Wargaming Tippermuir (1)

Well, I’d been painting (the Irish Confederation army) but then got totally distracted when the Perfect Captain came out with a whole slew of new stuff for their War of the Roses game system! I am strongly resisting the urge to paint more of my WoR figures! I want to get all the base forces completed for the Celtic Fringe and still have most of the Anglo/Irish army (in its various iterations) plus all of the New Model (seven foot regiments) to get done. It never ends!  Adding to my hobby distractions is Pendraken expanding their Fantasy Warband  range – Dang!

Well I couldn’t stand it – I just ordered a bunch of Pendraken’s goblins!  Not yet sure what I’ll do with them. Put them up against my WoR or ECW stuff probably which of course means creating some kind of back story. Yes, in my world EVERYTHING has to be logically explained no matter how tenuous the connections – it’s kind of like a poor man’s Glass Bead Game. My buddy Bart will like this however.  Besides, how much time could it take to paint goblins.

The opposing armies deployed in their historic positions (as well as I can tell). The view is from above the Royalist line and looking toward the Covenanter force ensconced on Burghmuir Hill (if that be its proper name)

The opposing armies deployed in their historic positions (as well as I can tell). The view is from above the Royalist line and looking toward the Covenanter force ensconced on Burghmuir Hill (if that be its proper name)

I have done a lot of posts on Tippermuir and the events leading up to it. This has been a useful exercise in getting more and more comfortable with the mechanics of WordPress. Still I’d rather just play the game! HISTORICON starts tomorrow so I won’t get very far until after I get back home. If you have read any of the previous posts you probably already know way more than you want to about the battle so I won’t continue to flog the history.

I use bits and pieces of various rules and feel no remorse in changing them as I go (when I play solo anyway – which is most of the time). I want, however, to thank Bart, Jack, Bonnie and particularly my wife for playing from time to time which lets me do some serious play testing. As everyone knows your rules NEVER survive first contact with intelligent play testers!

The red cubes in front of most of the units indicate that their gunpowder weapons are loaded. When they fire the red cube is placed in the small black tray behind the unit. Some of the trays contain white cubes that reflect the field command capability of the their associated pieces (or units). The more the better. These can be expended to effect certain die roll outcomes but the expenditure lowers the command ability. The use of the white cubes is one way to help balance the opposing forces and (possibly) achieve historic outcomes.

While I have toyed with using other resource cubes (ammunition and energy particularly), these seem to have more application in linked games or campaigns. For the present I am going to KISS.  I am also developing a programmed (card) Operational Order system to make solo play (in particular) more interesting. In this game I am going to play from the Covenanter side and see if I can prove Sun Tzu’s axiom – “Never advance on an enemy in an uphill position”.  I’ll have Montrose’s forces do that very thing (without deviation).

Oh – one final word, The Perfect Captain (above) does a very cool thing – all their downloads are free but they ask that you make a contribution to a charity that actually does REAL work in the world. Their suggestions are all excellent and I want to add my favorite: United Methodist Committee on Relief – UMCOR. They have dozens of missions and teams that simply do relief work AND you can select where you want to send help. The best part is that local UM churches everywhere cover ALL the administrative overhead so your contribution, every dollar, every peso, every pound goes to actual relief work – no strings attached!

 

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