Thomas de
Lynne did not like Ireland, he hated the people, the food and most especially
the weather. And on this particular day, as the chilling rain ran from his sallet
and his sodden gauntlets dripped, steaming in the frigid early morning air, he hated
the King for sending him to this God forsaken stinking midden of an island.
Still, he had a job to do and he led his Retinue forward to see if the reports of yet another raiding party were true. Sir Thomas was mounted on his favourite grey destrier, Binky, and his two billmen were on good solid coursers. He had enlisted some local help for this foray, from the primitives known as Kerns, and a tall strong fighter from the Pale, Bodraig, dressed in the bizarre banded, segmented plate armour that these wild fellows seemed to prefer. His nephew Ralph de Lynne followed in the centre with a trio of archers and Edward de Lynne led the locals on the left.
Finn Mac
Cullachan led his men swiftly and quietly through the thinning morning mist
listening keenly for his prey, the livestock of his enemy. His Chief of Kerns, the wild and hairy Padraic
Mac Craic, leading one group of three Kerns on his left and his trusty
lieutenant Cullan Mc Bolloch leading a Galloglaigh and Kern to his right. The
odd stranger, Ferd, a wandering Galloglaigh who had turned up at the fireside
last night (Friends at Court), strolling along on his own, following at a
distance. Finn paid him little heed, the man would either fight or run, there
was nothing to be done about it.
We played
this game, the Cattle Thieves, at BIG. Ben Mallet played the defender with his
de Lynne ancestors Retinue augmented with some Irish allies. I was the first
time we used the Irish and I was keen to see how they performed Ben was equally
eager to try out the mounted rules.
In this
scenario, the Attackers, the Irish, are raiding for cattle, the Defenders are hurrying to
prevent the loss of their livestock. Cattle were most commonly left to wander
free across the moors and will need to be collected and rounded up into a herd.
From behind the Irish Position. 9 objective markers are placed evenly across the board, one in the centre and the others at least 9” or so apart and surrounding the central marker in a box shape. We used cows and sheep as our markers
Padraic Mac Craic and his Spear move quietly up on the left flank
Finn and Ferd with the Kerns armed with bows in the centre
Cullan Mc
Bolloch with a Galloglaigh and Barry the Kern on the right flank
a mixed bag of Anglo-Irish on Sir Thomas' left flank
Ralph and his archers have the centre ground covered
Sir Thomas and his Prickers advance on the right flank
First Blood! A lucky arrow takes out one of Ben’s Kerns
“Sure…it was me best arrow like!”
Cullan Mc
Bolloch orders his Spear forward to seize the Cattle
Padraic Mac
Craic and his Spear secure some sheep proxying for Cattle
They have
their eyes on another prize but Sir Thomas is fast approaching!
From Sir
Thomas POV! We didn’t have enough cows to so used various other beasts as
Objective markers
Ambush! An
angry gang of four Peasants having heard the approach of the Irish spring from
the hill and Charge Padraig’s Spear
They scrag a
Kern but pay the blood price as one of their own falls to a Kern sword
Padraig
hacks down a Peasant and the Kerns hurl javelins at the others…
…taking out
another! Ferd wanders into the fray and takes a wound from a peasant but gets
his man in the second round
The Peasants
have served their purpose though, slowing Padraic’s advance and preventing his
Spear from reaching a second objective before Sir Thomas appears on the scene.
A kern throws a javelin…
…hitting one
of the Warhorses and causing it to bolt! The Pricker makes his roll and stays
in the saddle
On the other
flank, some hot kern on kern action!
Gurt Big
Sword wins the day!
Sir Thomas spurs Binky on and they pass the Charge Gambit Roll and hit the Wounded Ferd, killing him instantly
Sir Thomas
is right fiery one when his dander is up and it is up today! Berserk Rage means
if he wins a melee in the first round, he can charge a second opponent and he
swings Binky round and piles into Padraic Mac Craic. Wounding the Chief of
Kerns!
Padraig is
no push over though and he manages to stay on his feet and survive the combat...
…and when
his time comes, he is not found wanting! He charges the Pricker who counter
charges and Padraic, handing his sword and offering its point, lays the Englishman out on the cold, damp sward of Ireland
Things are
not all going the de Lynnes way however, over on the other flank Cullan Mc
Bolloch hands out the laldy,taking down the AngloIrish Galloglass , Bodraig, although he is wounded in the melee
Edward de
Lynne is not found wanting
Back in the
main event Padraic, against the odds, gets in a deadly blow with his gurt Big
Sword only for a Lucky Talisman, worn by Sir Thomas around his neck, to deflect
the blade and preventing a Wound…
…and with a
callous indifference the English Lord dispatches his valiant foe
He then chases
down one of the remaining and feckless kerns who, although he has the Fast
trait, is not quite nippy enough to stay out from under Binky’s hooves
I think it’s
fair to say that the luck was against the Irish this day, they won only one
Cunning Plan and Ben drew four Divers Alarums, including, this a second Ambush
Card!
Six angry Peasants, who had obviously been
drinking, emerge from the darkness, leap into the central compound and attack the Galloglaigh there
they quickly
surround him and try to subdue him with their obnoxious breath!
meanwhile a fine shot from a Kern archer brings down the last Pricker…
…this brings
both sides to the Wavering level and at the end of turn five we both rolled and
passed the WTF test
Finn is the
only Hero left in action on the Irish side. His Command of six is all that is
holding his side together at this point.
The Bigger
Picture. The Position at the beginning of the sixth turn
Sir Thomas
charges Finn! This is it! The climax of
the battle! Whoever emerges as the victor will win the game…
...in one of those classic wargaming moments, Sir Tom rolls bones!
…and pays
the price!
Wound for
Wound, the two Captains battle it out, unable to finish the doughty Finbar, de
Lynne breaks away
Behind Finn his last Galloglaigh fells another Peasant
But a fight
at such disproportionate odds cannot last long even against mere peasantry
Turn 7 and
the still angry Sir Thomas thunders in again, this time rolling well and the unfortunate
Finn is taken out! A well-deserved Anglo-Irish victory with Sir Thomas as the
undoubted hero of the game
Afterthoughts
This was an
excellent game! It was a lot of fun with some bold Heroics and lots of action.
It felt like an uphill struggle for the Irish mostly because of the run of luck
and it became obvious after the first turn that they were not going to get even
a few Cattle away.
I have
played this scenario, or a variant of it before with Hundred Years War Retinues
and the English accomplished a victory fairly easily as the Attacker so I would
be loath to change the scenario too much without playing it through again.
What we
learnt. The Irish are swift and flexible and can be hard hitting. The dice did
not favour them today and we did not see them at their best. I forgot that the
Kerns shields give them a Fend in melee!
The de
Lynnes were on the table in no time as their cards were all drawn before any of
the Irish, this meant that the Irish advantage of starting on the table was nullified
and they failed to secure any Cattle. I am not sure whether a change to the way
the Defender enters the table, to introduce the chance of delay, is a good idea
or whether that would unbalance the scenario. One to think about.
Another idea
would be to have “drovers,” peasants, to herd the cattle leaving the Characters
to do the fighting, I quite like this idea I think we should try this scenario
again with maybe a few drovers for the Attacker.
The Drovers
would move in the End Phase and would run away if attacked.
Postscript
Having
thought this through I would like to play the game again using this
modification
The
Defenders have been caught off guard and will take a while to respond to the
attack
The
Defenders Hero cards are shuffled and placed face down on the edge of the
table. Randomly draw one and shuffle it into the Play Deck before the start of
the game. In the End Phase of the first turn draw a second Hero card and
shuffle it into the Playdeck. In the End Phase of the second turn shuffle the
final Hero card into the Playdeck. The Defenders enter, in Spears, from the
opposite table edge to the Attacker, each as their card is drawn.
And “the
Drovers” is a good idea but would probably work better and be more Ruckus as a
Divers Alarums…so…
Drovers If the Defender draws the Divers
Alarums card 6 Ambush treat it instead as “Drovers- A Band of helpful Peasants,
d3+3, appear and will help Drive the Cattle. The Defender may place them
anywhere on the table within 6” of any of their Heroes, they may be placed as a
group or as individuals. Each Peasant may drive a cow as per the scenario
specific Special Rule Driving Cows. However, the Peasants are “Unreliable Under
Orders”, whenever a Peasant attempts to drive a cow roll d6 1= “Where
Did He Go?” the Peasant has lost interest and wandered off. Remove them from
the table
Going Forward
I think if I
introduce a new Retinue, it should be with a tried and tested basic scenario
such as “Get Orf Moi Land” likewise, if I try a new scenario, it should be with
a basic standard Ruckus Retinue, this should reduce the unknown variables and
make an assessment of both Retinue and Scenario easier and more accurate
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