irishscottishextension.rtf
TRANSCRIPT
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IRISH AND SCOTTISH ARMIES (9th – 15th Centuries)
This translation by Bob Gingell is based around an article on Irish and Scottish armies in the “Cry
Havoc” series of games, written by Christian elabos in Claymore maga!ine "#$%#& 'ublished in
#(()* It is accom'anied by a number of scenarios by the same author that utilise the rules from the
article* The translation also includes three related scenarios from earlier issues of Claymore, and a
set of su''lementary rules that are necessary for the scenarios* The rules and scenarios use the
games “Cry Havoc”, “Siege”, “Croisades” and “+iings”, 'lus some su''lementary ma's*
Contents
1 Irish armies
1) The +iing era -includes rules on throwing stones.
2) The feudal 'eriod /#0th to #&th centuries1
2 Scottish armies
1) The 2icts2) The 're3feudal 'eriod /##th century1
3) The feudal 'eriod /#0th century and later1 -includes rules on 'iemen.
4) Highlanders and Islemen /##th to #4th centuries1
3 Su''lementary rules not in the 5nglish versions of the games
1) Two3handed a6es /from “+iings”1
2) Shieldwall /from “+iings”1
3) Berserers /from “+iings”1
4) Cutting hamstrings /from Claymore "41
5) 7ow walls /from Claymore "41
6) Staes /from Claymore "41
7) 8ounted 9avelinmen /from Claymore ":18) S'ecial terrain; 8arsh and 2it3tra's /from Claymore ":1
9)
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embellished the 8iddle ?ges in Britain and Ireland, the armies evolved to a greater or lesser e6tent
due to influences from outside and the need to counter3act new dangers*
0
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1. IRISH ARMIES
1.1 THE VIKIN ERA
1) Irish !"rrior
uring the +iing era, these warriors fought with a short sword and very small shields /buclers1*
ccasionally they used hand3thrown stones*
Throwing stones by hand
reuency of fire and effectiveness are the same as for slings* 8odifications due to range;
R"n#e Short Me$iu% &on#
Mo$i'i"tion = 0 $
Dist"ne#30 he6es $ he6es & he6es
Irish warrior; Bondi and Ceorls without s'ears /from “+iings”1*
) Kern
Javelinmen were very common in the Irish armies* They most commonly carried $ 9avelins* Kse the
Ceorls and Berserers from “+iings” that are shown carrying s'ears or 9avelins to re'resent erns*
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*) "//o#/"ih
These mercenaries from the Highlands and Festern Isles of Scotland 'rovided some weight to the
Irish armies thans to their very warlie demeanour, their coats of mail and their heavy two3handed
a6es*
Galloglaichs; Huscarls /from “+iings”1*
. SCOTTISH ARMIES
rom the 2ictish warriors that confronted the +iings to the s'earmen of Filliam Fallace and
>obert the Bruce, the Scots, unlie the Irish, saw their methods of fighting evolve considerably over
the centuries*
.1 THE -ICTS
1) -itish he"0 "0"/r%"n
2ictish noblemen fought mounted and were 'rotected by a coat of mail, helmet and small shield*
2ictish heavy cavalry; 8ounted 5arls /from “+iings”1*
2) -itish /i#ht "0"/r%"n
2ictish cavalry were mounted 9avelinmen* They carried $ 9avelins* See the rules from Claymore ":
to use this ty'e of warrior /re'eated in section $*$ below1*
2ictish light cavalry; Turco'oles /from “Croisades”1*
*) -itish ross2o3%"n
Strange as it may seem, the 2icts new of the crossbow* It is not certain that they used them in
warfare, but why not give them that o'tionL
2ictish crossbowmen; Crossbowmen /from “Siege”1*
4) -itish 3"rrior
These consisted mainly of s'earmen who formed the core of the 2ictish army* 7ie all the 2icts,
e6ce't the nobles, they fought unarmoured*
2ictish warriors; Bondi /from “+iings”1 and S'earmen /from “Siege”1*
2.1 THE -RE+E,DA& -ERIOD (Ith CENT,R6)
8ost of the elements of the 2ictish army are re'eated here /heavy cavalry, light cavalry,
crossbowmen, warriors1 with the addition of Thanes and Ceorls /from “+iings”1 to tae account of the ?nglo3Sa6on /@orthumbrian1 influence on Scotland during this 'eriod*
&
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2.2 THE +E,DA& -ERIOD (IIth CENT,R6 AND &ATER)
This 'eriod was characterised by the a''earance of nights /from the influence of the @ormans1 and
large numbers of s'earmen*
1) Nor%"n 7ni#ht
7ittle by little, the @orman nobles too over in Scotland, bringing with them the
feudal system and their methods of combat* ?s Scotland was a 'oor country, it was
uite difficult for the nights to follow the evolution of military eui'ment as the
centuries 'assed, and their armament became out3of3date by com'arison to their
5nglish adversaries*
@orman nights/#0th Century1; Tem'lars /from “Croisades”1*
@orman nights/#$th M #&th Centuries1;
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uring an attac from the front on a 'ieman and his 'ie, an attacer obtaining a 'ositive result in
the combat /defender illed, wounded or stunned1 destroys the defenderEs 'ie and immediately
occu'ies the he6 taen u' 'reviously by the wea'on* The defender is subseuently reduced to his
normal characteristics*
iagram /#1 iagram /01 iagram /$1
N N N N N N N N N N N N N N N N N N
N N N N O N N N N N N O N N N N N N N N
N N N O N N E N N N P Q N N E N N N N P Q N E N
N N N O N N D N N N N O N N D N N N N O N N D N
N N O N N C N N N N R N N C N N N N O N N C N N
N N O N N 8 N N N N O N N 8 N N N N O N N 8 N N
N O N N A N N N N O N N A N N N N O N N A N N N
N N O N N N N N N O N N N N N N O N N N N
N N N N N N N N N N N N N N N N N N
56am'les
Di"#r"% ();
Counter P /Sir >ichard1 fights counter 5 /Bertin1 at $= against #A /#=A1 #;#
Counter R /Tybalt1 fights counter C /Hal1 at ## against ## /4:1 #;#
Counter /tto1 fights counter ? /Ben1 at ## against : /=:1 #;#
/Cris'in1 and 5 /Bertin1 combine to fight P />ichard1 at #) /#=)1 #( /#=(1
$A v* #& 0;#
B /8ar1 and C /Hal1 combine to fight R /Tybalt1 at #0 /4A1 #$ /4)1 04 v* : &;#
Di"#r"% (*);
Sir >ichard destroys BertinEs 'ie and moves into the s'ace 'reviously occu'ied by it* He is nowad9acent to the 'ieman*
2iemen in schiltrons; 2easants, S'earmen, Billmen, Sergeants and Halberdiers
/from “Cry Havoc” and “Siege”1*
.4 HIH&ANDERS AND IS&EMEN (Ith – Vth CENT,RIES)
The Highlands and Festern Isles of Scotland formed a s'ecific historico3geogra'hical area heavily
mared by @orse influences and a strong Celtic undercurrent* The warriors from this area tended to
intervene in many ways in “Cry Havoc” M as mercenaries o'erating in Ireland /see above1, as 'arts
of the feudal Scottish armies or as >oyal Scottish Guards, as loyal troo's of the 7ords of the Isles,
and even as clansmen fighting for their clan chief*
1) Is/e%"n "n$ E/ite 3"rrior
These warriors eui''ed with coats of mail or gambesons, with helmets and armed most commonly
with a two3handed a6e, are the fierce adversaries* In the +iing 'eriod they can form a shieldwall*
Islemen; Huscarls and Hirdmen /from “+iings”1*
2) Hi#h/"n$ "rher
These archers are 'rotected by coats of mail and use a short bow* In some battles, their interventionwas decisive* They and the elite warriors formed the best 'arts of the Highland armies*
Highland archers; Heavy bowmen /from “Croisades”1*
:
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3) C/"ns%"n
airly lightly armed, they never fought without a target shield and a dir /a hunting nife1* The
clansmen have not yet a''eared in Claymore /they did not really a''ear until the end of the 8iddle
?ges M des'ite the widely believed but mistaen belief that they did1* In the midst of these 'rimitive
fighters one would find a few 9avelinmen and all could throw stones by hand /see the rules above1*
Javelinmen; Ceorls and Bondi carrying s'ears /from “+iings”1*ther clansmen; ther Ceorls and Bondi /from “+iings”1*
*. S,--&EMENTAR6 R,&ES
*.1 THE T!OHANDED AE /from “+iings”1
This rule is used in a number of su''lementary scenarios, and can be used by any character de'icted
carrying an a6e* Two other conditions must also be satisfied; the character must be on foot and in
full health* The character gains in attac strength but loses in defence as he will be unable to use his
shield* ?t the time of starting the combats, the 'layer concerned identifies those warriors who willattac using their a6es with both hands* n each of them he 'laces an a6e marer in such a way that
it can be clearly seen* The mared characters will have their attac strength doubled during the
current combat 'hase* uring the enemy 'layerEs turn, the same characters will be treated as being
in an unfavourable situation /31 if they are attaced, a disadvantage which is added to the calculation
concerning the nature of the terrain /, = or 31* Fhen a shooter taes one as a target, he subtracts #
'oint from the die roll result before consulting the missile3fire results table* The 'rotection given by
armour remains* Fhen his game turn comes round again, a 'layer can decide to remove the a6e
marer from a character, or alternatively to leave it* If the a6e marer is removed, the characterEs
attac strength returns to normal and he no longer suffers any of the defence disadvantages /for
missile3fire and combat1 conseuent on the method of fighting*
*. SHIE&D!A&& /from “+iings”1
This rule a''ears only in “+iings” and allows $ or more regular soldiers with large shields to stand
in a line and overla' their shields* This creates heavy cover against missile fire and advantageous
terrain in combat* The benefit only a''lies to the front and 'revents them from moving or attacing*
*.* 8ERSERKERS /from “+iings”1
This rule normally only a''lies to +iing characters, but is also a''lied to the Galwegians in
scenario &*
?ll berserers in contact with an enemy character must attac, whether alone or as 'art of a multi'le
attac* If the result of the combat is unfavourable to the defender /retreat, stun, wounded or illed1,
the berserer must tae advantage of the o''ortunity for advance after combat if this will 'lace him
ad9acent to an enemy, whether it be the one who has retreated or another* If, however, the result of
the combat favours the defender, the berserer ends his game turn* nce all the combats have been
resolved, the +iing 'layer rolls a die for each berserer victorious in a combat; #3$ and the
berserer calms down and ends his turn & and the berserer enters a berser rage and starts a new
combat* This second round of combats for berserers is resolved immediately they can attac
alone, or in combination if their locations allow* ?fter advances after combat the 'rocedure isre'eated until all the berserers have calmed down* ? berserer who ends his advance without
coming into contact with an enemy will automatically calm down*
A
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*.4 C,TTIN HAMSTRINS /by HervU Tardy, from Claymore "41
This method of combat was an essential 'art of every medieval battle* The role of such men was to
discreetly a''roach nights in combat and, with a carefully targeted nife3stroe, to cut the
hamstring tendons of the 'oor horse so that it colla'sed, thus rendering its rider much morevulnerable* ue to the cowardliness and dishonour of such an act, only 'easants -and Goblins from
“ragon @oir” % “ar Blades”. are able to mae this ty'e of attac* -Some scenarios use this rule
to give an e6tra bonus to fanatical 'easants*.
8ovement; ?t the beginning of his movement 'hase, the 'easant must be outside the field of view
of the target rider /the arc to the front and from the side he6es* See the e6am'le below1* The 'layer
then declares his intention to attem't to hamstring the horse* If that act succeeds, the 'easant will
not be able to carry out any other action during the combat 'hase*
?ll of his movement must be made outside of the field of view of the rider* If this is not the case,
the attem't fails* The character must end his move on one of the three he6es ad9acent to the rear of
the rider* -The field of view is the same frontal arc referred to for mounted 9avelinmen /see $*:1*.
VVVVVVVVVVVVVVVVVVVVVVVVV
56am'le #; >ider C faces three enemies /?0, ?$ and VVNVVVVVNVVPVVNVVOVVNV?0VVNVV
?&1* ?# is a 'easant who will try to hamstring the horse* NVVVVVNVVPVVNVVCVVVQVVNV?$VVN
The starred he6es /and the he6es of ?0, ?$ and ?&1 VVNVVVVVNVVPVVNVV?&VNVVOVVNVV
show CEs field of view* The he6es mared “P” are NVVVVVNVVVVVNVVOVVNVVOVVNVVOVVN
those from which the attac can be mounted* VVNVV?#VNVVOVVNVVOVVNVVOVVNVVV
>esolving the attac; ?t the beginning of his combat 'hase, the hamstring3cutter rolls #: and
consults the Challenges table* ? failure indicates that the rider /or his horse1 has discovered him and
that he has been wounded by a sword blow /or icW1* The attem't will end there*
If he 'asses this last test, the attem't is resolved as an attac at A;# odds against an unarmoured
mounted character results , 5 and will cause the death of the horse* The defence strength of the
horse is #*
VVVVVVVVVVVVVVVVVVVVVVVVVVV 56am'le 0; 8ovement 'hase; ?# VVNVVVVVNVVVVVNVVOVVNV?0VVNVVV
moves to the he6 mared “P” without NVVVVVNVVPVVNVVCVVVQVVNV?$VVN
crossing a starred he6* He is now VVNVVVNVVVVVNVV?&VNVVOVVNVVV
ready to mae his hamstring attem't* NVVVVVNVVVNVVOVVNVVOVVNVVOVVN
VVNVV?#VNVVOVVNVVOVVNVVOVVNVVV
In the event of a successful attac, the rider is affected by his fall according to the results shown in
the table* The hamstring3cutter can advance after combat normally* If he fails to obtain , 5 or ,
the results shown are not a''lied to the rider*
VVVVVVVVVVVVVVVVVVVVVVVVVVV 56am'le $; Combat 'hase; ?# succeeds with a & on the VVNVVVVVNVVVNVVBVVNV?0VVNVVV
Challenge table* He has not been seen and can therefore NVVVVVNV?#NVVCVVVQVVNV?$VVN
)
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launch his attac* His attac odds are A* The die result of VVNVVVVVNVVVVVNVV?&VNVVOVVNVVV
& gives result 5* The horse colla'ses and the night falls NVVVVVNVVVVVNVVOVVNVVOVVNVVOVVN
wounded /B1* ?# advances after combat /1* ?0, who VVNVVVVVNVVOVVNVVOVVNVVOVVNVVV
has not yet fought, can now attac the wounded night B*
It is 'ossible to use more than one hamstring3cutter against the one rider in a turn, but only one ofthem can mae the attac* n the other hand, the rider can be attaced in normal combat during that
same turn by all other ad9acent enemies*
*.5 STAKES /by HervU Tardy, from Claymore "41
This obstacle, easy to 'ut into 'lace, was an efficient 'rotection against enemy attacs throughout a
battle* In 'articular, cavalry charges became im'ossible as the horse riss im'aling itself on the
shar'ened 'oints of the staes* ? traditional attac is still 'ossible, but the advance of men3at3arms
was considerably slowed down*
VVVVVVVVVVVV
8ovement; The “Staes” marers are set u' VVVVVVVVVVVVVV N N N
with a directional arrow 'ointing to the front* VVNVVVVNVVVVVNV VVNVVVVNVVVVNVV
8ovement restrictions only a''ly to characters NVVSVQNVVVNVVV N N X N N
attem'ting to advance through the frontal arc* VVNVVVVNVVVVVNV NVVVVVNVVSVVNVVVVVN
The e6am'les show the he6es ad9acent to the staes that are within their frontal arc*
Tactical factors; 8ovement costs to enter the he6 de'end on the starting 'osition of the character;
Ch"r"ter te St"rtin# he: Mo0e ost St"rtin# he: Mo0e ost
oot rontal arc & ther he6 0
>ider rontal arc ) ther he6 :
? character on a staes he6 does not benefit from any cover* He is treated as being in
disadvantageous terrain for combat 'ur'oses*
S'ecial rule for horsemen; 8ounted characters advancing through the frontal arc must undergo a
test to determine if the horse avoids the shar'ened 'oints of the staes* To do this roll ##= under
the missile3fire table for shortbows against mounted targets* ?rmoured characters deduct M# from
the die, to re'resent the loss of agility of both rider and mount* The result is a''lied immediately*
VVVVVVVVVVVVVVVVVVVVVV
56am'le; The armoured rider ? advances to attac the NVVVVVNVVVVVNVVY ?V VVN
footsoldier B* He must s'end # 82 ) 82s /due to entering the VVVNVVSVQNVVVNVVVVVNVVV
frontal arc of the staes S1 and rolls ##= with a deduction of 3#* NVVBVVNS QNVVVVVNVVVVVN
The die roll is $3# 0, giving a result of ; The horse is illed, the rider wounded and dismounted*
The movement 'hase ends he will be unable to fight during the combat 'hase that follows*
(
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8issile3fire and combat; ? “staes” he6 does not bloc the line of fire of a missile wea'on* ?ny
character, whether on foot or mounted, that has to retreat after combat on a “staes” he6 across the
frontal arc of the staes, must submit to the conseuences by rolling ##= on the missile3fire table
as if shot at by a shortbow /armoured riders must deduct M#1*
?ny mounted character wishing to advance after combat onto a “staes” he6 across its frontal arcmust also undergo that same test as e6'lained above*
*.; &O! !A&&S /by HervU Tardy, from Claymore "41
utside walls to the courtyards of the houses on The +illage and ortified 8edieval Town ma's can
be treated as low walls of about a metre in height, sufficient to sto' chicens and 'igs but not
soldiers* The layout of these ma's is substantially changed* Tactical factors are modified as follows;
Terr"in Mo0e ost Te o' o0er E''et on o%2"t
7ow wall $ - 0. 8edium /in defence1
-?lthough stated to cost $ 82s, since the low wall affects he63sides not he6es it is really 0 this is
im'ortant on The +illage ma' where a wall is ad9acent to a tree* 7ow walls are identical to the
'ara'ets at the edges of flat roofs, and the rules can also be a''lied to the walls edging the broad
ee' entry stairways on the ortified 8edieval Town and Tem'lars Castle ma's*.
? rider can 9um' over a low wall, but he cannot finish the move straddling the wall* -To give a
small ris of failure and in9ury, use the “ragon @oir” rule for 9um'ing over a river or trench*
8ovement cost is # 82 'er he6, but the 9um'er must roll a die M #3( is successful, #= is a refusal
/rider falls off and is stunned1, ## is successful but a bad landing /horse illed, rider wounded1*
The die roll is modified # for armour and wounded, and & for attem'ting a 0 he6 9um'*.
*.< MO,NTED =AVE&INMEN /by Christian elabos, from Claymore ":1
This ty'e of battlefield s'ecialist is discovered as much among the Bretons from @ominoZ /in the
(th century1 as among the Turcomans of the 8iddle 5ast* Rou can also find these men among the
ste''e nomads /Cumans, 2etchenegs, etcW1, among the 8uslims of S'ain, among the ?ragonese
/in the #$th and #&th centuries1 and among the Irish -and 2icts, according to Claymore "#$%#&.*
The mounted 9avelinmen are necessarily light cavalry and they cannot carry more than $ 9avelins*
To be able to throw a 9avelin, the thrower must always have the target in his frontal arc*
VVVVVVVVVVVVVVVVVVVVVVVVVVV
56am'le #; C can throw at ?# and ?0 NV?$VVNVVVVCVQVVVNVVOVVNVVOVV
in frontal arc /O1, but not at ?$ and ?&* VVVNVVVVVNVVOVVNVVOVVNV?0VNVVO
NV?&VVNVVOVVNV?#VVNVVOVVNVVOVV
? 9avelinman can throw over a friendly
foot character, if he is ad9acent to him*
This is not 'ossible if the target is less than $ he6es away from the thrower*
VVVVVVVVVVVVVVVVVVVVVVV
NVVVVVNVVVVCVQVVVVNVVOVVN VVVNVVVVVNVVBVVNVVOVVNVVO
#=
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56am'le 0; C can fire at ?# and ?0, NVVVVVNVV?$VVNVVOVVNVVOVVN
but not at ?$* VVVNVVOVVNVV?0VNVV?#VNVVO
8odifications to die roll due to range for mounted 9avelin
R"n#e Short Me$iu% &on#
Dist"ne#3& he6es 43#= he6es ##3#4 he6es
Mo$i'i"tion = # 0
or the result of the missile3fire, consult the tables -for 9avelins. from “Croisades”*
reuency of fire and movement; ffensive fire only, no limitation on movement*
2urchase Cost % 2oints value; 06 ?ttac Strength #6 efence Strength*
*.> S-ECIA& TERRAIN? MARSH AND -ITTRA-S /by 2hili''e Gaillard, Claymore ":1
These rules are for the s'ecial su''lementary ma' DThe 8arshE* The rench maga!ine Claymore
has 'roduced two such ma's M D8ontsUgurE in issue "& /a small castle on a cliff1, and DThe 8arshE
/7e 8arais1 in issue ":* DThe 8arshE has mainly flat terrain, a small hilloc, some trees and scrub,
and a wide “river” of marsh* The marsh does not lin to rivers on other ma's* It is used for a total of
4 scenarios from issues ": and "#$%#& four of these scenarios figure in this e6tension /Scenarios $,
4, A and )1, and the fifth is in the D+iing >aidE cam'aign*
Terr"in te Mo0e ost Co0er Co%2"t e''et
+oot Horse
Fater /marshy 'ools1 4 Im'assable
7ight3
8arsh /dee' marsh1 & /#1 : /#1
7ight3
ascines across marsh 0 0 @one 3Hidden 'it3tra's /01
>evealed 'it3tra's
0
0
0
$
@one 3
@T5S;
/#1 ?rmoured characters mounted or on foot must test to see if they become stuc in the marsh*
This marsh has higher move costs than the marsh terrain in ar Blades and ragon @oir*
/01 The fascines may re'resent 'its covered with branches designed to hinder cavalry charges
/as in the Bannocburn scenario1* >iders /only1 must test to see if they fall into the 'it*
##
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8arsh
?rmoured characters /both mounted and on foot1 in a 8arsh he6 roll ##= for each he6 entered to
test whether they get stuc in the mire*
14; The character is stuc and cannot move for the rest of this turn /attacs and defends normally1*
?rmoured characters that are stunned in a 8arsh he6 must roll ##= to try to stand u'*15; The character is not stunned but remain lying in the mire* 7eave the DStunnedE counter but
'lace a blan marer on the counter to distinguish it from stunned characters* The character cannot
attac and his defence strength is the same as that of a stunned character*
2its
The Scots at Bannocburn had dug many tra's covered with branches to hinder the cavalry charges*
In other scenarios these D'itE he6es will re'resent fascines 'laced across the marsh to create a 'ath*
?ll the 2it he6es are booby3tra''ed* >oll ##= for each night /only1 that attem'ts such a he6;1; The night and his mount fall into the hole the horse is illed, rider stunned and dismounted*
*4; The rider and his mount fall into the hole the horse is illed, rider wounded and dismounted*
51@; The rider safely 'asses the side of the tra'*
nce a tra' is activated /#3: on an additional #= die roll1 a marer is 'laced on the he6* -The
'rocedure seems to be that each character that successfully avoids falling into a 'it must roll the die
again to determine whether the 'it is e6'osed, thus hel'ing characters who may subseuently enter
that he6*. The cost to cross the he6 increases to $ 82s for riders /the horse slows down to evade the
obstacle1 but remains at 0 82s for infantrymen*
-@ote that the scenario DThe inal BattleE from the D+iing >aidE cam'aign uses slightly different
rules for tra's* ?ny enemy character /on foot or mounted1 entering one of #= secretly designated
booby3tra' he6es will automatically die* ? fascine marer is then 'laced on that he6* ?ny character
forced to retreat into a 'it3tra' he6 already e6'osed will also die*.
DThe 8arshE ma'
Y Side A Side ( Q Side )
? B C 5 G H I J < 7 8 @ 2 [ > S T K + F P R#
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#0
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#=
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3
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3m3
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3
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3
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3
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m3 b
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Side :
?bbreviations; b scrub /bushes1 t tree s slo'e m marsh f fascines%'its w water blan flat*
?n alternative to the use of this ma' is to use DThe ordE, treating the river as marsh and the central
ford as a 'ath of fascines* This a''roach would wor for most scenarios, but is least a''ro'riate forBannocburn where entry must be restricted to the area ?#38# behind the marsh* DThe CrossroadsE
ma' could also be modified by adding marers for marsh and ignoring the 2ool*
*.9 KNIHT&6 ARROANCE /by Christian elabos, from Claymore ")1
These rules are a''lied to rench nights during the Hundred Rears Far, and to 5nglish nights
during the earlier 'eriod of the ?nglo3Scottish wars*
The nights believed themselves to be the best warriors in the world, and had contem't for thelower classes who fought on foot; to them the military bravery of the foot soldiers counted for
nothing* To this dee'3seated contem't was added an almost com'lete lac of any conce't of
disci'line; all nights must show themselves to be valiant, and it was incumbent on them to 'rove
their valour at full s'eed by gallo'ing immediately to ill the enemy*
These two characteristics, class3based arrogance and lac of disci'line, were the cause of most
im'etuous charges* There could never be any uestion of infantry having the strength to resist an
assault by nights\ ?nd yet, cavalry were defeated when confronted by unmoving infantry of good
morale\ ?lmost every time these disasters were a conseuence of the immeasurable arrogance ofthe nights\ It is therefore necessary to 'rovide rules to simulate the above*
/#1 Basic rules
This 'ro'osed rule introduces the 'ossibility of en'ore$ ursuit during combat between nights
and foot soldiers*
If at the end of an attac of one or more nights against a foot soldier, the latter is forced to retreat,
each heavy cavalryman involved must roll ##= to determine whether the rage of battle has
overwhelmed him into 'ursuing his victim* Such automatic 'ursuit occurs on a roll of ( or #= withthe following modifications to the die roll;
#$
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- The target is wounded; # to die roll
- The target is a 'easant; $ to die roll
- The target is a night on foot; 30 to die roll
This test is made for each night engaged in the combat*
If an automatic 'ursuit starts, the 'ursuer /or 'ursuers1 maes an advance after combat and must
submit to the results of a roll on the Challenges Table if a''ro'riate* This advance after combat will
sto' as soon as the 'ursuers find themselves in contact with the target /or at the closest 'ossible s'ot
if that is im'ossible1* nly the riders who 'artici'ated in the attac on an enemy on foot can
'artici'ate in his 'ursuit* The 'ursuit does not give any additional right to attac to the 'ursuers*
/01 ?dvanced rules
In the set of advanced rules the basic rules are a''lied with a few additions*
rom now on, automatic 'ursuit can also tae 'lace against infantry not attaced but who have
retreated during their own movement 'hase* These automatic 'ursuits o'erate during the nightsE
movement 'hase and can lead to attacs*
If a foot soldier from Side ? has retreated at least ) he6es in the front arc of one or more nights
from Side B, each of the nights must undergo a test /as in the basic rules1* 2ursuit starts in the
event of a 'ositive result in the test, and so long as no obstacle se'arates the 'ursuer from his target
/infantry from the same side as the 'ursuer are not considered to be obstacles1*
In the event of 'ursuit starting, any contact between a 'ursuer and the 'ursued must involve an
automatic attac by the former on the latter* In the event of a 'ursuit involving several 'ursuers,
each combat is resolved individually* ?ll combats are resolved during the combat 'hase of the
'layer controlling the 'ursuers*
Such a rule allows simulation of the tra's that com'anies of foot could set for nights over3
confident in their own 'rowess*
*.1@ VO&&E6S O+ ARRO!S /by HervU elattre, from Claymore "(1
In the Cry Havoc series, archers and crossbowmen shoot individually, but in the 8iddle ?ges theygenerally shot as 'art of a com'any* Here are some 'ro'osed rules for com'anies of missile3men,
used in 'articular for 5nglish longbowmen*
1. Co%"nies o' %issi/e%en
Com'anies of missile3men are allowed in all the games of the Cry Havoc series to shoot onto a
'articular area of the field of battle with a destructive 'ower of shot* To do this, the shooters
/archers, crossbowmen, 9avelinmen, etcW1 must be 'ositioned in a single row, ad9acent to each
other and commanded by a sergeant or a night who is at the end of the row and ad9acent to the
com'any*
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The sergeant or night must be able to see the adversary aimed at by the com'any since he is the
one to give the order to fire* ? row must consist of at least 4 missile3men and this row can only fire
directly to their front /there is no uestion here of shooting at an angle of $=1*
Fhen grou' fire is carried out, each shooter benefits from M# on the die roll* Fhen a com'any is
going to shoot, the 'layer determines the effective range of the shot /short, medium, long1 and hewill then only be able to shoot within that chosen !one*
56am'le; If he chooses short range, he cannot hit characters at medium or long range in front of his
com'any* or each shooter a target is identified within the !one already chosen /one target can be
chosen several times1, then the shots are carried out and if the designated target has been destroyed
by an earlier shot, the shot is lost*
. Ro3s o' shooters
?n additional M# is added for each e6tra row /# additional row is 'ossible for crossbowmen and
9avelinmen, 0 rows for Festern archers, and $ rows for Ja'anese bowmen1* The sergeant or nightis not essential for each additional row 3 the first row is enough*
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4 SCENARIOS
4.1 THE -EACE+,& MEETIN >9@ (&entre0ue "i'iBue)
Scenario by Christian elabos for “+iings”, “Cry Havoc” and su''lementary ma' DThe ordE*
Bacground; ?t the end of the ninth century the @orsemen Torstein and Sigurd invaded Caithnessand Sutherland in the far north of Scotland* But the 2icts 'roved to be fierce fighters and Torstein
was illed in a battle /)(=1* 5ntering combat on his own, Sigurd attem'ted to negotiate with
8elbrita, the main 2ictish chief* However, distrusting his emissary, the @orseman travelled to the
meeting with a force more numerous than that agreedW
1. 8a' layout; The ord
0* The sides
The Vi7in#s – Jarl Sigurd; 5iri /mounted1 Hirdmen; Hallstein, T9odolv, Torberg, Torgils
Berserers; Hae, Hildebrand ?rcher; Gunnar Bondi; +agn, Torodd, Hermod, Torlei, tto*
The -its – 8elbrita; Coelmund /mounted1 8ounted warriors; Fulfric, ?ethelwulf
Javelinmen; omar /Bn1, Glum /Bn1, ?elfric /CeO1 Farrior; Balder Crossbowman; orester*
-O the original scenario s'ecified 5adric; this was an error as 5adric has no s'ear*.
$* Starting 'ositions and beginning the action; 8elbrita starts the game by entering on his
own through side & 5iri then enters through side 0* n the third turn, the +iings enter the ma'
through side 0, immediately followed by the 2icts through side &*
&* S'ecial rules
- Kse the rules on 2ictish armies from the game aid in Claymore "#$%#& /see section 0 above1*
- Crossing the river is only 'ossible at ford he6es /costing $ movement 'oints1*
- ?ny character stunned in the water is illed*
4* +ictory conditions; or both sides M ill the enemy leader*
:* 5'ilogue; ?t the end of a ferocious fight, the 2icts were defeated and 8elbrita illed* Jarl
Sigurd cut off his enemyEs head and carried it off as a tro'hy* Ill followed from this act; wounded by
a tooth 'rotruding from the mouth of his victim, he died of the infection that followed*
A* Source; Jean >enaud 3 “7es viings et les celtes”, uest rance, #((0
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4. THE DA6 O+ THE SEVEN S&EE-ERS (< =u/ 1@54 – Dunsin"ne in -erthshire)
Scenario by Christian elabos for “+iings” and “Croisades”, 'lus two co'ies each of DThe
CrossroadsE and DThe 'en ieldE ma's*
Bacground; It was by assassinating his 'redecessor that 8acBeth achieved the throne of Scotland*
The two sons of the deceased agnar /+iings1*
The "r% o' M"8eth – 8acBeth; Coelmund /5arl 3 +iings1*
@orman nights; Sir >oger, Sir ?malric, Sir Balian, Sir reu6, Sir >aoul, Sir 8ichael, Sir Falter
Crossbowmen; 5mlyn, >oger, ?lric 7ight cavalry; ?rnulf, unolv, Stig, ?s9el, Balder, Hagbard, tto /Bondi 3 +iings1*
$* Starting 'ositions and beginning the action; The two armies de'loy u' to $ he6es ma6imum
from their ma'3edge* 8acBeth taes first turn*
&* S'ecial rules
- ?ll the rules from “+iings” a''ly here* @ote however that the hirdmen can form a
shieldwall -in addition to and combined with the huscarls.*
- The Scottish light cavalry use the rules in the game aid for Scottish armies /see sections
0*#*0 and $*$ above on mounted 9avelinmen1*
4* +ictory conditions; The 'layer who ills all the enemy heavy cavalry wins the game*
:* 5'ilogue; The battle was bloody but not decisive* es'ite all the @ormans being illed and
8acBeth saving himself through flight, Siward went home em'ty3handed* It was not until #=4A that
8alcolm Canmore avenged his father by illing 8acBeth /at the battle of 7um'hanan1* 7ess than a
year later he became ing of Scotland* ]@ote for those who now their Shaes'eare and e6'ected a
forest; this is the actual battle of unsinane and there is no Burnham Food\.
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4.* THE &AST RAID A/n3i7 No0e%2er 1@9* (&e $ernier r"i$)
Scenario by Christian elabos for “+iings” and “Croisades” 'lus e6tra ma's*
Bacground; >e'eatedly humiliated by Filliam >ufus,
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&*& TH5 CH?>G5 TH5 G?7F5GI?@S, 00 ?ugust ##$) /7a charge des Galwegians1
Scenario by Christian elabos for “+iings” and “Cry Havoc”, 'lus su''lementary ma' DThe 'en
ieldE* This scenario was 'ublished in Claymore "#=*
#* Bacground; uring the battle of @orthallerton, the Scots of agnvold, Bryn9olf, ag, Tor9el, B9orn, Blotolf /Berserers1 Grim /Bondi1 Godwine,
swald, ?elfweard, ?elfric, rdhe /Ceorls1*
The En#/ish – oger, Sir 2eter, Sir Thomas, Sir Filliam, Sir?lain, Sir John, Sir 2iers, Sir James, Sir Gunter* Bowmen /shortbow1; ?ylward, Bowyer, letcher,
8athias, 5ngerrand, Chretien /Cry Havoc1 ?elle, ?elfgar, ?ldred, sric /+iings1*
&* Starting 'ositions and beginning the action; The 5nglish 'layer lays out the two ma's as he
wishes with the long sides together, and 'laces his men #= he6es from the outer long ma'3edge of
DThe CrossroadsE* The Galwegian 'layer then enters through the outer long ma'3edge of DThe 'en
ieldE*
4* S'ecial rules
- ?ll the Galwegian warriors are considered to be berserers /see the rules in “+iings”1*
- The rule from “+iings” on two3handed a6es is not used here*
6. +ictory conditions
+or the "/3e#i"ns –
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4.5 SIR AMOR6 TRISTRAM Conn"u#ht 11>9
Scenario by Christain elabos for “+iings” and “Croisades” 'lus su''lementary ma's DThe
CrossroadsE /from “Cry Havoc”1, DThe orestE, DThe 'en ieldE and DThe 8arshE*
Bacground; ?mong all the ?nglo3@orman barons who, at the end of the PIIth century, threw
themselves into the conuest of Ireland, John de Courcy is one of the most famous* However, whenthey disembared at Howth, it was Sir ?mory, his brother3in3law, who led the troo's into combat*
?mory Tristram multi'lied his e6'loits against the Irish while John de Courcy saw himself confined
to governing a 'art of Ireland* However, in ##)(, >ichard I recalled de Courcy to 5ngland*
Immediately Sir ?mory, who was in Connaught, rushed to re9oin his brother3in3law* The weaness
of his force had not, however, esca'ed EConnor, the 1* 1* Sergeants; Sgt 7ewellyn, Sgt 2ugh /C>1*
Infantry; Cliff, Shawn, ursa, Bryn, Gareth, ?rnold, Hayden, Stori, ?i /C>1
?rchers /shortbow1; 8atthew, 8yrlin, ?ylwin, Gwyn, Filliam, Hugh, ul, ?nsel
/C>1*
The Irish – Farriors; ?lre, Torgrim, Gaute, Hae, Hildebrand, lav, Klv, >agnvold,
Bryn9olf, ag, Tor9el, B9orn, Blotolf /+1
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:* 5'ilogue; [uicly surrounded, the ?nglo3@ormans succumbed under the su'erior numbers*
Sir ?mory was illed when he charged the Connaughtmen*
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4.; STIR&IN 8RIDE 11 Sete%2er 19<
Scenario by Christian elabos for “Cry Havoc” and “Siege” 'lus ma's from “Samoura^”, 'ublished
in Claymore ")*
#* Bacground; ?fter the outbrea of the revolt of Filliam Fallace, John de Farenne,
Governor of Scotland for 5dward I, marched against the rebels* ? Scottish army commanded byFilliam Fallace and Sir ?ndrew 8oray too u' a 'osition behind the >iver orth, by Stirling
Bridge* ?fter a day of negotiations, the 5nglish decided to fight the battle*
0* 8a' layout; 5nglish Q # The Tem'le $ # Fhite ragon +illage $
$* The sides /CH Cry Havoc S Siege1
The Sots – oland /CH1 without a6e; Sir Filliam /CH1*
Sergeants with a6e; Sgt Tyler, Sgt ?EFood /CH1, Sgt 7lewellyn /S1 without a6e; Sgt ?rnim /CH1*
Knarmoured billmen; 4 /from CH1 S'earmen; #: /from CH and S1 Shortbowmen; : /from CH1
2easants; ( /from S1*
The En#/ish – ichard/CH1 Sir 7acy, Sir Fulfric /S1* Sergeants; Sgt 8artin /CH1 Sgt 8orgen, Sgt 2ugh /S1*
Halberdiers; #4 /from CH and S including the $ armoured billmen1 Crossbowmen; & /S1
Shorbowmen; : /from S1 2easants; ## /from CH1*
&* Starting 'ositions and beginning the action; The Scottish 'layer 'laces his forces on the two
ma's* The 5nglish 'layer then starts the game by entering his troo's through side # of DThe Tem'leE
ma'*
4* S'ecial rules
- The river is only crossable at the bridge*
- The Scots carrying an a6e can, when fighting on foot, use the Hirdmen rule from “+iings”
for two3handed a6es*
- The Scottish 'easants can use the hamstring3cutting rule from Claymore "4*
- The 5nglish nights must use the rules on nightly arrogance /basic and advanced1 from this
issue of Claymore*
-@ote; The Scottish 'ie formations were first used at alir a year later, so the rules for them
should not be a''lied here*.
:* +ictory conditions
+or the Sots – They must control the village situated on the D+illage of the Fhite ragonE ma'
and between side $ of DThe Tem'leE ma' and the river*+or the En#/ish – They must control the village and the bridge*
To control an area, it is necessary to have at least $ characters 'resent and no unwounded enemy
there*
A* 5'ilogue; The matter ended badly for the 5nglish who lost at least #=== infantry and 0==
nights /including the second3in3command Hugh de Cressingham1* Knable to force the crossing,
John de Farenne retreated to Berwic* ?s recom'ense for his services, Filliam Fallace was made
“Guardian of the Crown and 7eader of the Scottish ?rmies”*
)* Bibliogra'hy
Ian Heath; ?rmies of eudal 5uro'e #=::3#$==, Fargames >esearch Grou' 2ress, #()(*Christo'her >othero; The Scottish and Felsh Fars #04=3#&==, s'rey, 8en3?t3?rms series "#4#,
7ondon, #((=*
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0$
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4.< +&ANKIN MANOEVRE +"/7ir7 1 =u/ 19> (-rise $e '/"n)
Scenario by Christian elabos for “+iings”, “Cry Havoc” and “Siege”, 'lus DThe ?renaE from
“ragon @oir” and the s'ecial su''lementary ma' DThe 8arshE*
Bacground; ?fter FallaceEs victory at Stirling Bridge /see scenario &*:1, 5dward I decided to rule
Scottish affairs himself* ? great royal army thus too the road to Scotland* Fallace attem'ted tosto' the invader at alir by 'lacing his men on a hill 'rotected by a marsh* This very strong
dis'osition had, however, a wea 'oint; it could be outflaned*** +ery uicly the Scottish right
wing found itself fighting at close uarters against an 5nglish charge at their flan*
#* 8a' layout; 5nglish Q ) Crossroads : N & ?rena 0
N A 8arsh (
X 5nglish
-The orientation of the ma's is not s'ecified in the scenario this layout seems most a''ro'riate*.
0* The sides /CH Cry Havoc, S Siege, + +iings%+iing >aiders1
The Sots – #: S'earmen; Bertin, Cris'in, Hal, do, Ben, 8ar, 2erin, Fat /CH1 Brendan,
8ordred, Bryn, Gareth, ?rnold, Hayden, Stori, ?i /S1* & Sergeants; Sgt Tyler, Sgt ?EFood, Sgt
?rnim, Sgt 8artin /CH1* $ ?rchers; ?ylward, Bowyer, letcher /CH1*
4 Islemen; ?elfwine, 5dgar, 5dward, ?ethelmund, Beorhtulf /+; Huscarls1*
5ui'ment; 0= 2ies #= staes /to be 'laced on the 8arsh ma'1*
The En#/ish – ## oger, Sir 2eter, Sir Thomas, Sir Filliam, Sir ?lain, Sir
John, Sir 2iers, Sir >ichard, Sir >oland, Sir James /CH1*
: Felsh archers /longbow1; wen, ylan, Idris, 8yrlin, ?ylwin, Gwyn /S1*
$* Starting 'ositions and beginning the action; The Scots are 'laced first on DThe ?renaE ma'*
The 5nglish start the game by entering a grou' of nights /“any” or “all”1 through the e6terior short
side of DThe CrossroadsE ma'* The 5nglish archers and remaining nights enter on Turn & through
the e6terior long side of DThe 8arshE ma' -side :., as shown in the ma' layout*
&* S'ecial rules
- The arena is considered to be a hill, so the terrain slo'es u' not down*
- The s'ecial rules for Scottish armies are used here*
- The s'ecial terrain rules for DThe 8arshE ma' are used -but the fascines are only a 'ath
across the marsh M there are no 'its in this scenario.*
- The rules for “volleys of arrows” from Claymore "( are used /see $*( above1*-The lifting barrier and DThe CellsE building on the ?rena ma' should be ignored* ?lternatively, the
edge of the game3board can be at row > of the ?rena and 8arsh ma's*.
5. +ictory conditions;
If all the 5nglish nights are dead or wounded, the Scots win the game*
The 5nglish are the victors once two3thirds of the Scots are dead*
:* 5'ilogue; ?fter victoriously re'elling a first charge by the enemy nights, the Scottish
s'earmen were overwhelmed by a rain of arrows* n the other flan, the situation develo'ed in a
similar way* Knder these conditions, the whole 'osition of the Scots colla'sed, and Filliam Fallace
had to flee*
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4.> THE 8ATT&E O+ 8ANNOCK8,RN 1*14 (&" 2"t"i//e $e 8"nno72urn)
Scenario by 2hili''e Gaillard using “Cry Havoc”, “Siege”, “Croisades” and the s'ecial
su''lementary ma' DThe 8arshE, 'ublished in Claymore ":*
#* Bacground; >obert I, the Bruce, had come to beseige Stirling, the last3but3one 'lace on
Scottish territory still occu'ied by the 5nglish* 5dward II decided to counter3attac and advancedwith #4,=== men* The 1*
: ichard, Sir >oland /CH1 Sir >aymond /C>1*
$ Sergeants /on foot1; 2ugh, 7lewellyn, 8orgen /S1* # Knarmoured crossbowman; >oland /CH1*
4 Knarmoured archers /shortbow1; ?ylward, Bowyer, Chretien, 5ngerrand, letcher /CH1*
A ?rmoured halberdiers; rederic, @aymes, Geoffrey, tto, Tom, Fatin, Fynen /CH1*
## 2easants; ?ll from Cry Havoc O*
-O The scenario as written states “?ll #= from Cry Havoc 'lus orester” this is obviously an error
as there are ## 'easants in “Cry Havoc” and orester /a mi63u' with armerL1 is an unarmoured
crossbowman* It is suggested that 'layers 9ust use the ## 'easants from “Cry Havoc”*.
&* Starting 'ositions and beginning the action; The Scots are 'laced on the Crossroads ma' and
divided into two grou's* The infantry and the
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A* 5'ilogue; The & Scottish “schiltrons” /circles of s'earmen1, seconded by the cavalry, 'ushed
the 5nglish bac into the marsh and slaughtered them mercilessly* Bannocburn was /after
Hastings1 one of the most humiliating defeats suffered by 5ngland; # count, : barons, 0== nights
and many hundreds of infantrymen lost their lives there* or many years Scotland had recovered its
inde'endence*
Bibliogra'hy
The Scottish and Felsh Fars #04=3#&==, s'rey*
* 5ggenberger; ?n 5ncyclo'edia of Battles, over 2ublications*
4.9 RAID ON THE &O!&ANDS Sot/"n$ 14th entur (R"i$ sur /es 8"sses Terres)
Scenario by Christian elabos for “+iings” and “Croisades” 'lus the ma's from “Cry Havoc”*
Bacground; After having created a Highlander out of a common piece of horse dung, God asked
him ‘What are you going to do now?’
Into the 7owlands, re'lied the creature, to steal a cow* This story, which circulated in the 7owlands
during the >eformation, originated from the raids conducted by the clansmen towards the end of he
8iddle ?ges* Here then is one of these raids on the 7owlands*
#* 8a' layout; The +illage N The Crossroads
0* The sides /+ +iings%+iing >aiders C> Croisades1The Hi#h/"n$ers – Clan chief /on foot1; 5dmund /+1*
: ?rchers; Simon, >obert, Jean, @icholas, 2eter, >enier /C>1*
The &o3/"n$ers – oger /C>1* 0 Sergeants; Sgt 2ugh, Sgt 7lewellyn /C>1*
: 2easants; 8orris, Jas'er, Ivor, ylan, FillEm, Gawain /C>1*
4 Fomen; Blodwin /C>1 ?gatha, ?strid, Hilda, Judith /+1* ?nimals; # goat, # 'ig, 0 horses*
$* Starting 'ositions and beginning the action; The 7owlanders are divided into two grou's,
and 'laced at the 'layerEs choice on the two ma's* The livestoc are 'laced in the courtyards of the
houses, but can never enter the houses*
The Highlanders start the game by entering through one or more sides of DThe CrossroadsE ma'*
&* S'ecial rules;
- 5dmund cannot fight on horsebac*
- The rules for two3handed a6es a''ly to the Highland chief*
- The courtyard walls in the village are considered to be low walls /see $*: above1*
- The nightEs horse is 'otential booty*
- @either of the two sides can ill any of the 'recious animals* nly the nightEs horse might
die if it is involved in a combat with its master on its bac*
4* +ictory conditions; The livestoc are the ob9ect of the game* If at any time the clansmen
manage to leave the ma' with at least two living animals, they are victorious*
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4.1@ +IHT TO THE DEATH North Inh in -erthshire 1*9; (&utte %ort)
Scenario by Christian elabos for “+iings”, 'ublished in Claymore "#$%#&* This
scenario with eual sides also a''ears in the set of translated DTournament scenariosE*
Bacground; In the first half of the PI+th century Clan 8acintosh received the lands of Glenloy
and 7och ?raig as reward for its loyal services to the Scottish crown* These lands were, however,
occu'ied by Clan Cameron\ To defend their 'ro'erty, the latter began a struggle against Clan
8acintosh* In #$(:, obert III organised a melee between $= cham'ions from each of the
two clans*
1. 8a' layout; The 'en ield and The Coast "0 laid out by agreement between the 'layers*
0* The sides
The C"%erons –
?rmoured warriors;3 Hirdmen; ?gnar, Torberg, Gunnstein, Tor, Sule, Ingemar,
Hallstein, agnar, Klv, Bryn9olf Ceorls; Godwine,
?elfweard, ?ethelberht, ?elmaer Bondi; Glum, Gyrd, Balder, tto, Hermod, omar*
The M"7intoshes –
?rmoured warriors;3 Hirdmen; 8agnar, Torstein, Heinre, Softe, Tryggve, Hulvid, T9odolvHuscarls; 5dgar, 5dmund, ?ethelmund, Hygeberht, agnvold Ceorls; swald, rdheh, 5adric,
Feohstan Bondi; Rngve, >unolv, Hagbard, Torodd, Torlei Thane; Sigulf 2easant; 5adred*
-Since he is 'laced with the unarmoured clansmen, the 'layers may o'tionally agree that the thane
Sigulf should be treated as unarmoured and with a movement allowance of )*.
$* Starting 'ositions and beginning the action; The Camerons are 'laced on the ma' along one
of the three landward sides* The 8acintoshes are then 'laced along one of the two remaining
sides* etermine randomly which of the two sides starts the game*
4. S'ecial rules/#1 The rules for two3handed a6es /from “+iings”1 are used here* n the other hand, neither
the rules for bersers nor those for shieldwalls are used* -The Camerons are slightly stronger
and have more a6emen, so to hel' balance the sides those ceorls and bondi with small a6es
could be treated as using two3handed a6es*.
/01 ?t the beginning of his 'layer3turn, each 'layer rolls ##=* If the number rolled is higher
than the number of surviving clan members, 'anic sei!es his troo's and they immediately
lose the game*
-@ote; Since there is no mention of 9avelins or stone3throwing, it a''ears that those s'ecial rules for
highland clansmen are not a''lied to this scenario* They are an o'tion, however, since both sides
have eual numbers of both clansmen to throw stones and s'ear3armed clansmen to throw 9avelins*.
5. +ictory conditions; To win the fight, the enemy must be e6terminated or 'ut to flight*
0A
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:* 5'ilogue; The 8acintosh victory was overwhelming; they did not suffer one 'erson
wounded while the sole Cameron survivor owed his safety to his flight across the >iver Tay* or all
that, this combat did not 'ut an end to the conflict; it continued for another two hundred years*
Version !" #une $"""% version ! amended section &!' (marsh and pit)traps*!
+G- .+./H 0 /1233./H Armies, version !, April $""