ECW - Modified Rules and Armies + Campaign +MP
Posted: Sat Jan 21, 2023 7:46 pm
A small mod I've been working on, tweaks some rules here and there and adds units and armies.
"Modified Rules" only tweaks rules and some unit costs
"Modified Rules and Armies" tweaks units and armies too.
Downloads:
Modified rules
https://drive.google.com/file/d/1lTQiGy ... sp=sharing
Rules and armies
https://drive.google.com/file/d/13PfLhX ... sp=sharing
UPDATE:
"Campaign - Revised" added. Based on "Rules and Armies" mod.
Download:
https://drive.google.com/file/d/1pIcABz ... sp=sharing
UPDATE (Feb 11)
Multiplayer versions added
Download:
Modified rules MP
https://drive.google.com/file/d/1Kc1pLV ... sp=sharing
Rules and Armies MP
https://drive.google.com/file/d/1RFudRL ... share_link
Bug fix:
An oversight was fixed for Modified Rules version: battle cavalries' shooting pistol value was fixed from 50% to 100%
Patch notes:
Trimmed unnecessary files
Light lancer now at -50 POA instead of -100 against Pistol(impact).
Lobsters cost increased from 48 to 52. (same as Cavaliers)
Cavalry size normalized. (For "armies" and "campaign" only)
Lifeguards size increased from 100 to 200. Cost increased to 72. Flavour text editted accordingly. Availability for midwar lists reduced from 2 to 1.
Because of Lifeguard changes, "Cuirassiers" removed from early Royalist lists.
English Civil War Campaign - Revised added.
Detailed description of changes and Campaign mod features can be found below:
List of Changes:
====="ECW Modified Rules"=====
Rules:
Ranged Combat:
Light units' ranged damage reduction has been reduced
- From 34% damage mitigation to 20%
Medium and Heavy guns firepower halved
- From 100% to 50%
*Effect of field guns in this era, especially in ECW, was fairly limited.
I chose to leave light guns unchanged however as I feel that those are already tricky to use against human players due to lack of secondary ZOCs and protection mechanic
Bow long range portion removed
- max range from 4 to 2
*Bows are more comparable to arquebus/calivers than muskets, especially so in mid-17th C.
Also, it fits with the game's design philosophy that gives benefit of doubt to the period-dominant system.
In any case, it is a minor change as bows are very rare in ECW.
Pistol impact cavalries may also fire pistols at non-mounted enemies.
- Cavalries with "Impact mounted" or "Pistol (Impact)" attributes now have "Pistol (Shooting)" attribute as well.
- However, they may not use the shooting ability against enemy cavalries. If attempted, "Will not Caracole against cavalries" tooltip will display.
- Dragoons count as non-mounted enemy and can be shot at.
*In the original rules, battle cavalries do not stand a chance against P&S units unless they could gain a critical flank/rear charge angle. However, historically cavalries behaved very aggressively and would sometimes deliberately attack steady foot units frontally, implying that reality is more nuanced.
The shooting ability is meant to represent such cavalry attacks against foot. (Subunit by subunit, ride up to enemy, shoot pistol and then withdraw.)
Close Combat:
Dragoons' evasion distance is reduced to be on par with that of light foot.
- Move like horse (16 AP), evade like light foot (12 AP)
*Hopefully, this will prevent dragoons from pumping out close range shooting in the open against horse without fear of getting caught.
"Pistol (Impact)" cavalry units with 200 armor (cuirassier types) will not have its impact POA negated against "Impact mounted"
*Everyone's favourite crustaceans are now less likely to crack when hit by cavaliers
"Impact Foot" may now charge enemy cavalry from flank or rear.
*Inspired by the Irish foot decisively breaking up the cavalry melee at the battle of Alford.
Pike and Shot units gain extra impact and melee POA depending on pike ratio.
51% or more 40 POA
41%~50% 25 POA
33%~40% 15 POA
- Only applies in the open, not cumulative with Keil POA.
- Impact POA will be cancelled by enemy Keil, Impact foot, and Light spear attributes. Melee POA will be cancelled by enemy Keil, and Swordsmen (50% or more) attributes.
*This is intended to make Royalist and Parliamentian initial clashes more or less evenly matched as they historically seem to have been.
100% musketeers still enjoy a massive advantage in non-open terrains such as enclosures.
When an enemy Pike and Shot unit is engaged in melee with any friendly unit, charging that enemy P&S with friendly "Impact mounted" or "Pistol (Impact)" cavalry will force the P&S to fall back
- Only in the open and when P&S is steady
- Fallback will not cause cohesion check
*This is inspired by the later phase of the battle of Edgehill where Balfour's horses forced Royalist foot to quit push of pike and fall back
Coupled with the Pistol shooting changes, this rule is hoped to make cavalry reserves behind infantry line actually useful and worthwhile to have
##Credit: Cronos9 https://www.slitherine.com/forum/viewtopic.php?t=110735
As an unavoidable side effect of the above rule, "Impact mounted" and "Pistol (Impact)" cavalries will no longer fallback from enemy pike unit unless the pike unit is forced to fallback as per above rule
*On one hand, misclicks can easily ruin a cavalry unit
On the other hand, this makes pinning down a pike unit to set up a flank charge very simple. (In the original rule, one had to block the cavalry fallback tile with another friendly unit to force melee and pin the target)
(new)
"Light Lancers" attribute now incurs -50 POA instead of -100 penalty when charging against "Pistol (Impact)".
*This is done mainly to encourage placing lancers at the front for later Covenanter armies of "Rules and Armies" version mod.
Unit change:
Commanded shot cost reduced from 24 to 20
Detached musketeers cost reduced from 31 to 28 *Only features in "Royalist Raiders 1644-45"
(new)
Lobsters cost increased from 48 to 52 (same as Cavaliers) in light of its vastly increased impact resistance.
=== Additional Changes for "Rules and Armies" version ===
*Unit cost values and army rosters are mostly arbitrary without any complex calculation involved. Balance feedbacks appreciated.
Unit changes and additions
Changes:
Highlanders Early became Highlander Warband Regiment
- originally
50% bow, 100% swordsmen, 100% impact foot, Average, Warriors, 500 men, 12 AP, 42 cost
- changed to
25% bow, 25% musket, 50% swordsmen, 100% light spear, Average, Warriors, 500 men, 10AP, 30 cost
Highlanders Late became Highlander Warband Regiment (Late)
- originally
66% musket, 100% swordsmen, 100% impact foot, Average, Warriors, 500 men, 12 AP, 48 cost
- changed to
66% musket, 50% swordsmen, 100% light spear, Average, Warriors, 500 men, 10 AP, 42 cost
*Admittedly my knowledge about Montrose's campaign is limited to two books - Stuart Reid's Osprey book and Charles Singleton's Helion book
At least in this war, the Highlander warband-regiments fighting in traditional manner did not seem to have made much impression. Rather, the regular pike and shot regiments were preferred and also relied upon.
Reflecting this, I greatly modified highlander units to be line fillers/terrain dwellers rather than shock troops. They are vulnerable against cavalries but not overly so.
Additions:
Clansmen (Levies and Volunteers)
50% bow, 25% swordsmen, 100% light spear, Raw, Warriors, 500 men, 24 cost
*Cheap Scottish levies
Clansmen Skirmishers
100% bow, Below Average, Light Foot, 400 men, 28 cost
*Short ranged (2 tiles) and fragile. But damage output from 400 bows is nothing to scoff at.
Irish Brigade
66% musket, 34% pike, 100% impact foot, Superior, Mixed Foot, 500 men, 10 AP, 60 Cost
*The famed Irish. Allowed Impact Foot attribute as there are reports of them utilizing salvo fire before charge.
Irish Brigade Command (Irish regiment with MacColla attached)
Highly Superior 600 men Irish Brigade, 72 cost
*A special flavour unit, only 1 available.
In FoG2 Ancients and Medieval, attaching a general gives the unit a flat 50 POA bonus and a cohesion roll bonus. Here, I halved the POA bonus and added 100 men representing the Lifeguard company.
Lifeguards
[Outdated]
Cuirassier type 100 men horse unit, Superior, 28 cost
*Well armoured horse troops (i.e. Essex's Lifeguards, Gentlemen Pensioners, etc.). Because they are half-sized compared to usual 200 men horse units, they are best employed as reserves as they historically were.
[/Outdated]
(Update)
Cuirassier type 200 men horse unit, Superior, 72 cost
*Represents elite, well armoured, oversized horse troops (i.e. Essex's Lifeguards, Gentlemen Pensioners, etc.) plus supporting horses.
*I belatedly realized that I have violated an important rule - a toy that looks like a shining knight should play like a shining knight.
So the lifeguards became a proper sized horse unit. Flavour text was editted slightly to reflect the change - "A Squadron of elite Cuirassiers and supporting horses."
Also, "Cuirassiers" unit was removed as being redundant. This unit was previously used for "Royalist Edgehill" and "Royalists 1642-1643" armies.
Scots horse - Lancers (Late)
Scots lancer horse with Pistol (Melee) attribute instead of Swordsmen, 34 cost (a 2 point increase)
*Only available for Scots Covenanter 1648-1652.
After an expansion in Scots lancer numbers, possibly involving some conversions from harquebusier horses, the lancers seem to perform reasonably well against New Model Army cavalries. Maybe the pistol and sword combat melee drill became standard practice?
To reflect the lancers being able to sustain prolonged frontal engagement with NMA cavalries, I gave them Pistol (Melee) attribute.
(Update)
With cavalry unit size normalization and Light lancers POA change, these lancers finally have a reason to exist.
(Update)
Cavalry unit size normalization
"Parliamentarian horse (Pistol)" and "Scots horse (Pistol)" men per unit numbers are reduced from 250 to 200.
250 is the number usually used in other modules such as Thirty Years War. English Civil War cavalry units use 200.
Army list changes and additions
*Available unit numbers are based on 2000 points game as set in the armylist.txt file
Changes:
[Outdated]
"Royalist Edgehill 1642"
"Royalist 1642-1643"
Received a Cuirassier unit (Superior variant found in European mainland armies as "Kurassiers") in lieu of King's Lifeguards horse regiment that may have been armoured as Cuirassiers before 1643.
[/Outdated]
"Cuirassiers" unit is removed.
"Royalist Edgehill 1642"
"Royalist 1642-1643"
"Parliamentarian 1642-1643"
Received two units of Lifeguards
(Update)
"Royalist 1643-1644"
"Parliamentarian 1643-1645"
Received one unit of Lifeguards (reduced from previous 2)
"Parliamentarian 1642-1643"
Half of the carbine horses are replaced by pistol versions (average pistol impact non-determined cavalry)
"Scots Royalist 1644-1645"
Removed, replaced by "Army of Montrose 1644" and "Army of Montrose 1645"
"Scots Covenanter 1648-1652"
The unit "Scots Horse - Lancers" is replaced with unit "Scots Lancers (Late)"
Additions:
"Parliament Flying Column 1643-1644"
Inspired by community multiplayer campaign involving flying column concept https://www.slitherine.com/forum/viewtopic.php?t=77279
Designed to be matched against "Royalist Raiders 1643-1644". Contains a mix of carbine horse, non-determined horse, and veteran determined horse. Foot element is P&S. Some commanded shot available to bolster the cavalry line.
"Army of Montrose 1644"
"Army of Montrose 1645"
These two armies replace the removed "Scots Royalist 1644-1645"
Both have a core of Superior Irish P&S and Highlander auxillaries. 1644 version does not have access to cavalries and fully musket armed Highlanders.
Designed to be played at small sized games of 400~800 points range. Usual 1200 points game is of course possible but army size could balloon up quickly thanks to all the cheap foot.
"Covenanter Home Army 1644-1645"
Similar to "Scots Covenanter 1642-1647, but comes with Highlander warbands and levies.
"Covenanter Flying Column 1644-1645"
Inspired by Leslie's mounted army at Philiphaugh. Available year was extended backwards to 1644 in order to allow matching against similarly themed "Royalist Raiders 1643-1644".
According to Stuart Reid, Leslie had at Philiphaugh about 3000 cavalry, 400 Dragoons, and 700 Foot that are most likely mounted musketeers. One can roughly imitate this force with 6 Scots pistol horses, 9 Scots Lancers, 2 Dragoons, and 2 medium foot Musketeers, costing exactly 600 points.
In game terms, this is arguably the weakest army in the whole list. I recommend giving the army enough points advantage when playing with it.
==== "Revised Campaign" Features ====
This is "Rules and Armies" mod adapted to singleplayer campaign with some changes.
All Cuirassier type units - Lobsters and Lifeguards - will not be available for recruitment after 1643 turn 3 (Early Summer)
At 1644 turn 3 (Early Summer), a message will pop up notifying start of Montrose's campaign in Scotland.
To reflect Royalist and Parliamentarian main armies concentrating in England, and also to reflect disruptions caused by Montrose, Scotland will become unavailable for both sides, meaning it will not be taxable nor conquerable.
Any army in Scotland will be evicted South to England.
At 1645 turn 5 (Early Autumn), a message will pop up notifying conclusion of Montrose's campaign in Scotland.
Scotland will become available again; it will initially be a Royalist territory. A maximum 400 points army will spawn representing best possible what-if scenario for Montrose's army. (About 4000+ men unlike at historical Philiphaugh)
For Royalist players, this should be a unique new army that is also fun to play. For Parliamentarian players, this should give something interesting to destroy.
Irish foot will be available for this turn only.
Before 1648, except for 1645 turn 5, Royalist armylist for Scotland will include a full selection of cannons and assorted Highlander auxillaries.
A player may create a cost-effective Ottoman style siege train by only recruiting cannons and cheap foot.
"Modified Rules" only tweaks rules and some unit costs
"Modified Rules and Armies" tweaks units and armies too.
Downloads:
Modified rules
https://drive.google.com/file/d/1lTQiGy ... sp=sharing
Rules and armies
https://drive.google.com/file/d/13PfLhX ... sp=sharing
UPDATE:
"Campaign - Revised" added. Based on "Rules and Armies" mod.
Download:
https://drive.google.com/file/d/1pIcABz ... sp=sharing
UPDATE (Feb 11)
Multiplayer versions added
Download:
Modified rules MP
https://drive.google.com/file/d/1Kc1pLV ... sp=sharing
Rules and Armies MP
https://drive.google.com/file/d/1RFudRL ... share_link
Bug fix:
An oversight was fixed for Modified Rules version: battle cavalries' shooting pistol value was fixed from 50% to 100%
Patch notes:
Trimmed unnecessary files
Light lancer now at -50 POA instead of -100 against Pistol(impact).
Lobsters cost increased from 48 to 52. (same as Cavaliers)
Cavalry size normalized. (For "armies" and "campaign" only)
Lifeguards size increased from 100 to 200. Cost increased to 72. Flavour text editted accordingly. Availability for midwar lists reduced from 2 to 1.
Because of Lifeguard changes, "Cuirassiers" removed from early Royalist lists.
English Civil War Campaign - Revised added.
Detailed description of changes and Campaign mod features can be found below:
List of Changes:
====="ECW Modified Rules"=====
Rules:
Ranged Combat:
Light units' ranged damage reduction has been reduced
- From 34% damage mitigation to 20%
Medium and Heavy guns firepower halved
- From 100% to 50%
*Effect of field guns in this era, especially in ECW, was fairly limited.
I chose to leave light guns unchanged however as I feel that those are already tricky to use against human players due to lack of secondary ZOCs and protection mechanic
Bow long range portion removed
- max range from 4 to 2
*Bows are more comparable to arquebus/calivers than muskets, especially so in mid-17th C.
Also, it fits with the game's design philosophy that gives benefit of doubt to the period-dominant system.
In any case, it is a minor change as bows are very rare in ECW.
Pistol impact cavalries may also fire pistols at non-mounted enemies.
- Cavalries with "Impact mounted" or "Pistol (Impact)" attributes now have "Pistol (Shooting)" attribute as well.
- However, they may not use the shooting ability against enemy cavalries. If attempted, "Will not Caracole against cavalries" tooltip will display.
- Dragoons count as non-mounted enemy and can be shot at.
*In the original rules, battle cavalries do not stand a chance against P&S units unless they could gain a critical flank/rear charge angle. However, historically cavalries behaved very aggressively and would sometimes deliberately attack steady foot units frontally, implying that reality is more nuanced.
The shooting ability is meant to represent such cavalry attacks against foot. (Subunit by subunit, ride up to enemy, shoot pistol and then withdraw.)
Close Combat:
Dragoons' evasion distance is reduced to be on par with that of light foot.
- Move like horse (16 AP), evade like light foot (12 AP)
*Hopefully, this will prevent dragoons from pumping out close range shooting in the open against horse without fear of getting caught.
"Pistol (Impact)" cavalry units with 200 armor (cuirassier types) will not have its impact POA negated against "Impact mounted"
*Everyone's favourite crustaceans are now less likely to crack when hit by cavaliers
"Impact Foot" may now charge enemy cavalry from flank or rear.
*Inspired by the Irish foot decisively breaking up the cavalry melee at the battle of Alford.
Pike and Shot units gain extra impact and melee POA depending on pike ratio.
51% or more 40 POA
41%~50% 25 POA
33%~40% 15 POA
- Only applies in the open, not cumulative with Keil POA.
- Impact POA will be cancelled by enemy Keil, Impact foot, and Light spear attributes. Melee POA will be cancelled by enemy Keil, and Swordsmen (50% or more) attributes.
*This is intended to make Royalist and Parliamentian initial clashes more or less evenly matched as they historically seem to have been.
100% musketeers still enjoy a massive advantage in non-open terrains such as enclosures.
When an enemy Pike and Shot unit is engaged in melee with any friendly unit, charging that enemy P&S with friendly "Impact mounted" or "Pistol (Impact)" cavalry will force the P&S to fall back
- Only in the open and when P&S is steady
- Fallback will not cause cohesion check
*This is inspired by the later phase of the battle of Edgehill where Balfour's horses forced Royalist foot to quit push of pike and fall back
Coupled with the Pistol shooting changes, this rule is hoped to make cavalry reserves behind infantry line actually useful and worthwhile to have
##Credit: Cronos9 https://www.slitherine.com/forum/viewtopic.php?t=110735
As an unavoidable side effect of the above rule, "Impact mounted" and "Pistol (Impact)" cavalries will no longer fallback from enemy pike unit unless the pike unit is forced to fallback as per above rule
*On one hand, misclicks can easily ruin a cavalry unit
On the other hand, this makes pinning down a pike unit to set up a flank charge very simple. (In the original rule, one had to block the cavalry fallback tile with another friendly unit to force melee and pin the target)
(new)
"Light Lancers" attribute now incurs -50 POA instead of -100 penalty when charging against "Pistol (Impact)".
*This is done mainly to encourage placing lancers at the front for later Covenanter armies of "Rules and Armies" version mod.
Unit change:
Commanded shot cost reduced from 24 to 20
Detached musketeers cost reduced from 31 to 28 *Only features in "Royalist Raiders 1644-45"
(new)
Lobsters cost increased from 48 to 52 (same as Cavaliers) in light of its vastly increased impact resistance.
=== Additional Changes for "Rules and Armies" version ===
*Unit cost values and army rosters are mostly arbitrary without any complex calculation involved. Balance feedbacks appreciated.
Unit changes and additions
Changes:
Highlanders Early became Highlander Warband Regiment
- originally
50% bow, 100% swordsmen, 100% impact foot, Average, Warriors, 500 men, 12 AP, 42 cost
- changed to
25% bow, 25% musket, 50% swordsmen, 100% light spear, Average, Warriors, 500 men, 10AP, 30 cost
Highlanders Late became Highlander Warband Regiment (Late)
- originally
66% musket, 100% swordsmen, 100% impact foot, Average, Warriors, 500 men, 12 AP, 48 cost
- changed to
66% musket, 50% swordsmen, 100% light spear, Average, Warriors, 500 men, 10 AP, 42 cost
*Admittedly my knowledge about Montrose's campaign is limited to two books - Stuart Reid's Osprey book and Charles Singleton's Helion book
At least in this war, the Highlander warband-regiments fighting in traditional manner did not seem to have made much impression. Rather, the regular pike and shot regiments were preferred and also relied upon.
Reflecting this, I greatly modified highlander units to be line fillers/terrain dwellers rather than shock troops. They are vulnerable against cavalries but not overly so.
Additions:
Clansmen (Levies and Volunteers)
50% bow, 25% swordsmen, 100% light spear, Raw, Warriors, 500 men, 24 cost
*Cheap Scottish levies
Clansmen Skirmishers
100% bow, Below Average, Light Foot, 400 men, 28 cost
*Short ranged (2 tiles) and fragile. But damage output from 400 bows is nothing to scoff at.
Irish Brigade
66% musket, 34% pike, 100% impact foot, Superior, Mixed Foot, 500 men, 10 AP, 60 Cost
*The famed Irish. Allowed Impact Foot attribute as there are reports of them utilizing salvo fire before charge.
Irish Brigade Command (Irish regiment with MacColla attached)
Highly Superior 600 men Irish Brigade, 72 cost
*A special flavour unit, only 1 available.
In FoG2 Ancients and Medieval, attaching a general gives the unit a flat 50 POA bonus and a cohesion roll bonus. Here, I halved the POA bonus and added 100 men representing the Lifeguard company.
Lifeguards
[Outdated]
Cuirassier type 100 men horse unit, Superior, 28 cost
*Well armoured horse troops (i.e. Essex's Lifeguards, Gentlemen Pensioners, etc.). Because they are half-sized compared to usual 200 men horse units, they are best employed as reserves as they historically were.
[/Outdated]
(Update)
Cuirassier type 200 men horse unit, Superior, 72 cost
*Represents elite, well armoured, oversized horse troops (i.e. Essex's Lifeguards, Gentlemen Pensioners, etc.) plus supporting horses.
*I belatedly realized that I have violated an important rule - a toy that looks like a shining knight should play like a shining knight.
So the lifeguards became a proper sized horse unit. Flavour text was editted slightly to reflect the change - "A Squadron of elite Cuirassiers and supporting horses."
Also, "Cuirassiers" unit was removed as being redundant. This unit was previously used for "Royalist Edgehill" and "Royalists 1642-1643" armies.
Scots horse - Lancers (Late)
Scots lancer horse with Pistol (Melee) attribute instead of Swordsmen, 34 cost (a 2 point increase)
*Only available for Scots Covenanter 1648-1652.
After an expansion in Scots lancer numbers, possibly involving some conversions from harquebusier horses, the lancers seem to perform reasonably well against New Model Army cavalries. Maybe the pistol and sword combat melee drill became standard practice?
To reflect the lancers being able to sustain prolonged frontal engagement with NMA cavalries, I gave them Pistol (Melee) attribute.
(Update)
With cavalry unit size normalization and Light lancers POA change, these lancers finally have a reason to exist.
(Update)
Cavalry unit size normalization
"Parliamentarian horse (Pistol)" and "Scots horse (Pistol)" men per unit numbers are reduced from 250 to 200.
250 is the number usually used in other modules such as Thirty Years War. English Civil War cavalry units use 200.
Army list changes and additions
*Available unit numbers are based on 2000 points game as set in the armylist.txt file
Changes:
[Outdated]
"Royalist Edgehill 1642"
"Royalist 1642-1643"
Received a Cuirassier unit (Superior variant found in European mainland armies as "Kurassiers") in lieu of King's Lifeguards horse regiment that may have been armoured as Cuirassiers before 1643.
[/Outdated]
"Cuirassiers" unit is removed.
"Royalist Edgehill 1642"
"Royalist 1642-1643"
"Parliamentarian 1642-1643"
Received two units of Lifeguards
(Update)
"Royalist 1643-1644"
"Parliamentarian 1643-1645"
Received one unit of Lifeguards (reduced from previous 2)
"Parliamentarian 1642-1643"
Half of the carbine horses are replaced by pistol versions (average pistol impact non-determined cavalry)
"Scots Royalist 1644-1645"
Removed, replaced by "Army of Montrose 1644" and "Army of Montrose 1645"
"Scots Covenanter 1648-1652"
The unit "Scots Horse - Lancers" is replaced with unit "Scots Lancers (Late)"
Additions:
"Parliament Flying Column 1643-1644"
Inspired by community multiplayer campaign involving flying column concept https://www.slitherine.com/forum/viewtopic.php?t=77279
Designed to be matched against "Royalist Raiders 1643-1644". Contains a mix of carbine horse, non-determined horse, and veteran determined horse. Foot element is P&S. Some commanded shot available to bolster the cavalry line.
"Army of Montrose 1644"
"Army of Montrose 1645"
These two armies replace the removed "Scots Royalist 1644-1645"
Both have a core of Superior Irish P&S and Highlander auxillaries. 1644 version does not have access to cavalries and fully musket armed Highlanders.
Designed to be played at small sized games of 400~800 points range. Usual 1200 points game is of course possible but army size could balloon up quickly thanks to all the cheap foot.
"Covenanter Home Army 1644-1645"
Similar to "Scots Covenanter 1642-1647, but comes with Highlander warbands and levies.
"Covenanter Flying Column 1644-1645"
Inspired by Leslie's mounted army at Philiphaugh. Available year was extended backwards to 1644 in order to allow matching against similarly themed "Royalist Raiders 1643-1644".
According to Stuart Reid, Leslie had at Philiphaugh about 3000 cavalry, 400 Dragoons, and 700 Foot that are most likely mounted musketeers. One can roughly imitate this force with 6 Scots pistol horses, 9 Scots Lancers, 2 Dragoons, and 2 medium foot Musketeers, costing exactly 600 points.
In game terms, this is arguably the weakest army in the whole list. I recommend giving the army enough points advantage when playing with it.
==== "Revised Campaign" Features ====
This is "Rules and Armies" mod adapted to singleplayer campaign with some changes.
All Cuirassier type units - Lobsters and Lifeguards - will not be available for recruitment after 1643 turn 3 (Early Summer)
At 1644 turn 3 (Early Summer), a message will pop up notifying start of Montrose's campaign in Scotland.
To reflect Royalist and Parliamentarian main armies concentrating in England, and also to reflect disruptions caused by Montrose, Scotland will become unavailable for both sides, meaning it will not be taxable nor conquerable.
Any army in Scotland will be evicted South to England.
At 1645 turn 5 (Early Autumn), a message will pop up notifying conclusion of Montrose's campaign in Scotland.
Scotland will become available again; it will initially be a Royalist territory. A maximum 400 points army will spawn representing best possible what-if scenario for Montrose's army. (About 4000+ men unlike at historical Philiphaugh)
For Royalist players, this should be a unique new army that is also fun to play. For Parliamentarian players, this should give something interesting to destroy.
Irish foot will be available for this turn only.
Before 1648, except for 1645 turn 5, Royalist armylist for Scotland will include a full selection of cannons and assorted Highlander auxillaries.
A player may create a cost-effective Ottoman style siege train by only recruiting cannons and cheap foot.