Posts Tagged ‘Pikeman’s Lament’

Montrose’s Irish Shot

Posted on April 23rd, 2017 under , , , , , . Posted by


This was my entry for round three of the Lead Adventure Forum’s Lead Painter’s League. It’s half a unit of shot for The Pikeman’s Lament. This week’s entry is a mix of Pike and Shot to finish up this unit as well as the previously posted pike. I’ll have pictures of the complete units next week.

(Remember: click on the pictures for a bigger version):

Irish Shot from Warlord Games.

Coming soon on Tim’s Miniature Wargaming Blog:

JET BIKES!!

English Shot

Posted on April 13th, 2017 under , , , . Posted by


After playing that second game I got motivated to finish up another unit of Shot for The Pikeman’s Lament.

(Remember: click on the pictures for a bigger version):

This unit of shot – as with all of the units I have to paint up – are made up of quite a mix of figures from different manufacturers. This unit includes figures from Dixon Miniatures, Perry Miniatures, Old Glory, and even three of my own home-cast figures. The homecast figure is one of the earlier miniatures I modeled and cast (and seem to have lost both the original model and the mould!?). Painting htem up got me thinking: “I could probably do better now…” and seriously considering modeling a couple of pikemen and musketeers for giggles…

The Girl HAS been bugging me to show her how to make models for casting miniatures…

The Shot with their matching unit of Pike. I still have a unit of Musketeers in red to finish up and then units of Pike and shot in green and Orange planned.

Perhaps if I did a few figures of my own I could expand the forces into four complete companies of Red, Blue, Green, and Orange jacketed troops…? I guess I’d have to come up with some cavalry as well. Never made a horse model before…

Of course then I’ve have to run a campaign or something…

Coming soon on Tim’s Miniature Wargaming Blog:

I have a solid block of painting time set aside on Friday and I think I’m going to have to just sit myself down and, despite all the toys I’d LIKE to be painting, I think I’m going to  try and finish that darned robot for Rick… I’d like to get that done before the Jet Bikes show up and I totally switch gears and get obsessed with those (I did get a notification earlier this week that mine are in the mail!)

(of course I got a notification that my Mike Bravo Miniatures were in the mail over a month ago now and I haven’t seen them yet, so…) 

Pikeman’s Lament – River Crossing

Posted on April 11th, 2017 under , , , . Posted by


My friend Other Tim had Tuesday afternoon off and so I set up a quick little scenario of The Pikeman’s Lament to play in the afternoon. We played with a full 24 points – using pretty much every singly-based skirmishy ECW figure I currently have… (Okay there are the clubmen… and a handful of English shot – but not enough for a unit… and some of Montrose’s Irish – but I didn’t want to use them as they are being entered in the Lead Adventure Forum’s Lead Painter’s League and figures entered cannot have been posted anywhere on the internet before…).

Other Tim rolled up a new Ensign for this game – and got a Ladies Man with “no discernable qualities other than a very fine moustache AND a pointed beard that the ladies love”. (He stared with 11 Honour).

April 1644, Yorkshire

SITUATION

Some time has passed since our last adventure. Robert MacRame in now a marked man, wanted by the law. Most highlanders finding their selves in this position head to the hills, but not young Robert…. Young Robert enjoys the comforts of home and so went into hiding…. in Edinburgh.

Our dashing young Covenanter Ensign, Evan “Holy” MacErrol, scoured the highlands looking for him, but found not a trace. He has now headed south with Alexander Leslie, Earl of Leven, to intervene in the civil war in England… As they approach York small skirmishes with royalists ensue. Evan was sent ahead to secure a ford crossing a small (but swift, and at times deep) stream…

SCENARIO

The scenario we played was Mission D: River Crossing – straight out of the book – with some minor changes due to the size of the table. The deployment zone was a bit smaller and only two units on each side started on the table – the rest would have to enter the table with

FORCES

Scots Government – Ensign Evan “Holy” MacErrol (Honour: 15, Traits: Strong)

1 Unit of Forlorn Hope (with MacErrol) – 6 points

1 Unit of Pike – 4 points

2 Units of Shot – 4 points each – 8 points

2 Units of Clansmen – 3 points each – 6 points

English Royalists    (Ensign Bartholomew Millerton – Honour: 11, Traits: Ladies Man)

1 Unit of Aggressive Forlorn Hope (with Leader) – 6 points

1 Unit of Forlorn Hope (with MacErrol) – 6 points

2 Units of Pike – 4 points each – 8 points

1 Unit of Aggressive Gallopers – 4 points

THE GAME

(Remember: click on the pictures for a bigger version)

TURN ONE

Roughly where everyone was deployed – Scots in the bottom left of the picture (played by myself) and the English in the top right (played by Other Tim). Actually I think I took this picture AFTER the Scots had moved.

Evan MacErrol and his Forlorn Hope of dismounted cavalrymen lead the pike towards the ford. The Forlorn Hope and Pike unit moved, but none of the other units managed to move on.

Then they spied some Royalist heading their way! The Royalist Pike and the Gallopers moved and both Forlorn Hopes charged onto the table.

TURN TWO

The Scots Forlorn Hope and Pike continued their advance towards the ford and the two units of Shot entered the table.

The Royalist Gallopers started moving through the woods and the rest of the Royalists maneuvered around their end of the table – wary of wandering into range of the Scots Forlorn Hope. 

TURN THREE

Forgot to take pictures… The Scots Pike and Shot all moved and one unit of clansmen entered the battlefield. The Royalist Gallopers continued through the woods, the Aggressive Forlorn Hope  moved into the woods – for cover, and then the Pikes failed and no one else did anything.

TURN FOUR

One unit of the Scots Shot moved, but then the Pike failed ending the turn.

The Gallopers galloped across the open ground beyond the woods and into the river!

Elsewhere The Red Coat Pike unit formed up into close order and the other Royalist units danced about trying desperately to stay out of range of the dreaded forlorn hope… that has yet to shoot at anyone… and hadn’t even gotten to MOVE for half of the turns to far this game… Not sure what they were so afraid of…?

TURN FIVE

BOOM! The Scottish Shot on the left facing the Royalist Gallopers unleashed a furious volley of musketry, taking down two of the six horsemen! The sound of fire and battle inspired everyone else to get a move on (all other units advanced)!

Undeterred the Royalist Gallopers charged into contact with the Scottish Shot – the Scots got off a few more quick shots before the Horsemen made contact!

When the smoke cleared two Scottish musketeers were down – but so were two more of the Royalist horse and the remaining horsemen fled the field! A serious blow to the Royalist cause this day…

One of the Royalist Forlorn Hopes opened fire upon the Scottish Pike in for ford, causing two casualties – The Pike were unsettled by this fire from seemingly nowhere and they panicked and fled back out of the ford!

TURN SIX

The Scots Pike failed to rally and continued their flight, losing another man in the process. The Shot advanced towards the river finishing off cavalrymen and horses along their way. Everyone else seemed a little confused by all the smoke and shouting and simply held their positions (Clansmen failed to move, ending the turn…).

The Royalists began a general advance – lead by Ensign Millerton and his Forlorn Hope of dismounted cuirassier!

TURN SEVEN

The Scottish Pike rallied and one group of clansmen advanced into the woods next to the ford. The rest were shaken by the flight of their pikemen and froze for a moment to get their bearings.

Ensign Millerton and his Forlorn Hope of dismounted Royalist cuirassiers charged the Scottish Pike just as they were getting reorganized! Though they outnumbered the small group of cavaliers, they were shocked by the violence of their charge and were set to flight again after losing two more of their number.

The other royalist Forlorn Hope took potshots at MacErrol’s unit and injured one of them. The rest of the English pike lined up as on parade to march through the ford!

TURN EIGHT

The Scottish Pike attempted to rally, but lost their will to carry on and fled the field! But as they fled out of the ford, one group of clansmen poured in upon Ensign Millerton and his Royalist cuirassiers! The Highlanders took down one of them, but lost THREE of their own and ultimately fled back to the woods!

MacErrol and his men then fired on the Cavaliers taking down another. But they were undaunted! The Royalists charged out of the ford and into combat with the dismounted Scots cavalrymen. A Brief but vicious battle saw two of the Scotsmen fall and one of the Royalists – both units were now reduced to 50% – but neither failed morale – having lost more the Scots were obliged to retire from the combat while the royalists held their ground of the Scottish side of the ford! (The Scots had actually scored SEVEN hits with their defence roll, but as the “Aggressive” Royalist forlorn Hope had a stamina of FOUR they only lost one – one more hit might have spelled the doom of the Royalist cause right then and there!)

TURN NINE

The Clansmen in the woods successfully rallied. The other Clansmen were obliged to Wildly Charge the Royalist cavaliers standing in the open, killing another, but losing two of their own. They fell back from the fight. The MacErrols men then opened fire on the two remaining Cavaliers and took down another one – leaving only the dashing Ensign Bartholomew Millerton to face the Scottish Horde alone!

The Scottish Shot on the left moved across the river. The other Shot failed to shoot at anything… again…

Millerton charged the Scottish forlorn hope, killing another of them and sending MacErrol and the only other surviving member of his unit reeling into the woods behind them. (Again, the Scots scored three hits – but not enough to take out a heavily armoured cuirassier with a Stamina of FOUR!)

The Royalist Pike continued their advance across the river and the other Royalist forlorn hope took some pot shots at the Scottish Shot on their side of the river – causing a few casualties.

TURN TEN

One unit of Clansmen charged the Royalist Pike advancing out of the ford. They took down two of the Pikemen, but lost three more of their own and were obliged to retire.

A second unit of Clansmen (the ones hiding in the woods) then charged the royalist Pikemen. They killed another pikemen, but also lost three of their own, bringing them to half strength and setting them to flight back into the woods.

The Scottish forlorn Hope failed to shoot and that ended their turn!

The Royalist Pike in red charged after the wavering Highlanders. The Highlanders managed to take one down, but lost two more setting them to flight once again!

The Royalist Pike in the blue charged the other wavering Highlanders in the woods, killing three more and were routed from the battlefield.

Ensign Millerton, last of the Royalist cuirassiers charged after MacErrol into the woods. He killed the last of MacErrol’s unit before being felled by MacErrol himself…

His cries caused the Royalists to shudder… the Pike in Red failed morale and retreated back towards the ford…. But the Blue Pike and the other forlorn Hope were totally fine… so I guess it only made the pikemen in red shudder…. They were the closest. Maybe they were the only ones that could hear his cries…

TURN ELEVEN

The remaining Scottish Highlanders failed to rally, lost another of their number and continued to retreat….

The Scottish Shot on the right fired at the Royalist Pike in red knocking off two more which finally broke them and set them to flight.

The Royalists in blue advance on the Scottish Shot near them and the other Forlorn Hope advance to the river.

TURN TWELVE

The Retreating Highlanders were now down eight – with a morale of 4+, only a twelve could rally them and prevent their flight off the edge of the table. 

So close…

The Scottish Shot and Forlorn Hope fired upon the Royalist Pike, but failed to break them.

The Royalist Forlorn Hope advanced out of the river – effectively ending the game as the next turn would start with all of their remaining troops on the opposing side of the ford.

As the Royalists had the most points on the opposing side of the ford (the Royalists had 10 – the Forlorn Hope and the Pike, while the Scots had only 4 points worth of their forces on the other side of the river – the one unit of shot) they won the game – gaining Bartholomew Millerton FIVE HONOUR .

Unfortunately when we rolled  on the officer casualty table Other Tim rolled a two – “Died like a coward, begging for quarter”… Evan MacErrol has no love for the English and shows them no mercy…

Another totally fun game! Thanks to Other Tim for having a go at it with me. I’m pretty stoked to get another game going on soon – I’ll have to get some more units finished up – some shot for the English perhaps, or more cavalry…?

Coming soon on Tim’s Miniature Wargaming Blog:

Probably something to do with the Englsih Civil War… or possibly some Star Wars: X-Wing as the kids have been hounding me to play that again… 

More Scots Covenanteers for The Pikeman’s Lament

Posted on April 7th, 2017 under , , , , . Posted by


With those couple of Jet Bikes out of the way, I’ve returned to finishing up a few more English Civil War units for The Pikeman’s Lament. – starting with the Scots Covenanters (mostly because they had the fewest to do).

(Remember: click on the pictures for a bigger version):

The lot of them… mostly from Dixon Miniatures.

Dismounted Covenanter Horse – from Dixon Miniatures. Four of these are entirely freshly painted. A fifth one I did a bit of repainting on. These will most likely be fielded as a “Forlorn Hope” in The Pikeman’s Lament.

A unit of Shot completed with the addition of the Dixon Miniatures. Others in this unit that were already done are from The Assault Group.

A not-so-completed unit of Pike… (figures from Renegade Miniatures, Dixon Miniatures, and The Assault Group). I don’t know what happened here – the whole purpose of the order to Dixon Miniatures was to order EIGHT Covenanter shot and SEVEN Covenanter pike to finish these two units, so I’d have two complete units of shot and two complete units of pike… Then somehow I didn’t end up ordering enough Covenanter pike!? GAH!?

I need to swap out the skinnier pikes on the older figures… but as the unit is not yet complete I wasn’t feeling a huge rush to do so… 

Covenanter Casualties. One is from Dixon Miniatures, the other is from Perry Miniatures – neither were specifically Covenanter casualty figures – I just painted them that way…

The entire Covenanter force (so far). With two units of shot, a unit of pike, and a Forlorn Hope, I have only 18 points… Well, it’s enough to get started. As I did in the First Game of The Pikeman’s Lament, I could always add elements from the Covenanter DBA army – Including additional units of Pike and Shot, the Cavalry I used in the  First Game of The Pikeman’s Lament, and a small artillery piece.

I should probably get a picture of the complete DBA army at some point – as a few more elements of Horse have been completed since that last post.

I also finished up a cavalry casualty… I guess it could be a Scot… figure from Perry Miniatures.

Coming soon on Tim’s Miniature Wargaming Blog:

Jet Bike Racing?

Rick’s Lost in Space Robot?

Highlanders?

More Pikeman’s Lament?

Micro Sci-Fi (wait… WHAT!?) 

Pikeman’s Lament – Pork on the Trotters

Posted on April 1st, 2017 under , . Posted by

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!

More English Pike!

Posted on March 26th, 2017 under , , . Posted by


I finished up a second unit of English pike for The Pikeman’s Lament over the weekend. As with the recently painted English pike in red four of these were painted almost a year and a half ago, but I replaced their original pikes and repainted helmets and one of the buffcoats.

(Remember: click on the pictures for a bigger version):

A unit of Pike for The Pikeman’s Lament. Most of the figures are from Old Glory Miniatures, but there are three in there from Warlord Games as well.

Push of Pike!

I’ve said before I hate the “at charge” pose for wargaming figures – at least on multi-figure bases (such as for DBA-X) as long pikes sticking out in front of the bases often make it difficult or impossible for said bases to actually make contact. I’m starting to come around to the point where I don’t mind it so much in skirmish games – at least when they’re individually-based and can be moved to not block to combatants from making contact. Also, actually making physical contact in a skirmish game seems less important than in most games with multi-figure bases – as long as they theoretically had the move to make the distance and you know which point from where the losing combatant would have to retreat from…

Coming soon on Tim’s Miniature Wargaming Blog:

A GAME?! Maybe?! There’s trouble a-brewing in the highlands!

I have more highlanders on the workbench at the moment, and I’m just finishing up another batch of ECW Irish – which are going on a multi-figure base for my Scots Royalist DBA-X army. 

The Pikeman’s Lament Dramatis Personae: Robert MacRame

Posted on March 24th, 2017 under , , , . Posted by


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 Rampantyour 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…?

English Pike

Posted on March 23rd, 2017 under , , . Posted by


Another unit ready for The Pikeman’s Lament

I had thought I’d hold off on posting these and use them for a round of the Lead Painter’s League, but then I realized I’ve submitted photos for the first three rounds and the league doesn’t even get under way until April – so I don’t have to submit another team for a MONTH!? While I know some people are painting away to get ahead of the game, painting up a new batch of five figures a week is nothing for me, so…

Figures are from Old Glory Miniatures

(Remember: click on the pictures for a bigger version):

One unit of Pike for The Pikeman’s Lament.

Four of these I actually painted over a year ago, but I used much shorter and skinnier pikes, so I replaced those when I painted up this unit (and ended up repainting their gloves!).

When the dust settles I should have four units of pike and four of shot for the English.

Being all part of a company they should probably all have the same colour uniform… but I’m doing each in a different colour – though there will be similar colours. The red and orange units could be in one company, and the blue and green units in the other…

Of course two units of pike and two units of shot isn’t going to make complete companies… I’ll need to add some other stuff, but I will have a couple units of  Horseand I do have the Forlorn Hopes Dismounted Cavalry… not to mention a few Clubmento pad things out where necessary…

Coming soon on Tim’s Miniature Wargaming Blog:

Probably some More ECW Pike… or a report of some ECW action with The Pikeman’s Lament.

English Civil War Cavalry

Posted on March 20th, 2017 under , , . Posted by

I have been busy painting new things… it’s just that most of them you’ll have to wait a month to see. I thought I’d try and get in on the Lead Adventure Forum’s Lead Painter’s League this year. Stuff submitted to the league cannot previously have been be posted anywhere on the internet. So…
I have been working on some more post apocalyptic scavenger types for Mutants and Death Ray Guns and some English Civil War Irish for The Pikeman’s Lament. I will post them here after they’ve been featured in the Lead Painter’s League.

I also happened to finish up a solitary mounted cavalryman – which I will not be submitting as an entry into the League – which finishes off a unit of six for The Pikeman’s Lament (the other five were painted over a year ago…).

(Remember: click on the pictures for a bigger version):

Solitary newly painted cavalryman from Old Glory

Completed unit of Cavalry. Could be “Trotters” or “Gallopers”. I’ll probably use them as “Gallopers”, because that’s how I roll…

Huzzah!

Coming soon on Tim’s Miniature Wargaming Blog:

I was planning a post to introduce some of the Dramatis Personae that will be involved in my upcoming narrative campaign for The Pikeman’s Lament.

I have a little scenario I’d like to run sometime this week, hopefully there will be a report of that little action! 

Dismounted ECW Cavalry

Posted on March 14th, 2017 under , , . Posted by

Moving on…
I’ve been obsessing about The Pikeman’s Lament since it was released a month or so ago and having recently abandoned the Vimy Project I’ve launched straight into trying to get some units together to play a game.

Of course I have a pile of DBA-X ECW units I COULD use… just use casualty markers… But I happen to HAVE a lot of individually based ECW figures anyway, so I shouldn’t take much to organize dedicated units for Pikeman’s Lament.

Picking some “low-haninng fruit” I painted up three dismounted cavalrymen that finishes up three units of “Forlorn Hope” – smallish units of hard-hitting elites – similar to the dismounted knights (Foot Men-at-Arms) in Lion Rampant except… y’know… with muskets and the like.

(Remember: click on the pictures for a bigger version):

Three newly painted dismounted ECW cavalrymen. The two on the left are Wargames Foundry figures that came are part of a pack of dismounted ECW cavalry I ordered a year and a half ago (when I was last excited about the era – as I was reading about it with the kids and the release of 

En Garde!</a> was approaching!) I mostly ordered them fort the OTHER figures in the pack – which I painted shortly after their arrival. These are copies of figures I already owned and had painted… so… there was less motivation to get them done… (until now!!).

The fellow on the left tossing the bomb is from Warlord Games. He was part of a storming party I painted up previously. This fellow wasn’t painted at that time because his flimsy little scabbard broke off. I was going to model a proper scabbard on their, but in the end just drilled it out, stuck in a bit of wire and painted that… If I hadn’t mentioned it, no one would probably have noticed…

Forlorn Hope #1 – Dismounted Cuirassiers – these would be classified as “aggressive” – a 0 point upgrade that removes the ability to shoot, but increases their Stamina and Attack Value. All but one is from Wargames Foundry, the odd man out is actually a Dixon Miniatures figures from their Flodden line?! I figured it was close enough – could be some poor old chap that couldn’t afford new armour and swords and had to go into battle wearing his granddads armour…

The four cuirassiers that are identical to the newly painted one I have had for-EVAR – I actually painted them 27 years ago!

Forlorn Hope #2 – Figures from Wargames Foundryand Dixon Miniatures again. This unit doesn’t actually include any of the newly painted ones above… I just thought I’d include a picture of them. As with the cuirassiers above, a couple of these chaps were painted 27 years ago. Can you guess which ones?

Forlorn Hope #3 – figures are mostly f from Warlord Games– with one from Wargames Foundry.

The entire storming party from Warlord Games… which I guess could be fielded as a Forlorn Hope of its own – if you could imagine the petard stand as a single element thus making a unit of six. I imagine I would more likely use the petard as a “token” of sorts in a scenario that has to be escorted to the gate of an enemy fortification and left there long enough for the storming party to clear away to a safe distance… much like the critters in the foraging or rustling scenarios. 
Good to be back working on a project I actually WANT to be working on! I actually completely reorganized all my ECW figures into four DBA-X armies (ECW Royalist, ECW Parliament – with options to make an ECW New Model Army, ECW Covaneteers, and ECW Scots Royalists) and four similar Pikeman’s Lament forces – with a few options for each. I’ve ordered just a few new miniatures to finish up a couple units in each. 

Despite these English Forlorn Hopes the most likely forces to be completed first will be the Scots.

Coming soon on Tim’s Miniature Wargaming Blog:

More English Civil War for Pikeman’s Lament!

Or possibly some more post apocalyptic types for Mutants and Death Ray Guns

Or possibly even some JET BIKES for Faustus Furious 3000!