Sunday, 29 June 2025

Lion and Dragon Rampant. Planning for Scots Common, Army o' the toons (towns) and Tim The Enchanter

 

"Before the Wars of the Three Kingdoms in 1644, there was no standing army in the Kingdom of Scotland. In the Early Middle Ages war in Scotland was characterised by the use of small war-bands of household troops often engaging in raids and low level warfare. By the High Middle Ages, the kings of Scotland could command forces of tens of thousands of men for short periods as part of the "common army", mainly of poorly armoured spear and bowmen. After the "Davidian Revolution" of the 12th century, which introduced elements of feudalism to Scotland, these forces were augmented by small numbers of mounted and heavily armoured knights. These armies rarely managed to stand up to the usually larger and more professional armies produced by England, but they were used to good effect by Robert I of Scotland at Battle of Bannockburn in 1314 to secure Scottish independence. After the Wars of Scottish Independence, the Auld Alliance between Scotland and France played a large part in the country's military activities, especially during the Hundred Years' War. In the Late Middle Ages under the Stewart kings forces were further augmented by specialist troops, particularly men-at-arms and archers, hired by bonds of manrent, similar to English indentures of the same period. Archers became much sought after as mercenaries in French armies of the 15th century in order to help counter the English superiority in this arm, becoming a major element of the French royal guards as the Garde Écossaise. The Stewarts also adopted major innovations in continental warfare, such as longer pikes, the extensive use of artillery, and they built up a formidable navy. However, in the early 15th century one of the best armed and largest Scottish armies ever assembled still met with defeat at the hands of an English army at the Battle of Flodden Field in 1513, which saw the destruction of a large number of ordinary troops, a large section of the nobility and the king James IV."

We have the Highland Scots (my ancestors)  Lowland Scots and the Borderers.  What is missing is the forces of the towns.

Lion Rampant gives a nice simple list on P 185.  200 years of history gives you some scope.

Irregular Miniatures do spearmen in different poses (R31 Scottish Spearmen)  Plus a complete 100 piece army for £35.20.

At 44p a figure the LW army needs 44 infantry, let's say 50 for different era leaders etc. making £22.  I normally use 1 figure on 1p coin.  I'm tempted to mount 2, even 3 if they'll fit.  This will make the distinction of heavy infantry as opposed to light.

The elite command group, the Scots often lagged behind their English foes or got an aid package of better, but probably still older, kit from French France.  Nice to do a selection, as older armoured styles then go as command base for the spear. 

Dragon Rampant First lettuce looke at the historical evidence:

The Scottish Cart of War. (Nicked from TMP) There is no detailed description in the original Acts of Parliament that call for these carts, so you can do more or less what you like:

[1456/5]

Item it is thocht spedfull that the king mak request to certane of the gret baronys† of the lande that ar of ony mycht to mak cartis of weire, and in ilkane [have] twa gunnys and ilkane of thame to haif twa chawmirys with the remanent of the gere that efferis tharto with a cunnande man to schut thame. Ande gif thai haif na craft in the schutinge of thame as now, thai may leir or the tym cum that will be neidfull to haif thame.
(Item, it is thought expedient that the king make request to certain of the great barons of the land that are of might to make carts of war, and each of them to have two guns, and each of them to have two chambers with the remnant of the gear that is appropriate thereto, with cunning men to shoot them. And if they have no craft in shooting them, as now, they may learn before the time comes that it will be needful to have them.)

The "two chambers" are obviously the removable breech-chambers.

The 1471 Act has even less detail:
[1471/5/5]
Item, as to the article that [gif] it happyinis our auld enimys to invaide the realme, that it war expedient to gar certane cartis of ver be maide be prelatis barones eftir the faculte and power of the persones for the defens of the realme, the lordis thinkis expedient that the said cartis of veir be maid be the said persones as for this tyme.

If you want to go the "more pedestrian"  route I'd suggest:  https://www.museumminiatures.co.uk/war-wagon-renaissance-ox-drawn-2.html

If, however, you want to follow me down the Wampant Wabbit Way:

The Sheddes of Warre.

The domestication of the Haggis is seen as a turning point in the defence of the Scottish towns.  Haggis provided both food and transportation.

https://www.youtube.com/shorts/5ONx-vlrCgs

T'was said that the peoples of the towns were "more English than the English", being more culturally diverse and open to trade and "the new" than their cousins.

Thus it was that they adopted the English Shed.  Every land owner strived to have one in his garden.  Allotments and common land had communal sheds, many following the mobile shepherds hut pattern: 





Thus came into use the Shedde Of Warre.  The roof was dropped to each side and 4 or more persons could wield crossbows, spears and javelins upon the foe.  The shedde was moved by it's own Stooshie*, who would attack the wounded and the lower extremities of foes.  Such were used to defend the narrow passages of towns, but a down hill rolling attack in such close defines could be devastating, if mostly suicidal and/or accidental.  They were usually accompanied by skirmishers and a rabble of barking dogs, snapping haggis and yelling children.

The carts:  

https://blotz.co.uk/product-category/wargames-terrain/20mm-terrain/scatter-terrain-20mm/

Wheels:  https://www.alternative-armies.com/products/fms05-15mm-battlefield-wheels-pack?_pos=7&_sid=e1d49f9d1&_ss=r&variant=32387105980495

Haggis.  mixed craft supply pom poms are perfect for those under the sheds:  https://www.amazon.co.uk/s?k=craft+pom+poms+mixed+size&crid=GURYCWBYQLP0&sprefix=craft+pom+poms%2Caps%2C211&ref=nb_sb_ss_mvt-t11-ranker_3_14

The Other Haggis, needing a wee bit of flock: https://www.alternative-armies.com/products/vnt66p-wee-beasties-ii-mega-pack-10-pack-with-saving-or-30-with-bigger-saving


*Stooshie is a herd of wild haggis. The collective noun is actually 'stooshie. What is a haggis called? Haggis (known as 'tagais' in Scottish Gaelic).


O Tim The Enchanter

Hereforto beith the tour of the core of the force.  Such others mayhap be the more dramatic highlanders, cultists and diverse alurms.

https://www.alternative-armies.com/products/shm98-evil-space-opera-emperor?_pos=11&_sid=66f848e91&_ss=r

Greater Warbeast Killer Rabbit 

https://www.alternative-armies.com/products/hal042-gnawbuck-mutagen-giant-creature-build-as-rabbit-or-rat

Rabbits-  Several different sizes but alas only one pose!  I thought of doing a set for Bast.  Regimented rows of cats!  https://www.pendraken.co.uk/28mm-animals-rabbits-28-nml9

Needing customising to make evil lesser warbeast swarm!  Others available!  https://www.amazon.co.uk/dp/B08341GJV2/ref=sspa_dk_detail_1?psc=1&pd_rd_i=B08341GJV2&pd_rd_w=wP38q&content-id=amzn1.sym.7c2bff8e-4ce3-4cc7-b3f6-35ac6c74cf9b&pf_rd_p=7c2bff8e-4ce3-4cc7-b3f6-35ac6c74cf9b&pf_rd_r=7VGHZ3JEXNNTX41JN3XP&pd_rd_wg=L9Xui&pd_rd_r=c646d284-50a8-4360-ac11-b93c2d2b2f99&sp_csd=d2lkZ2V0TmFtZT1zcF9kZXRhaWw




Saturday, 28 June 2025

Of Gods And Mortals Egyptian 4 sided

 

Great mummies and troops from Splintered Light.  God from Gods of Aegyptus and 10mm mummy priests from Pendraken, as are the jackals later.


Playing multi-player games.

You need a cup, mug or similar herewithin, thereafter and (insert no. players) 'thwith, referred to as The Pot.  I have a wooden goblet.  A tim mus is a very good way to annoy a whole load of wargamers.  Just saying.

3 different coloured dice or markers per player.  Give one such to the player as ID (trust me on this)  

I suggest you have something to represent the active player.  We use the Sacred Duck Of Initiative.  This is very useful due to pops to the loo, distracting conversations (usually about the Duck)  etc.

For the initial turn place one of each dice in cup.  These are drawn in order NOT face value (which can be used as reference, as can a single dice)

Terrain selection.  As the last player technically is the defender they (usually) get to choose and place terrain.  Depending on pieces and player numbers each selects and places in reverse order except for the attacking player.  If there's more terrain than players, repeat.  All players, I suggest, may have the option to place a blank space that should remain clear. 

If you use Reactions or Random Initiative.  Once you have deployed, or before start, the non-active players return ONE dice to the pot. (thus they have 2 and the active one in the pot)  On need a dice is drawn:

Reaction, if the active (thus reaction giver) gets it the reaction is lost and (I suggest, to speed play) the dice is NOT returned to the pot.

Turn-over or Initiative Swap.  The group should decide if the active player adds their 2nd dice back to the pot, has one dice or is excluded.  The new player is chosen and retains the dice.  The old player returns both dice to pot.  The Duck Is Passed with all due ceremonies.

Osirus Q2 C4 256 

Raise the dead, 1 action 1 mortal.

Healing,  2 actions 1 mortal, legend to stand, remove transfix.

Protection.  Armoured trait on unit within 1 long until end turn.


Legends

Pharaoh Nuff  Q3 C2 Shooter Long, Long Move, Undead 76

General Ass  Q3 C2 Shooter Long, Long Move, Undead 76

2xGiant scorpions Q3 C3 Desert walk, Poison, Big 74 = 148

Priest  Q3 C2  = 72.

Confound move 1S

Illusions P 35

Raise the dead, 1 action 1 mortal.


Mortals

Levy infantry spear Q4 C2  8  x 18 = 144 

Slaves Q5  C1 Shooter short, Undead,  16  x 13 = 208

Mummies Q4 C2 Undead, Armoured, Slow  12 x  18= 216


1,196

Os  God 256

Legends 372

Mortals 568


Anubis 232  Q2 C4 

Animal mastery p30

Raise the dead, 1 action 1 mortal.


Legends

3x Great Mummy Q3 C3 Slow, Undead, Armoured, Hammering blow.  Huge.  92x3= 276

2x Beast of Ammut   Q3 C4 Amphibious.  Animal.  Armoured.  Huge. 98 = 192


Mortals

Jackals Q4 C2 Animal.  Greedy 8x10 = 80

Hippo guard  Q4 C3  Amphibious, Armoured, Big, Dashing.  Hammering blow.  47 x 4 = 188

Mummies Q4 C2 Undead, Armoured, Slow  12 x  18= 216


God 232

Legends 468

Mortals  484

1184


Set 356

Q2 C4  Desert walk, Weather control,  Confound,  Plague,  Poison,  Shooter Long

Transfix.

Legends 

Hounds Q3 C3 Long, Dashing 2x 84 = 168  

Pharaoh Q3 C2 Long.  Shooter L = 70

Champion Q3 C3 Armoured.  Dashing. = 78

Mortals

Hounds Q4 C2 Animal, Long move, Dashing 25 x 4 = 100

Axemen Q4 C2 desert walk 8 x 17 = 136 

Light spear Q4 C1 Desert walk  16 x 10 = 80

Mummies Q4 C2 Undead, Armoured, Slow 8 x 18 = 144

Slaves Q5  C1 Shooter short, Undead,  4  x 13 = 52


Set 356

Legends 238

Mortals 592

1186



Horus Q2 C5 

Burst of light, Transfix, Group fighter, Combat master 404


Dung Beetle Q4 C4 Armoured, Desert walk, Huge, Hammering blow, x2 = 200

Great Beast Q3 C4 Armoured Combat master, Huge, 116


Mortals

Converts.  Q4 C2 Armoured, Dashing x 24 =96

Archers  Q4 C2 Shoot medium 8 x 20 = 160

Levy infantry spear Q4 C2  16 x 12 = 192


Horus 404

Legends 316 

Mortals 448

1,168


Poseidon Q2 C4 Amphibious, Part waters, Release the kraken, 

Water god 280


Legends   

Sarpedon  Q3 C3 Mounted Armoured Shooter short.  Greedy. 84

Glaucus. Q3 C3 Mounted Armoured Shooter short.  Greedy.84

 

Mortals.

8 Heroes  Q4 C3 Dashing. Shooter S.  Greedy. @ 27 = 216

16  Warriors  Q4 C2 Greedy Shooter S @ 15 = 240

8 Archers Q4 C2 Greedy.  Sh M @ 17 = 136

Javelin Q4 C1 Shooter short 12x 11 = 132


God 280

Legends 168  

Mortals 724

1,172


No Horus, but you can play spot the army. Roughly Poseidon top left. Osirus top right.

Set bottom left and Anubis (me) bottom right.


I randomly diced for the position of 6 potential springs. This is a good mechanism for making the forces spread out. The winner was nearly smack in the middle.


Top left hound goes at Seamen. My jackals guard the way as my forces surge in slow motion towards the objective.



Gor bless start up and special offers! Start up for the Splintered Light and xmas-during-lockdown RPE sale for the scorpions. Todays prices I could get a whole 15mm army---

One good hammering blow but no, a 1 and I lose 2! Note the Seapeoples javelin behind.


Poseidon and Osiris face off. I forgot to mention that Him turned the long edge into a river.


Set surges, 3 units praying, white dice. Note the Seapeoples to the rear. Hidden by the shrubbery is one of my beasts, I get it into woods but never into combat.


Dogged determination.


Set decided to make it rain. That slowed everything down and gave free rain on where the Kraken popped up.


Having polished orf me hippos the scorpion has a slightly harder time with my mummies but they don't react to poison--.



Both the Kraken AND Poseidon go down to Osiris! General retreat and rout of his forces.



Anubis gains the spring and starts despoiling it with his godly bodily fluid. Hound hurts my jackals to bits while the great mummy clobbers Set's chaff.


This beast had started at the centre of the left short edge, dashed for the water then ran after the scorpion. Um, not nice for the poor beast!


Objective despoiled. Lesser troops clobbered. Until Set joins in and finishes them!



Not faced with Poseidon, Osiris is free to wander down the way.



We stopped it there because it was BOILING and 100% humidity. Conditions I do not function well in.

I've lost half of my points and most of my prayer-power, so I'm next to go down.

Set has lost relatively less and Osiris the scorpions that he cannot revive.
























Tuesday, 24 June 2025

Full Thrust, Babylon 5 and a wee touch of Red Dwarf.

Matt Hay, steamed wosname of this parish has done us proud.  Taking the pressure (wot pressure, I'm retired!)  

This is a bit of a mash-up.  He didn't get where he is today (yes, he can do it)  without splitting the odd metaphor 'till it squeaks.  I am, as usual, to blame.

The rules are a home made mash caused by taking the Babylon 5 rules and Full Thrust.  'an you know what?  It works.  We've played a few games over the years!

I was rather busy playing the bad pirate types.

Top left 2 dwarf refueling ships.  You know, bit like the fabled services at the Watford gap overlooking the waste of the DMZ to the lands marked "here be whippets" on the map.  Never will you find such a hive of infamy.  Oh, and a police cruiser collecting the lunches.*

Bottom left 2 small pirate cutters a-cutting.

Right.  Peaceful liner going about its business being harassed by fighters.

Big bad pirate behind.  No. I'm not going there.

* Do you know that one?  Eh?  Eh?


Jump gate.  Boy did the "trad" B5 players go green when I got one from GZG and used it at a show---.


Most of the ships were either small or large empty merchants.  The big pirate tries its luck boarding the big liner.  The boarding shuttle gets stuck and although the prize is gained there was some collateral damage getting free.


A couple of merchants try and get in the right lane and stay out of trouble.


Oh crap the Fuzz turn up!  Everyone look innocent!


The smaller pirates foxtrots, big gets a fighter screen up, smaller liner desperately tries to get away from the sleeting lasers.


The pirate fighters died, but the big pirate got to the jump gate pursued by the fighters for a fight in hyperspace!  Got away with bits missing---.