We finally got in a game of The
Pikeman’s Lament earlier today. I’ve been planning this game for a
while, but never found the time to get it on the table. The kids had a frined
over for the day and so in the afternoon I set it up for them to play.
I began with reviewing some
English Civil War history with the kids. I was pleased that The Girl at least
remembered the kings and queens from Henry VIII to Charles I – including the
relationship between Elizabeth and James I/VI (even if she couldn’t recall the
events that precipitated the civil Wars… I cut her some slack, she is only
10...).
1643, Glen Dunny
SITUATION
It is spring of 1643 and a
Royalist uprising has begun in Scotland under Marquis of Huntly who had seized
Aberdeen. Earlier this year The Scottish government sent an army south – 20,000
strong - under the Earl of Leven. The uprising is largely in an effort to draw
some pressure off the Royalists down south in England.
The Scottish Government is in a
panic to raise some new troops to deal with the rebels until regular troops can
be called back from England. A regiment is hastily being raised in an area near
Glen Dunny – home of our hero Robert
MacRame. Now the MacRames couldn’t give a fig who’s arse polishes the
throne of England – especially young Robert – as long as their left alone and
there’s money to be made…
That is until a yonng Ensign
names Evan “Holy” MacErrol (a dour Covenanter and son of an even dourer
Calvinist Presbyterian preacher who was murdered by Englishmen during the
Bishops War backing 1638 – with a hatred for the English and anyone who would
support their king) was tasked with procuring some victuals for the regiment.
MacErrol Drew up a troop of horse and some foot soldiers and wandered off to a
nearby village to procure some sheep and pigs… Surely the locals would understand
that their cause was just and sanctioned by god himself and would gladly hand
over the foodstuffs needed… and if they didn’t… well… That’s why they brought
along all the pikes and muskets.
When Robert MacRame got wind
that some preachy lowlander had made off with HIS prized piggy and a handful of
sheep, he quickly gathered up a few of this fathers men and set off to head off
the band of brigands and get back their livestock – or be well paid for them!
SCENARIO
This is essentially Mission F:
Steak on the Hoof – straight out of the The
Pikeman’s Lament - except with smaller forces and with pigs and sheep
instead of cows, and fewer of them – because our forces were smaller than the
suggested 24 points.
FORCES
Scots Government – Ensign Evan
“Holy” MacErrol (Honour: 10, Traits: Strong)
1 Unit of Trotters (with
MacErrol) – 4 points
1 Unit of Pike – 4 points
1 Unit of Shot – 4 points
Rebels – Robert MacRame of Glen
Dunny (Honour: 10, Traits: Sly)
Robert MacRame of Glen Dunny
along with his brothers and a couple of hired thugs-
Forlorn Hope – 6 points
2 Units of Clansmen (The
McRowaves and the MacRopods) - 3 points each – 6 points
THE GAME
(Remember: click on the pictures
for a bigger version)
Finnegan and The Girl sit down
as I finish sorting things out.
Finnegan and The Other Boy
decided to play the Scots Government Forces. The Other Boy laid claim to “Holy”
MacErrol and his Horsemen and Finnegan was to play the Foot troops escorting
the livestock.
The Government forces led by
Evan “Holy” MacErrol.
Robert MacRame and his younger
brothers and a couple of hired hard men stand in their way. MacRame hailed
MacErrol and suggested that he forgot to leave payment for he livestock he made
off with, but it was alright now because he could pay MacRame himself as he
just happened to be right here… in their path… with loaded muskets…
TURN ONE
The Scottish Government Forces
went first.
Well… um.. no, I guess they
decided not to. The boys decided the Pike should advance first… and rolled a 3
to activate them… I think they were perhaps a bit intimidated by MacRame and
his thugs. I imagine MacErrol called for the Pike to advance and they looked
back and said “Who, Us? Ahgeenst theem Haird men? Ah dunnae thenk soo!”
And then Aaron showed up…
Whoops! I guess we’d kind of lost track of time and The Other Boy had to go… Ah
well, hopefully we’ll get to see him (and maybe dad and brother) over the long
weekend coming up and MacRame and MacErrol with clash again! (oh… that’s if
they survive this game… NO SPOILERS!?)
So The Girl took her turn with
the Highlanders – as they were just out of shot range of the enemy, they took a
few steps forward so they could start shooting next turn – even if they failed
to advance… again…
TURN TWO
This time MacErrol would have
none of it – he unleashed some fire and brimstone at the newly recruited
footmen – promising to burn all their mothers and sisters and wives as witches
if they didn’t get a move on!
So the Pike and the Shot
shuffled forward… but MacErrol himself failed to move… busy yelling at the foot
shouting commands and such.
On the Rebels end of the Turn
both the McRowaves and the MacRopods showed up on the table and Robert’s crew
unleashed a volley of musket shot and arrows at MacErrol’s Horse and took one
down!
TURN THREE
Reeling at the loss of their
first comrade in this “War Without Enemie” the Horse stood again – as did the
Pike. At least the Shot got a move on, but perhaps they were inspired to
advance by the menacing sound of Highlanders advancing through the wood ot
their rear and they were very worried about being surrounded!
Unfortunately they didn’t
advance far enough – those Highanders came screaming out of the woods and
charged at them!
The Scots Government Shot
unleashed a volley at them at point blank range and damned near took half them
down!
Both units were Stamina 2 – the
Highlanders scored five hits, causing two casualties, but the Shot scored
ELEVEN hits – taking out FIVE in ONE TURN!?
Strangely BOTH parties failed
morale. It was understandable for the MacRopods – it was a devastating turn for
them! The government shot can only claim they were green and seeing the
Clansmen retreating thought it best to hurry on their way…
The Clansmen flee back into the
woods.
Elsewhere the McRowaves moved up
to the front edge of the woods to get a better view of the situation, and
MacRame and his thugs took shots at the Government Shot and killed two more of
them – causing another morale test… which they passed, somehow… but I think it
was mostly because they were too confused at this point to be scared anymore…?
TURN FOUR
The Shot managed to rally, but
then I remembered that when they failed morale and retreated last turn they
should have left the piggies behind…
The Horse and the Pike both
advanced.
On The Girl’s turn she tried to rally
the MacRopods, but they’d had it – no pigs were worth losing half their
family!? They called it a day and went back home to bury their dead and console
their wives and mothers…
The Pike managed to advance far
enough that it triggered the other Clansmen’s Wild Charge, who came tearing out
of the woods!
This time the Clansmen didn’t
fair QUITE so poorly; the Pike lost two and the Clansmen three…
… but both parties again fled!?
TURN FIVE
The Pikemen rallied.
The Government Shot, having seen
the tail end of their assailants flee over the hills, decided to head back and
gather up the piggies once more and head the far way around the hills – and out
of the line of fire of those murderous bastards in kilts!
“Holy” MacErrol decided it was
time his troop entered the fight – he successfully issued a Caracole order – 7+
The unit made a half move followed by a shot at MacRame and his thugs. If any
casualties were caused they the failed the subsequent morale test, MacErrols
Trotters would them be allowed a Free Attack – if they could cover the distance
with a single move! Well MacErrols horse trotted up and unleashed a mighty
volley in the faces of MacRame and his men… and when the smoke cleared… Every
last one of them was still standing – burnt and blacked by a bit of burnt
powder, but otherwise untouched!? Had they forgotten to load bullets?! Well… so
much for THAT fancy-schmansy “special
maneuver”!?
The Clansmen rallied on The
Girl’s turn.
The MacRame and his men fired
back! Down went another of MacErrol’s horse – and that was just too much for
his men – they turned and fled from the Highland scum.
TURN SIX
Their flight was not long or
far, MacErrol quickly got them under control and wheeled about.
The Shot continued to make their
way around the hill – hoping no one would notice their absence.
The pike were indecisive –
unsure whether to march forward and gather up the sheep or form up into close
order to repel the coming second charge of the clansmen… they took too long
deciding and in the end did nothing. (failed to activate)
The Clansmen did not fail… a
second Wild Charge brought them, once again, into contact with the Pike. This
time they faired slightly better, knocking out three of the Pikemen while
losing only two of their own. The Pikemen, once again, lost their nerve and ran
– but the Clansmen held their ground this time.
(Much to The Girl’s Chagrin they
would NOT be simply collecting up the errant sheepies and making off with them…
those Wild Charging maniac Clansmen…)
MacRame and his men were too
busy laughing and hurling insults at MacErrol and his men to bother doing
anything this turn.
TURN SEVEN
The Pike failed to rally, lost
another man, and continued their retreat.
The Shot continued to sneak
around the hill.
I made no note of what MacErrols
horse did… they had rallied the previous turn… I think perhaps they took
ineffective shots at the Highlanders adjacent to them…?
Then the Highlanders charged the
Horse!
In the clash, the Highlander
brought down two more horsemen – including MacErrol himself! This precipitated
a bit of a rout! The remaining horse and Pike fled the field. But so did
McRowave’s men, they’d taken three more casualties – leaving only four of their
original number and with the horse and Pike in flight, they too decided to call
it a day – MacRame could bloody well collect up his own precious sheep!
But MacRame had other problems –
the Government Shot that were making off with his piggies!!
TURN EIGHT
The Shot continued their flight
with the Piggies!
MacRame turned to fire as they
poked out from behind the hill to make their way around a small wood – rather
than get slowed up trying to make their way through. MacRames men scored two
hits, but as the majority of the Shot were still under the cover of the hill
they claimed cover increasing their Stamina to three – which meant no
casualties!
TURN NINE
The Shot ran and MacRame gave
chase – lest they disappear out of sight and/or range! Luckily the Forlorn Hope
move a little faster than the Shot – giving them a SLIGHT Hope of catching
them.
TURN TEN
The Shot fled, the MacRames got
in a parting shot, causing one casualty – but the Shot passed their morale
test.
TURN ELEVEN
The shot ran and the MacRames
game chase hoping the shot might fail their orders the next turn, giving them a
chance for one more shot at them.
TURN TWELVE
The shot made it off the table
with their piggies…
So Robert MacRame had to console
himself with having at least recovered his sheep.
END GAME
END GAME
The game was a draw – both sides
made off with one group of livestock scoring 2 Victory Points each. The
scenario called for three groups of Livestock – which would have guaranteed a
winner as the victory points would not have been able to be split evenly, but
the scenario also assumed 24 points (which would have meant twice as many
units) so I only had two. I also didn’t bother with Bonus Honour gaining
Special Orders for this game.
Afterwards we rolled on the
Recovery table for Evan MacErrol and Finnegan rolled a 12: “Escapes the enemy
with mere scratches and manages to get back to [his] armies camp through a
daring and honourable adventure. He will gain fame and appreciation in many
folk songs still sung today (by the Dropkick Murphy’s!) +3 Honour. The Officer
will recover for the next game.”
We decided he was captured after
the battle with MacRame intending to ransom him back to the Government forces
for a hefty sum, but he escaped in the middle of the night leaving five of
MacRame’s men lying in a pool of their own blood. Also young Sally MacRame had
a young daughter nine mouths later – out of wedlock! Many years later one of
the survivors of the ensuing ordeal marked that youngster had a look about her
that reminded them of that wretched lowlander they’d captured at the outset of
hostilities…
So MacErrol gained FIVE Honour
and MacRame only two – but he is also now a marked man and sought by government
forces. Unlike most Highlanders who tend to head to the hills to hid when
sought by Government forces, MacRame decided to spend some time in Edinburgh
under an assumed identity…
Fantastic game! Can’t wait to get it back on the table again.
Tomorrow we’re going to try out High Frontier - I’d best get READING
THE RULES!!
Coming soon on Tim’s Miniature Wargaming Blog:
A Brief round up of March’s gaming shenanigans (there
weren’t that many…)
Then…? More ECW stuff!
Great looking game, looks like loads of fun, I do like Dan Mersey's games
ReplyDeleteBest Iain
Thanks! I do as well - they kind of remind me of DBA/HOTT - a favourite game of mine - in their elegant simplicity and flexibility. Actually I think there's probably a bit MORE flexibility in Mersey's rules - in that you can upgrade or demote some troops to have some variation in quality.
DeleteVery nice report! Some interesting dice rolls along the way... :-D Pikemans Lament is a great set of rules. /Mattias
ReplyDeleteThanks Mattias - I agree - great set of rules! Dice games do produce some randomness - but inexplicable randomness happens on the field of battle! I thought it came up with a great little, totally believable narrative.
DeleteGreat stuff, Tim - may have to have a look at these...
ReplyDeleteThanks Monty! Definitely worth a look if it's a period you're interested in!
DeleteExellent AAR
ReplyDeleteThanks Michael! It is an excellent game - so that helps! Hopefully I'll have more on here soon!
DeleteFun and enjoyable report! Sounds like a great game. One of these days I'll give it a go (just need to paint more minis first).
ReplyDeleteThanks!
DeleteGet painting!!
Excellent report on what sounds like a great time gaming. TPL is a fun game. I'm still ramping up on painting, although I managed to get several games in since the rules came out. I'd love to play it a lot more.
ReplyDeleteThanks David!
Delete