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"The Sword and the Haggis, playtest" Topic


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07 Jan 2017 9:09 p.m. PST
by Editor in Chief Bill

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Winston Smith07 Jan 2017 8:07 p.m. PST

So, it was an off schedule night for our group, the Pennsylvania Wargamers Militia.
I didn't expect anybody to show up for a game. So I just said I would be playtesting my Jacobite revisions for Flames of Liberty, my vanilla TSATF variant for TSATF.
My philosophy is to change as little as possible, but to keep musket era flavor for the bestest set of rules ever written.

I wanted to test two periods for the '45.
In Prestonpans and Falkirk era, the British suck. Basically.
They will shoot as Egyptian carbines. They will not get the +1 for defending in close order.
In the Culloden era, they will shoot as British carbines, AND get the +1. This reflects the improved bayonet drill. Not to mention that they simply improved.
British units are 12 figures strong.

Highland clan mobs start with 18 figures. By definition in TSATF they are "Mob".
Again by definition the unit had 1/3 of the figures armed with firearms. So key cards are not needed to hit a musket or pistol figure. The unit will always have 1/3 of the unit, rounded up, able to fire. This saves confusion and not having the proper ratio of figures. Which I do not have.
If they fire in a charge, I treat them as Dervish javelins. They shoot AFTER rolling to close as muskets. Afterwards they are considered to have thrown away muskets.
If they fire as "normal" musketeers they use up 2 movement dice next turn to reload.
Highlanders lose firearms if they charge but retain them if shooting "normally". You also do not have to use different marker factors between musket men and claymore men.

In both periods, Highlanders get a +1 in charges.

I would like to point out that the Highlanders never hit a damn thing in both games. Wait. I take that back. Shooting normally they hit two Government figures. In charges, zip. Zero. Nada. Sounds accurate.

Anyway….
In the Prestonpans game, the British beat off the Scots in hand to hand.
In the later period game… My concept was sound, but the British couldn't roll above a 3 to save their lives. Half of the British got rolled up. All the "British are better now" rules mattered for naught. grin

For being an off schedule game, 5 guys showed up and a good time was had by all.
I need to finish painting up my Scots. I was reduced to conscription of Indians and Continentals to fill in the ranks.

I still drew cards for hits. Aces still killed leaders, but Kings got the pipers. If the unit failed a critical morale check on losing a piper (which nobody did) I had a few devious things to consider. Alas. Nobody had to think about it.

Personal logo piper909 Supporting Member of TMP08 Jan 2017 10:40 a.m. PST

Sounds like a big time! Fun! You've got some very intriguing rules modifications. It's a different variation from mine (arguable not as historically accurate) but simpler and looks to capture the "flavor" of the conflict in true TS&TF style. I'd be happy to play these rules, good luck for further gaming (lucky players!) and keep painting!
Don't forget a Flora MacDonald figure to motivate Bonnie Prince Charlie to look good.

Shagnasty Supporting Member of TMP08 Jan 2017 2:48 p.m. PST

Sounds like solid ideas. A good game is always to be appreciated.

Winston Smith08 Jan 2017 7:34 p.m. PST

A suggestion that I got that I liked was that Highlanders get a guarantee to close with a leader.

Personal logo piper909 Supporting Member of TMP08 Jan 2017 11:14 p.m. PST

Well, that's cinematic Jacobitism, but is it historical enough to satisfy? At both Falkirk and Culloden, significant Highland elements of the army failed to close. I wouldn't make the clans more berserk in TS&TF than Zulus are…

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