Showing posts with label Irish Project. Show all posts
Showing posts with label Irish Project. Show all posts
Thursday, January 2, 2020
Ó Súilleabháin's lament: The Pikeman's Lament AAR
Chris Craft and I played a 24-point per side game of The Pikeman's Lament today. We used my 28mm English and Irish from Timeline Miniatures. I truly love this range of figures. They're the old Graven Images/Monolith Designs Border Reivers figures that were sculpted by Jim Bowen and sold to Timeline after Jim died. I have a pile of them, which I painted a few years back for The Irish Project back in '17. I've managed to game with them several times, though too few in my opinion. Luckily, I have enough to put on large games supplying the figures for both sides—and I still have more to paint.
We played The River Crossing scenario from The Pikeman's Lament rules, only we ran the river straight across the middle rather than cantered corner to corner. I had fun setting up the board. I've amassed a pretty impressive amount of terrain over the years.
I also took the opportunity to deploy some of the new hedgerows I've been working on.
Chris took the hated English and I took the Irish. Chris' army was pretty straightforward:
2 x Pikes
4 x Shot
I went a little more diverse:
1 x Aggressive Forlorn Hope
1 x Aggressive Gallopers
2 x Shot
3 x Commanded Shot
I had a slight advantage in shooting, although the Commanded Shot can be brittle with only 6 figures. My thinking was that the advantage of moving freely through the rough terrain would help. It didn't. My real hope was that my aggressive melee units would pack the punch I needed.
The river between us and the brambles lining the banks were all rough terrain with just one bridge in the middle. Chris deployed with his two Pike units aimed straight at the bridge supported by his Shot.
I kept my two Shot opposite the bridge, supported by my Forlorn Hope (gallowglas) and the Gallopers. I put the Commanded Shot (kern) out on my flanks.
On Turn 1, Chris rolled the Holy Grail of 6-6+6 for his first activation. He took another 4-point Pike unit. I hoped I might get the same luck, but I settled for at least not getting the unHoly Grail of 1-1+1 and losing 4 points of troops.
A lot of our shooting was less deadly than it might have been because we shot a lot at each other while in cover or across the stream, which we counted as cover with all the brambles 'n' such obscuring the target.
Chris came on the first turn making a beeline over the bridge with two Pike units. I responded by shooting—or trying to shoot.
My left Shot unit started banging away at the lead Pike unit getting a few hits. My right Shot unit kept flubbing its activation rolls. We used the alternative activation that allows a player to attempt to activate all units in a turn rather than the standard one fail and done method.
Chris moved his third Pike unit, the reinforcements he got from his lucky 6-6+6 activation roll, against my kern (Commanded Shot) on the left. He also ran one of his Shot units up in support.
The action at the bridge see-sawed. After getting just the head of the column over, Chris' Pikes got sent back after taking shot and failing morale. After rallying, Chris pushed the pikes back over and got sent back again.
All the while, my Shot, which has been targeting Chris' Pikes, has been taking fire from Chris' Shot and taking casualties. After several failed activation attempts, my right Shot unit finally gets into action. I couldn't pass my activation, but I managed to hang tough on every morale check.
I moved up my gallowglas—commanded by himself, The Ó Súilleabháin—to get within striking range of the Pikes, but then I shot the Pikes and sent them scurrying out of my charge range.
On my left, Chris was pressing with his Pikes. I'd managed to cause one Shot unit to rout away, but had lost one of the two kern units I had there. Chris charged his Pikes across the river into my kern, but since we were fighting in rough terrain, the advantage was mine. He got repulsed with loss, but I took some damage as well.
He charged once again with similar result. I finally managed to get a shot at him that made his Pikes go away after a badly failed moraled test.
After a few more turns of sparring, I finally got the chance to strike in with my gallowglas, The Ó Súilleabháin at their head. Chris' Pikes were much diminished now and the charge broke them.
With his lead Pike unit gone, Chris formed his second one, commanded by his officer, in Close Order awaiting my onslaught. Rather than strike in with my gallowglass, I sent in my horsemen.
The result was predictable. I got bounced with loss, but I managed to inflict some loss on him. I charged in again and again got bounced with loss. We were chewing each other up pretty equally, except that I had fewer men to lose. I did, however, manage to pass all my morale tests.
With my horse battered down to a lone survivor, I sent the gallowglas against Chris' now much-battered last Pike unit. At the same time, I sent my last horsemen against Chris' Shot unit.
This finally did the trick and the unit went down, with Chris' officer. My last horseman did enough damage to cause Chris' Shot unit to waver from which it never recovered until it finally broke from a failed rally test.
The Ó Súilleabháin was now alone, his gallant gallowglas dead around him. He dodged every lucky blow. My only other unit was a half-strength Shot unit.
In the ensuing turns—we'd rolled for end of game, but it didn't—I got my Shot unit over the river, wisely avoiding the bridge where I wouldn't benefit from cover. Chris had two diminished, but still above half-strength, Shot units. He used these to dispatch The Ó Súilleabháin. No foe could beat him hand-to-hand; his end came from an enemy far away.
My last battered unit of Irish Shot grimly held its ground across the bloody river, giving the honor of the day to the Irish—no Englishmen had made it across and lived. But like Doughty Douglas at Otterburn, a dead man won the fight and The Ó Súilleabháin's favorite piper played his lament as the sun set.
Labels:
16th c.,
Irish Project,
pikeman's lament
Wednesday, October 2, 2019
Cnoc Uí Chinnéide: Pikeman's Lament AAR
We played The Pikeman's Lament on Saturday. We wound up being a bit short staffed. I planned a six-player game and set up the terrain on Friday afternoon. Based on feedback about who was planning on playing, I initially worried that there would be too many people showing up to play, but at 11:00 it was just John Kennedy and I there—and John had to be there because he owns the place. I was afraid I'd given a war and nobody came. However, about 11:30 a newcomer named Mason showed up. He'd seen John's posting about the scheduled game and was eager to give The Pikeman's Lament a try, so John, Mason, and I gave it go. It turned out to be a great game.
The scenario was set sometime during the Nine Years War (a.k.a. Tyrone's Rebellion) in Ireland—late 1590s. The English had a command atop a central elevation, Cnoc Uí Chinnéide (Kennedy's Hill). Behind that was a river too deep to cross except at a ford and a small bridge.
| The field of battle |
Control of the hill depending on proximity to a large Celtic cross erected in some bygone age. To claim control of the hill one side had to have at least one unwavering unit within 3" of the cross without any unwavering enemy also within 3". If neither or both side were within 3" then the hill was contested and no points for control awarded.
| English in sole control of the hill |
I ran all three Irish commands, John ran the English left flank command, Mason ran the English right and the center command on the hill.
| The defence of the hill: pike, shot, and billmen |
| Irish shot and Irish kern with calivers |
The raw shot has a maximum range of 18", but shoot hitting on 6s only. Beyond 12" they're -1 on the die roll. Since they can't roll 7s on a D6, they're really only able to fire at 12" except for their first fire, which adds +1 to the die.
| The Irish left wing: lots of raw shot |
My plan was to strike quick in the center against the command on the hill while delaying the English reinforcements as much as possible with parts of the flank commands, while other parts of the flanks aided the battle in the center.
| Moving up the horsemen |
| The kern advance to prove that one should never bring a javelin to a gunfight |
| Before the carnage and glory |
| My diminished cavalry sitting where the English shot made its last stand |
On the English right, Mason's forces were crossing the bridge. The narrow access kept their advance from being strongly felt for a few turns, but before long they were starting to worry me.
| English forces cross the bridge against the Irish left |
| A glorious victory in the making |
| John's forces cross the ford |
| St. Patrick and St. George content for the hilltop |
| Preparing for the final charge |
| Battle shaping up on the right |
| Getting near to push of pike on the Irish right |
Taking out Mason's billment on the hilltop was my last good deed for the day. His right flank forces were coming in now. Despite losing one of his two veteran shot, he still had a formidable force, especially against the raw shot I could send against him.
Mason held off my left with his pike unit and moved his remaining shot and his billment to the hill. He also had the right hand shot unit from the hilltop command. I'd been keeping that unit busy with my left flank command, but had suffered much from them, while doing little harm in return since they were well ensconced in a wee wood.
Trying to press him on that flank proved disastrous. One of my raw shot was shot away and my pikes were as well. I had a forlorn hope unit (redshanks mercenaries), but it had taken some damage attacking Mason's sot in the woods and was at half strength. For some reason, the unit of gallowglass—along with my officer—on the Irish left spent the whole game in a wood. I was so focused elsewhere, I just forgot to get them into the fight. I think somewhere in the back of my mind, too, I was regarding them as my last reserve to be committed only to stave off calamity.
The end wasn't calamitous, although it was an English victory 14-9. We played out 8 turns in about 2 hours. The English held the hill uncontested for most of the game. At game's end neither side had uncontested control, so no one got points for that. As for shooting troops, the English had one intact unit of veteran shot, one that was a bit shot up, and a nearly half strength unit of commanded shot. The Irish still had two units of shot, two units of raw shot (for what they were worth), and the redshanks at half strength.
Post mortem
It was great to play The Pikeman's Lament again. We've been playing a lot of Rebels and Patriots, so going back to TPL was a bit of a sea change and it took a few turns to get into the flow. I did use the R&P activation rule that players can keep activating units after one fails until they've made an activation attempt for all their units. It worked very well that way.
I think I tamed the Irish shot, as I hoped. Maybe they were a bit too tame, or maybe making the English veteran shot was too much. Shooting a 4+ is a big advantage, especially when your opponent is firing back a 6.
Pike are clearly a defensive unit type and best used facing cavalry.
I'll run this again later in the year, hopefully when there are a few more people who can play.
Labels:
Irish Project,
Skirmish games,
The Pikeman's Lament
Saturday, March 17, 2018
Not entirely indolent
It's been a few weeks since my last post. Historically, that's not surprising. I get busy, life goes on, yadda yadda—then all of a sudden I haven't blogged in 3 months. But I am trying to do better and get at least one post every month; more if I'm diligent.
But it's not like I'm doing nothing.
We have our Lion Rampant/Dragon Rampant tournament coming up on March 24. I've been working on the long-delayed Spanish and am down to just completing the bases, which I expect to do this weekend. It's been a long time coming and I hope the army does well in the tourney.
I actually have many more figures painted than I need for a single retinue, so I'll have a lot of flexibility in retinue composition. I have even more figures unpainted (you knew I would) that, once painted (there's the rub), will give me even more flexibility for building retinues. The unpainted minis include 24 figures of serfs because you never know when you'll want to deploy speed bumps to prevent your enemy killing you too quickly.
Back before Grendel died, I'd completed 10 figures of mounted men-at-arms and lots of skirmisher/shooty types (including slingers, of course). What was partially painted were the light horse (to be mounted yeoman with javelins):
And spearmen (to be foot sergeants):
I recently added crossbowmen to the mix after it dawned on me that slingers, alas, are pretty crappy missile troops in Lion Rampant. I'll keep slingers as bidowers, but my firepower will be crossbows:
By the start of the month, I'd completed the painting and dipping. I let the dip "cure" for several days before I do anything, but by midweek, all the figures were based, had the coarse pumice gel applied (and left to cure also) and the base coat of Vallejo Mud Brown applied.
Today was spent doing a lot of flocking on 35 bases:
At this point, I have the fine flocking done and have the coarse flocking yet to do. By Sunday night, I expect to have everything complete, figures dullcoated, and stored in their box until next Saturday.
I'm also going great guns now on my Irish Project units. I recently got some more Irish kern, pikes, and calivermen. I'm also up to my eyebrows painting a lot of the English:
What's on the painting table now will, soon I hope, be three 12-figure units of English pike, four 12-figure units of English calivermen, 2 units of 6-figure English commanded shot, 1 6-figure unit of English billmen, various command figures, 2 6-figure units of Irish cavalry, 2 12-figure units of Irish calivermen, 4 6-figure units of Irish kern with calivers, and one 12-figure unit of Irish pikes.
174 figures. All to be complete by late May.
That's a tall order, but helping me out is the fact that I went TV-less today. I called in the 1-800-GOT-JUNK guys to haul away (among other things) my old Sony Trinitron and the big oak cabinet it was in:
I'll put a bookcase there. That will alleviate my bookspace crisis for a little while.
I'm not sure if being without TV will make me paint more, but I will have no more temptation to sit on the couch watching TV and eating. I hope I'll fill the time painting. Or reading. But I could also spend it surfing the Interwebs. Let's hope I do the former.
Labels:
Irish Project,
painting,
spanish,
TV
Saturday, October 14, 2017
Taking Meg (or Pike me, baby, one more time)
We played our second game of The Pikeman's Lament this Saturday at The Panzer Depot in Kirkland, WA. We'd been pretty much on haitus through the summer, but now that Fall is here, there's more time to play.
The forces
We had four players on a 6' x 8' table. Mike Lombardy and I were on one side, Troy Wold and a new player named Ralph (or Malcolm depending on when you asked Troy) were on the other. The forces were two 24-point companies per side.
Mike Lombardy had his atomic Poles:
2 x Elite Aggressive Gallopers (wingéd hussars)
3 x Aggressive Gallopers (pancerni)
I had my 16th c. Irish in their first game:
1 x Elite Forlorn Hope (redshanks)
1 x Aggressive Forlorn Hope (gallowglass with my commander)
1 x Pike
1 x Shot
1 x Commanded Shot (kern with calivers)
Troy had a 30 Years War force:
2 x Elite Pike
1 x Pike
2 x Shot
Ralph had a force using my ECW figures:
1 x Aggressive Forlorn Hope (angry pikemen plus the commander)
1 x Elite Forlorn Hope (firelocks)
2 x Commanded Shot (dismounted dragoons)
1 x Field Gun ("Murderin' Meg")
Scenario and deployment
We played the Gå På scenario, basically a free for all. No objective other than the enemy.
The field I set up had a lot of terrain. I was fearing a replay of Mike's Pancerni division coming at me and wanted enough places to hide to make a game of it. It turns out that Mike was my ally this game and so I gave good ground to Troy, who was opposite Mike with his units taking position in difficult terrain and behind stone walls and hedges.
Ralph was opposite me. He had a bit of a problem in placing his field gun, which is immovable in the game, but can command the field—if you manage to keep rolling 8s for activation.
I put my pikes and shot just left of our center with the idea of advancing them up to fight on the hill that dominated the center of the board. The kern, redshanks, and gallowglass were on the far left in the town on the other side of the river. My plan for them was to advance up the side and attack Ralph's field gun from the flank while my pikes and calivers were getting shelled from three feet away.
| Kern in the bog, gallowglass and redshanks in the town |
Mike's aggressive Poles couldn't help but quickly pitch into Troy's pikes. Aggressive Gallopers in TPL really aren't a subtle unit type. In a broader tactical situation, you might keep them as a force de frappe to be unleashed after you've softened up a position with shooting. But with no shooters, Mike had to go pretty much straight at 'em from the get-go.
It wasn't pretty.
| Mike's Pancerni division crashes into Troy's pikes |
| Donnybrook on the right |
| The Hiberno-Polish center advances |
| Irish pike crest the hill and on to glory (and death) |
| Gallowglass and kern leaving the town to march on the flank |
| Redshanks engage the firelocks at long distance |
| "Murderin' Meg" and the firelocks |
| The pikes take the hedge |
Ralph blasted my shot unit down to three figures and I couldn't pass the moral test to keep 'em around. That left him free to turn "Murderin' Meg" towards my flanking force. But I was able to shoot his crew away before he could unleash a whiff of grapeshot at me. My gallowglass, The O'Sullivan at its head, rushed in to take the gun position.
| The O'Sullivan and his gallowglass take "Murderin' Meg" |
At this point, all that Ralph had left was his Aggressive Forlorn Hope. Troy only had a single, damaged shot unit. My redshanks and gallowglass were in great shape, Mike's hussars and pancerni were both at full strength. We'd been rolling for game end for a couple turns and still getting to roll to play on, but Troy and Ralph threw in the towel. They'd lost 38 out of 48 points. We'd lost 22 of our original 48, but Mike had gained 4 points in reinforcements.
| This is the end |
I'm happy that my Irish did reasonably well in their first game as a company. When I made the ECW company list, I gave it "Murderin' Meg" thinking that I'd be the one throwing thunderbolts with it. It's not a pleasant thing to be on the receiving end—but I have the delight of having captured the gun by game's end.
Dice and accoutrements
I was able to get another of my unique "Rampant" barker markers into play.
I have two of these, which I got from Warbases in the UK. They're made of MDF and assemble quickly with a bit of white glue. After they were assembled, I distressed them severely with a small knifing file to make a lot of nicks in them. Nothing looks pretty after sitting in the Irish countryside for a few centuries.
I also went back to using my beloved Viking bone dice. My game, my misshapen non-cuboid instruments of chance.
They didn't fail me. My rolls were never spectacular, but I passed nearly all of my activation tests, even getting boxcars twice—and never rolled snake-eyes. My shooting and combat dice were well enough to do the job, so I was happy with the little guys.
They didn't get in the game—but might have if I'd rolled the 6-6-6 activation—however, I wanted to show a pic of the first of my English units for the Irish Project: Pikes.
| Lizzie's boys looking formidable |
Labels:
Irish Project,
pike and shot,
pikeman's lament,
Skirmish games
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