Showing posts with label Robert MacRame. Show all posts
Showing posts with label Robert MacRame. Show all posts

Wednesday, May 30, 2018

Beating Up Quarters

My friend Bob from Edmonton was in town last night so I set up a little game of The Pikeman's Lament for us to play...

June 1644, Glenn Dunny

When first we met our hero Robert MacRame, he was living in his families ancestral lands in Glenn Dunny. He made a stand against some Government troops who were out foraging and attempted to make off with some of this livestock. This battle was documented elsewhere on this blog:

Pork on the Trotters

He (more or less) successfully defended his lands and recovered (most of) his livestock, but gained the eternal enmity of Evan “Holy” MacErrol, and found himself a wanted man. Unlike most Highlanders who tend to head to the hills to hide when sought by Government forces, MacRame decided to spend the balance of the year in Edinburgh under an assumed identity. This didn’t last long, however, as Evan MacErrol is a relentless adversary and eventually discovered his whereabouts and Robert was forced to flee overseas. MacErrol wasn’t able to pursue his quarry further as he was called upon to march south with Alexander Leslie, Earl of Leven, to intervene in the civil war in England.

Some of the other actions “Holy” MacErrol were involved in at Yorkshire are also documented elsewhere:

The River Crossing 

Somewhere Else To Be

Robert MacRame spent the remainder of winter and spring of 1644 abroad, “raising funds” for the catholic cause back home. He found he could make a pretty good living “raising funds” and had hoped he could continue to do so until the bad business back home ended. Eventually some of his patrons cottoned on to his reluctance and MacRame was forced to flee again (with the remaining funds he has raised) – this time back to Scotland. And so it was in the summer of 1644 that he arrived back in Glenn Dunny with a handful of Irish Mercenaries – just a month before the Irish under Mac Colla landed at Ardnamurchan.

Hearing a rumour that MacRame had returned to Scotland, Ensign MacErrol marched his company back north to hunt him down. He was still languishing in Glenn Dunny meeting out revenge on all that had wronged his family in the year since he had fled…


SCENARIO

I thought it would be fun to try out the Beating up Quarters scenario with one of our antagonists raiding the others quarters in a dawn raid. This is straight out of the Pikeman's Lament rulebook (pages 54-55). Basically the Attacker gets points for setting fire to tents buildings the defender is sleeping in. Most of the defender's forces start in the buildings and tents and have to be awakened by passing an ordered move action at -1. The Defenders get points for each building or tent not burned by the end of the scenario. The game ends when all the buildings/tents are on fire or when the Attacker has lost half of his force.

Who would get the the drop on whom?


FORCES

Scottish Government forces under Ensign Evan "Holy" MacErrol (19 Honour, Strong)
2x Gallopers
2x Pike
2x Shot


Scotts Royalist forces under Robert MacRame (12 Honour, Sly)
1x Forlorn Hope
1x Shot
1x Pike
3x Clansmen
1x Clubmen


THE GAME

I didn't take a lot of notes (as I often do) so there won't be a turn-by-turn breakdown as I'm going from my (not always clear) memory here...

Bob decided to take the Scots Government forces as they seemed the most straightforward to play. He also decided to be the attacker - as having troops burn in their billets or tents didn't sound fun...?



Initial Dispositions.

In the darkness of night the forces of "Holy" MacErrol approached the roadside inn where MacRame's men has camped for the night. There had been much carousing through the night, but as dawn approached all was quiet...



At a predetermined signal that was both silent and visible only to governement forces in the darkness so as not to alert the sentries in the camp (not sure what that would have been...?) MacErrol's forces close on the camp.

At the end of Bob's first turn I was already thinking things looked pretty dire... I had gotten used to playing against John - by this point he would have rolled a command blunder and lost one of his units!



On my first turn, my dice were determined to outdo Bob's, however. I rolled the first of at least a half dozen double sixes I rolled throughout the game. As this was on an ordered activation I got to roll on the command bonus table and rolled a five - allowing the unit I just tried to active to gain a agitator, Priest or Hero... I chose a Priest - as I had a handy figure I could add to the unit! He would give me +1 to all morale rolls, but if he was killed give the enemy +1 Honour...



Every Single Unit deployed out of their quarters on the first turn - even the clubmen (local villagers armed with rakes and scythes and the occasional blunderbuss...). It was starting to look as though the ambushers were being ambushed (That MacRame is a sly devil!).



And then it was Bob's turn again and Ensign MacErrol charged a group of Highland Clansmen emerging from their tents... Cavalry, unfortunately, are the Clansmen's nemesis... Clansmen are great on the offence - hit on 3+ - and they can countercharge against Infantry - so they are almost always on the offence versus infantry... on the defence (as they are when cavalry charges) they only hit on sixes... This first contact carried away 2-3 clansmen... I rolled one six, not enough to wound the Gallopers!



So the clansmen fell back, the horse followed up and we did it again!



The Clansmen lost a few more, fabulously failed morale and were routed! One unit gone...



Then the second cavalry charged another unit of clansmen! It went equally badly - even with the Preacher present! Two units down, not a single casualty caused. Things were back to looking dire for the Highlanders...

Luckily Bob failed to activate his next unit so I had a chance to do some damage!



The remaining unit of clansmen charged out of the Inn and attacked a unit of Shot!

 

and saw them off at a loss of only one or two of their own!

I failed to activate my own shot so it was back to Bob. Bob then failed to set fire to the house that his cavalry was adjacent to and it was back to me.



As a unit of pike was within range of the Highland clansmen, they charged! Pike are not quite so slightly as shot, however and they did some damage to the clansmen. This time both parties failed morale and broke away from each other.



I think my shot fired on the other unit of pike next, causing a single wound, which caused them to fail morale as well and retire back towards the hill they had just came down from (perhaps they were already rattled by the sounds of their comrades in arms being savaged by the clansmen off to their right... in the dark... although I think the sun has come up on this turn...?)

My Irish Pike had previously formed up and so tried to charge Ensign MacErrol's unit of Horse. The Horse countercharged.



The pike took out two of the horsemen and lost one of their own, so the horse had to retire from the fight. But apparently losing one of their own was enough for the cowardly Irish mercenaries morale to waver...



On Bob's next turn, his cavalry wheeled around and charged the wavering pikemen... It was a disaster. The unit was nearly rode down to a man. The few survivors fled the field of battle, the county, and probably all the way back to Ireland! (or perhaps they met up with Mac Colla's forces who were landing on the west coast of Scotland shortly after this engagement?)



On my previous turn I'd rolled another double six to activate one of my units, which had allowed my wavering Highlanders to automatically rally. So at the beginning of my next turn they once more charged the government pike - and saw them off!

Clansmen - great against infantry, but keep them away from enemy cavalry!



So this put the attackers down two units. I only needed to force one more off the field to end the game. So it was time for MacRame to do his bit...

MacRame's unit had taken shots at one of the units of Horse earlier (and might have taken one out...?) but otherwise has just sat in the middle of the encampment where they had started the game. Where they were was close enough to charge MacErrol's Horse - who had just ridden down his Irish Mercenaries. MacRame led the charge out of the encampment. MacErrol, hearing the wild cries of charging clansmen wheeled around and countercharged meeting the clansmen at the edge of the camp (I should point out these "clansmen" were actually a "Forlorn Hope" in the game, not "clansmen" like the ones that were swept aside in the first turns). Both lost two in the initial clash, neither failed morale, so the attacker (the Highlanders) were obliged to retire.



The Horse followed up and we did it all again... I think MacRame had intact lured them into some sort of cunning trap because both the remaining Horse were taken down (including MacErrol himself!) and with three of the attackers units gone, that was the end of the game!

So as the attackers had failed to set fire to any of the buildings the defending highlanders scored 8 Honour (2 for each building/tent not burning at the end of the game) plus two more for the "Show No Mercy" special order I had selected. ("Show No Mercy" requires that half of the enemies total number of units be routed or destroyed - I figured that was the only way I could possibly win the game anyway, so I selected it to get some bonus points if I did). This brought Robert MacRame's Honour to 22 - thus catapulting him to Lieutenant. Rolling for his new trait, I got "Favoured"... which had no in game effect, it just gave him +5 Honour - so he is now at 27...

The government troops failed to set fire to any buildings and failed in their own special order (Which, I think, was "Beat the Butchers Bill" - rout/destroy more enemy units than your own) which would have netted Evan MacErrol -1 Honour, but his other horse had ridden down that annoying preacher for +1 honour which netted him zero honour... still one shy of being promoted to Lieutenant!

As MacErrol was injured (AGAIN! Seriously, has there been a battle where he DIDN'T end up a casualty!?) we had to roll for his survival - He was just wounded - carried off by loyal soldiers and will recover in time for the next battle... He'll get that dastardly MacRame!

I think we ended up being done in just under and hour and a half...? I love this game and Bob is always a totally enjoyable person to play games with so, despite the cold, I had a pretty fabulous evening! Thanks Bob!


Coming Soon to Tim's Miniature Wargaming Blog:

Amanda and The Girl got home just as bob was leaving and wanted to watch a DVD, so instead of writing up the battle report last night, I went downstairs and did some painting while they watched TV. As I'd had so much fun playing this game I worked on some more Scotsmen - a unit of "Commanded Shot" - I had a few spare guys with muskets and bows so I thought I'd throw together one of these units. They are only 2 points and depending on how I arranged the Scots Royalists I figured would sometimes end up with 2 points to spare and these could fill in that spot nicely. I just have some finishing touches to do on those and then I'll be posting pics of them in the next day or so.

After that...? April Games Round up..? Actually that might come before the pics of the highlanders...

Then we're into June... What to do...

I was reading about the new Imperial Knights: Renegade which will be released on 9 June. It is rumoured to be retailing for $235CAD... it includes two Knights (one Imperial, one Renegade) that normally retail for $180 each, and a bit of terrain (Sector Mechanicus Galvanic Magnavent) that can be picked up separately for $90... So... $450 worth of stuff... in a boxed game set for $235... I've been resisting the urge to pick up a knight for a while now - I have loads of stuff to paint... I don't really NEED one... but DAMN... at half price!? I am a sucker for a "good deal"... 

Tuesday, May 29, 2018

More Scots for the English Civil War

Taking a brief break from all the 40K stuff, I decided to finish up a few more Highlanders for a game of Pikeman's Lament I am hosting this evening - so I could bring back Robert MacRame! This small lot means I can now field THREE units of Highland Clansmen. I have enough minis to do another two!



These are the newly painted fellows. Most are from Old Glory, but there's one over on the right that isn't... but I'm not entirely sure where he came from...?



Here is Robert MacRame and all his clansmen (so far!). As I mentioned I have minis for (at least) two more units of clansmen... Ideally I'd like to have six at some point - then I could field an entire company of them (technically I could have eight - if all the units in the force were considered clansmen - but currently MacRame and his personal bodyguard are fielded as a "Forlorn Hope" which is worth twice as many points as a unit of Clansmen)



MacRame and his clansmen backed by a few Irish mercenaries - this is the force I'll be using this evening... Not quite a full 24 points. Perhaps I'll have to upgrade the Irish...

Stay tuned for the after action report of this evenings shenanigans.


Coming Soon to Tim's Miniature Wargaming Blog:

First will be a report of this evenings game... then perhaps a round up of all the games played in April... then back to painting updates....?

I have a LOT of stuff on the workbench... Terminators for Space Hulk, a Mouse war band for Burrows & Badgers (The Girl picked it up with some of her birthday money, so I though I'd put together a war band of my own to play with her...), some Napoleonic Rifles and Seven Years War British infantry (planning ahead for Rebels and Patriots), other assorted sci-fi bits and bobs for Rogue Trader, a few Tallarn and Drukhari for 40K, a couple of Shadspire war bands for John, and I'm sure a bunch of other stuff I'm forgetting about... I probably need to clear it off and get focused again.


Friday, March 31, 2017

Pikeman’s Lament – Pork on the Trotters



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

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!

Friday, March 24, 2017

The Pikeman’s Lament Dramatis Personae: Robert MacRame


One of the really fun things about The Pikeman’s Lament is the little narrative campaign system for your company commanders. With Lion Rampant and Dragon Rampant your commander gets to roll for some sort of special trait (that isn’t always good!) – and in The Men Who Would Be Kings the leader in EVERY single unit rolls for some sort of trait! But in Pikeman’s Lament, in addition to rolling for a background for your officer (each of which confers an associated trait that affects the officer in the game), as your officer survives games and gains Honour (victory points, essentially) he can gain new, additional traits! There is a topping out element, however: once your commander gains a certain amount of Honour, they are promoted to higher command and no longer lead a company, and you start anew with rolling up a background for his replacement...

So I got very excited thinking of all the possibilities for my commanders. I’ll have five at some point; a Scottish Highlander, an Irish Catholic Mercenary, a Scots Covenanter, and English Royalist and Parliamentarian. But I thought I’d start with The Scottish Highlander… and rolled a 4… “You are a weasel of a  man with little Honour, much to the regret of your rich merchant father who paid for your officer’s rank”… The Basic trait is – Sly: May refuse challenges without incurring the usual Morale Test…

Okay… not totally what I was initially imagining, but I can work with that…

Giving it a little thought I decided that rather than a rich merchant, his father could be the head of a minor clan: The MacRames of Glen Dunny!


Our Hero: Robert MacRame – Third son of Angus MacRame of Glenn Dunny

He does cut a dashing figure, does he not? Unfortunately, he’s a bit of an unscrupulous cad.

Being the third son, Robert is not likely to inherit. All will go to his older bother James. His father and brother have very high ideals about honour and family and expect that Robert should always stand by his brother’s side. Robert bristles under leadership of his eldest brother James and is determined to make his own way – he is always scheming and looking for a way to make a great deal of money with very little effort on his part - much to the chagrin of his father. His father says his shady deals bring dishonour to the family name, but Robert cares not. He is determined to set himself up as a self-made laird.

As for the troubles in the south, Robert couldn’t give a fig whose arse polishes the throne of England, or what prayer books are read from down at the kirk, as long as there is money to be made… and he is sure there IS money to be made selling provisions and other supplies to the government for the army being sent south – if only he could corner the marker on SOMETHING the army desperately needed...


Robert has gathered around him a gang of loyal toadies and thugs. There are his two younger brothers; Jock and Willy, who also despise their eldest brother. Also he has in his employ a couple of well paid hard men who had no compulsions whatsoever about perpetrating a bit of brutal violence at their masters behest; Hamish Graham “The Cracker” (known for cracking skulls!) and Archibald McPhee (a bit of a practical jokester!). And, of course, every good Scots leader needs a piper to announce his entrance!

For game purposes Robert and his crew will be fielded as a Forlorn Hope. With them will be a number of units of clansmen – a few of his FATHER’S men that had been put at his disposal. I might add in a unit of shot or commanded shot…?


Two units of clansmen (so far….)

With the two units of clansmen and the Forlorn Hope I have 12 points worth of units – halfway to a standard 24 point force. Seems like a good place to start though, and add units as the force progresses through the campaign and Robert (hopefully) gains Honour!

I could simply field the Forlorn Hope and SIX units of Clansmen. Unfortunately I only really have enough figures for four…. Unless I pilfer a few I had set aside to make a Scots Royalist DBA force… I might do that… otherwise I’m not sure how I’ll come up with 24…? I do have some Irish I could add, but I had thought I’d field them as their OWN force… We shall see – young Robert needs to survive his first action, then perhaps we’ll start worrying about what to add to his force!


(Those of you who have been following the blog a LONG time may remember visiting Glen Dunny before - an action during the 1988 Soviet invasion of Great Britain - and two further actions at the Village of Dunny - as the Soviet VDV tried to establish a crossing on the Black Dunny Water - and Dunnymuir


Coming soon on Tim’s Miniature Wargaming Blog:

Possibly a report of Robert MacRame’s first engagement against the government forces (what could possibly turn this fine capitalist, wannabe war profiteer against the potential cash cow of the government!?)…?

Or perhaps an introduction to Robert’s soon-to-be nemesis Evan “Holy” McErrol – a dour Covenanter Commander and son of an even dourer martyred Calvinist Presbyterian preacher – with a hatred for the English and anyone who would support their king…?