in an Enemy London hex, he is automatically Captured. If stacked with Friendly Units, instead roll one die. On a "2" or less he is Captured. This check must be made:• Immediately upon London choosing an Allegiance;• At the end of any Operation in which the Personage entered an

Enemy London hex; and,• At the end of any Administrative Phase in which the Personage

entered an Enemy London hex.2.324 If a Personage is Captured due to this rule, an AVC for his Capture is triggered in the usual manner (subsequent to any AVC for the London Mob).2.325 While London holds Jacobite Allegiance, Jacobite forces lose the Campaign Plan restrictions given in 2.233 point #1.

2.33 Coals to NewcastleAt the end of any Fall or Winter Turn that the Jacobite player Controls Newcastle, he may make one (1) die roll on the London Mob Table. This event may only occur once (1) per game. It can be made in addition to the normal check generated by actually entering London. Normal Mob results apply.2.331 Historical Note: Newcastle was perhaps the most important city in England at this time, after the Capital. Nearly all the coal needed to heat London came from Newcastle. If the Jacobites had ever taken the city, London would have been without heat during one of the coldest winters on record. This would have produced riots, and might easily have toppled the Georgian régime. For this reason, a Government army of 16,000 men was based in Newcastle, doing little beyond some half-hearted probes.

3.0 COMMAND & MANPOWERIn faith, quo Johnnie, I got sic flegsWi' their claymores an' philabegs,

Gin I face them again, de'il brak my legs,So I wish you a' good morning.

Hey Johnnie Cope

3.1 PERSONAGES & SPECIAL LEADERS"Another for Hector!"

MacLean warcry.Hector MacLean, a famous chief of the clan MacLean, had seven bodyguards, or "shield-men". Each defended the chief in turn. As one fell, the cry would go up, "another for Hector", and the next man would step forward.

3.11 GeneralThis section adds to KR&Os 3.79. All rules from that section remain in force.3.111 In Charlie’s Year, there are no Captains-General.3.112 In Charlie’s Year, the following are Royals:• King George II of England (Government)• Charles Edward Stuart, the Young Pretender (Jacobite)3.113 There are two (2) new kinds of Leader: Brigadiers (“B” Rank) and Engineers (“E” Rank”). See 3.23 and 3.15, respectively.

3.12 King George IIGeorge Augustus Welf, of the House of Brunswick, is the Elector of Hanover and the King of Great Britain. and Ireland. His counter is only used in the Campaign Game.3.121 King George begins the game off the map, in Flanders. He may be Transferred onto the map in any Administrative Phase after the first (1st) Turn, if the Government player rolls a "5" or less on one (1) die. One (1) check may be made each Turn. When King George arrives, he is immediately placed in the Tower hex of London. He cannot move any further that Turn.3.122 Optional: when playing with the Naval rules (5.0), King George is Convoyed (5.2) to England in the same manner as any other item, except that the Government player must still roll a "5" or less on one (1) die in order for King George to be moved from Flanders. He must be moved as quickly as possible to the Tower of London.3.123 After he has arrived at the Tower, King George can move on land with any Friendly Units he is stacked with at the beginning of any Administrative Phase.3.124 Three (3) Guard Cavalry Class Units must accompany King George at all times if possible, as his Escort – if not possible, two (2) or one (1) Guard Cavalry Class Units will suffice. If this is not possible, any one (1) Foot Guard Regiment (i.e. two (2) counters; 1st and 2nd battalions with the same name) will suffice until the Horse Units can take over the Escort role. If there are no Formed Guard Units currently on the map, then King George must be accompanied by at least one (1) Horse Unit and one (1) Foot Unit, or he may not be moved.3.125 Important. Unless King George is in London, the Government player cannot hold the Initiative, regardless of his current Prestige. When King George first arrives in London, the Government player's Prestige is immediately lowered by three (-3) points.3.126 King George can leave the map once (1). No die roll is required for permission to do this. However, if King George does leave, he can never return and is removed from play. The Government player loses three (-3) points of Prestige for removing King George from play.3.127 If King George is Captured or Killed, the Jacobite player receives an AVC (see the Prestige Charts).3.128 Historical Note: the King was in Hanover when the rebellion broke out, and Parliament was unable either to finance the war without his signature or to come up with a coherent plan. Historically he arrived quite quickly, as he had already decided to return prior to Charlie's landing.

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3.13 Bonnie Prince CharlieCharles Stuart is the Jacobite Royal. He must remain on the map at all times. Unlike King George, Charles Stuart can act as a Captain General in certain circumstances, as explained in 3.14 (and especially 3.147).3.131 Charles Stuart may move about the map by himself during the Administrative Phase. He has an MA of "8" for this purpose (shown in a red dot on his counter). Per the dot’s colour, he uses Mountaineer movement rates. He may also move in the Operations Phase, but only if accompanying a Formation, and if he does move with a Formation, must accompany that Formation for the entire phase.3.132 If Charles Stuart is Captured or Killed, the Government player receives an AVC (see the Prestige Charts).3.133 When Jacobite Contingents are checked for Disaffection (4.62), the Jacobite player may cancel the effect against one (1) Contingent if Charles Stuart is currently stacked with a Leader from that Contingent. If Charles Stuart passes a LC, the entire Contingent is immune to Disaffection for the Turn. The Contingent must be indicated before the check is made.

3.14 The Regent's Lieutenant-GeneralsThe Jacobite player has four (4) Marshals who were given the title of Lieutenant General: Lord George Murray, the Duke of Perth, Lord John Drummond, and the Marquess of Tullibardine. In the game, the term used is Royal Lieutenant (RL).3.141 Only the above Leaders may act as the RL, unless all have been Killed or Captured, in which case any otherwise eligible Leader may serve in that role (and without triggering the following rules).3.142 The RL always commands the Army of the Stuarts Grand Army HQ while it is Formed, must be Posted to command it as soon as it is Formed, and continues to command it even if Charles Stuart is not present with the HQ. Normal Relief/Unforming rules apply, per the KR&Os.3.143 Clarification: at the start of the game, the first (1st) RL will be designated by the scenario instructions.3.144 When a Royal and RL are both present, Insubordination (KR&Os 3.75) is assessed against the RL, not the Royal. Exception: 3.147 permits Charles Stuart to be his own Grand Army HQ commander; in this case, Insubordination is applied against him.3.145 Rivalry between the potential RLs may trigger a Change of Command in the Army of the Stuarts Grand Army HQ. A check must be made in the Reorganisation segment of the Administrative Phase of any Turn in which at least one (1+) potential RL is present with the Grand Army HQ (i.e. the others may be commanding Subordinate HQs). The check takes place after all other activity in the Reorganisation segment is finished.3.145 The Jacobite player rolls one (1) die for each such Leader, applying the modifier given on the Jacobite Lieutenant-Generals Chart to his die roll. The Leader with the highest total becomes the commander of the Grand Army HQ until the next Administrative Phase. If the new RL is not the same as the former RL, the former RL automatically takes the new RL's old Posting.3.146 Exception: whenever Lord George Murray is replaced as the RL, he Sulks, and is removed to the Officers' Mess. If Murray Sulks, the Jacobite player can only give him another Posting if he first passes a LC. Once Murray has passed this LC, his pride has been assuaged and the Jacobite player does not have to make LCs to give him other Postings – unless, of course, he is "passed over" again.3.147 Important. If Charles Stuart is present in the Grand Army HQ's hex when a Change of Command check is made, he must be included as a potential commander of the HQ on his own account. If he is “appointed”, the current RL is Relieved of his Posting and sent to the Officers’ Mess; he may be re-Posted normally, unless he is Murray (3.146). If Charles Stuart commands the Grand Army HQ as Captain-General in this manner, he does so without a RL.3.148 Charles Stuart is eligible to be superseded as Grand Army HQ commander per 3.144. Should he be “Relieved”, he remains with the Grand Army HQ as a Royal and accepts the new appointee as his current RL.

3.149 If Charles is present at a Battle where another Leader (including his RL) would be the Generalissimo, he and the latter must also make the check for command per 3.144 – the one with the highest die result is the Generalissimo for that Battle. No-one is removed to the Officers' Mess in this instance, and the old commander resumes his Posting after the Battle (unless the HQ becomes Unformed, or that Leader becomes a casualty, of course, in which case normal rules apply).3.15 Engineering OfficersCertain Leaders in the counter mix are Engineering Officers. These have an “E” Rank code.3.151 Engineering Officers do not function as normal Leaders. Instead, they have two (2) other effects:• They may be Posted to a Garrison HQ in addition to the

Garrison commander, in which case they increase the SRV of their Fortification.

• They may be Posted to a HQ Besieging a Fortification, in which case they reduce the SRV of that Fortification as long as they are present.

3.152 Engineering Officers may only be Posted to a Siege (in either capacity) when the Siege is initiated. They are removed to the Officers’ Mess when the Siege ends, and may also be voluntarily Relieved (freely) at any time.3.153 Engineering Officers are eligible to sustain casualties like any other Leader.3.154 No more than one (1) Engineering Officer per Side may provide the Engineering benefit in any given situation.3.155 The Jacobite Engineering Officer Mirabelle de Gordon, (a.k.a. "Mister Miraculous") is a special case. He provides the following additional effects:• On a successful LC, all Friendly Highlanders present at the

Siege to which he has been Posted may participate in the Siege (normally they cannot – see 4.15). However, if the die roll is "7" or higher, one (1) Highlander Unit is eliminated (desertion due to disgust). This LC is optional, but must be made per Siege Resolution Operation in order to use the Highlanders.

• De Gordon’s Siege modifier may be applied in either Side’s favour. The Jacobite player must roll an extra die prior to assessing de Gordon’s effect on the SRV. On an odd result, de Gordon's modifier is used in the Jacobite player's favour, and on an even result it is used in the Government player's favour.

3.156 The Jacobite Engineering Officer Colonel James Grante has the following additional effects:• He can be Posted to any one (1) Friendly Fortification, per Turn,

as long as it is not Blockaded. Once there the Jacobite player may attempt to Scrounge Artillery SPs from Fortifications (3.37). This is the only time that the Jacobite Side may Scrounge Artillery. This ability cannot be employed if Grante is already Posted to a Blockaded Fortification.

• He can be Posted to any one (1) Battle location per Turn. All Jacobite Artillery in that Battle is rated Professional.

• After using either of these special effects, Grante is returned to the Officers’ Mess.

3.157 Clarification: note that, per 4.15, Highlander participation in an Escalade is not dependent on de Gordon – in fact, he has no effect on Escalade resolution, except that he is eligible to become a casualty if present at the Siege (like any other Leader).3.158 The Government Side has one (1) Engineer-capable Leader, General Wade. (Marked on his counter with an “E” next to his Rank). He functions as an ordinary Leader, but is eligible to act as an Engineer (3.152/3.153) if already present in an applicable location.3.159 Historical Note: Grante was a capable artillery officer (given “engineer” status for game purposes) seconded from the French Army, who functioned as Jacobite Master of Ordnance. De Gordon was also of the French Army, and was appointed Chief Engineer, but it soon became evident that he was a) a drunk, and b) an idiot. Hence the pun on his first name: Mister Miraculous. He did get lucky on occasion.

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3.2 COMMAND & CONTROL"an do threig Clann mo chinnidhmi?"

("Have the children of my name deserted me?")MacDonald of Keppoch at Culloden.

3.21 Minor PointsThe following are Grand Army HQs: • Army of Flanders (Government)• Army of the Stuarts (Jacobite)3.211 For the Government Side, the rule on Multinational Forces (KR&Os 3.76) applies only to the Dutch and Hessians. For the Jacobites, it applies to all Contingents.3.222 Clarification: KR&Os version 3.5 contains a contradiction regarding the quantity of Auxiliaries that may be assigned to an HQ. In Charlie’s Year (and in all other games, unless specifically noted otherwise) up to two (2) Auxiliaries may be assigned to an HQ for every ten (10) SPs Subordinated to the HQ, plus any number of engineering-type Auxiliaries (Pioneers, Sappers, Engineers, Pontooneers). Exception: Column (Brigade) HQs with less than ten (<10) SPs may have one (1) Auxiliary assigned.3.22 Notional CommandersArmy and Grand Army HQs may not be Formed with a Notional Commander (though they may remain Formed if they lose their commander); Brigade (3.23) and Garrison (3.24) HQs may be Formed with a Notional Commander, provided there are no eligible Leaders available.3.221 Clarification: Notional Commanders (assumed to be in command of a Formation when no real Leader is available) all have a LR of “0” and a Null Personality.3.23 Brigades & BrigadiersIn Charlie’s Year Column HQs are called Brigades. Except as noted below, a Brigade functions as a Column HQ.3.231 A Brigade is considered to be a single Brigade-Equivalent Formation. It may consist of either Foot Class or Horse Class Units, not both. Exception: it may have Auxiliaries of the other basic Class Assigned to it.3.232 Cavalry Brigades may contain at most four (4) Units; Infantry Brigades may contain up to eight (8). All Foot Units (only) in a Brigade must belong to the same Contingent. A Brigade is permitted to have a single (1) SP Field Artillery Unit (i.e. a single Battery)Subordinated to it.3.233 Exceptions: the Dutch, Hessian, Prussian (optional), and Hanoverian (1744 scenario) Brigade HQs may contain ALL the Units belonging to their own Contingent, regardless of quantity or Class.3.234 Brigades are commanded by an additional Rank of Leader: the Brigadier (code “B”).3.235 Brigadiers may also be Posted to command any Garrison HQ of eight (8) Units or less. A General or higher Rank may not be Posted to such a command unless required by the Grade of the Fortification or unless no Brigadier is available.3.24 GarrisonsIn Charlie’s Year Garrisons are handled in a slightly different manner than in other games in the series. First, Garrison counters act as static HQs, as explained below. Second, Garrison counters also function as immobile Units. In other words, a player may Subordinate Units to a Garrison counter just as with any other HQ, but at the same time, the Garrison counter has an integral strength of one (1) SP. A third means of Garrisoning is to use a Minor Garrison (3.249), which is composed of a single (1) mobile Combat Unit.3.241 Garrison counters have ratings on their reverse, just like other Units. These include a MA of “0” and a CE rating, which are integral to the counter and do not apply to any Units that may be Subordinated to the Garrison in its capacity as an HQ.3.242 Contingent codes are not needed; the counter is either Jacobite of Government, and this is indicated by the colour of the reverse and a coloured band around the front of the counter. The numeral on the

Garrison counter’s face is for identification purposes.3.243 Garrison HQs can be Formed by having Units Subordinated to them, just like mobile HQs. Garrison HQs must be Formed in a Friendly-Controlled Fortification, and, once Formed, must remain in that Fortification as its Garrison. Once Formed, they may remain on the map even if no Units are Subordinated to them. They may be Unformed like any other HQ. They function as Units in and of themselves in all situations.3.244 Clarifications: SP limits for Fortifications (per the TEC) are calculated at one (1) SP per Unit counter, including the Garrison counter itself. When Units are Subordinated to a Garrison HQ they retain their own CE: when Collective CE (KR&Os 2.25) is calculated, include the Garrison counter’s CE.3.245 Each Side has a limited number of Garrison HQs, and this limit is absolute. However, eliminated or Unformed Garrison HQ counters may be reused freely. Garrison HQs are never Captured (for game purposes).3.246 In Charlie’s Year, Leaders are never Posted to a Garrison HQ when a Siege commences (exception: Engineer Officers – 3.15). Instead, they are Posted when the HQ is Formed. However, a Garrison HQ only requires a commander if it would require one should a Siege commence. If a Leader is not required, the Garrison may receive a commander at the owning player’s discretion. If no eligible Leader is available, it is assumed that a Notional Commander (3.21) is Posted to command the Garrison.3.247 A Leader Posted to a Garrison HQ must be Relieved in the normal manner: he is not removed at the end of a Siege (unless a casualty or Captured). If the Garrison becomes Unformed involuntarily, any Garrison Commander’s Relief is automatic, otherwise the Leader will have to be Relieved in order to Unform the Garrison HQ.3.248 In cases where a Garrison Commander requires a certain number of SPs to be present in order to hold his Posting, a Unit cannot be moved away if this allowance would thereby drop below the Leader’s minimum. There is no requirement to increase the strength of a Garrison where the number of Units has dropped involuntarily.3.249 Any Fortification other than a Walled Town may be Garrisoned by a single (1) Foot Unit. These are termed Minor Garrisons. Minor Garrisons are always commanded by Notional Commanders (3.22). To be eligible, the designated Unit may not be Subordinated to a Formation. The Minor Garrison can be declared at any time, and the Unit acting as Garrison may change over time. If a Garrison HQ is Formed at the Fortification, the Minor Garrison no longer functions. In other respects, Minor Garrisons function as ordinary Garrisons.3.25 InitiativeInitiative is not determined by the method explained in KR&Os 3.13, although its function is the same. In the Minor Scenarios, the scenario instructions assign one Side the Initiative for the duration of the game. In the Campaign Game, the Jacobite Side begins with the Initiative by default. The Government Side gains the Initiative as soon as Government Prestige is six or more (≥6) above Jacobite Prestige.3.251 After the Government has gained the Initiative for the first (1st) time, the Initiative can pass back and forth, going to the player whose Prestige is higher by six or more (≥6) above his opponent’s Prestige. However, taking the Initiative at this point is a choice, not a requirement.3.26 HubsHubs function per the KR&Os, except as modified below.3.261 The Government Hub is located at the Tower hex of London. No other hex may be used for the Government Hub.3.262 The Jacobite Hub may or may not be “in play”, depending on the scenario. If in play, it may be sited at a number of locations. The scenario instructions will give its starting location. The Hub may be Relocated as follows:• Relocating a Hub may be done during the Administrative Phase

of any Turn.

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• The Hub is moved at the start of the First (1st) Supply segment of the Administrative Phase.

• When placing the Hub, flip its counter so that the Suppressed/Moved Side is uppermost. The Hub functions as if it is Suppressed. At the start of the First (1st) Supply segment of the next Administrative Phase, flip the Hub to its normal Side (assuming it has not become Suppressed for some other reason in the meantime).

• No LoC need be traced between the Hub’s old location and its new one in order to Relocate it.

3.263 Important. In some scenarios (especially the Campaign Game), the Jacobite Hub must be brought into play. This is done using the Relocation procedure above. A declaration to bring in the Hub must be made, and this corresponds to the initial “Relocation movement” of the Hub (3.262 point #2). The Hub is placed in its destination (per 3.262 point #3) at the start of the First (1st) Supply segment of the next Administrative Phase.3.264 Prior to the appearance of the Jacobite Hub, the Jacobite Side functions normally, except that:• OPs may not be accumulated• Depôts may not be built (exception: they may be Captured).• When conducting a DCP the Jacobite Side may not initiate

Battles and Sieges (per 2.24).Note that the Jacobite Side will always have a pool of OPs given to it by the scenario instructions, and this pool may be used normally while there is no Jacobite Hub, except for the points above.3.265 A Suppressed Hub may be Relocated.3.266 All Fortifications in the intended destination hex of a Relocating Hub must be Friendly-Controlled as well.3.267 The Jacobite Hub may only occupy a hex that is also a Regional Centre. If Edinburgh is Friendly-Controlled, the Jacobite Hub must be located there. If not there, the Hub must be Relocated to Edinburgh as expediently as possible.3.268 Clarification: in the original Charlie’s Year, Hubs were represented by a similar counter called a ULC, or Ultimate Line of Communications marker. If playing with the old counter mix, treat the ULC markers as Hubs. Ranges may be found on the Hub Radius Chart.3.27 Government Sea SupplyGovernment Units are assumed to be within range of a Depôt as long as they are within two (2) MPs of a Friendly-Controlled Port where the Government Side has a Naval Presence (3.272).3.271 Exception: not in Winter Turns.3.272 When playing without the optional Naval Rules (5.0), the Government Side is assumed to possess a Naval Presence everywhere at all times (other than 3.271). When using 5.0, the Government Side has a Naval Presence at Ports associated with Sea Zones (5.12) in which there are Naval Squadrons (5.3) present.3.28 Operations PointsOPs in Charlie’s Year come from two (2) sources: Control of Regional Centres (1.24), and, for the Jacobite Side, French Aid (4.7). Newly generated OPs start Unassigned.3.281 The OP Generation Table is used to calculate the number of OPs received from the Control of Regional Centres (RCs). Essentially, the more RCs Controlled, the larger the number of OPs acquired. See the table.3.282 French Aid is discussed in 4.7.3.283 OPs are generated during the Quarterly Turn Administrative Phase, per the Sequence of Play card.

3.284 Important. Per 3.263, if the Jacobite Side has no Hub in play, Jacobite OPs may not be accumulated.

3.285 Clarification: on the OP/RC Generation Table, there are two (2) columns per die roll range. The left-hand column is for the Government Side, and the right-hand column is for the Jacobite Side.

Some RCs are named on the table, but most are not. The latter are grouped into an “Other English” (including Wales) and an ‘Other Scottish” row. With regard to these “Other” rows, only one (1) die roll is made for each row; the number of OPs listed for that row is the total received for that row. Holding multiple unlisted RCs does generate die roll modifiers for the “Other” rows.3.3 MUSTERING & REPLACEMENTS

MacDonald of Keppoch and his men "unexpectedly surprized the poor people, snatching some of them out of their beds. Others, who thought their old age would excuse them were dragged from their ploughs… while some were taken off the highways. One I did myself see overtaken by speed of foot, and when he declared he would rather die than be carried off to the rebellion, was knock'd to the ground by the butt of a musket and carried away all bleed."

Deposition against the rebels, 17th March, 17463.31 GeneralThe normal Reinforcement and Replacement rules of KR&Os 8.4/8.5 are not used. Some Reinforcements can be acquired by Strategic Redeployment from off map theatres, as described in 3.36. Other Reinforcements, and what amount to Replacements, can be generated during play at Regional Centres, through a process known as Mustering.3.311 The full Mustering procedure described below is only used in the Campaign Game. During the Minor Scenarios, forces are assigned by the scenario instructions. However, rules 3.32, plus 3.35 through 3.37 are always in force.3.312 All Highlander and Militia Class Units (on both Sides) are initially Formed through the act of Mustering. They may (usually) be re-Formed in the same manner after becoming Unformed.3.313 Mustering takes place during the Redeployment/Reorganisation segment of the Administrative Phase.3.314 Design Note: on the Government side, many Units belong to the Regular Army and are, in the context of this short punitive campaign, irreplaceable. For the rest of the Units in the game, the Mustering routine reflects the recovery of deserters and stragglers as well as the raising of new Units.

3.32 Regional CentresThere are a number of Regional Centres (RCs) marked on the map (see the TEC). Control of these locations is required for Mustering purposes, and these are the locations where newly Mustered forces are initially placed.3.321 Some Auxiliaries – those of Highlander Class, or as designated by the scenario Orders of Battle – must also be Mustered. These are placed in the Available Box when received.3.322 Forces may be Mustered at RCs with the following Contingent/Class limitations:• Highlander Class Units and Auxiliaries may only be Mustered at

RCs in the Highlands Territory.• Militia Class may be Mustered in all other RCs. Additionally,

the Nationality of the Militia must match the Territory in which the RC is located: English in England, Scottish in Scotland, Welsh in Wales (for example, Lowland Jacobite (JL) forces cannot Muster at Newcastle, which is in England). Exception: English Militia may Muster in Wales.

• Important. Some RC icons have purple colouring (instead of the usual black hash marks). At these RCs, both Highlander and Scottish Militia Class forces may be Mustered.

3.323 Both Sides have the ability to Muster at any given RC but the Side that may actually do so is the one who Controls the RC. Exception: if neither player Controls a RC, both Sides are eligible to Muster there, subject to Contingent restrictions, as given in section 4.0 (e.g. the Jacobite Side may not recruit English Militia until he Invades England).3.324 If a Fortification is present, the RC is assumed to be located in the primary hex; Garrisons in Blockaded Fortifications do not control the RC.

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3.325 RCs are also used as a source of OPs, per 3.281. See the OP Generation Table. Note that certain RCs are more valuable than others.3.33 Mustering Forces. A player may Muster Units (and eligible Auxiliaries) at each and every eligible RC in each Administrative Phase. He may Muster Units/Auxiliaries of each Class permitted at the RC. This is done by consulting the Muster Table.3.331 One (1) die roll may be made for each Class of Unit/Auxiliary eligible to be Mustered at a given location. The result will be a number of SPs, which are spent to Form the Units/Auxiliaries on a one-for-one basis (exception: “small” Units are worth 1/2 SP each – but round fractions DOWN). The players are not forced to Muster the indicated number of forces, but may not Muster more than allowed by the result.3.332 Newly Formed Units must be placed at the RC where they were generated. Auxiliaries are placed in the Available Box.3.333 Important. When a Unit is Mustered, it has a CE of one less (-1) than the rating printed on its counter (e.g. “C” instead of “B”), to a minimum of “E”.3.334 All Units generated by Mustering are Foot/Infantry Class (including Highlanders) by default. One (1) Militia Horse/Cavalry Unit may be generated by removing two (2) normal Militia Foot/Infantry Units at the instant they are Mustered and replacing them with the Cavalry Unit. This restriction also applies to Cavalry Auxiliaries.3.335 Both sides have a few special Units that are Classed as Militia when initially Formed, but that once Formed, are Irreplaceable:• Elcho & Balmerino's Life Guards (Jacobite). See 4.63.• L'Écossais Royaux (Royal-Écossais) (Jacobite). See 4.74.• 64th of Foot (Government). See 4.43.3.34 Drumming Up RecruitsThe Initiative player (only) has the ability to Muster additional forces. He may conduct a single (1) Recruiting Operation during the Operations Phase. He may attempt to Muster Units at any one (1) RC that he currently Controls. Exception: for the Jacobite player, Charles Stuart must be in the hex as well, or no attempt can be made.3.341 The Muster is conducted normally, and each Class available can be Mustered, but there is an additional "+2" penalty to the die roll.3.342 Forces acquired in this manner may be immediately Subordinated to any existing HQ in the hex, if one is present.3.35 Losses, Recovery, & DisbandingWhen Units take “hits” in Charlie’s Year, they do not suffer SP losses (which would eliminate them). Instead, they suffer CE reduction. Each hit reduces one (1) Unit’s CE by one (1) level (“A” through “E” in descending order). Should a Unit suffer a hit while at CE “E”, it is eliminated.3.351 Eliminated Units are not recorded. Units that become Unformed through elimination are removed from play permanently, unless capable of being Mustered, in which case they may be Formed again (apart from case 3.335).3.352 CE levels may be restored to any Units that spend an entire Turn without moving, participating in an Operation, or engaging in Battle. Each such Unit regains one (+1) level of CE. CE may not increase beyond the value printed on the Unit’s counter.3.353 Alternatively, Militia and Highlander Units may be Disbanded at the end of the Redeployment/Reorganisation segment of any Administrative Phase. When a Unit is Disbanded, it is immediately removed from play, but is available for Mustering in any subsequent Turn. When Mustered, it enters play with its printed CE.3.36 SurrenderIn Charlie's Year, the Surrender Table is only consulted if Government Units Surrender when at least one (1) French Unit is present in the hex, or when any French Units Surrender to the Government. In all other cases, Surrender means an automatic Internment of the Surrendered forces for the duration of the game. In

practical terms, this means that such forces, including Units that may be Mustered, are permanently discarded.3.361 Clarification: if a mixed force of indigenous Jacobites and French Surrender, only the French gain the benefits of the Surrender Table. On the other hand, the presence of one (1) French Unit permits the use of the table for all Surrendering Government Units in that hex. When Units are Interned they are ineligible for future Mustering.3.362 Exception: all Artillery can be Captured normally, per KR&Os 3.42.3.363 Design Note: the Jacobites cannot afford to take large numbers of prisoners (though they can gain a few deserters – see 4.633). Prisoners taken by the Jacobites are not "massacred"; it is assumed that they are demoralised and scattered beyond recall. If the game was longer, there would be a mechanism for recovering them. Prisoners taken by the Government are another matter. The Government will not release "traitors", and admit the laws of war only to the French, who are "lawful combatants". 3.37 ArtilleryArtillery Batteries cannot be Replaced. Remove all eliminated Artillery Batteries from play. However, Mixed Artillery Battery counters may be reused.3.371 Artillery may be Captured, per KR&Os 3.42.3.372 During the Administrative Phase, the Government player (or the Jacobite player, but only if using the Leader Grante – see 3.156) may acquire new Artillery SPs from Fortifications, per KR&Os 8.55. Both Classes of Artillery – i.e. Siege AND Field – may be acquired in this manner. Each time an Artillery “SP” is acquired, roll one (1) die. On a 0-6 the SP is a Field Battery, on a 7-9 it is a Siege Artillery SP. Batteries may only be added to Mixed Artillery Units. A new Mixed Artillery Unit may be Formed in the source hex if needed.3.373 The counter mix is an absolute limit on the number of Mixed Artillery Units/Batteries that may be in play at any one time.3.374 Historical Note: most ordinance of the period was designed to function as both positional and mobile artillery. For this reason, even light guns had very long barrels – so they could fire through embrasures.3.38 Neutral ClansIn 1745, many clans decided to sit the Rising out. Some had Jacobite sympathies, and others did not. Either Side can Muster these forces by Bidding for their loyalty on the Loyalty Table. This may be done during each Administrative Phase (in the Redeployment/Reorganisation segment), and immediately before play of a scenario begins.3.381 The Loyalty Table may only be used once (1) per Turn per player. The pre-game check is extra. The Jacobite player always uses the table first (1st). Before he rolls the die a player must declare the Clan (as listed on the table) he is attempting to win to his Side. The die roll can be modified by the payment of one or more (1+) points of Prestige, as shown on the table. Payment of Prestige is made before seeing the result of the die roll.3.382 Once a Clan has joined a particular Side, it is no longer Neutral. All forces belonging to the Clan are immediately available for use, but have to be Mustered normally.3.383 Note that there are two (2) identical sets of Neutral Clan Units, one for each Side. Once a Clan joins a particular Side, the other Side's counters are removed from the game. These counters have an “N” Contingent code in addition to their regular one.

3.39 DP UnitsAs noted in 1.35, a few Units also have an Auxiliary symbol. These are Dual Purpose Units (DPUs). Their counters can be treated as Units or as Auxiliaries.3.391 DPUs may become Unformed voluntarily, so that their role can be changed from Unit to Auxiliary, or vice versa. A DPU in either role may be Unformed during Reorganisation and immediately Form in its other role. A DPU cannot Form and adopt the role it held immediately prior to becoming Unformed.3.392 DPUs acting as Auxiliaries can become Unformed only when in the Available Box. When Forming as Units, they are placed on the map as Reinforcements. DPUs that were acting as Units will Form as

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Auxiliaries in the Available Box.3.393 If Formed as a Unit, a DPU behaves like a Unit in every respect (e.g. it can be eliminated). If Formed as an Auxiliary a DPU behaves like an Auxiliary. If assigning a DPU to an HQ in an Auxiliary role, be careful to keep it in the Auxiliary bin of the HQ’s display.3.394 DPUs acting as Auxiliaries have an OR equal to their printed MA.

3.3.10 Cavalry Mounts

All of the Jacobite Side’s Cavalry Units (including DP Units) have two (2) counters, one Mounted, and the other Dismounted. The latter has an additional “D” Contingent code. Jacobite Cavalry Units enter play Mounted. Whenever a Jacobite Cavalry Unit suffers its first (1st) loss to Attrition (only – but from any cause), replace the Mounted counter with the Dismounted counter.

3.3.101 Unit CE is unaffected by the “Dismounting Hit”, although additional “hits” will affect CE normally.

3.3.102 A Dismounted Cavalry Unit may be Remounted whenever it Recovers a level of CE (3.35). Roll one (1) die for each such Unit. on a “0” or “1”, the Dismounted counter is removed and the Mounted counter is placed in its stead. This action does not replace the Recovery of CE, but is in addition to it.

3.3.103 Mounting and Dismounting may occur any number of times during the game.

3.3.104 Optional. The Jacobite player may voluntarily Dismount any Cavalry Unit undergoing Strategic Redeployment. Dismounted Cavalry Units count as Infantry for Shipping Capacity (5.44). The Unit(s) may only be Remounted per 3.3.102.

3.3.105 Dismounted DP Units acting as Auxiliaries are treated as Irregular Class, and have their ORs reduced to their Dismounted MA.

3.3.106 Clarification: a Dismounted DP Unit uses its Dismounted MA when functioning as an Auxiliary.3.3.107 Design Note: the Jacobites generally suffered from a lack of cavalry, even when including the various expeditionary forces, whether planned or real. Shipping horses across The Channel was no easy task.

3.5 AMPHIBIOUS MOVEMENT3.51 GeneralRiverine Movement as described in KR&Os 4.4 may occur normally. In addition, Amphibious Movement is possible. Amphibious Movement is strictly defined as movement between Ferry Termini that are connected by Ferry Routes (1.261).3.511 Amphibious Movement and Riverine Movement may be conducted separately, or as a single act of movement (where a Ferry Terminus happens to be on a Riverine Route).3.512 LoCs may be traced using Amphibious Movement, just as with Riverine Movement.3.513 Clarification: Ferry paths may be depicted crossing land. A force using Amphibious Movement is always considered to be “on the water”, and may only commence moving on land once it is at a Ferry Terminus.

3.52 Changes to KR&Os 4.4Except for the following changes, the rules on Amphibious Movement are the same as those for Riverine Movement.• Embarkation/Debarkation hexes for Amphibious Movement

may be any Ferry Terminus, without the need for Depôts.• Shipping Capacity (KR&Os 4.44) is retained for Riverine

Movement, but for Amphibious Movement, each Terminus entered instead consumes two (2) MPs of the moving Unit’s MA (or counts as 2 MPs in a LoC).

• Optional. Stacks moving Amphibiously may be Intercepted (optional rule 5.5).

3.53 RestrictionsGovernment Units cannot move Amphibiously into or through a Port or Ferry Terminus that is Enemy-Controlled. Jacobite Units cannot move Amphibiously into or through a Port or Ferry Terminus that is Enemy-Controlled, or that contains an Unaligned (empty)Fortification. For both Sides, this includes cases where an Enemy-Controlled Fortification is Blockaded.3.531 Exception: a Unit is permitted to pass through a Port with a Friendly-Controlled Fortification even if the Fortification is Blockaded. A Unit may not end its move in such a location if the move would cause combat with Enemy Units.3.532 As implied by the above statements, the general requirement for a unit moving in the Administrative Phase to be four (4) MPs distant from an Enemy Unit (KR&Os 4.265) can be ignored during Amphibious Movement (but not at the beginning or end of such movement).

3.6 OFF-MAP FORCESCourage, boys, ‘tis one to ten,But we return all gentlemen

All gentlemen as well as they,Over the Hills and far away.

Over the Hills and O'er the Main,To Flanders, Portugal and Spain,

The queen commands and we'll obeyOver the Hills and far away.

Over the Hills and Far AwayTHIS IS A CAMPAIGN GAME RULE. IN THE MINOR SCENARIOS, THE ARRIVAL OR DEPARTURE OF FORCES IS HANDLED BY THE SCENARIO SPECIAL RULES.

3.61 GeneralThis rule is an abbreviation of the optional naval transport rules found in 5.0. When using rules section 5.0, ignore rule 3.63 and 3.64. Rule 3.62 remains in force.

3.62 Off Map ForcesSome of each player's forces begin the game off map. For the Government player, these are the Irish Garrison Command and the Flanders Army Command (see 4.12); for the Jacobite player these are the French Intervention forces (4.7). As described in section 4.0, these forces must be Released before they can be used in the game.3.621 While off map, such forces should be stored on the Off Map Display card.3.622 Leaders and Auxiliaries are also placed on the card, not in their usual holding boxes (and are thus unavailable for use on the map). HQs are always available for use on map.

3.63 Strategic Redeployment (SR)SR follows KR&Os 8.7, amended as follows. Once Released (as explained in section 4.0) off-map forces are eligible for SR to the map; in addition the Government player may SR some of his on-map forces off the map to Ireland or Flanders, and may SR forces directly between Ireland and Flanders or vice versa.3.631 When conducting SR, the owning player must stack all the forces to be SR’d from one location to another in that Turn together. At that point, the indicated stack is assumed to be "At Sea" and should be placed in a convenient “sea” portion of the map.3.632 The owning player then consults the Strategic Redeployment Table (located on he same page as the Naval charts & tables) for each stack At Sea. This table indicates whether the designated forces arrive at their destination that Turn.3.633 The chance of arrival depends on the number of Turns a force has been "at sea". Use a General Record Track to mark the number of Turns at sea by placing the SR’ing stack on the "0" box at the time SR begins. Move the stack along the track one (1) box per Turn.3.634 A stack's destination does not have to be declared until it "arrives". Once a particular stack arrives on the map, it must be placed at any one (1) Friendly or Unaligned Port:

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• It cannot be placed at a Port associated with a Blockaded Enemy Fortification.

• It cannot be placed at a Port for which access is blocked per 1.27 (Estuaries).

• It cannot be placed at a Ferry Termini that is not also a Port.3.635 Flanders is deemed a permanently Government-Controlled Port. French off-map tracks are deemed permanently Jacobite-controlled Ports. Ireland is open to both Sides, but only under certain circumstances (see 4.24 & 4.73).

3.64 Other CriteriaUnits that arrive on map can move no further that Turn, nor may they participate in any HQ reorganisation that Turn. Leaders and Auxiliaries are placed in their respective holding boxes (Auxiliaries in the Available Box), but cannot be assigned Tasks or Postings that turn.3.641 Forces that are to leave the map must begin the Administrative Phase stacked at a Port (the restrictions of 3.634 apply). They are then simply placed At Sea. Leaders and Auxiliaries are removed as well if in the same stack, or if in their holding boxes, are again simply removed and placed with an At Sea stack. Auxiliaries may only be removed from the Recovery Box if there is no alternative – i.e. not voluntarily, but only if circumstances require their removal.3.642 Government forces (only) are also permitted to SR between Friendly-Controlled on map Ports (but not Ferry Termini) using these rules, as an alternative to Amphibious Movement (generally advisable when the distances are too great for a quick move).3.643 Ports have a limited per-Turn Capacity, found on the Port Capacity Chart. This limit excludes HQs, Auxiliaries, and Leaders. If a Port is used involuntarily, the Capacity is ignored.

4.0 THE ARMIES "She pe no fight Tracoons. She pe no fight Tracoons.

She pe fight Foot with her Claymore but she pe no fight Tracoons!"Highlanders on the run.

IMPORTANT: IGNORE THE RELEASE REQUIREMENTS W H E N P L AY I N G T H E M I N O R S C E N A R I O S ; A L L PARTICIPATING FORCES ARE ASSUMED TO HAVE BEEN RELEASED FOR THOSE SCENARIOS UNLESS OTHERWISE NOTED.4.1 HIGHLANDERS

Thigibh an so! Thigibh an so!Clannabh nan Con s'gheibh sibj feoil!

(Come away! Come away!Sons of the Dogs, and feast ye on flesh!)

Cameron War CryDespite its "Rational" label, in this period warfare was still quite a brutal and brutalising experience. It is thus striking that the men who fought unfazed through many Continental battles found warfare against the Highlanders to be the most frightening thing they had ever faced and said they were sickened by the slaughter at Prestonpans, Falkirk, and Culloden. The Highlanders were seen as not very far removed from "Red Indians". They fought just as ferociously, and received much the same treatment from their more "civilised" opponents. William Pitt is generally credited with creating the famed Highland regiments, but in fact, while he was still a lowly Parliamentarian backbencher, other men had seen the potential of diverting idle hands from their warlords' service into that of the government.

4.11 GeneralThe Highlanders were aggressive and high-spirited war bands, but prone to desertion if too successful, or if not successful enough. Both players have Highlander Units. To differentiate them the Jacobite Side’s Highlanders are called Highland Bands (HB) and the Government’s Highlanders are known as Black Watch (BW).4.411 Highlanders use Mountaineer movement rates, denoted by their red MA. All Highlanders are Infantry, despite their high MA.4.412 Highlander Units enter play by Mustering, just like Militia, but only at RCs in the Highlands Territory, and at RCs with purple-hashed icons.

4.413 Play Note: some Units have tartan-pattern uniforms, but are not Highlanders – they just wanted to look cool. Check for the red Mountaineer MA and Highlander Class on the reverse.

4.12 The Highland ChargeHighlanders are Charge-capable Units, per KR&Os 6.264, but with the following limitations:• The Charge ability is enhanced, but is only gained if a Highland

Charge is Successful. Success is determined by using the Highland Charge Table (HCT). If successful, a Charge’s strength may be Partial or Full.

• A Highland Charge may only be attempted once (1) per Battle, regardless of success or failure.

• A Highland Charge only affects the first (1st) Round of combat, and must be declared immediately prior to determining the final SP count and Frontage (KR&Os 6.26).

• All losses taken by the Side attempting a Highland Charge, even an unsuccessful one, must be taken from Highlander Class Units, to the exclusion of all other Units, unless there are no remaining Highlander Class Units, in which case any remaining losses come from non-Highlander Units. KR&Os 6.33 is superseded with regard to Highlander losses (only). This penalty applies only in the Round in which the Highland Charge was attempted.

4.121 Potential Highland Charge effects are as follows:• If the Charge is Fully Successful (only), the opposing Side

suffers all its casualties first (1st), and all participating Highlander Units have their strength doubled (x2), per KR&Os 6.264, for that Round only.

• If the Charge is Partially Successful, the opposing Side suffers all its casualties first (1st), and all participating Highlander Units have their normal strength.

• If the Charge Fails, all participating Highlander Units have their strength halved (x1/2) prior to using the CRT.

4.122 Clarification: Highlander Units do not contribute to Cavalry Superiority or to Auxiliary Superiority. Nor may they Pursue. Important. The strength bonus is a notional increase of SPs: it does not affect the Base or Actual Frontage, it simply allows the Charging Side to use a better column on the CRT for that Round.4.123 A Surprised Side may not conduct a Highland Charge. If the Side conducting the Highland Charge has Surprised its opponent and is Successful, the Charge bonus is tripled (x3), not doubled.4.124 When a Highland Charge is declared, Leaders whose counters are marked with a small Cross of St Andrews (Highlander Contingent) may be used to improve the chances of success. Each such Leader provides a “-1” beneficial die roll modifier. The maximum number of Leaders that can be employed depends on the HCT column being used.4.125 Besides any such Leaders already present in the Battle hex, additional Highlander Leaders may be taken from the Officers’ Mess and placed in the Battle hex for the duration of the combat. Any Leaders assisting a Highland Charge must be selected as casualties first (1st).4.126 It is possible that both Sides will attempt a Highland Charge in the same Battle. Each attempt is made separately, the Attacker declaring first (1st).4.127 Example: the Jacobite player has initiated a Battle involving 8 Lowland Militia Foot and 16 Highlander Units against 12 Government Infantry and 2 Government Cavalry Units. One of the Highlanders is ”small”. Neither Side achieves Surprise. The Jacobite Side has 23 “SPs” (the half-SP Unit is rounded down). This gives the Jacobite Side 4 Wings. The Government Side has 12 + (2x2) = 16 SPs, or 3 Wings. The Jacobite player declares a Highland Charge. He consults the HC Table. He has no Highlander Leaders present, but draws Cameron of Lochiel and MacPherson of Cluny from the Officers’ Mess to give himself a -2 DRM. The final die roll is a “5” – Partial Success (note that Full Success is more likely with smaller forces). The Highlander Units are not doubled, but they do inflict casualties first. The CRT result is 4 hits and 2 Wings HdC against the Government. The Government player’s result, modified by Cavalry Superiority (-2 for 2 Units versus 0 Units) is 2 hits and 1 Wing HdC. The 2 hits on the Jacobites must be taken from the Highlander

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Units. After another Round, this time without the Highland Charge effects, the Jacobite Side succeeds in winning the Battle. When checking Leader casualties, the Jacobite Side has 1 Leader Wounded. This Leader must either be Cluny or Lochiel; random selection removes Cluny.If the Charge had been Fully Successful, the Jacobite strength would have been 8 + (15.5 x2) = 39 SPs, meaning a 7 Wing versus 3 Wing attack in the 1st Round – only in the 1st Round, though. In subsequent Rounds, the number of Jacobite Wings would drop to 4 less any Friendly HdC Wings. Again, the temporary boost to Wing strength does not alter the Base or Actual Frontage. 4.128 Historical Note: the Highland Charge was first developed by the Irish Confederates (Catholic forces usually allied to the Royalists) during the Civil Wars of the 1640's, and imported to Scotland by Alasdair "Colkitto" MacDonell's men who fought with Montrose. Move swiftly to within 100 yards, fire a volley, then rush forward, throwing yourselves flat as the enemy fires, then up and at them with your broadswords. Don't stop until they're hacked into itty-bitty pieces.

4.13 Highlanders and AttritionHighlanders were prone to desert at any opportunity, but especially after a battle (even a victorious one) – mostly to check on their families and deposit their loot. Therefore, all Attrition Checks against stacks containing Highlanders suffer an adverse modifier, and 75% of the losses generated must be taken from Highlander Units, if possible. This qualification takes precedence over all others.4.131 Important. Highlander Units only count as half (1/2) a Unit each when counting how many Units are present for the purposes of resolving Attrition. “Small” Units are ignored completely.4.132 A special Desertion Check is made whenever Highland Band Units cross the Anglo-Scottish Border into England. The Jacobite player must roll once (1) on the Attrition Table for each stack containing a Highlander Unit that enters England. This is done at the instant that the stack does so. However, while actually in England and/or Wales, the penalties for Attrition given above are ignored (but case 4.131 always applies).4.133 Historical Note: for most of the men, it would have meant their deaths to have thrown themselves on the tender mercies of the English locals, who still believed that Highlanders ate babies.

4.14 SiegesHighlanders are ignored when conducting Siege Resolution. They may Blockade normally. However, they can be persuaded to participate in an Escalade, if their commander passes a LC at the moment that the Escalade is declared.4.141 Exception: the Leader de Gordon may enable Highlanders to participate in all stages of Siege Resolution – see 3.155 point #1.

4.15 Highlander AuxiliariesHighlander Auxiliaries may conduct Ambush, Recce, Raid, Plunder, and Screen Tasks. ORs use Mountaineer MP costs. They count for Irregular Superiority in Battle. Highlander Auxiliaries do not contribute to Highland Charge strength. Clarification: Highlander Units are not DP Units.4.151 Highlander Auxiliaries receive some die roll modifiers on the Tasks tables. Especially, there is a “-1” Reconnaissance modifier in the Highlands Territory; this is coupled with a waiving of the Hill/Wooded Hill penalty in the same Territory (only).4.2 THE REGULAR ARMY"I have but a very mean opinion of the infantry in general. I know their discipline to be bad, & their valour precarious. They are easily put in disorder, & hard to recover out of it; they frequently kill their Officers thro' fear, & murder one another in their confusion…"

James Wolfe (of Quebec), Brigade-Major at Culloden

4.21 GeneralThe Government player has one main Contingent – the Royal Army – and four (4) minor Contingents: the English Militia (4.3), the Loyal Scots (4.4), and the Hessian and Dutch mercenaries (4.5). The Royal Army is discussed here.4.111 Royal Army Units display a variety of “Contingent codes” on their reverse, but these are only of relevance for initial placement and

Release (see below). The codes (also found on the Counter Guide) are:• Sc = Scotland• En = England (including Wales)• Ir = Ireland• Fl = Flanders• G = generic Government; all such items belong to the Regular

Army.4.212 All Government Leaders and Auxiliaries except those belonging to the Dutch, Hessians, Prussians, and Hanoverians (4.5) are Regular Army. All Government Artillery Units are Regular Army.

4.22 Regional CommandsThe Royal Army is divided into a number of regional Commands, to reflect the pre-Rising situation, These are the Army of Flanders, and the Scottish, Irish, and English Garrisons. Flanders and Ireland are off map locations.4.221 Each Command must be separately Released before its components can perform without restriction. The Government player may attempt to Release any of his Royal Army Commands by consulting the Command Release Table at the start of the Administrative Phase. The table compares the number of Turns passed since the beginning of the game with each Command. The number given under the appropriate column is the chance that Release will occur. Roll this number or less to succeed. The die roll may be modified by the difference in the players' Prestige (Jacobite minus Government). Once a Command is Released, all restrictions against it are lifted.4.222 Exception: in some scenarios, some or all of these Commands may start Released. Check the scenario instructions.4.223 Forces belonging to on map Commands may be Strategically Redeployed off map, and vice versa, as explained in 3.6 (or the optional naval game – 5.0). For all purposes they become a part of the Command they SR to.4.224 Leaders and Auxiliaries located in off map regions are bound by the same Release restrictions as the other elements of those Commands.

4.23 The Scottish and English Garrison CommandsAt the beginning of the game, the forces belonging to the Scottish and English Garrison Commands are placed on the map as directed by the scenario instructions.4.231 Forces belonging to the Scottish Garrison are automatically Released at the beginning of the game and are under no restrictions. If such forces enter England, they may complete their move, but are then considered to belong to the English Garrison and must be treated accordingly.4.232 In addition to the normal Release rule (4.221), the English Garrison is automatically Released immediately after a Jacobite Unit enters England and completes its move.4.233 Until Released, forces belonging to the English Garrison cannot voluntarily move. Furthermore, Auxiliaries cannot be used in England.4.234 Historical Note. As an example of the situation at the start of the Rising, Lee's Regiment (55th of Foot) happened to be divided up. Half the regiment was with General Cope in Scotland and half was in England. Despite repeated requests, Lord Mark Kerr at Berwick refused to release his half of the unit and it remained in England until after Cope's half surrendered at Prestonpans. Kerr then berated Cope for not defeating the Jacobites. Go figure.

4.24 Ireland and the Army of FlandersThese two Commands are off map. Once an off map Command is Released elements of it may be Strategically Redeployed to the map or to the other off map track, as explained in 3.6 (or the optional naval rules – 5.0).4.241 The Government player will find it prudent to maintain some forces in Ireland. For every French Unit in Ireland the Government player must have two (2) Royal Army Units there, or the Jacobite player will gain one (1) point of Prestige each Turn that the French strength is not properly matched. See also 4.73.

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4.242 It is dangerous to weaken the Army of Flanders too much. For every six (6) Units Strategically Redeployed out of this Command to another location, the Jacobite player gains one (1) point of Prestige. Cavalry SPs count double (x2). Each Royal Artillery Unit counts as one (1) per Battery or Siege Artillery SP. Each Auxiliary counts as one (1) Unit. Round fractions DOWN, as usual.4.243 In addition:• For each Turn prior to the October-November Turn of 1745 that

any Units are SR’d out of this Command, the Jacobite player gains one (1) additional point of Prestige. (This is because the Royal Army is still campaigning against the French, who have not gone into winter quarters).

• For each month after on and after the February-March Turn of 1746 that that any Units are SR’d out of this Command the Jacobite player gains one (1) additional point of Prestige. (This is because the Royal Army has to prepare for the coming campaigning season against the French).

4.244 The Government player may return Units to the Army of Flanders Command from any other Released Command of the Royal Army. For every six (6) Units (using the scale of force of 4.242) added to this Command the Government player gains one (1) point of Prestige.4.245 Historical Note. Ireland at this time was very quiet, which is at first glance surprising given the constant reductions in the Garrison and the famous showing of the Irish Brigade at Fontenoy. A famine that occurred in 1741 and a recent pogrom against priests and monks in 1744 may have had something to do with it. Of more importance were the repressive Penal Laws, and the Irish peoples’ utter rejection of the Stuart dynasty following James II's abandonment of them in 1690. However, could the French have landed in 1745, they might have sparked some show of resistance independent of Charles' efforts that would have given the Government yet another headache. Until 1745, England turned a blind eye to the on-site recruitment of Irish soldiers by France. After the Rising, the practice was forbidden.

4.25 Provisional Battalions (PBs)PB Units are hastily organised collections of what were known as Additional Companies (i.e. replacement “march units”). One (1) such Unit – the Guards – is in existence, in Flanders, at game start. The others may be created by the Government player in the Redeployment/Reorganisation segment of any Administrative Phase. 4.251 PB Units may be Formed in any hex containing a Royal Army Infantry or Cavalry Class Unit or Units. However, PB Units may only be Formed if there is a Jacobite Unit in England or Wales. Furthermore, a die roll is required for each PB Unit to be successfully Formed. On a “0-3” the Unit is Formed. On a “4-7” it is not Formed. On a “8-9” it may never be Formed.4.252 Clarification: the Guards PB Unit is Grenadier Class. However, although similar Units are often created by amalgamating Grenadier Auxiliaries, but this is not the case with this Unit. It is a DP Unit.4.253 Historical Note: the Government was able to form some fairly effective units out of "additional companies" (recruiting parties) and other small bodies of troops, staffing them with unemployed Marine officers whose own units were divided among the Navy's ships. In the absence of any real information, in the game these Units have been given the same uniforms as the Marine Auxiliaries of the same name, sans the special Marine cap. A provisional guard battalion was formed as well, but whether from converged Grenadier "flanker" companies or out of the remnants of units blasted at Fontenoy, is unclear. The former seems indicated by the fact that there were still six strong guards battalions on the establishment, in addition to the Provisionals. For this reason the Unit is Classed as Grenadiers.

4.26 British Guard UnitsThe Government player has a number of Guard Class Units – some Infantry (including the Guard PB), and some Cavalry. Infantry units can only be Subordinated to the Guards Brigade HQ, or directly to an Army or Grand Army HQ. Guard Cavalry Units may be Subordinated to any Cavalry Brigade HQ, or directly to an Army or Grand Army HQ.4.261 If Guard Units are Subordinated to a Brigade HQ, no non-Guard Class Units may be Subordinated to the same HQ.4.262 Some Guard Units act as Escorts for King George. See 3.124.

4.263 Formed Guard Units on the map that are not assigned to Escort duties must either remain within eight (8) MPs of London or be stacked with King George. If forced by circumstances to break this rule, the affected Units must move to an allowed location as expediently as possible.4.264 Historical Note: Guard units were supposed to be the best and most loyal elements of any king's army, and often one of the Sovereign's hobbies. Therefore they were carefully husbanded. Hogarth’s painting, “The Guards March to Finchley” (in 1745) gives a truer indication of their “elite” nature.4.3 GOVERNMENT MILITIA

And now dear Gower thou man of PowerAnd comprehensive Noddle

Tho' you've the Gout yet as you're StoutWhy won't you place in Saddle

When you might ride to either SideChoose which K–g you'd serve with?

But dear Dragoon Charge not too soonFor fear of th' other Blunder.

"The Heroes" by C. H. Williamsto the tune of "Sally in Our Alley"

The militia and the various volunteer units suffered from the usual fault of amateur forces: their members had enlisted on a short-term basis, and generally expected that they would only have to defend their own homes. In addition, the militia establishment, supposedly the cornerstone of British defence, had declined into virtual non-existence, having spent the last 80 years or so as a political football.

4.31 GeneralThe Government player's English Militia comprises three (3) elements: the Trained Bands (TB), the Nobles' Regiments (NR), and the County Militia (CM).4.311 English Militia Units are all Militia Class.4.312 English Militia Units may not voluntarily exit England or Wales. If forced to do so they become Unformed (but are not permanently eliminated).4.313 Any time an English Militia Unit moves further than six (6) MPs from a Unaligned or Friendly-Controlled RC in England or Wales, its entire stack immediately suffers an additional Attrition Check, with as many losses as possible being taken by English Militia Units in the stack.4.314 These general rules may be overridden by the specific rules for each type of Militia Unit.

4.32 Trained BandsThese units represent a mix of volunteer Formations associated with particular towns or cities. They have "TB" as their Contingent Code.4.321 Trained Band Units cannot be Formed until a Jacobite Unit has entered England for the first time, at which point their counters become available, but still have to be Mustered normally.4.322 Trained Band Units are all assigned to a particular location, as noted on the Trained Band Chart, found in the Government OOB booklet. Trained Bands cannot voluntarily move more than two (2) hexes from their assigned location. If forced to do so they must return within their allowed area as expediently as possible. The occupation of their assigned location by the enemy forces their Disbandment. Disbanded Trained Bands are permanently removed from play.4.323 If a Trained Band Unit becomes Unformed for any other reason, its counter is also permanently removed from play.4.324 A Trained Band unit cannot be Formed in an Enemy-occupied hex. However, it is not Disbanded if its placement hex is Enemy-occupied, and may be Formed later in the game, once the hex is no longer Enemy-occupied.

4.33 Nobles' RegimentsThirteen (13) Militia Foot Class Units (regimental-numbered 67th to 79th) and two (2) Cavalry Class units (regimental-numbered 9th & 10th) are designated Nobles' Regiments. One of the Horse is Militia Class, the other Hussar. See 4.35 for special rules on the latter. These Units have "NR" as their Contingent Code.

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4.331 Nobles' Regiments cannot be Formed until a Jacobite Unit has entered England.4.332 If a Nobles' Regiment becomes Unformed it is permanently removed from play.4.333 The Government OOB lists placement locations for these Units, but those sites are optional. The Units can actually be Formed in any otherwise eligible Regional Centre.4.334 Historical Note: these units were raised as an emergency measure in the face of strong political opposition to calling out the old county militia. Only a few units were actually raised, and even fewer did anything (see the historical commentary for details), but they were to be organised and equipped as line battalions. They were at least a more effective response than the county militias proved to be.

4.34 County MilitiaCertain Units are named "County Militia". These Units have "CM" as their Contingent Code. County Militia Units may be Formed in any Administrative Phase, using the normal Mustering procedure (3.3). The number of County Militia counters is an absolute limit on the number of Units that may be in use at any one time, but the counters can be reused.

4.35 Kingston's Light HorseThe 10th Regiment of Horse is Classed as a Hussar, and is a DP Unit (3.39). For Mustering purposes (only) it is considered to be Militia Horse. It may be Mustered as Auxiliary, and if so, is immediately placed in the Available Box.4.351 Unlike the rest of the Nobles' Regiments, Kingston’s may leave England.4.352 Furthermore, it can be Formed again if Unformed for any reason (an exception to 4.332). It does not go through the Mustering process when changing roles.4.353 Historical Note: Kingston’s was the only Nobles Regiment to be permanently added to the Line, though it was first disbanded and then reformed as dragoons.

4.36 Cumberland’s HussarsCumberland’s Hussars were a volunteer bodyguard troop belonging to the Duke of Cumberland. The troop is represented in the game as an Auxiliary, which is placed in the Available Box the first (1st) time the Duke of Cumberland is Posted from the Officers' Mess (clarification: this wording allows the Auxiliary to be used in Ireland as well as on the map).Design Note: this troop was in the mix for the very first Charlie’s Year game, but was removed due lack of evidence (in the sources it seemed to be confused with one or more other units). However, it appears to have existed after all, as a troop of Austrian hussars who entered the Duke's service as bodyguards while he was in Flanders. From their colours (crimson & green), they could be a troop from the Károlyi Husaren Regiment, which served in Flanders, but on the other hand, they could have been a mix of freebooters uniformed by the Duke.

4.4 THE LOYAL SCOTS"For my own part I am very sorry to hear that any loyall Highlanders are to be armed at all. The proverb indeed says, ‘set a thief to catch a thief', but I beg leave to except Scotch thieves."

The Earl of Chesterfield, Viceroy of Ireland

4.41 Loyal ScotsFor the purposes of this rule, Loyal Scots forces include both Black Watch (BW) and strict Loyal Scot (LS Contingent code). The distinction is made because the Black Watch Units also function as Highlanders.4.411 Units belonging to the Loyal Scots Contingents suffer from a number of restrictions before their Release:• Loyal Scot Units cannot voluntarily move or be Mustered.• Loyal Scot Auxiliaries cannot be used or Mustered.4.412 The Loyal Scots Contingent is Released in the Administrative Phase of the Turn in which a Jacobite unit moves within three (3)

MPs of Inverness (11/N/Edinburgh), Perth (3/N/Edinburgh), Glasgow, or Edinburgh. The MP costs should be traced using Mountaineer rates if any of those Jacobite Units are Highlanders.4.413 Even after their Release, Loyal Scots Units may never be moved out of Scotland. If forced to do so they become Unformed (but may be re-Mustered).4.414 All Loyal Scots Units, except for Black Watch (4.42) are Militia Class, and are Formed through Mustering at Regional Centres in Scotland. Exception: in the Highlands Territory, they may only be Mustered at RCs marked with purple hash marks.4.415 Some Leaders have Scottish flags on their counters. These are Loyal Scots Leaders, and are subject to 4.412 and 4.413. Prior to Release, Loyal Scots Leaders may be Posted and Relieved, but only to Formations composed entirely of Loyal Scots Units, or to Garrison Headquarters in Scotland.4.416 Clarification: the elements that comprised the Loyal Scots Contingent were historically controlled by the Scottish Parliament, coming under command of the Scottish Garrison only in wartime. In the game, the latter is one of the four Commands of the Royal Army Contingent. The Loyal Scots, although British, belong to the minor Contingent of the same name, are not part of the Royal Army Command, and are thus Released separately. Note, however, that Loyal Scot and Royal Army force can and do coexist in the same locations – this does not raise any "issues", simply obey the rules for each Contingent on an individual basis.

4.42 The Black WatchThe Government player has a number of Highlander Units. These are termed Black Watch (BW – the Contingent code is the same) Units, after the original Highland paramilitary force established by the Government. They abide by all rules pertaining to Highlander Class forces and by all rules pertaining to the Loyal Scots, amended as follows.4.421 All BW Units and Auxiliaries are Formed through Mustering at those RCs where Highlanders may be Mustered. BW forces may always be re-Mustered if they become Unformed.4.422 BW Units may prove Unreliable in Battle if fighting against a force containing Jacobite Highlanders. The Government player must roll a die for each BW Unit immediately after checking for Surprise. On a roll of "6" or less, the Unit participates normally. On a roll of "7" or higher the Unit immediately becomes Unformed.4.423 If BW forces are part of a Garrison, the same Reliability Check is made the first (1st) time the Fortification is Blockaded by a Formation that includes Jacobite (HB) Highlanders. A single check is made for all the BW elements in the Garrison. A given Fortification is only checked once (1) per time that it comes under Government Control.4.424 Important. The “integral Unit” component of all Garrison HQs Formed at locations in the Highlands Territory are automatically assumed to be BW, and therefore subject to 4.423. This is not the case so long as any non-BW Unit is Subordinated to the Garrison (but other BW Units in the Garrison are still affected).4.425 Example: at the start of the game, Fort Augustus is occupied by a Garrison HQ with no Subordinates, but the location is later abandoned. Toward the end of the game, the Government player re-Garrisons the Fortification with a BW Unit (i.e. a Minor Garrison). The forces at this site would potentially undergo 2 Reliability Checks – first, if the original Garrison HQ was Blockaded by HB Units, and second, if the re-occupying BW Unit was also subsequently Blockaded by HB Units.

4.426 Historical Note: the various Government Highlanders were strongly suspected of being soft on their Jacobite cousins. Even the 43rd of Foot (later the 42nd Black Watch) was strictly monitored, as many of its members had family on the other side. In the main though, these units proved to be loyal and effective, thus this rule reflects the Government's fears more than anything else.

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4.43 The "English Bargains"The Government player has the ability to convert his "shaky" BW units into more reliable Militia Class Units, at the price of losing their Highlander abilities.4.431 There are three (3) Loudon Militia (LM) Units, which are Militia Foot Class, and the 64th of Foot, which is a Line Infantry Class Unit. All are Loyal Scots. (Contingent Codes are LS; use the names as identifiers).4.432 All four LM Units are Formed by permanently Disbanding BW Units. This may take place during the Reorganisation segment of any Administrative Phase. The BW Units must be stacked together (they need not start the phase stacked together). Remove the BW Units and replace them with one or more LM Units. The Disbanded BW Units may never be Formed again.4.433 Once Formed, LM Units behave like other Units of their Class.4.434 Each LM Unit must be Formed by Disbanding one (1) ordinary BW Unit, or three (3) “small” BW Units.4.435 When Formed, LM Units have a CE of “E”. This may be improved in any of the normal ways, up to the printed CE of the Units.4.436 Historical Note: Duncan Forbes, the de facto PM of Scotland, attempted to raise 20 militia companies of Highlanders as a part of his long term pacification scheme. 18 companies were actually created and used in the Rising, but their organisation lay somewhere between war band and regiment until after the rebellion. In addition, the 64th Highlanders (Lord Loudon Campbell's) were in the process of recruiting as the rebellion began, but their companies were widely scattered.

4.5 MERCENARIESIn the ‘45, allied troops accounted for over a third of the Government's total strength. Historically, the Dutch were employed first, and then the Hessians replaced them. The Dutch had been used before, notably in the Rising of 1715, where they gained the reputation of being "worse than the English" for pillaging.The Dutch soldiers in the War of the Austrian Succession were no better and no worse than those of any other army, and in fact the Dutch had had a good military reputation in the previous century. However, their political masters were engaged in a tightrope act with their new enemies the French and their old enemies the Austrians – technically they were not at war with France in 1745 – and this meant that the leadership was reluctant to make any outstanding contribution. In fact they dragged their feet remorselessly.The Hessians' reputation has suffered in American schoolbooks, but although the elites of both England and the Thirteen Colonies disliked mercenaries on principle, the common people found them to be no worse than their own standing armies, and sometimes even a pleasant change from the usual loutish clowns and arrogant squires that composed the latter. At least the Hessians paid for their lodgings.

4.51 GeneralThere are normally two (2) foreign Contingents available to the Government player – the Dutch and the Hessians. The Prussians are available as an optional rule, and Hanoverian forces are available when playing the 1744 Variant (8.47).4.511 All foreign Contingents are (if not set up on map to begin with) set up in Flanders when received, and may be Redeployed to and from the map like any other Government forces. Auxiliaries and Leaders belonging to these Contingents are placed in their respective holding boxes (Available Box or Officers' Mess) when received. These Contingents are not part of the Flanders Command.4.512 Each Contingent has its own Brigade HQ. These HQs cannot be Formed unless that particular Contingent is available and cannot Subordinate Units other than those of their own Contingent. Per 3.233, the standard Brigade capacity may be exceeded. Units from these Contingents may be Subordinated to British HQs instead (and the Brigade HQs may be Subordinated to the Government Grand Army HQ), but not to each other's HQs. British Auxiliaries may be Assigned to and/or trace their ORs from these HQs without penalty.4.512 Each Contingent has one (1) Leader. Regardless of their Rank, they must be Posted to command their own Contingent's Brigade HQ when it is Formed. If that Leader is Killed, the HQ may remain in play (and may even become Unformed and then be Formed again), but no other Leader may be assigned to it. The HQ is assumed to

have a notional Leader with no Personality, and ratings of "0". If the Brigade HQ is Unformed, the Contingent’s Leader may function as any other Leader of his Rank (Contingent penalties – KR&Os 3.76 apply).4.513 Auxiliaries and Leaders belonging to these Contingents may remain in play even if there are no Units of their Contingent on the map, but must be removed from play if their Contingent is officially removed from play (see below). Auxiliaries may freely assist forces of other Friendly Contingents in a reciprocal manner to the last clause of 4.411.4.514 Forces from these Contingents may be Redeployed to Ireland.

4.52 The DutchThese represent a 6000-man force loaned as part of a clause in the Treaty of Utrecht in (1713). (The clause was invoked in 1715 and 1719 as well).4.521 The Dutch become available (if not made available by the scenario starting setup) in the first (1st) Administrative Phase in which the Jacobite player has at least six (6+) Prestige more than the Government player.4.522 If a French Intervention Unit (4.7) ever arrives on the map (that is, lands in Britain), all Dutch forces on the map must be removed from the game at the end of the same Turn. Dutch forces in Flanders cannot enter the map while a French Unit is present on the map.4.523 The same restriction applies if any Dutch forces are in or wish to go to Ireland and French forces arrive there.4.524 Exception: the Graf von Frangipani Hussar Auxiliary may remain in play or go to/be in Ireland despite the presence of French forces.4.525 Dutch forces may only be Redeployed once (1) during the game (e.g. Dutch Units sent to Ireland cannot later be Redeployed to the map).4.526 Historical Note: the Dutch units were members of paroled Garrisons and could not fight the French without breaking parole! Since the Dutch were technically not in a state of war with France, even though their troops were engaged against them, besieged by them, and frequently surrendered to them, they tended to be sticklers for protocol. When the French ambassador to the Jacobites showed up with some officers from the Écossais-Royaux, the Dutch were compelled to return to Holland. Regarding the Hussars, Graf von Frangipani was a Bavarian (formerly Imperial) unit in Dutch service, of which one troop apparently served in Scotland. Since the records show that there was a troop of "leib" horse under Hessian command, but no Hessian horse are recorded as having served in Britain, by an educated guess, Graf von F probably remained behind. The description of the uniform matches, at any rate.

4.53 The HessiansFrederick of Hesse-Cassel kept his troops in shape and his account books balanced by hiring his army out on a contract basis. At this time he was working for the Allies (Austria, Holland, and Britain) against the French.4.531 If not available at the start of a scenario, the Hessians are made available in the Administrative Phase of the Turn after the Dutch Contingent has been removed from play.4.532 Exception: The Hessians may be brought into play while the Dutch are still in use, or even before the Dutch are made available, if the Government player pays a (1) point of Prestige. The Dutch still become available normally.4.533 Hessian Units may refuse to participate in an Operation. Each time any Hessian Units are to be moved during the Operations Phase, the Government player must make a LC for Prinz Friedrich. If successful, the Hessian Units are moved normally. Otherwise they are not moved. Any other Units involved in that Operation can be moved normally.4.534 The LC is made regardless of where Prinz Friedrich is, and even if he is Wounded, or Captured. Exception: if Prinz Friedrich is Killed, no LC need be made – Hessian Units then participate freely, like other Units.4.535 When the Hessians refuse to move, they must be removed from the HQ they are Subordinate to and stacked on the map in their

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current location. If Subordinate to their own HQ, they may remain so, but their HQ will be removed from Subordination to any higher HQ. The Government player may instead choose to forfeit his Operation in order to keep his Hessian Units Subordinated.4.536 This check is made once (1) per Impulse. If the Hessian HQ is being Activated as part of the Operation, the LC receives a favourable "-2" die roll modifier.4.537 Historical Note: even though Frederick of Hesse was one of the Duke of Cumberland's best buddies, he objected to the savagery of the fighting – besides, his men's pay was in arrears.

4.54 Optional: The PrussiansIn 1745, the war in Germany was winding down, but it was not over. When the Rising broke out in Scotland, Frederick the Great, probably wanting to keep Hanover in its place as a counterweight to some of the other powers, particularly in view of the coming Imperial Election, offered his uncle, King George, 6.000 Prussians. George, who disliked his nephew, declined. Dealing with the Prussians was a little like dealing with the local mafia – at some point, you could expect to be asked to do them a favour… and they might break your legs if you said no. But what if George had agreed?4.541 This rule is optional.4.542 If employed, the Prussians are received in lieu of the Dutch, entering play by the same mechanism (4.521 and 4.525).4.543 There are no restrictions on the use of the Prussians.4.544 In order to receive the Dutch instead of the Prussians, at the time the Dutch are Released (per 4.521) roll one (1) die. On a result of “0-1”, the Prussians are received instead.

4.55 The HanoveriansThe Hanoverians are covered in Variant 8.47.4.6 JACOBITE CONTINGENTS

There's nought in the Highlands but syboes and leeks,And lang-leggit callants gaun wanting the breeks;Wanting the breeks, and without hose and shoon,

But we'll a' win the breeks when King Jamie comes hame.Jacobite Doggerel

4.61 ContingentsThe Jacobite player has five (5) "national" Contingents, plus a "universal" Contingent. See the Counter Guide for codes.4.611 Some Jacobite Leaders have a "national" Contingent icon or icons (flag(s) – see the Counter Guide). Those with no such icon(s) may command any Contingents without applying KR&Os 3.76 (Contingent penalties). Those Leaders with multiple Contingent markings may be stated to belong to any one (1) of the Contingents shown, as and when the owning player desires. See 4.62 for more information.4.612 Clarification: some Government Leaders also have Scottish flags on their counters. This is to indicate they are Loyal Scots (4.4).4.62 Jacobite FactionsAt the start of each Operations Phase, the Jacobite player must consult the Faction Table. Depending on the result, one or more (1+)Jacobite Contingents may be Disaffected. The effects last for the duration of the Turn.4.621 Clarification: normal rules for mixing Contingents (KR&Os 3.76) continue to apply.4.622 Disaffected Units provide an additional AC modifier to any stack they are in. Half of any Attrition losses taken by such a stack must come from Disaffected Units. This rule takes precedence over the 50% Horse/Foot ratio (KR&Os 5.23).4.623 Jacobite Leaders bearing one or more Contingent icons on their counters may also become Disaffected. Disaffected Leaders have their Leadership Ratings reduced by one (1) and their Personalities are considered to be Timid for the duration of the Turn.4.624 If a Leader has more than one (>1) Contingent icon, the above effects are ignored unless ALL such Contingents are Disaffected.

4.625 Disaffected Auxiliaries (i.e. Highland Band Auxiliaries) may not be Tasked. 4.626 Per 3.133, Charles may be able to cancel these effects for one (1) affected Contingent.4.627 Historical Note: the Jacobite officer corps was riven by petty rivalries: Lowlanders versus Highlanders, Highlanders versus other Highlanders, Protestants versus Catholics, exiles versus the home crowd, the Irish versus everybody. At the centre was Charles, who by temperament was inclined to cling to his Irish-exile coterie and to the "dependable" Catholic core, at the price of alienating some of his more gifted followers. The Government side was also factionalised, but with less impact on the final outcome. There were various opinions as to the wisdom of recalling the Army and as to the severity to be shown to the rebels. There was also mistrust between some Scots commanders (like Argyle) and the English, and between hard-line Whigs and those (like General Oglethorpe) who had Jacobite connections.

4.63 Special Units4.631 Elcho & Balmerino's Lifeguards. Although Guard Class, this Unit is Mustered like a Militia Horse Unit. Furthermore, it is not required to act as an Escort for Charles Stuart.4.632 Jacobite Militia Horse and the Elcho & Balmerino Lifeguard Unit are irreplaceable.4.633 The Edinburgh Regiment may be Formed after any Battle that the Jacobite Side wins, provided there were at least two (2+) Government Line Infantry Class Units involved. The Unit may be Formed at any Jacobite-Controlled RC. This Unit is irreplaceable and may not be Formed in any other way.4.634 The Manchester Regiment is received automatically as an Unformed Unit as soon as the Jacobite Side enters England for the first time, and can be Formed at any point thereafter. It is Irreplaceable. The Manchester Regiment is otherwise a normal English Militia Unit (4.64).

4.635 The Duke of Perth’s Pioneers. The Duke took 50 men from his own regiment to act as pioneers fixing roads and clearing obstacles on the Jacobite advance to Derby. In addition, men from Lord Lewis Gordon's regiment were employed construction battery positions and earthworks at the siege of Stirling. This counter represents the Jacobites' pioneer abilities. It can be added to the Jacobite player's Available Box in the same Turn that a battalion of the Duke of Perth's Regiment is Formed for the first (1st) time.4.64 The English & the WelshThese two Contingents obey the same general restrictions, except as noted below. If the Jacobite player has Prestige of “9” or higher and currently has Units in England, he receives a variable number of Unformed English Jacobite Units. If the Jacobite player has Prestige of “9” or higher and currently has Units in Wales, he receives a variable number of Unformed Welsh Jacobite Units.4.641 These Units are initially added to the Jacobite player's pool of Unformed Units. English Units can only be Mustered at RCs in England; Welsh Units can only be Mustered at RCs in Wales.4.642 English and Welsh Units may enter each other's Territories freely, but neither Contingent may enter Scotland voluntarily. The units become Unformed if forced to do so. Technically, English or Welsh Units are permanently eliminated if they become Unformed. However, their counters are reusable.4.643 Rule 4.313 also applies to Jacobite English and/or Welsh Militia Class Units.

4.65 The SwedesJust before the battle of Culloden, a regiment of Swedish volunteers was formed to fight for the Jacobites. Apparently they were paid for and equipped by the French. The Rising was over before the unit could be sent.4.651 The Jacobite player may receive the Swedish Volunteer Unit if Element “2” of the French Intervention is Released (4.7) and it is the February-March Turn of 1746, or later. The Swedes may be placed at any Friendly-Controlled Port. The Unit is treated as French for all purposes.

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4.652 The Jacobite player may receive a Swedish Artillery Battery in any Administrative Phase on or after Element “2” of the French Intervention is Released (4.7). The Jacobite player must roll one (1) die. On a roll of "7" or less, the Battery is received. Otherwise it is eliminated. If received, the Battery can be added to any Jacobite Mixed Artillery Unit in play. If such a Unit is not currently in play, one may be immediately Formed and the Swedish Battery added to it.4.653 Historical Notes: the guns were modern pieces (actually made in Sweden, not just "Swedish" style), and had a skeleton crew of French gunners. The Swedish Volunteer counter wears the uniform of Hamilton's Regiment. The men who volunteered were probably Jacobites serving in the Swedish military, culled from many regiments, but Hamilton's was chosen to represent them because some members of that prominent family were ardent Jacks.4.7 THE FRENCHThe French Court was divided on the issue of aid to the Jacobites. With the Rising's initial success, some of the French wanted to jump on the bandwagon; in particular the Duc de Richelieu, who had been put in charge of the invasion forces. But Maréchal de Saxe, architect of recent French victories in the Low Countries, and Richelieu's loathsome rival, argued against a division of labour. In the end, the mere threat of invasion was sufficient to give de Saxe a free hand in Belgium at minimal expense for the French.

4.71 GeneralThe French Contingent begins the game off map "in France". It is grouped into three (3) Intervention Elements, which must be Released individually before they can be used. The elements are denoted by numerals in white circles on the backs of the counters (see the Counter Guide).4.711The Jacobite player may attempt to involve the French by consulting the Command Release Table during the Redeployment/Reorganisation segment of any Administrative Phase. Note that the die roll is modified based on the Jacobite player's current Prestige.4.712 Only one (1) Element can be Released in any given Turn. Furthermore, the Elements must be Released in sequence (i.e. the 1st Element before the 2nd Element). 4.713 Once Released, an Element can be Redeployed to the map or to Ireland as described in 3.6 (or the optional naval game – 5.0). The components of an Element do not have to be kept together.4.714 There are two (2) French off map tracks: Brest and the Channel Ports. Either or both boxes may be used to store French forces. Exception: when playing with the optional naval rules (5.0), French forces are given a specific starting box. (The Ireland box, while friendly to the French as well as the British, cannot have French Units placed in it initially – see 4.73).

4.72 Prestige GainsThe Jacobite player may gain Prestige by permanently forfeiting an Element of the French Contingent – two (2) points of Prestige per Element forfeited. This may be done before or after an Element's Release, so long as no French forces belonging to that Element have actually left France.

4.73 IrelandFrench forces may be Redeployed to Ireland. Once there they cause the Jacobite player to gain Prestige per 4.241. They do not engage in combat, nor do they suffer any losses. The “scale of force” for non-Infantry Units is the same as the Government Side (e.g. Cavalry Units count doubled (x2), etc.) French forces Redeployed to Ireland must remain there for the duration of the game.

4.74 Le Royal-Écossais ou Écossais RoyauxThis unit was initially raised in 1744 for the planned invasion of Britain that year. Its members were Scots exiles or their French descendants. Sources vary as to its strength, going as high as 1000 men. Some men were actually enlisted in Scotland. Other Jacobites joined Ogilvie's Forfar Regiment, which was formally enrolled in French service as of February 1746, enabling its members to escape persecution after Culloden.4.741 If eliminated, Le Royal-Écossais may be Formed again through Mustering, as if it were a Jacobite Scots Militia Unit. However, its

CE may never be more than one grade less (-1) than its printed value (i.e. “C” at best).4.742 Ogilvie's Forfar Regiment. On the January-February Turn of 1746, this regiment (1st & 2nd Battalions = two (2) counters) joins the French Contingent and is treated as such for all purposes.

4.75 French AidThe Jacobite player may attempt to generate OPs through French Aid, using the French Aid Table. This may only be done once (1) per Quarterly Turn (in the Administrative Phase). OPs generated in this manner are Unassigned.4.751 When each Intervention Element is Released, the Jacobite player gains a die roll modifier on the French Aid Table. These modifiers are not cumulative.

5.0 NAVAL RULES (OPTIONAL)When Britain first, at heaven’s command,

Arose from out the azure main,Arose, arose, arose from out the azure main.This was the charter, the charter of the land,

And guardian angels sang the strain.Rule Britannia!

Britannia rule the waves.Britons never, never, never shall be slaves.

5.1 BASIC CONCEPTSWhen the Admiral would have the Fleet to get in a Condition for Sailing, he will loose his Fore-top-sail; and all the Fleet is to do the same.

Article I, Signals by Day

5.11 GeneralThese rules are optional, but if used, must be used in their entirety. They replace rules 3.63 & 3.64. Some rules in this section may also affect Amphibious Movement (3.5).5.111 All naval-related actions are carried out in the Naval Phase, which is inserted between the Operations and Administrative Phases. This phase is only used when playing with these rules.5.112 Naval activity involves naval Units, which are called Squadrons (5.3), and Convoys (5.2) of land Units (also Leaders and/or Auxiliaries) moving (5.4) at sea.5.113 Activities in the Naval Phase are conducted in the same manner as an Operational Impulse, except that Naval Battles (5.6) occur at the end of each Operation, not at the end of the “Impulse”.

5.12 Sea ZonesNaval movement is conducted using the series of light blue boxes arranged around the perimeter of the map. These boxes are situated between a set of pale white boundary lines. Together, the lines and boxes are known as Sea Zones. Forces are moved from zone to zone as described in 5.4.5.121 Items in a given Sea Zone have potential access to all the Ports lying between the associated boundary lines (and vice versa).5.122 Some Sea Zones give access to off map regions. These display an anchor symbol and a flag, and are labelled with the name of the region. Each off map track is considered to be a Port, permanently Friendly to the Side indicated by the flag depicted in the box. Note that Ireland has flags for both the French and British.5.123 The off map region of France has three (3) points of access to the map: Brest, the Channel Ports, and Boulogne. The Jacobite player must indicate where his naval forces, and land forces in France are located:• Regarding naval Units, only French PSqns may be located at the

Channel Ports. No French Naval Units may be at Boulogne. Only naval Units may be at Brest.

• By default, all land forces in France are assumed to be at Boulogne. During any Administrative Phase, the Jacobite player may declare he is moving some or all of his land forces in France to the Channel Ports. This action constitutes a SR of those forces (i.e. they may do nothing else that Turn); forces “at the Channel Ports” may also SR to Boulogne.

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5.13 PortsWhen using the naval rules, Ports are used for the following:• Convoys (5.2) may only be Formed or Disbanded at Friendly-

Controlled Ports.• Naval Squadrons (5.3) may only Base at Friendly-Controlled

Ports. 5.131 Ferry Termini do not count as Ports for the above purposes unless a Town is present (i.e. unless it is a “real” Port).5.132 The Jacobites may only conduct naval movement into or out of Friendly Port hexes. Government forces may only conduct naval movement into or out of Friendly or Unaligned Port hexes.5.133 Clarification: a Jacobite Friendly-Controlled Port is one physically occupied by a Jacobite Unit (including French Units), or the France off map track. A Port at a Blockaded Jacobite-Controlled Fortification is considered Jacobite Friendly-Controlled for the basing of Government naval Squadrons, but not for the Formation or Disbandment of Convoys. All other Ports are deemed Government-Controlled for movement purposes.5.134 The rules on Port Access (1.27) still apply when using these naval rules. If a Squadron (5.3) is Based at a Port that becomes ineligible for Basing, it must immediately be displaced to a Sea Zone affiliated with that Port. If this is not possible (during Storm weather – 5.15) the Squadron is eliminated. Interception (5.5) is not triggered by such involuntary moves.5.135 Per 3.643, Ports have a limited per-Turn Capacity in Units. See the Port Capacity Chart. The involuntary use of a Port does not take into account the Capacity.

5.14 The Naval PhaseActions for this phase are conducted in the following order:1) Determine naval weather (5.15) and resolve its effects.2) Form or Disband Convoys (5.2).3) Conduct Naval Operations (5.2-5.5).

5.15 WeatherConsult the Naval Weather Table. Naval weather, or Sea State, is determined by cross indexing the “land weather” with a die roll (the weather used is that in force during the Administrative Phase):• Fair weather has no affect on play.• Rough weather increases the costs of naval movement by one

(1) Movement Point per Sea Zone entered by a naval force, and doubles (x2) the costs of all Amphibious Movement (3.5). Pure Riverine Movement is unaffected. Rough weather reduces the chance of a successful Interception (5.5) as noted on the Interception Table.

• Storm. When Storm weather occurs, consult the Storm Table once for each Friendly stack currently At Sea. This may result in the Scattering (5.45) of those forces and/or generate losses.

5.16 Naval OperationsA Naval Operation consists of the movement of a single Convoy (5.2) and Escort (5.33), or the movement of a single stack of Squadrons (5.31). The Inactive player’s Squadrons may attempt to Intercept (5.5), and moving naval forces may Search (5.55) for non-moving naval forces. Interception always occurs before Searching in any particular situation.5.161 If Interception or Searching is successful, a Naval Battle (5.6) will be fought, ending the Operation. Otherwise the operation ends when the moving stack runs out of MPs or its owner chooses to stop.5.162 No Convoy or Squadron may conduct more than one (1) Naval Operation per Turn.5.163 Once the First (1st) Side has finished its Operations, the Second (2nd) Side conducts its Operations. Interception is not considered an Operation, and does not prevent the Activation of Squadrons for their own Operation(s).

5.2 CONVOYSIf it grow thick and foggy Weather, the Admiral will continue sailing with the same Sail set that he had before it grew foggy, and will fire every Hour a Gun; which is to be answered by the Flag-ships of the Fleet; and the private Ships are to answer by firing of Musquets, beating of Drums, and ringing of Bells.

Article V, Instructions for Sailing in a Fog

5.21 GeneralLand forces may be shifted around the map using the network of Sea Zones and their associated Ports. This activity is termed Convoying. A stack of land forces participating in this activity is called a Convoy (5.22). The number of “land” counters that can be involved in the act of Convoying at any given moment is limited by each side’s Shipping Capacity (5.25).

5.22 Forming ConvoysStacks of land forces can be Formed into Convoys at the start of any Naval Phase, after weather has been determined. Such stacks are notionally carried in transport vessels whose presence is indicated by a Convoy marker placed on the stack. All counters under the marker are assumed to belong to that Convoy.5.221 Convoys are only Formed in Ports. All forces wishing to join a particular Convoy must be stacked together at the time the Convoy is Formed. Once Formed, Convoys may not voluntarily change their composition. Even if forced to change their composition (e.g. after being Scattered), Convoys can never merge with one another.5.222 Convoys may remain “At Sea” indefinitely but are subject to Interception and the effects of bad weather while occupying Sea Zones. Convoys cannot leave Port in Storm weather. Convoys At Sea during Storm weather may be Scattered (5.26).5.223 Forces undergoing Strategic Redeployment to and from the map do so by Forming as Convoys in the appropriate locations and then physically moving to their destinations. As noted in rule 3.6, Auxiliaries and Leaders are SR’d to or from off map locations in the same manner as Units, and thus must be transported by a Convoy. Leaders and Auxiliaries occupying off map tracks or their proper holding boxes (Officers’ Mess, etc.) can simply be placed with any desired Convoy at the moment it is Formed.5.224 HQs are never Convoyed, but their component Units can be freely detached to join a Convoy being assembled in their current location during the Naval Phase. HQs may become Unformed through this action, provided the HQ’s commander is Relieved in the normal manner.5.225 A Leader commanding an HQ may join a Convoy if any of the Units in his HQ also join the Convoy. The HQ must become Unformed, but no Relief Check is required to Relieve the Leader in this instance. Leaders that may be attached to an HQ in other capacities (e.g. Engineers) may be assigned to a Convoy freely. Once again, in this instance the Convoy must be in the Leaders’ current location.

5.23 Disbanding ConvoysWhen a Convoy reaches its ultimate destination (which must be a Port or off map region) it is Disbanded. Note that a Convoy does not have to Disband when it arrives at a particular Port, but must do so if the owning player wishes to detach any of its components, even Leaders and Auxiliaries, for use according to their proper nature.5.231 When Convoy Disbands, any Units remain at the Port at which they arrived. They may not be moved during the Administrative Phase of the same Turn, but may be Subordinated to an HQ.5.232 Auxiliaries are placed in the Available Box. Leaders can be placed in the Officers’ Mess, or they may be Posted to command any newly Formed HQs in the same hex.

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5.3 NAVAL UNITSThe Royal Navy of England hath ever been its greatest defence and ornament; it is its ancient and natural strength; the floating bulwark of the island.

William Blackstone

5.31 GeneralBoth players have counters called Squadrons, representing groups of naval vessels. Squadrons are used to Escort Friendly Convoys, or to Intercept and attack Enemy Squadrons, Convoys, or to attack land Units using Amphibious Movement.5.311 There are two (2) Classes of Squadron: Patrol Squadrons (PSqns) and Battle Squadrons (BSqns). The former represent groups of smaller vessels such as frigates, and the latter represent ships of the line. PSqns are better at Interception, while BSqns are better in combat.5.312 Squadrons are rated for speed in MPs, for Interception capability by an Interception Rating, and for combat power in Gun Factors (GFs).

5.32 Squadron StrengthSquadrons have a fixed strength. For game purposes, combat does not affect this strength, but the loser of a Battle is required to remove his forces for a period of time. See 5.6.

5.33 Naval SupplyFull strength BSqns may act as Depôts for the supplying of land forces during the Operations Phase. If in a Sea Zone, a BSqn can provide Depôt supply to all land forces within two (2) MPs of any Friendly-Controlled Ports associated with the same Sea Zone. If in Port, the BSqn’s supply radius may only extend from that Port.5.331 BSqns acting as Depôts may not move or participate in any Interceptions in the Naval Phase of the same Turn. Such Squadrons may themselves be Intercepted or discovered through Searching, and defend against attack normally.5.332 This rule replaces 3.27.

5.4 NAVAL MOVEMENTIf the admiral will have any of the ships to endeavour by tacking or otherwise to gain the wind of the enemy, he will put abroad a red flag at his spritsail, topmast shrouds, forestay or main topmast stay. He that first discovers the signal shall make sail and hoist and lower his sail or ensign, that the rest of the ships may take notice of it and follow.

Article VIII, Fighting Instructions

5.41 GeneralWhen moving at sea, MPs are expended just as in land movement. Squadrons have a fixed MA, printed on their counters. Convoys have a variable MA.5.411 A moving stack expends one (1) MP for each Sea Zone or Port it enters. If the stack has no MPs remaining it must stop moving. If it has insufficient MPs to enter a Sea Zone, the stack must stop moving. MPs cannot be accumulated from Turn to Turn.5.412 Naval forces may move around the map in any direction, so long as each zone entered is adjacent to the one before. They may only enter Ports associated with the Sea Zone they currently occupy. Items moving by sea cannot move directly from Port to Port; they must pass through the associated Sea Zone first, even if the Ports are in adjacent hexes.5.413 In Rough weather, the basic movement cost is increased by one (1) MP per Sea Zone entered. The cost for entering a Port remains fixed at one (1) MP.5.414 Certain Sea Zones have additional movement costs, recorded as a “+#” in their box. These additional costs are paid upon entering the Sea Zone. Example: the Pentland Firth zone costs “+2 MPs” to enter, due to the notorious combination of wind and tide that could make sailing ships literally stand still for days.5.415 Design Note: MP rates are an abstraction of doctrine and seaworthiness. The variable convoy movement rate reflects the disorganisation prevalent among hastily assembled merchant ships. Slow

naval vessels are allowed to keep up with a speedy convoy because they are not “sweeping” for enemy forces.

5.42 Squadron MovementSquadrons may move individually, in stacks of Squadrons, and may accompany Convoys. In the latter case the Squadrons are said to be Escorting the Convoy. Each movement action is a separate Operation.5.421 Squadrons moving as a stack must move using the MPs of the slowest Squadron in the stack. Escorts move at the same rate as their Convoy, even if this is further than their printed MP allowance.5.422 Non-Escorting Squadrons may be dropped off from a stack when desired but cannot move further in the same phase themselves. The other Squadrons may continue to expend MPs up to the lowest MP rating among the Squadrons remaining.

5.43 Convoy MovementTo move a Convoy, the owning player rolls one (1) die. If the result is a “0-1”, add two (+2); if the result is an “8-9”, subtract two (-2). The final result is the number of Movement Points (MPs) that Convoy has for the Turn.5.431 Elements of a Convoy cannot be voluntarily split up during movement. See 5.221. This includes Escorts.5.432 Clarification: an Escort will be any Squadron moving with a Convoy. Escorts can change from Operation to Operation.

5.44 Shipping CapacityShipping Capacity is an abstract representation of the merchant vessels available to each side. Each side has its own fixed capacity of Transport Points (TPs). Each TP can carry one (1) Unit. Leaders do not use TPs and can be Convoyed freely.5.441 Cavalry unit are doubled (x2) in size, unless the Cavalry is Dismounted (3.3.10).5.442 Small Units (1.314) and Auxiliaries count as one half (1/2) a Unit each, rounding UP.5.443 Artillery Batteries (or Siege Artillery SPs) require five (5) TPs each. Artillery Batteries cannot be Convoyed independently of their parent Unit.5.444 Shipping Capacities in Charlie’s Year are as follows:• French: 15 TPs (may only be used to move items from France to

the map or from France to Ireland).• Normal Jacobite Shipping 0-4 TPs (roll one (1) die and halve the

result, rounding DOWN).• Government Shipping 10 TPs.5.445 The Jacobite player can only Form one (1) Convoy per Turn using Jacobite TPs. If the Jacobite player has Formed such a Convoy, he cannot Form another until the first is Disbanded, and may not Form the new Convoy in the same Turn that the old one is Disbanded. Jacobite TPs cannot be combined with French TPs.5.446 Available TPs are recorded on the players’ General Record Tracks using the chits provided. There are two (2) sets of chits. One set records a side’s Overall Shipping Capacity, and is adjusted as that total changes due to losses. The other set records the number of currently unused TPs. As soon as a Convoy is Formed, sufficient TPs must be expended to permit its Formation. Once a Convoy is Disbanded, surviving TPs are regained.

5.45 ScatteringConvoys can be Scattered in two (2) different situations: any Convoy in a Sea Zone during Storm weather is automatically Scattered; any Convoy attacked by Enemy naval forces is Scattered if it suffers losses (see combat).5.451 Scattered Convoys have a Scattered marker placed on them. Scattered Convoys cannot move. The Scattered marker is removed at the start of the next Naval Phase, assuming the weather is not Storm. If a Scattered Convoy is Scattered again there is no additional effect.5.452 A Convoy that is Scattered may instead be Disbanded (even though it will be at sea). If a player chooses to Disband a Scattered Convoy, the opposing player places the Units belonging to it at any

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eligible Port or Ports associated with the same Sea Zone. Leaders are placed in the Officers’ Mess and Auxiliaries are placed in the Available Box. If no eligible Port exists, the Convoy cannot be Disbanded in this manner.5.5 NAVAL INTERCEPTION

“…our fleets are defrauded by injustice, manned by violence and maintained by cruelty”.

Admiral Vernon

5.51 GeneralNaval Interception is conducted in an effort to interfere with enemy Naval and Amphibious Movement. “Pure” Riverine Movement cannot be Intercepted. There are two (2) methods in which Interception can be carried out. As each reflects a different doctrine, they are mutually exclusive. The first method or Doctrine is called Sally From Port; the second is called On Station Patrol.5.511 The Jacobite player is limited to the Sally From Port method. The Government player is limited to the On Station Patrol method. The method used will determine which column of the Interception Table is used to resolve Interceptions, and will also determine the manner in which Interceptions may occur, as explained below.5.412 Historical Note: the first (and older) method of intercepting an enemy at sea was for ships to sortie from a port or anchorage upon word of an enemy’s approach. This method had the theoretical advantage of keeping the crews rested and the ships in good shape, although it often had more to do with internal State politics and a shortage of manpower than operational theory. The second method, which became standard practice for the Royal Navy beginning around 1744, was for ships to remain permanently “on station” outside enemy ports or at strategic points on the shipping lanes. The ships and crews could take a pounding in bad weather, but they were in a better position to intercept an enemy, besides gaining invaluable experience both in basic seamanship and in squadron operations. This change in doctrine was the main reason that the British and not the French became the premier naval power in the world.

5.52 Conducting an InterceptionInterception is conducted during Enemy Naval Operations. The actual conduct of an Interception is the same regardless of the method chosen to bring it about.5.521 A Squadron may make one (1) Interception attempt per moving stack, including a stack using Amphibious Movement. A given Squadron may only make one (1) successful Interception per Turn.5.522 A moving stack may only undergo one (1) Interception attempt per Sea Zone entered, plus it may undergo an Interception attempt in the Sea Zone it occupies at the start of its Operation.5.523 Interception is not possible against Ports or Ferry Termini.5.524 To make an Interception attempt, indicate all the Intercepting Squadrons and their target, then consult the Interception Table. If the Interception is successful, any opposing Squadrons, whether independent of a Convoy or acting as Escorts, fight a Naval Battle with the Intercepting forces, as explained in 5.6.5.525 Unescorted Convoys and Amphibiously Moving stacks that are Intercepted simply suffer one (1) attack, as explained in 5.6, and are then Scattered. These targets will suffer a penalty in combat because they are not Escorted.5.526 If an Intercepted Convoy was Escorted, and any Intercepting Squadrons survive the Battle without being Scattered, they may then attack the Convoy itself (although not as effectively as if it had been unescorted).5.527 If an Evade result is obtained on the Interception Table, the Interception is considered unsuccessful and the moving forces may continue their Operation. The Intercepting Squadrons are free to attempt further Interceptions per 5.521.

5.53 Sallying From Port DoctrineUsing this Doctrine of Interception, Squadrons in the same Port (only) may Intercept Enemy Convoys and Squadrons that move into in the Sea Zone affiliated with that Port. They may Intercept Amphibiously Moving stacks that use a route that passes through or ends at their Port.

5.531 Although the Interception attempt is limited to Squadrons in the same Port, multiple Interception attempts may be made by different Squadrons in different Ports in the same Sea Zone.5.532 PSqns (only) may also Intercept while at sea, if the targets move into in the Sea Zone occupied by the PSqns. They may also Intercept Amphibiously Moving stacks that are using a route that passes through or ends at a Port affiliated with that Sea Zone.5.533 Even though PSqns may Intercept at sea under this Doctrine, their attempts are still resolved under the “Sally From Port” column of the Interception Table (it is assumed that the Squadrons are scouting Friendly coastal waters, not observing specific Enemy Ports).

5.54 On Station PatrolAll Squadrons using this Doctrine may Intercept Enemy stacks entering their own Sea Zone and using Amphibious Movement along a route which passes through or ends at a Port affiliated with said Sea Zone. Squadrons may not Intercept from a Port under this Doctrine.5.541 Squadrons may be allocated as desired, so as to make one or more Interception attempts – but remember 5.522.

5.55 SearchingAny Friendly Squadrons that move into an Enemy-occupied Sea Zone may conduct a Search of that Sea Zone. This is resolved as an Interception, using the Search column of the Interception Table, with the moving force as the Intercepting Side.5.551 Only one (1) Search may be conducted per Sea Zone per Side per Turn, even if the Search is unsuccessful.5.552 Squadrons that have already successfully Intercepted cannot Search in the same Turn; likewise, Squadrons that have Searched cannot Intercept.5.553 A Search cannot be declared until after the non-moving player has conducted any Interception attempt of his own.5.6 NAVAL COMBATAs soon as the Admiral shall hoist a Red Flag on the Flag-staff at the Fore-top-mast-head, and fire a Gun, every Ship in the Fleet is to use their utmost Endeavour to engage the Enemy in the Order the Admiral has prescribed unto them.

Article XIII, Fighting Instructions

5.61 GeneralNaval combat occurs whenever a Squadron successfully Intercepts an opposing Enemy stack. It is resolved using the Naval Battle Table (NBT).5.611 A single Naval Battle will involve all the Squadrons that participated in the Interception on one side as the Attacker, and all the Squadrons that comprised the target on the other side as the Defender.5.612 If the Defender has no Squadrons, but has a Convoy, that Convoy will be attacked once (1) using the NBT, but cannot fire back. The same applies if the target is using Amphibious Movement. In these cases, the target will automatically be Scattered.

5.62 ResolutionNaval combat is resolved as a series of Rounds, lasting until one player Withdraws or Retreats all his Squadrons. Consult the Naval Battle Table (NBT). This is an odds-based table. Compare the Attacking Side’s Gun Factor (GF) total to the Defending Side’s GF total and reduce them to a ratio. Use the column of the NBT that is closest to the odds ratio, rounding down. When both PSqns and BSqns are involved, PSqn GFs are halved (x1/2).5.621 In the first (1st) Round (only), a check is made for the Weather Gauge. Each player rolls one (1) die. If a player’s roll is at least three more (3+) than his opponent’s he has the Weather Gauge, and receives a die roll modifier in his favour for that Round (only). The player without the Weather Gauge also suffers a “+2” penalty to the first (1st) Morale Check (5.622) he makes that Round.5.622 Roll one (1) die and cross index the result with the chosen odds column on the NBT. The result will be a Morale Check (MC), expressed as two (2) numbers. The left hand number is the value that

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the Attacker must match or roll under (≤) to pass the MC; the right hand number is the value that the Defender must match or roll under (≤) to pass the MC. The players must make a separate MC for each Squadron present. Note that there are die roll modifiers for the MCs as well as for determining the initial result. See the NBT.5.623 If the MC is passed, there is no effect. If the MC is failed, the affected Squadron must immediately Retreat. A Squadron that Retreats is Hors de Combat (HdC), and is out of play for two (2) Turns. Remove the counter from the map and place it on the TRT that many Turns in advance. It is received as a Reinforcement in the appropriate Turn, at any Friendly-Controlled Port (i.e. it cannot be used in that Turn’s Naval Phase). Rule 5.123 applies to French Squadrons.5.624 If the MC value was in bold print, the affected Squadron(s) are HdC for four (4) Turns. Exception: if only PSqns are involved on a given Side, no Squadron on the opposing Side may be HdC for more than two (2) Turns.5.625 After resolving the Round, assuming any opposing forces are left, play proceeds to the next Round.5.626 Clarifications: it is permissible for both Sides to Retreat their last Squadrons simultaneously. This event does not modify the general rules given above. Regarding the Weather Gauge die roll modifier for MCs (5.621), the affected player must randomly select the Squadron that will suffer the first (1st) MC.5.627 Design Note: naval battles in this era did not result in the total annihilation of a fleet, but caused a general “bruising”.

5.63 WithdrawalA player may freely Withdraw some or all of his Squadrons at the end of any Round of combat. Withdrawn Squadrons are immediately placed in any Friendly-Controlled Port in the same Sea Zone, or the nearest Friendly-Controlled Port, and cannot move, Search, or Intercept for the remainder of the Turn. Convoys may not be withdrawn.

5.64 Attacking Convoys & Amphibiously Moving StacksUnescorted Convoys and those that have lost their Escorts in the current Battle can be attacked once (1) by surviving non-Scattered Enemy Squadrons. This is done using the Convoy column of the NBT. The Convoy suffers a penalty if it was not Escorted to begin with. The result will be a number of TPs eliminated. After this attack, the Convoy is Scattered (and may be voluntarily Disbanded, per 5.452).5.641 When a TP is eliminated, the owning player must also eliminate land Units and/or other counters that have the same or a greater value from the Convoy’s stack.5.642 Eliminated TPs reduce the Overall Shipping Capacity by an equal amount.5.643 Stacks using Amphibious Movement are treated the same as unescorted Convoys. Since such stacks do not use TPs, simply eliminate the equivalent number of Units.5.644 Leaders are always potential casualties. At the end of the Battle, use the Leader Loss Table (counting the number of Rounds normally) to determine if any Leaders have been lost. All results are possible. A Wounded Leader will go to the Officers’ Mess when he recovers. Captured and Killed Leaders are treated normally. Surviving Leaders remain with any element of the Convoy.

5.65 Example1 Government BSqn and 2 Government PSqns Squadrons (total GF of 5) attack a Convoy. The Convoy has an Escort of 2 French PSqns (GF 2). Odds are 5:3 = 2:1. Weather Gauge die rolls are “5” and “6”, so there is no advantage. The Attacker rolls the die and consults the highest (3:2) column. The die roll is a “4”. The Government player must make a MC for each of his Squadrons and needs to roll a “7” or less (the NBT says “6”, but because the odds are really 2:1, the Attacker gains a -1 DRM). The Jacobite player needs to roll a “3” or less for his Squadrons (again, because of the true odds, he is penalised with a +1 DRM). The Government player fails an MC for one of his PSqns and Retreats it. The Jacobite player fails both his MCs and Retreats both Squadrons. The Jacobite Squadrons will be out of action for 4 Turns because the result was in bold print. The Government Squadron is only out for 2 Turns, even though it was a bold-print result, because the opposing force

was comprised entirely of PSqns.Once the Escorts have been run off, the remaining Squadrons attack the Convoy using the Convoy column of the NBT. Note that GFs are not considered at all. The Convoy consists of 3 Infantry Units, an Artillery Unit, 2 Auxiliaries, and a Leader (9 TPs in all). The attack (another die roll of “4” = 30% losses) results in the loss of 3 TPs. The Convoy’s owner could eliminate 3 Units, or 2 Units and 2 Auxiliaries. Less wisely, he could eliminate the Artillery Unit instead. The Leader avoids becoming a casualty. After the attack, the rest of the Convoy is Scattered, and the owner decides to Disband it – the attacking player chooses where the Units will go, while the Auxiliaries and Leader are returned to their appropriate holding boxes. The Convoy’s owner marks his overall Shipping Capacity down 3 TPs, and increases his available Shipping Capacity by 6 TPs.

6.0 RANDOM EVENTS The reprieve was comin' o'er the brig o' Banff

To let MacPherson free;But they pit the clock a quarter fore

And hanged him to the tree.MacPherson's Lament

IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED.6.1 INSTRUCTIONS6.11 GeneralRandom Event Checks are made at the start of each Operations Phase using the Random Event Table. A generated Event takes place immediately.6.111 Either player may make the check. In cases where the Event applies to one Side only, the players must randomly determine the Side affected.

6.12 ExceptionsIf the terms and conditions of the Event cannot be met, the result is treated as No Event.6.2 EXPLANATIONS6.21 Disease:• Hypothermia. Randomly select one stack that contains a Grand

Army HQ, or if there is no Grand Army HQ on the map, an Army HQ. If there is no Army HQ, select the stack with the greatest number of Units. Make an Attrition Check for the stack using the special modifier given on the Attrition Table, and multiply the resulting losses by two (x2).

• The Pox. High rank was no panacea when it came to disease. From all the Leaders currently on the map – excluding Personages – choose one randomly. This Leader has succumbed to a life-threatening disease (your choice, from advanced syphilis to bubonic plague – but not gout, everybody had gout) and is immediately removed from play as if he had been wounded. Each Turn, the owning player must check for the Leader's recovery or death by rolling a die: 0-2 Recovers, 3-7 No Effect, 8-9 Dies. If the Leader dies, he is permanently removed from the game. If he recovers, he is returned to the Officers' Mess, as if he had recovered from wounds. It is possible to have more than one sick Leader at a time.

6.22 Administrative:• Lost Orders. The courier carrying dispatches to HQ has stopped

to sample the wares of a popular roadhouse. While there, he is set upon by the agents of a rival clique and forced to barricade himself and his servant in the cellar for two weeks. Randomly select one (1) Side. That Side loses one (1) Unassigned OP (if it has any).

• Captured Orders. A hard-riding courier’s neck has connected with a rope that somehow got stretched across the chauseé. Randomly determine which Side is affected. This turn, that Side may move any one (1) Friendly Formation a second (2nd) time in the same Impulse (the affected Side is the one who donated the rope).

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• Supply Surplus. The Quartermaster-General has learned that nine out of ten soldiers can’t tell the difference between bread baked with flour and bread baked with sawdust. One randomly determined Half Depôt is immediately flipped to Full (choose the Side first, then the Depôt).

• Supply Peculation. A certain member of the Court who is anxious to make a corner on wheat approaches the Quartermaster-General for assistance. One randomly determined Full Depôt is flipped to Half (choose the Side first, then the Depôt).

• Powder Magazine Explodes. A sentry is careless with matches. Make a random selection of one (1) Siege in progress (not a Blockade). The Besieged Garrison immediately eliminates one (1) Friendly Unit, and if the Garrison is now less than three (3) SPs (Units) in strength it must immediately Surrender.

• Keelmen Owed Six Months Back Pay. Randomly determine which Side is affected. That Side’s forces cannot cross Major Rivers or use Riverine Movement this turn. Crossing restrictions include those points crossed by Roads. Gunboat Flotillas may still be employed.

• No Boats! Randomly determine which side is affected. That Side's forces cannot use Amphibious Movement this Turn.

• Secrets Betrayed. All your plans are going awry. The enemy is ahead of you at every turn. There is a traitor in your midst! Choose the affected Side randomly. The other Side may, at the start of any one (1) Impulse during the current Turn, freely reverse the player Turn order. The Turn order reverts to its original sequence at the start of the next Impulse. This Event cannot be countered by KR&Os 3.14.

6.23 Jacobite Events:• For the Cause! An old Jacobite dame has bequeathed her silver

plate to the Good Old Cause. The Jacobite player may immediately place a Reduced Depôt in any eligible location on the map. Many Jacobites came out of the closet upon Charlie's approach. One old noblewoman, who had scrimped and saved for a generation, handed over all she had to the Jacobite forces. Sadly, she died of a broken heart when Charlie turned back at Derby.

• The Seven Men of Moidart. The Jacobite player may do one of the following this Turn: a) conduct a special Ambuscade Task during any one (1) Government Operation this Turn. The Ambuscade is carried out as if a single Highlander Auxiliary were participating – no Screening is allowed; or, b) void any casualty or Capture result against Charles Stuart this Turn – this may be done any number of times during the Turn; or, c) freely and immediately Muster one (1) small (1.314) Highlander Class Unit in non-Enemy-occupied hex in Highland Territory. The Seven Men of Moidart were a famous band of outlaws who pledged to continue the struggle after Culloden, and did so for many years, harassing sheriffs, murdering tax collectors, and so forth. They also helped spirit prominent Jacobites out of the country, or hid them in the fastnesses of the central Highlands. Through their care, Charlie was kept hidden from his pursuers, and eventually escorted to safety aboard a French ship.

• The Rout of Moy. The Jacobite player may conduct a special Ambuscade during any one (1) Government Operation this Turn. The Ambuscade is carried out as if two (2) Highlander Auxiliaries were participating, and no Screening is allowed. During the winter, Lord George Murray carried out a large number of raids on enemy outposts. This dispersal of the Jacobite strength, coupled with word that Charlie was visiting a lady-friend unescorted, encouraged the local Whig commander to hope for a coup. With great presence of mind, the lady in question arranged for her servants to hide out in the woods and simulate a Jacobite ambush against the approaching Government Highlanders, using bagpipes, cries, and the odd shot from a squirrelly-rifle. The Whigs fled in confusion – one of the two slain being the famous piper, Macrimmon of Skye.

• The Loch Arkaig Treasure. If the Jacobite player manages to move a Friendly Unit to the hex south of Loch Arkaig (8 hexes N of Glasgow) this Turn, he may immediately do one of the following: a) freely and immediately Muster a (1) Highlander Class Unit in the same location; or, b) place a Reduced Depôt in any eligible location on the map. This event simulates the recruiting of additional forces with gold supposedly buried at the time of the 1719 Rising. The treasure has never been officially found – it's probably been spent by now, but the clans aren't talking.

• HMS Prince Charles. If the Jacobite player manages to move a friendly Unit to the Town of Tongue (18 hexes N of Edinburgh) this Turn, he may immediately do one of the following: a) add two (2) Mixed Artillery Batteries to any Friendly Mixed Artillery Unit on the map – a new Unit may be Formed if necessary; or, b) place a Reduced Depôt in any eligible location on the map. Late in the Rebellion, the HMS Hazard, captured by the French and renamed the Prince Charles, was wrecked in the far north of Scotland, bearing gold and munitions for the Cause. Whig clansmen rounded up the men who rushed to collect it and the salvage fell into Government hands. The gold might have had a major impact on operations, since by that point Charlie had been reduced to paying his men in bread, thus lowering the ration stocks.

6.24 Town IndependenceOccasionally, local administrators ignored their instructions and refused “friendly” forces admittance, or worse, opened their gates to the enemy. This could be from outright treachery, pique, or simply fear. Randomly choose the Side that will benefit. Once during the Operations Phase, one (1) of the two following effects may be applied.

6.241 During a player’s own Operation, when one of his Formations either moves into or begins in a hex with an Enemy Garrison, that Fortification is automatically Captured. A Garrison HQ becomes Unformed and its components are given Honours of War. A Minor Garrison is simply given Honours of War.

6.242 During an Enemy’s Operation, when the Enemy ends his current move on an empty Fortification, the Inactive player may immediately place a Garrison in that Fortification, adding Units to it up to the roll of one (1) die, halved (1/2), or to the maximum Garrison Limit, whichever is less. The Units must be taken from the friendly stack (or stacks, if equidistant) closest to the new Garrison.

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SCENARIOS7.0 BASIC INSTRUCTIONS & OOBS

Be the brand of each chieftain like Fin's in his ire!May the blood through his veins flow like currents of fire!

Burst the base foreign yoke as your sires did of yore,Or die like your sires, and endure it no more!

Flora MacIvor's Song, from "Waverley" – Sir Walter Scott

7.1 INSTRUCTIONS 7.11 GeneralCharlie’s Year includes three (3) Minor Scenarios and a Campaign Game, plus three (3) Battle scenarios that have been retained in this edition for historical interest and reference.7.111 The instructions will list the maps used.7.112 Scenario deployments are contained in two (2) booklets (one for each Side) and are complementary to section 8.0 in this volume, which gives the special instructions for each scenario.7.113 Each scenario booklet also has an Order of Battle section “7.X”. The OOBs list all the forces and resources available to each Side, and are used as a reference when setting up.7.114 Turn references are given using the name of the Turn (e.g. “May”) and the number (e.g. May is “#7”). However, if a Turn reference is written “Turn One”, “Turn Two”, etc. it is the scenario Turn that is meant – i.e. “Turn X of the scenario”.7.12 Scenario Deployment NotesA scenario may assign Units to specific hexes, to hexes within a certain radius from a particular reference hex, to an off map regional track, or as Reinforcements. When details are not given, the players are free to Subordinate Units to HQs as they choose, subject to the general restrictions of the KR&Os.7.121 Units may always be Subordinated to Garrison HQs instead of any listed HQs. One (1) of any Units stacked at a Fortification can be assumed, by default, to be acting as a Minor Garrison at that Fortification, if no Garrison HQ is present (the issue here is that the Fortification is thus Friendly-Controlled).7.122 Some Units are listed as being In Garrison. These must be assigned to Garrison HQs. Other Units may be assigned to Garrison HQs, if the latter are permitted to be Formed at start.7.123 Clarification: the term “In Garrison” in this context does not refer to special “garrison” force pools. It merely allows or dictates the use of Garrison HQs, or indicates which Unit is a Minor Garrison.7.124 Important. Some locations have been assigned Garrison HQs without Units. Remember, per 3.24, Garrison counters function as immobile Units as well as HQs. In the Highlands Territory, such Garrisons, on the Government Side, are treated as Black Watch and thus may be subject to Unreliability (see 4.424).7.125 Newly Formed Garrison HQ counters are always selected randomly.7.126 DPUs may be deployed as Units or Auxiliaries, as the owning player desires, unless otherwise noted. If deployed as Units, they may be required to deploy in specific locations.7.127 Auxiliaries are placed in their Side’s Available Box, or assigned to a HQ (sometimes named, sometimes players’ choice) unless specifically noted otherwise.7.13 LeadersLeaders can be assigned Postings at start or placed in the Officers’ Mess. Some scenarios give specific starting locations for certain Leaders. These may be Posted to any HQ in that location, subject to their Rank and any special rules regarding them.

7.14 SupplyHub locations are given by scenario, in this book, under 8.0.7.141 Initial Depôts must be purchased using Unassigned OPs allotted to their Side, unless specifically allotted. Depôts must be placed in Friendly-Controlled locations, as usual.7.142 Initial OPs are given by scenario. Some may be Assigned and others Unassigned.7.15 Reinforcements & Replacements (Campaign Game)As explained in 3.3 and 3.6, all available forces are preassigned, either in play, on off map regional tracks, as Muster-able forces, or by special rule. Available forces are listed in the 7.X section of each player’s OOB booklets. This section also indicates how each item is received (e.g. Muster-able items are listed as such).7.151 Important. Remember, all newly Mustered Units have a CE of one less (-1) than the rating printed on their counters (e.g. “C” instead of “B”).7.16 Prestige (Campaign Game)Each Side is assigned a starting Prestige value. Victory is based on who ends up with the highest Prestige, per 2.1.7.17 Weather and Terrain EffectsStarting weather is always given. Variable terrain effects should be determined normally.

7.18 Battle ScenariosThese scenarios are for historical interest, and can be played using the old Battle rules found in the first edition of CY2 (pre-3.5 version), the 3.5 version Battle rules (rather uninteresting from a tactical standpoint), the Lace Wars Full Battle System (yet to be issued at time of writing) or the players’ own favourite tactical system. Note that the scenarios may be very one-sided. The map itself is not used for these scenarios. The terrain and weather conditions are given in the special rules. Each Battle lasts for an indefinite period. Victory goes to the player who "remains on the field" at the end.

7.19 Minor ScenariosThese scenarios cover short periods of the Rising:• These scenarios are won by the Jacobite player if he can

accumulate the listed number of Victory Points. Otherwise the Government player wins.

• Reinforcements are received according to a strict schedule, and are minimal. Mustering is not employed.

• OPs cannot be generated.• Counters that are not listed in the scenario are unavailable.• All forces are considered Released from the start, except where

specifically noted in the scenario rules.

7.1.10 The Campaign GameThis scenario covers the entire Rising, and includes several variants. Victory is by the accumulation of Prestige (KR&Os 9.0, and in this volume 2.0). All Exclusive Rules are in force.

7.2-7.3 SCENARIO OOBSFOUND IN THE SCENARIO BOOKLETS.• 7.2 Government Forces: Book 1• 7.3 Jacobite & French Forces: Book 2

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8.0 SCENARIO RULES8.1 BATTLE SCENARIOS

FOR USE WITH THE OLDER RULES SET OR WITH THE FULL BATTLE SYSTEM

PrestonpansThe Gladsmuir Coalfields

Now Johnny be as guid as your word,Come let us try baith Fire and Sword,

And dinna flee like a frichted birdThat runs frae its nest i' the mornin'

"Hey Johnny Cope"Fought on the 21st of September 1745, this was the first major battle of the campaign, and a stunning victory for the Jacobites. The sides were about even numerically: 2,200 Hanoverians (as King George's régime was called) versus 2,000 Jacobites. However, the Government's raw garrison troops were no match for the ferocious, highly motivated clansmen.Outflanking the Government forces by night, the Highlanders under Lord George Murray and Prince Charles himself, charged with the dawn and routed Major-General John Cope's army in just 15 minutes, for a loss of 30 killed and 70 wounded, against 300 killed, 400 wounded, and 1500 prisoners – almost the whole of the Scottish Garrison army. Legend tells that the unfortunate Cope brought the news of his own defeat to his superiors at Berwick, outdistancing his fleeing men. He was court-marshalled but acquitted, and served in a minor capacity for part of the campaign.(Takes place to the east of Edinburgh).Special RulesThe weather is Dry. The terrain is Moor.

Falkirk(The Pale Red Church)

There's some say that we wan,And some say that they wan,

And there's some say that none wan at a' man.Sherrifmuir

Fought on the 17th of January 1746, Falkirk is considered to be an indecisive battle that became a strategic defeat for the Jacobites. Begun in a thunderstorm near nightfall, something between 6,500 and 8,500 Government troops under General Henry "Hangman" Hawley attacked in piecemeal fashion, uphill, toward an enemy partially concealed by the ground. They were then counter-charged and driven back in confusion.Both sides managed to cripple each other's left wing, but the Jacobites gained the field, the 6,000 to 8,000-man rebel army losing all cohesion as the Highlanders pursued their foes willy-nilly into the murk. The Hanoverian faction abandoned their artillery and fled precipitately back to Linlithgow, on the Firth of Forth.Unfortunately, most of the Jacobite rank-and-file believed they had lost. The bulk of the men retreated to Stirling in disorder while their leaders sat glumly round a farmhouse kitchen. In actuality the Jacobites lost 50 killed and 80 wounded, but due to their confusion only mustered 1,500 men the next day. One Jacobite man was captured.On the Government side, an estimated 300 were slain and 100 captured (Hawley fudged the casualty lists to conceal the extent of the disaster). 31 men from Hamilton's Dragoons alone were hanged for desertion in the face of the enemy; a total of 32 foot soldiers were shot for cowardice. The Royal Artillery commander, who had driven the train into a bog and left the guns for the enemy to keep (without even spiking them), was court-martialled and "cashiered with infamy" – his sword was broken over his head, his sash cut up and thrown in his face, and he was given "a kick on the posteriors" by the Provost-Marshal's servant.Sir John Cope is said to have danced a jig when he heard of Hawley's discomfiture, possibly because he had just won a pot of money betting the rebels would win!(Takes place directly to the NW of Falkirk).Special RulesThe weather is Wet. The terrain is Moor.

Latha Chuil-Lodair(The Yellow Bog)

There before us in its wildernessStretches bare Culloden's heath;

There the broken clans were scattered,Gaunt as wolves and famine-eyed.

AytounFought on the 16th of April 1746, just outside of Inverness, Culloden brought Bliadnha Thearlaich to an end. After a fruitless attempt to surprise the Hanoverian camp in the night, roughly 5,000 exhausted Jacobites, disorganised and short of food, drew up for battle on Culloden Moor, facing nearly 9,000 well trained, well fed Government troops. The old and tried Highland Charge faltered in the face of the disciplined artillery fire and rolling volleys of the Duke of Cumberland's veterans. The government troops took a bloody revenge for past humiliations.Losses totalled 50 killed and 250 wounded for the Hanoverian faction, against 1,200 Jacobite slain and 500 prisoners on the battlefield alone. Spirited away against his will, Bonnie Prince Charlie escaped back to exile on the Continent after months in hiding. With his flight, seventy years of dynastic contention were laid to rest.(Takes place south of Inverness).Special RulesThe weather is Wet. The terrain is Moor.

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8.2 MINOR SCENARIOSFly now Johnnie, get up and run!

The Highland bagpipes mak' a din.It's best tae sleep in yer hale skin,

For twill be a bluidy mornin'."Hey Johnny Cope"

The Heather on Fire(From Glenfinnan to Prestonpans)

In a state of profound tranquillity, we have been alarmed with advices…of intended invasions; and particularly of a visit which the Pretender's eldest son is about to make to us…

Duncan Forbes, Lord President of the Sessions, 2 Aug 1745On the 19th of August 1745, the Royal Standard of the Stuarts was raised at Glenfinnan, at the head of Loch Shiel, to the west of Fort William. Roughly 1,000 men turned out, 700 of whom were Camerons from the lands nearby. The Government Garrison of Scotland consisted of roughly 3,000 raw recruits under Sir John Cope, based at Edinburgh, with detached companies of men parcelled out among a string of billets, barracks, forts, and dilapidated castles. Having been allowed to wither on the vine in the best Anglo-Saxon tradition, it was ill prepared to deal with anything worse than a cattle raid.What with slow communications and dithery politicians, it was some time before an expedition was mobilised and the Army of Scotland lumbered north toward Inverness. Accidentally dodging Cope at the Pass of Corryarrick (Charles was furious that he had missed coming to grips with his enemy), the Prince's army entered Perth, the old Scottish capital, and his father James was proclaimed King. By September 17th, the Jacks had entered Edinburgh, although a Garrison held out in the citadel. On September 21st, they met and annihilated Cope's army by the coalfields of Prestonpans, midway between Edinburgh and the port of Dunbar, where it had landed after a rough sea passage from Aberdeen.This scenario covers the initial moves of the campaign. In less than a month, the Jacobites had raised a force of over 2000 men, outmanoeuvred their enemies, and taken both Perth and Edinburgh. Their star in the ascendant, thousands more flocked to their cause. At no other time in the rising did the situation appear as hopeful as in the days after Prestonpans.

Maps. 1, 2, 3, 4 (Only Scotland is in play; see Special Rule #2)Scenario Dates. Starts August (#11) Turn of 1745 and ends September-October (#13) Turn of 1745, inclusive. (3 Turns).Weather. Starting weather is Hot.Unassigned OPs:• Government: 2• Jacobite: 1Assigned OPs:• Government: 2 for OCP• Jacobite: 3 for OCPCampaign Plans.• Both Sides have an Active OCP.Special Rules:1) Jacobite Reinforcement Units are received at the end of any Administrative Phase in which Charles Stuart occupies Perth, Aberdeen, or Inverness. The Units are all immediately placed in his location.2) Only Scotland is in play (Units which enter England for any reason are removed from the game). The Government player may trace LoCs to Berwick and Carlisle (they are assumed to be in Friendly Control at all times).VictoryThe Jacobite player needs 3 VPs to win. Otherwise the Government player wins.After the battle of Prestonpans, there was a lull for most of October. The Hanoverian régime reluctantly determined that they would have to recall their army from Flanders, which they began to do roughly from mid to late October, aided by favourable winds and the fact that the army had pretty much broken contact with the French. The Jacobites were busy recruiting and assembling stores, and debating the invasion of England. The French decided to support Charles; ratifying the treaty of Fontainebleau (mid October), they began to assemble troops and ships for an invasion.

The Derby Races(The Invasion of England)

"You ruin, abandon and betray me if you don't march on!"Charles to his council of war,

Exeter House, Derby, 5th Dec 1745"No one is afraid of a rebellion that runs away."

Horace WalpoleCharles and his army, numbering about 5,500 men, left Carlisle on November 20th, 1745, and began a rapid march south, outstripping the superannuated General Wade, and skilfully misleading an army of observation under the ailing Huguenot general, Sir John Ligonier. They reached Derby, only 125 miles from London, on December 4th.In the Capital, panic reigned. King George prepared to flee to Hanover aboard his private yacht, while the Whig Ministry under the "trimmer" Lord Newcastle ground to a palsied halt. There was a run on the Bank of England, and that institution was reduced to having its own clerks appear as irate “customers” loudly demanding money. They then run out with it around the back of the building to redeposit it in the vaults. (The employees also heated up sixpences until they were red-hot before handing them out).But the Jacobite camp was divided. Little English support had been forthcoming. They were not to know of the £10,000 gathered by London Jacobites, or of the poor state of the capital's defences. With 30,000 men against them, not counting militia, and phantom reports of an army at their backs, the more "experienced" argued that it would be folly to continue; better to retreat and link up with the French military mission newly arrived in Scotland. Charles, whose political instincts were keener than those of his subordinates, nevertheless gave his unwilling acquiescence, and the withdrawal began. By December, they were back in Scotland. Although few truly realised it, the Rising was over.

Maps. 3, 4, 5, 6 (Only central England is in play; see Special Rule #1)Scenario Dates. Starts November-December (#16) Turn of 1745 and ends December-January (#1) Turn of 1746, inclusive. (2 Turns).Weather. Starting weather is Frost.Unassigned OPs:• Government: 4• Jacobite: 0Assigned OPs:• Government: any of the Unassigned OPs• Jacobite: 3 for OCPCampaign Plans.• The Government Side has an Active DCP.• The Jacobite Side has an Active OCP.Special Rules:1) Only England is in play. Units exiting England may not be returned to play. England south of the line Bristol to Chatham, inclusive, is out of play. Any Units entering this region must be removed from the map and may not be returned to play.2) The Units at Newcastle may not move in the first (1st) Impulse, having just completed a brutal march into the Pennines. In subsequent Impulses, the Government player may release these Units by rolling between "0-3" on one die at the start of the Impulse. There is a cumulative –1 die roll modifier each Impulse after the first.VictoryThe Jacobite player needs 6 VPs to win. Otherwise the Government player wins.Abandoning the Manchester Regiment in Carlisle just so he could claim a toehold in England, Charles recrossed the Border and moved on Glasgow, where he held a review to intimidate the local people and replenished his stores by force (Glasgow and the whole southwest were rabidly Whiggish & Presbyterian). All gains in the Lowlands, and especially Edinburgh, had been lost to the Government. On the other hand, north of the Forth, Viscount Strathallen had assembled a new army, including many French regulars. The problem was how to link the two armies, as Stirling Castle blocked the fords over the Forth River. Sounding a note of urgency were the reports of new British regiments landing from Flanders and a strong column under the ruthless General Hawley making its way from Newcastle to Edinburgh.

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The Low Road(Falkirk to Culloden)Oh ye'll tak' the high roadand I'll tak' the low road,

An' I'll be in Scotland before ye',But wae is my heart until we meet again

On the Bonnie, bonnie banksO' Loch Lomond.

Loch LomondReputedly composed and sung by Jacobite prisoners awaiting "transportation" in the Thames prison hulks. The "high road" is the King's road – i.e. the traitor's choice. The "low road" is the path the spirits of the dead take when returning to their homeland.

Before Falkirk, the Rising still appeared to have some hope of success. That this was an illusion was demonstrated by the uncontrolled retreat of the Jacobite troops after the battle. Given a breathing space, the rebel forces then wasted time in a fruitless siege of Stirling Castle.Upon the approach of the Hanoverians, it was decided to split up into two columns and move north. This division was more than just an operational manoeuvre. After Falkirk, disaffection with the Prince's cause began to spread rapidly. His overall commander, Lord George Murray, was constantly at odds with him. The rank-and-file were disgruntled.Despite Charles' habitual optimism, time was running out. Vital money and supplies were taken by government forces in the north, forcing the rebels to gamble all on a last throw of the dice.

Maps. The entire map is in play.Scenario Dates. Starts January-February (#3) Turn of 1746 and ends April-May (#6) Turn of 1746, inclusive. (4 Turns).Weather. Starting weather is Mud.Unassigned OPs:• Government: 4• Jacobite: 2Assigned OPs:• Government: 4• Jacobite: 0Campaign Plans.• The Government Side has an Active OCP.• The Jacobite Side has an Active DCP.Special Rules:1) The Government player's Hessians arrive from Flanders in the Administrative Phase (per the scenario OOB) and may not move in the Turn they arrive.2) The Replacement SPs are used to Muster eligible Units at any Friendly-Controlled RCs. Units not listed for this scenario may not be Formed.VictoryThe Jacobite player needs 7 VPs to win. Otherwise the Government player wins.After Falkirk, the Jacobite army was in disarray. In the next few days the decision was reached to continue the siege of Stirling, but (as related earlier) with the destruction of their siege battery and the reforming of the Hanoverian army, Murray and some of the colonels mutinied (in spirit anyway), handing their prince a memorandum advocating retreat to the Highlands with a view to a protracted guerrilla campaign. Charles was furious but could do nothing. He saw only two past victories and an expected third, while his officers (and their men) were fed up with battles that led nowhere.Lord George planned an orderly retreat in great detail, but at the mere rumour of a withdrawal, all control was lost. The Jacks' flight across the Fords of Frew saw the loss of the remainder of their artillery train, the abandonment and pillaging of vital stores, and the accidental destruction of their magazine (and with it a church and several civilians). Reassembling the army at Crieff, with Cumberland only two days behind them, Charles opened the stormiest council of war yet. He was annoyed that his officers had exaggerated the extent of desertion (many men, bored with the siege, had left, but rejoined once they had secreted their plunder). But the prince's anger was nothing compared to the rage of Lord George, whose plan of withdrawal had been ruined – possibly, he implied, by Charles himself, certainly by his brainless coterie of Irish. In fact, he accosted the quartermaster-general

O'Sullivan on the road, cursing him in front of the whole army, and had to be physically restrained from striking the man.After this the Jacobites split up. Lord George Murray took the Lowland Brigade via the coast up to Aberdeen and round to Inverness, with a couple of regiments detached via Angus to the valley of the Spey, while Charlie took the Highland Brigade up Wade's Road to Inverness direct. Cumberland followed Murray at a leisurely pace, detaching Frederick of Hesse and his Germans to screen the Highland flank.All three Jacobite columns reunited at Inverness, and, after clearing out Lord Loudon and his Whigs, formed a base from whence they conducted raids against the Lowlands and assaults on the forts of the Great Glen – covered by an army of observation (the "Army" of the Spey). Cumberland meanwhile encamped for the winter at Aberdeen, where he assembled a vast quantity of material and a supporting fleet, rested his men, and trained them in new drills.By early April, the Jacks were once again concentrated at Inverness, minus the army of observation on the Spey, and a further quarter of their army still engaged against Loudon and Lord Reay in the far north. Cumberland was on the move, marching by the coast road to Inverness accompanied by a fleet of warships and supply vessels. Withdrawing their screen, the Jacobites made ready for the final battle. (See Culloden Excursus for details on the battle).After Culloden the Jacobites mustered 4,000 men at Ruthven Barracks. Having lost confidence in his army, Charles refused their offer to continue the fight (not even attending the muster). He proposed to return to France, assemble a French army, and invade England. With this promise, the clans saw no need to continue in arms and dispersed, after assuring the prince they would be ready to rise again when he did so (more to alleviate the bitterness than out of any real expectations).Charles spent several months flitting between the Hebrides and the central Highlands, until rescued by the French. He returned to Britain only once more, on a brief and incognito personal visit to London in 1750. Cumberland had decided that an example had to be made, and the regime concurred. Scotland was placed under military rule. Cumberland returned to Flanders with the bulk of the army, while Lord Albemarle took over as commander-in-chief.Roving patrols scoured the Highlands. Jacobite sympathisers went in fear of their lives. Homes were burnt and crops destroyed. The rebel clans were forcibly disarmed and attempts were made to impoverish them by the destruction of their cattle. (Not only were the Highlanders disarmed, they were even forbidden such things as the wearing of tartan dress and playing the bagpipes – marked out as "an instrument of war").By the end of 1746, the British Army had succeeded in hunting down most of the rebels, with 80 men executed (out of 3,471 prisoners) and many of the rest "transported" to America as indentured labour or to India as cannon fodder for the East India Company.However the effects of this suppression were temporary (contrary to popular belief, the Highland Clearances were not a direct result of the rebellion, but were due to economic factors, admittedly partly connected to the indebtedness of the chiefs). What really changed Scotland was the realisation that the Jacobite cause was a dead issue. Turning to the wider world, the Highlands began to embrace the social values and new economy of their southern neighbours.

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8.3 BLIADNHA THEARLAICH"CHARLIE'S YEAR"

An he's clappit down in our gudeman's chairThe wee wee German lairdie

And he's brought forth o' foreign trash,And dibbled them in his yairdie,

He's pu'd the rose o' English loons,And broken the harp o' Irish clowns,

But our Scots thistle will jag his thumbs,The wee wee German lairdie.

The Wee German Lairdie

Campaign GameThe Young Chevalier Charles Stuart, accredited Regent to his father James, has just landed with a handful of supporters and some cannon; the Government suspects a landing but is unsure of its seriousness.

Maps. The full map is in play.Scenario Dates. Starts August (#11) Turn of 1745 and ends September-October (#13) Turn of 1745, inclusive. (12 Turns).Weather. Starting weather is Hot.Unassigned OPs:• Government: 2• Jacobite: 1Assigned OPs:• Government: 2 for OCP• Jacobite: 3 for OCPCampaign Plans:

• Both Sides have an Active OCP. Initial Prestige:• Government: 6• Jacobite: 3Special Rules:None

8.4 CAMPAIGN VARIANTSThe Highlanders are pretty men for target and claymore,But yet they are but naked men to face the cannon's roar.

Old Rhyme

8.41 Optional Forces: The Wild GeeseAccompanying the Prince on board his escort vessel, l'Elisabeth, were a small party of soldiers. The sources provide three completely different explanations of who they were: about 700 men of France's Irish Brigade, 100 engineers, or a measly 60 French Marines (Jacobite volunteers in French uniforms). When their ship was damaged in the fight with HMS Lion, it proved impossible to transfer the men to the Prince's ship, du Teillay, and they returned to port. The lack of evidence of French support for Charles did grievous harm to his cause upon landing – in particular, MacLeod of MacLeod and MacDonald of Sleat refused to join him although they had pledged to do so, conditional (in their minds at any rate) on French aid.8.411 The Jacobite player rolls a die before setting up. On a "4" or less he receives the Irish Picquets Unit and any one (1) out of the other Franco-Irish Units. Otherwise he receives the French de Maurepas Marine Auxiliary. (Note that the latter is not normally used in the game). The Unit(s) received are set up with the rest of his forces at Glenfinnan (9/N/Glasgow); the Auxiliary is placed in the Available Box.8.412 The Jacobite player may also receive the two (2) MacLeod of MacLeod Highland Band Units and the two (2) MacDonald of Sleat HB Units on a second (2nd) die roll of "4" or less. There is a "–2" die roll modifier if the Irish Units were received. The extra HB Units may be stacked in any Coastal location within 16 MPs of Eilean Donan (11 hexes N of Glasgow), or with the rest of the Jacobite "at start" forces.

8.413 Even if these HB Units are not received at start, they do start Jacobite-aligned, and may be Mustered as Jacobite Units by the Jacobite player. The Government player may never Muster these Units. Clarification: he may still Muster the MacLeod of Assynt Unit.8.414 If the Irish Units are received under this rule (not if they enter play normally), the Jacobite player gains a beneficial "-1" die roll modifier for the rest of the game when Mustering Scottish Units.

8.42 Optional Starting LocationsCharles landed in Scotland because of the ready supply of armed men, and because he had reason to believe a large number of them would be supportive of his cause. However, the goal of the Stuarts was always the reconquest of England, and they succeeding in persuading themselves of the strong Jacobite feelings shared by the majority of the country people. The West Country (Devon and Cornwall), Wales, and the Borders were notorious for supporting the Stuarts, or at least for being in opposition to the Whigs and their German king. In truth, the support did not extend much beyond bold words spoken in public houses, as most of the Catholic nobility had either made their peace with the government, been exiled, or had died off. Still, a Jacobite landing in England or Wales was always feared by the Administration, especially if it included French soldiers. In addition, wind and tide had more to do with the actual point of landing in Scotland than good advice. A descent on Ireland was not as likely. Since James II abandoned them in 1690, the bulk of the Irish had little love for the Stuarts.8.421 This rule may be applied in conjunction with the Wild Geese (8.41). If 8.41 is used and the extra HB Units are received, they must set up per 8.412.8.422 The Jacobite player may set up his initial forces in any unoccupied coastal hex from Plymouth on the south coast of England, west and north, as far as Tongue on the north coast of Scotland. He may place up to three (3) Dummies at similar sites when setting up.8.423 No change is made to the Government dispositions. However, if any Jacobite counter (including Dummies) is set up in England or Wales, both the English Garrison Command and the English Militia are automatically Released at the start of the game. If no Jacobite forces set up in Scotland, the Scottish Garrison Command is Released in the same manner as the English Garrison Command would be under normal circumstances – except that Jacobite Units must enter Scotland rather than England. The Loyal Scots are always Released normally.

8.43 Whig Clan NeutralityThe Campbells in the southwest and the Sutherland-dominated clans in the north were strongly pro-government. However, they were also Highlanders and therefore not trusted by the English Parliament. Blood feud was still a more important issue with many of the clansmen than high policy.8.431 Each Turn, beginning with the first (1st) Turn in the game, roll one (1) die at the start of the Administrative Phase. On a "0" the forces and lands loyal to the Duke of Argyle become Neutral. On a "9" the forces and lands loyal to the Earl of Sutherland become Neutral. Both may be Neutral at the same time. If already Neutral, however, these results make that force and its associated lands pro-Government instead.8.432 When one of these power blocs becomes Neutral, the Government player may not Muster in its "capital". Neither of the players may voluntarily move within a certain radius of the capital, and if within this radius must leave as quickly as possible.8.433 Argyle: capital is Inverary (5/NW/Glasgow). Neutrality Radius of six (6) MPs from Inverary. Eliminate the following from play:• The entire Argyle Militia (1st-4th battalions: four (4) counters),• Half of all the Black Watch Units currently in Garrisons (only).• Half of the Government Garrison HQs in the Highlands

Territory, provided they have no Subordinate Units.• Two (2) BW Auxiliaries.• Leaders Argyle, Loudon, and Mamore – no Influence Check is

required. (Their HQs may remain in play but must immediately be assigned new Commanders).

• Additionally, no Loudon Militia (4.43) may be Formed – but if any such Units are already Formed they remain in play.

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8.434 Sutherland: capital is Dunrobin (15/N/Edinburgh). Neutrality Radius eight (8) MPs from Dunrobin. Eliminate the following from play:• All Black Watch Units.• Half of the Government Garrison HQs in the Highlands

Territory, provided they have no Subordinate Units.• Two (2) BW Auxiliaries.• Leader Reay (His HQ may remain in play but must immediately

be assigned a new Commander).• Additionally, Inverness may not be used to Muster BW.8.435 After it again loses its Neutrality, a power bloc's area may be entered freely by either Side, all restrictions on Mustering and the Forming of units are lifted, and all Leaders and Auxiliaries are replaced in their respective holding boxes (Auxiliaries to the Available Box).

8.44 Search And DestroyOne problem General Cope faced was overconfidence on the part of the Government. In the opposite camp, Charlie, too, was anxious to prove his mettle. This rule forces both players to act aggressively if they want to tap their full manpower potentials.8.441 Until the Government player has fought a Battle with the Jacobites he may not Release the Flanders Command.8.442 To balance things out, the Jacobite player may not Release his French Intervention forces until this Battle occurs.8.443 Clarification: either Side may initiate the Battle.

8.45 Scotland Forever!A major reason for the discontent amongst Charles' followers was his insistence on regaining the throne of England. For this reason alone, many were hesitant to support him. Regaining England was central to all the Stuarts' dreams, but what if Charles had listened to his advisors and chosen to reign as an independent Scottish monarch? The Jacobite player now has an opportunity to receive not only the neutral clans, but also the Government player's Scottish units.8.451 At the start of the game, the Jacobite player may declare a "War for the Liberation of Scotland". All Neutral Clan Units are considered Jacobite Units. The Government player is not entitled to Muster them.8.452 The Jacobite player may be able to gain Control of Government Scottish Militia and Black Watch forces. Units for both Contingents must be checked for Unreliability in the normal manner (4.42). If proven Unreliable, they immediately become Jacobite Units and remain so for the rest of the game. The Jacobite player may even deploy them in any Battle about to be fought in their current hex.8.453 All Loyal Scot Leaders – Argyle, Loudon, Home, Mamore, Reay – are likewise liable to change Sides. The Jacobite player may attempt to switch each of these Leaders' allegiance at the start of any Administrative Phase. To do so, he declares the Leader he is attempting to subvert and makes an Influence Check for that Leader. If the Leader passes, he joins the Jacobite Side for the remainder of the game. When a Leader changes Sides, he is immediately removed to the Jacobite Officers' Mess (no Influence Check required to remove him from a Posting). He cannot be re-Posted in the same phase. His HQ, if he was Posted to one, becomes Unformed. If he and his command are Besieged, any loyal Government forces Subordinated to his HQ Surrender. Only one (1) attempt per game may be made to change each Leader's allegiance.8.455 If the Jacobite player declares a Scottish Liberation, his chance of involving the French declines, and his French Release die rolls are modified by "+2".8.456 If the Jacobite player succeeds in acquiring all Regional Centres and Fortifications in Scotland, he immediately receives an AVC with a +8 Prestige award.

8.46 Extended CampaignAn option for the Jacobites that is often brought up for discussion is guerrilla warfare. If they could have retreated to the hills and fought a war of attrition, they might have won a greater measure of support from the Continent or even achieved some sort of status quo with the Government.Of course, this idea completely ignores Charles' mercurial personality, the conventional 17th century (not even 18th century) mindset of the Jacobite Leadership, the fact that the Highlands of Scotland are about as far away from indigenous support as you can get while at the same time totally accessible to the Royal Navy, the fact that both the physical environment and the structure of Highland society, while supporting activities such as cattle reiving and feuds, was completely inadequate for sustaining a Vietminh-style people's war even if such a thing had been conceived of…To paraphrase Lord Elcho, "how would they survive the winter with no shelter; and, where was the food to come from when the men needed to gather it were with the army". George Washington led a barely successful 18th century war of attrition, which was often of a guerrilla nature, but he had the advantages of being a long way from England in a place with open frontiers. He also gained the strong support of major European powers, which eliminated the stranglehold that the Royal Navy had imposed on him. And while George wasn't a fantastic general, he was an excellent leader. Charles Stuart did not have the character of a George Washington. In fact, he was decidedly flaky.8.461 When playing an extended campaign, there is no end date. Instead, the game progresses until one Side achieves Victory through an AVC, or until one player has twelve more (12+) Prestige than his opponent.8.462 The Government Side automatically loses three (-3) Prestige at the end of each Turn #16 (even for 1745).

8.47 Maurice’s GambleIronically, the ’45 was an afterthought. It derived its impetus from a much more serious threat that emerged the year before. In February and March of 1744, burning to revenge the Battle of Dettingen (1743), and concerned about the build up of Coalition forces in Flanders, the French made extensive preparations for an invasion of England. The Descent was nominally to be led by Prince Charles Edward Stuart, styled the Young Pretender, acting on behalf of his father, James, now living in Rome. In truth, it was to be led by that dynamic soldier of fortune, Maréchal Maurice de Saxe.

The plan derived from talks between Charles’ father, James Francis Edward Stuart (the Old Pretender), and Cardinal Tencin, formerly French Ambassador to Rome, and now an influential minister of King Louis XV’s. Tencin owed his cardinal’s hat to the Stuarts. First conceived as a “personal visit” to England by Charles and a small entourage, the “descent” evolved into a massive effort designed to wipe out the stain of the French defeat at Dettingen. Although technically the two countries were still not at war even a year later, Dettingen marked the start of the latest conflict between them.

Orders for shipping went out in November 1743, and a personal invitation to Charles Stuart in December. Charles, having eluded his watchdogs in the Eternal City, arrived in Paris toward the end of January 1744, and was favourably received.

10,000 men had been assembled and now embarked at Dunkirk. De Saxe’s orders were to proceed directly up the Thames and seize London. On March 3rd, 1744, the first of the escort vessels arrived. Then disaster struck. On the 6th, a violent storm dispersed the fleet and sank or grounded many of the transports – hundreds of lives were lost.

As soon as the weather cleared, the Royal Navy closed in and began to pick off the survivors…

The failure of this attempt, the groundwork of which had been laid as early as 1739, had a major impact on all the players. For the British it led to complacency over their ability to defend England. The French were discouraged from pursuing a naval expedition, and instead continued their land campaigns in the Low Countries. Although now at war with England after refusing to expel Charles Stuart from France, their manner toward that prince had become decidedly cool. The Jacobites still in the island despaired of ever receiving the foreign backing necessary to make a coup successful. For Charles though, his frustration drove him on.This is an alternate scenario taking place in 1744, using the French forces available then, rather than the scratch force of 1745.

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Maps. The full map is in play.Scenario Dates. Starts February-March (#4) Turn of 1744 and ends August-September (#12) Turn of 1744, inclusive. (9 Turns).Weather. Starting weather is Wet.Unassigned OPs:• Government: 1• Jacobite: 2Assigned OPs:• Government: 0• Jacobite: 5 for OCPCampaign Plans:• The Jacobites have an Active OCP.• The Government has no CP.Initial Prestige:• Government: 10• Jacobite: 5Special Rules:8.471 Government Forces. See the special OOB section (Maurice’s Gamble) after the standard Campaign Game OOB. This lists all alterations to the standard force deployments. For the remaining forces, use the standard Campaign deployment. In particular:• Several Government regiments and Leaders have been shuffled

to other locations.• New Dutch forces are used. The counters are either dated

“1744” or “44-45”. The latter are used in the standard Campaign Game too. The Dutch enter play in accordance with 4.52 but are not restricted by 4.522 (i.e. the presence of French forces has no effect).

• Hanoverian forces are available. These enter play as an integral part of the Flanders Command, without additional rules or restrictions. Contingent penalties (KR&Os 3.76) do not apply with respect to Hanoverian and British forces. There is a Hanoverian Brigade HQ, which may be used, and which is commanded (for preference) by FML Ilten (G).

• The optional Prussian Contingent (4.54) cannot be used.• All Loyal Scots forces have the potential to join the Jacobite

Side. Apply rules 8.452 and 8.453. 8.451 is NOT applied. Rule 8.45 remains an option in its own right; if selected as such, the entire rule applies.

8.472 Jacobite Forces. See the special OOB section (Maurice’s Gamble) after the standard Campaign Game OOB. This lists all alterations to the standard force deployments. For the remaining forces, use the standard Campaign deployment. In particular:• No forces are deployed at Glenfinnan. Those Units are available

for Mustering. Charles Stuart is with the French at Boulogne.• New French forces are used. The counters are either dated

“1744” or “44-45”. The latter are used in the standard Campaign Game too. These forces start the game Released, in their entirety, in France (at Boulogne). Rule 4.7 does not apply, except for 4.74 (le Royal-Écossais) and 4.75 (French Aid). They do enter play through the usual methods (SR via Naval Movement).

8.473 Rules Alterations. Apart from the deployment changes given above, all rules are in force, except as noted below:Design Note: yes, because the AVC awards remain the same, it is possible that a bold move on London may score a victory for the Jacobite Side and end the game quickly. The players may wish to agree on limiting the French landing sites, or, if 8.476 is used, changing the landing site to a more remote location.

• All Government Commands begin the game Released.

• No Mustering may occur on Turn One. Mustering in Scotland is not permitted until Turn Three, unless Charles Stuart is in Scotland (see below).

• Starting conditions (as given above) are different. Note especially OPs and Prestige. Except where specifically noted, actions that are tied to specific dates are still tied to those dates. Examples: the Swedes (4.55) are still not available until 1746, and are therefore not used. Similarly, the Forfar Regiment (4.742) is not eligible to become French, because of the date of eligibility given in the rule. On the other hand, the Prestige penalties for forces taken from Flanders between certain dates are ignored because, as stated below, those rules are specifically nullified, and as a further indirect reason, the Flanders Command starts the game Released.

• Rule 3.12 (King George) is modified. King George is not required to be placed at the Tower if London is even partly Enemy-Controlled, or if the London Mob favours the Jacobite Side. In these cases he must be placed with the Royal Army Grand Army HQ, or, if this is not possible, with the largest stack of Government Units on the map. Any element of this rule that requires King George to be “in London” now applies to King George’s location on the map – again, only provided London is even partly Enemy-Controlled, or if the London Mob favours the Jacobite Side. If London is free of Enemy forces and not Pro-Jacobite, King George must be moved there as expediently as possible. Additionally, the Duke of Cumberland enters play with King George; he is placed in the Officers’ Mess.

• Rule 3.13 (Charles Stuart) is modified. Initially, Charles Stuart is located with the French forces. He must accompany the Leader de Saxe at all times, even if unescorted by “native” forces, and may not use his own Leadership abilities at all (he may still become a casualty). As explained below, de Saxe is a Captain-General, and while in play outranks Charles Stuart, despite the latter’s Royal Rank. If de Saxe is Killed or Captured, Charles Stuart operates normally. If de Saxe is Wounded, Charles Stuart operates normally as long as de Saxe is out of play.

• Rule 3.14 (Regent’s Lieutenant-Generals) is not used unless de Saxe is permanently out of play through being Killed or Captured, and Charles Stuart has been sent to Raise the Scots (see below). All the Leaders named under this rule function as ordinary Leaders of their appropriate Rank and Contingent unless the rule comes into force.

• Maréchal de Saxe. The senior Jacobite commander (excluding Charles Stuart) is Maréchal Maurice de Saxe. He functions as sole Captain-General (and must, per the KR&Os 3.792, command the Army of the Stuarts Grand Army HQ if at all possible). If de Saxe is Captured or Killed, revert to the normal command structure (especially rule 3.14). The loss of de Saxe does not affect the French Contingent (i.e. they do not “go home”). If Wounded, de Saxe remains the Captain-General, but Charles Stuart will function as “acting” Captain-General (as noted above) in his absence. On his recovery de Saxe is immediately Posted to the map (and must, per the standard rules, command the Army of the Stuarts Grand Army HQ if at all possible).

• Charles Stuart may be sent to Raise the Scots. The Jacobite player must declare he is doing so (at any time), and may do so even if de Saxe is in play. Charles Stuart must then be moved in the quickest and safest manner possible (including by sea) into Scotland. He may move with an Escort of one (1) Cavalry Unit, which may remain with him once his destination is reached, or may be set to any other task the Jacobite player desires. Once Charles Stuart is in Scotland, he may operate in accordance with the rules normally governing his counter. Charles Stuart may no longer stack with French troops unless de Saxe is also present, or has been Killed. Troops excepted are FitzJames’ Horse, the Royal-Écossais, and his special Cavalry escort (as designated above) so long as it remains continuously stacked with him.

• If Charles Stuart is sent to Raise the Scots, a new Grand Army HQ, the Army of Scotland, is made available. If both Charles Stuart and de Saxe are in play, Charles Stuart must stack with this new Grand Army HQ, while de Saxe continues with the Army of the Stuarts. Rule 3.14 applies with regard to the Army of

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Scotland. Should de Saxe be Killed or Captured, only one (1) Jacobite Grand Army HQ may be in play, but the Jacobite player may choose which (if he chooses the one Charles Stuart is not currently stacked with, the latter must move as expediently as possible to join the chosen HQ. The other HQ may remain in play, but acts as an Army HQ for the rest of the game.

• Rule 3.26 (Hubs) is modified. The Government Side is permitted to Redeploy its Hub in the same manner as the Jacobite Side, with all the restrictions given for the Jacobite Hub under 3.26. Primary alternate locations (i.e. if available) for the Government Hub are Bristol and Newcastle (player choice), otherwise any Friendly-Controlled RC.

• Rules 4.243 and 4.244 (Prestige effects due to SR) do not apply. Rule 4.24 as a whole otherwise applies.

• Any of the other optional rules (8.4) may be employed. The Whig Clan Neutrality rule (8.43) is recommended.

8.474 Entry of the French. By default, the French Contingent begins the game in France (Boulogne), and must attempt to SR to the map using either rule 3.6 or the Naval Rules (5.0). In either case, this activity begins as a special pre-game event. Once the SR is completed, play begins normally. Any one (1) hex accessible by sea may be selected as the destination of the French forces. Interception and Searching by the Royal Navy are both penalised with a “+2” die roll modifier during this pre-game event (only).8.475 Alternate French Entry. The players may feel that entering the French by rule 8.474 is too difficult. If both players agree, set up all French forces, plus de Saxe and Charles Stuart, at Tilbury (2/SE/London) or at Rochester (3/SE/London) – one (1) hex only. Eliminate all Government forces in the occupied hex (including any Garrison). Play begins normally, with no pre-game activity.

PLAYER STRATEGYCha till mi tuille; ged thillis MacLeod, cha till Mackrimmon."

(MacLeod will return but Mackrimmon will not)

O'er Coolin's face the night is creeping,The banshee's wail is round us sweeping;Blue eyes in Duin are dim with weeping,Since thou art gone and ne'er returnest.No more, no more, no more returning;In peace nor in war is he returning;

Till dawns the great day of doom and burning,MacCrimmon is home no more returning.

MacCrimmon's Lament (1745)The MacCrimmons were a famous clan of pipers (they even had their own school of music) and were the hereditary pipers of the Clan MacLeod. It was said they had the power "to make men weep or fight like the gods, with just a leather bag and a flute of bone". Donald Mackrimmon foretold his own death and wrote the music to this pibroch on the night before he left to join the fighting. His sister later added the words. He was one of only two men slain at the Rout of Moy in February '46 – and by a spent musketball. (MacLeod of MacLeod had contributed a few men to the Government side). Oddly, “cha till” is pronounced “ka cheel”.

THE DESIGNER'S VIEWIn modern parlance, Charlie's Year would be termed an "operational" game. But in the early part of the 18th Century, there was no doctrine of operational combat, just battlefield tactics, campaign strategy, and high politics. The armies were so small that the same men could concern themselves with both tactics and strategy. Therefore, the focus of the game is a strategic one, but you are permitted to make battlefield decisions to some extent.FortificationsAlthough the Rising was primarily a war of movement, both sides placed emphasis on the capture and defence of Fortifications. The former proved to be very difficult, as neither side had an adequate siege train. The Jacobites took Edinburgh town by a ruse, Carlisle by intimidation, and a number of fortlets by storm. At Fort Augustus they managed to blow up the magazine. Fort George was abandoned to them. Edinburgh Castle, and especially Stirling Castle, the lynch pin of Scotland's defences, proved impregnable. The Government army easily took Carlisle back because its walls hadn't been fixed in a couple of hundred years.In Charlie's Year, you will find that Fortifications are critical to limiting the options of your opponent, especially in Scotland. However, the Jacobite player cannot waste too much time in lengthy siege operations – in any case he is not equipped to conduct them. Therefore, masking (Blockading) of Enemy strongholds becomes an important form of operation, usually conducted by a small force moving in advance of the main body, which can then bypass the screened Fortification.The JacobitesThe Jacobite player has three basic options, with variations. A swift blow straight at London (or Newcastle if the Government player is a dimwit), the destruction of the Government player's army, or grabbing as much territory and trying to collect as much Prestige as possible.With the first strategy the best plan is to destroy your immediate opposition, gather as large an army as you can in just a few Turns, and then strike south, before the bad weather and the main Government forces appear. Victory is much more certain if you can assure French Intervention – even if the Scots can't reach London, the French will. This is an all or nothing strategy, as it is unlikely that the Government player will allow you to regroup if you muff it.Failing option one, develop a power base in northern and central Scotland, taking Fortifications only if necessary for your protection, and work at defeating the Government forces piecemeal. Use your Highlanders to wage a secondary guerrilla campaign against isolated Government forces. Hopefully your opponent will be forced to commit so much manpower that the French will overrun the Low Countries or make a successful landing (you can also send the French to Ireland). Unfortunately, one or two lost battles will finish you,

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unless the Government player is very inept (and few players make the same mistakes as their historical counterparts). This strategy also demands close attention to LoCs and some skilful manoeuvring to avoid battle on the enemy's terms. Remember that hexes above the Highland Line are always Forage Depleted. You will at least get a feel for how the Continental campaigns were waged, and why they tended to come to nothing after a lot of effort.Both the foregoing ideas had their adherents during the Rising. The third option is one that many war gamers seem to favour, but it doesn't really work very well in this game. Take as many depôts and forts as you can, fighting the enemy frequently. The problem with this plan is that Clausewitz's "friction of war" affects you far more than the Government player. Unless you act quickly, he will isolate you and wear your forces down to nothing. The limitations of supply, command, and manpower will force you to concentrate into one or two stacks on the offensive or disperse into penny packets on the defensive – the nature of the game makes it difficult to coordinate concentration and dispersal in the Napoleonic manner.Nearly all the variants favour the Jacobite player. The Government player has enough going for him as it is. The most powerful are options 8.41 and 8.42. The reasons for this are obvious. Option 8.43 can also give a major advantage to the Jacobites.The GovernmentThe Government player has huge resources to draw on and his goal is quite simple – destroy the Jacobites. This should be done by first avoiding combat until you have superior local strength, while simultaneously denying any major advantages in position or prestige to the Jacobite player. Once you have sufficient forces, try to box in his army, close with it, and defeat it. As a corollary, try to take and hold the Jacobite player's main recruiting areas in the Highlands, to deny him the chance to regroup.Remember that bad weather affects both of you equally – however, the Jacobite player does have the advantages of a greater Foraging ability (expressed through special Attrition modifiers) and faster Units. The Government player, on the other hand, has the Royal Navy, which was as decisive an arm then as air power is today. Use your naval presence for supply everywhere you can.Planning for the Government player mainly revolves around the balancing of your resources – how many battalions can you afford to take from Flanders, how much supply will you need, etc. There's no point in annihilating the Jacobite army with overwhelming force if you lose Prestige by doing so. You are forced to plan several Turns ahead of your current situation.Keep a strong force around London and an even stronger one around Newcastle. Depending on the Jacobite player's aggressiveness you may have to deploy some Units in the west of England. The Channel coast must not be disregarded. Occupying all the Fortifications will deny most of the Ports to the French, and there should be one or two mobile columns stationed inland for a quick reaction. A strong coastal defence, however, will leave you little to pit against the Jacks. Naturally your prime defence against the French is the Royal Navy, an item that you have very little control over in the game, unless using the optional 5.0 rules. Even then, should your naval supremacy begin to slip, a strong coastal defence will become essential.GeneralitiesThe most critical element in the game is supply. Without a large supply net you cannot concentrate your forces – or rather, you can, but your army will suffer. For the Government player this can be crippling, as his main force is irreplaceable.The second critical element, and particularly for the Jacobites, is recruitment. You must hold sufficient Regional Centres to ensure the rapid growth of your army, and to guarantee the replacement of losses.When manoeuvring, do so with a few strong stacks – even just one stack. Use dummies frequently for diversions. Try to maintain a secure line of communication (although the Jacobite player must be prepared to cut free of his base in the interests of higher strategy). The Government player always has the sea as a reasonably secure base, but it is unpredictable.

Resist the temptation to give battle unless it is unavoidable or you are ready for a decisive stroke. Even a win may shatter your army at least temporarily and lose you the opportunity to take advantage of your opponent's weakness. Reserves are essential in battle, they are even more so in a strategic sense – although as the Jacobites, you should be prepared to take greater risks in the interests of a speedy campaign.[Added for the 2nd Edition] Despite the numerous changes to the rules, the basic principles covered above remain the same. Probably the greatest change is the addition of Initiative, which better reflects the ebb and flow of fortune. As the Jacobites, if you lose the Initiative you will have to work very hard to regain it, and probably won't be able to – so don't lose it. Without the Initiative, you will have a hard time dictating the pace of operations. Also, both players should make maximum use of both their Artillery and their Auxiliaries, especially as there aren't very many of either.[3rd Edition] Little new to say. The principles covered above are now basic to the system. Operations Points are a critical item, as is establishing the Jacobite Hub in the best location. Until that is done, the Jacobite player cannot even build Depôts. You should store OPs up and only assign them to an offensive when you are ready for the knockout blow.

THE PLAYERS' VIEWThese notes from the 1st edition are by kind permission of Tom Klubi & his team (see credits). They have been reworked to pass the sense onto the later edition rules.In our group, two strategies tended to emerge on the Government side. The first was to forestall or prevent a Jacobite advance south to Glasgow and Edinburgh by concentrating at Perth. The second was to avoid an early confrontation altogether and systematically withdraw from Scotland to Newcastle until sufficient strength had been amassed.The first strategy focuses on preventing the Jacobites from gaining early access to Perth and Dundee [under the old rules, these used to be major supply Depôts. They are still very important recruiting centres, nicely located, and eminently suitable locations for Depôts under the new rules]. The farther south that the Jacobite player can begin his recruiting during the opening moves, the easier it is to raise, organise, and supply his army. By holding Perth, the Government player forces his opponent to shift his centre of gravity to Inverness or Aberdeen, and to spend more time consolidating his position in the north.There are several ways that Cope's force at Edinburgh can reach Perth before the Jacobites (including a sea move directly from Edinburgh to Perth), and the prospect of initiating a battle at Perth with only a small body of Highlanders and the penalties of a river crossing may daunt a less than aggressive Jacobite player. As a less risky option, Stirling also offers a strong defensive position.[In 1715, the Earl of Mar's Jacobite army was based on Perth, and grew to several thousand men, at least four times the size of the Government army which was at Stirling (in all the Jacobites had some 12,000 men under arms). The Jacobites also had control of most of the Highlands. Nevertheless, the Duke of Argyle was able to hold the line of the Forth for a number of months, and even after suffering severe losses at Sherrifmuir (north of the river) continued to retain his position until the Jacobite army began to break up and was forced to retreat north. It should be noted however, that Mar was not a ‘fighting general" but a politician whose forte lay in administration and organisation.]The second strategy focuses on removing all mobile Government forces to a place of safety until an army can be assembled at Newcastle that is strong enough to regain and hold the initiative. In order for this strategy to work properly, strong Garrisons must be left behind, particularly in the citadels of Edinburgh, Stirling, and Dumbarton, and in the "Chain" of Forts Augustus, William, and George. These six locations should be held at maximum strength. The remaining Fortifications should be held by at least something, if possible.Garrisons at these locations offer the advantage of sitting astride and disrupting significant portions of the Jacobite player's potential supply net, or serving as potential bases for amphibious landings.

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Every Garrison will either siphon off Jacobite strength in covering operations or necessitate a siege that will demand more units and time than the Jacobites can afford to spare. The key in this "withdrawal" strategy is for the Government player to time his moves to remain just ahead of the Jacobites while creating the maximum number of Garrisons possible.The Government forces should avoid engaging the Highlanders until they have developed some advantages over the Highland Charge, such as high-quality artillery, a strong cavalry Contingent, a sizeable force of Black Watch, and the operational ability to force the Jacobites to attack at a disadvantage (such as across a river) [and especially with the new rules, gaining the Initiative]. A return to Scotland should then be undertaken as soon as possible, with the maximum use of the Government's superior amphibious capabilities.In both strategies, time is the Government player's best ally: the greater the delay imposed on the Jacobites, the easier Cumberland's job will be when the Flanders Army is returned to England.For the Jacobite player, there are a number of maxims he should follow:1) Always seek to maximise the movement potential of the Highlanders – this means dumping the Artillery in the early stages.2) Expand your supply net constantly, and recruit as you go. Until a proper supply net is built your options will be severely limited. Move from Depôt to Depôt, even if this shortens your march, in order to maximise your recruiting efforts. [In the original edition, regional centres acted like Depôts. Now that the Jacobite player is even more reliant on forage, such locations are less important in the short term. Until he gets his Hub placed, he cannot even place Depôts. But he may be able to Capture one. It still helps to hold RCs, not only for recruiting, and OP generation, but in order to establish control over a large area. Remember that in this game, all the territories are “neutral”, and thus lines of supply must stretch between controlled strongpoints].3) When moving, plan carefully to avoid Attrition.4) For the early game, Perth should be the goal, not Inverness. If you retain the Initiative and use your movement capabilities fully, the Jacobite army should arrive there before Cope.5) Your forces should be grouped to take advantage of their peculiar strengths and weaknesses: Highlanders should move over the rough ground, while Lowland Units and the Artillery should use the road net and more open terrain.6) Take advantage of the ability to “recharge” weakened Highlanders and Militia by Disbanding them so they can be re-Mustered [a 3rd edition refinement].Another major decision is whether to engage in an invasion of England. The Jacobites have very little margin for error in the game. There are simply too many practical considerations working against such a decision (building a sufficient supply net, the Royal Navy, the risk of losing Highlander Units, etc.), not to mention the Government player's historical hindsight. The conditions need to be ideal. The Jacobite player must dominate Scotland. He must take a Port. He must avoid prolonged sieges. He must also find an axis of advance that moves through rough terrain, in order to negate the Government player's numerical advantage. Even if all these elements are in place the use of several variant rules is recommended, particularly the Wild Geese (8.41), Optional Starting Locations (8.42) and Whig Clan Neutrality (8.43).[The designer must point out that the above argument highlights the choice made by Charles' own advisors at the Derby council of war when they were only 120 miles (3-4 days march) from London. The Jacobite player must be prepared to take risks. After all, Charles' arrival in Scotland was a gamble in and of itself. Nothing was deeply calculated or finely planned, they were flying by the seat of their pants the whole way (as were the Government forces to some degree). And, as Horace Walpole commented, "no-one is afraid of a rebellion that runs away".]For both sides, the most overlooked and under-valued rules were strategic movement, forced marches, and mustering. [And don't forget to take advantage of riverine and amphibious capabilities. The optional Jacobite Naval capacity should be used to obtain small items from France before a mass invasion].

CREDITS "Through the sleet and through the rain,

When the moon is beaming lowOn frozen lake and hills of snow,

Bold and heartily we go;And all for little gain."

Cattle Reivers' SongOriginal Concept, R & D, Artwork: Ian WeirAdditional Research: Roger ClewleyExceptional Help (1st edition): Brian Train, Tom Klubi(1st & 2nd edition): Michael Junkin, Roger ClewleyPlaytesters: Brian Train, Michael Junkin, Roger Clewley, Perry Hunter, Rick Young, Mitchell Sherrin. Special thanks to Tom Klubi and his team: John Collis, Tom Gallinger, and Brian Niffin for help with the 1st edition.Commentary maps by Paul Dangel.Proofing: Ian Weir, who badly needs a secretary.Production: Ian Weir as Red Sash Games.Thanks also to: Charles, John, Randy, Tim, and the proud owners of the 1st edition for your moral support.3rd Edition revisions by Ian Weir (surprisingly few changes considering this is the first game RSG produced).Version 3.5: more changes by Ian Weir, mainly to bring the game “up to code”, but also due to player input. Especial thanks to Tom Klubi again. That post of secretary is still open. Redheads preferred, but a blonde will do.

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