Sunday, 18 October 2015

Haggis Rampant Campaign Notes

I received a copy of the Haggis Rampant Campaign notes yesterday from Dave and already things are looking like they might be a lot of fun for the Islemen who, granted, with my list may not be able to control themselves and may well be getting stuck into melee with extreme prejudice!! It should be a great laugh! :>)

Haggis Rampant A Lion Rampant campaign set in the Border Marches during the 14th century(ish). This is a light-hearted campaign in line with the published definition of the rules; Lion Rampant is ‘a set of simple miniature wargaming rules designed for fighting historical or Hollywood battles in the medieval period’ and is ‘a medieval-themed battle game rather than a detailed and scholarly simulation of combat in a specific century.’ Players will be in 2 teams representing the national sides – the Scots (at the time of an unspecified king – possibly but not necessarily a Bruce) and the English (also at the time of an unspecified king – possibly but not necessarily an Edward). Players start with 6 Men-at-Arms, representing themselves plus their immediate retinue; they can choose whether to depict these as mounted or on foot, as the scenario dictates. A further 18 points of arrayed and / or indentured troops are added to bring each force (termed a Company) up to 24 points total. Troops will be chosen from the lists shown below. (Although originally designed for Scots versus English, French allies fighting for the Scots will find appropriate troop types in the ‘English’ list). The Lion Rampant rulebook restrictions apply: • A maximum of 4 units or 12 pts of any unit type (whichever is lower), inclusive of upgrades. e.g. a retinue may only include 2 Foot Men-at-Arms, three Foot Serjeants (2 if Expert), or 4 Bidowers. Mounted and Foot units count separately. The campaign is split into campaign seasons, each of 40 days; this being the length of service for troops levied by either an English Commission of Array or Scots Common Army. (Indentured troops could serve for longer but 40 days is known from Edward III’s indentures.) At the end of the season all Company troops, except the leader’s immediate retinue (Men-atArms), are disbanded. There is an indeterminate and abstract length of time between campaign seasons; this could be months or even years. During this time the player’s Companies are rebuilt back up to 24 points; note that this need not be the same composition as the previous Company. There is also some scope for adjusting the composition of your force in that the attacker may replace up to 6 points of his army with different units/upgrades to suit the scenario. 

ENGLISH:

Men at Arms: 6pts Upgrade: Drilled @ 1pt *Dismount as Foot Men-atArms Wild Charge (mounted) Counter-charge (mounted) Ferocious (Foot)

Hobilars: Mounted Sergeants 4pts Upgrade: none *Dismount as Foot Sergeants Counter-charge (mounted) Schiltron (Foot) Armoured Infantry Foot Sergeants 4pts Upgrade: Expert @ 2pts Schiltron

Billmen: Expert Foot Sergeants 6pts Upgrade: none Bills, halberds and axes

Unarmoured Infantry: Foot Yeomen 3pts Upgrade: Expert @ 2pts Javelins @ 1pt Mixed Weapons @ 2pts Schiltron Unarmoured

Mixed Infantry Foot Yeomen: 5pts Upgrade: none Mixed spear and bow

Welsh Infantry Foot Yeomen: 4pts Upgrade: none Javelins, Schiltron

Unarmoured Billmen Expert Foot Yeomen: 5pts Upgrade: none Bills, halberds and axes

Archers: 4pts Upgrade: Expert @ 2pts ‘Trained Longbowmen’

Expert Archers: 6pts Upgrade: none

Mercenary Crossbowmen Crossbowmen: 4pts Upgrade: Pavise @ 2pts

Welsh Bidowers Bidowers: 2pts Upgrade: none Hard to target Skirmish Evade Fleet Footed

Characters (Hero, Holy Man, banner etc.): 1pt Any unit except Leader’s unit, Bidowers or Serfs. +1 to all Courage tests

*Dismounts: Men-at-Arms or Hobilars may dismount as a foot unit of equivalent points (i.e. 6 Ft MAA or 12 Ft Sergeants). This option must be chosen before the game begins. Units may not remount during the game.

SCOTS:

Men-at-Arms: 6pts Upgrade: Drilled @ 1pt *Dismount as Foot Men-atArms Wild Charge (mounted) Counter-charge (mounted) Ferocious (Foot)

Hobilars Mounted Sergeants: 4pts Upgrade: none *Dismount as Foot Sergeants Counter-charge (mounted) Schiltron (Foot)

Spearmen Foot Sergeants: 4pts Upgrade: Expert @ 2pts Schiltron

Axemen Expert Foot Sergeants: 6pts Upgrade: none Bills, halberds and axes

Unarmoured Spearmen Foot Yeomen: 3pts Upgrade: Expert @ 2pts Schiltron

Unarmoured Axemen Expert Foot Yeomen: 5pts Upgrade: none Bills, halberds and axes

Highland Archers Archers: 4pts Upgrade: none Lowland Archers

Bidowers: 2pts Upgrade: none Hard to target Skirmish Evade Fleet Footed ‘Wild Scots’ (Highland / Isles)

Fierce Foot: 4pts Upgrade: none Ferocious Wild Charge Counter-charge vs infantry Fleet Footed Characters (Hero, Holy Man, banner etc.): 1pt Any unit except Leader’s unit, Bidowers or Serfs. +1 to all Courage tests

*Dismounts: Men-at-Arms or Hobilars may dismount as a foot unit of equivalent points (i.e. 6 Ft MAA or 12 Ft Sergeants). This option must be chosen before the game begins. Units may not remount during the game.

Bye for now.

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