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wargames:killin:musketsgalore

Introduction

Fergus McIvor made it back to Innishewan with the standard gifted to him by the Young Pretender at Glenfinnan. Gathering his tacksmen together they have raised the McIvor clan for the Jacobite cause. But muskets are short, and now Fergus is waiting for a consignment of French weapons that is due to arrive by boat from across the loch.

Fergus leads a small group of men down to the landing stage on the edge of the village hoping to dodge the British patrols, avoid the vigilance of the Campbell sentries watching the loch from Finlarig castle, and meet up with the boat and crew and carry off their precious cargo.

Unbeknownst to Fergus, a detachment of British dragoons is patrolling the road around the loch, and is likely to arrive at any time.

Map

Briefing

The game starts with the boat carrying the muskets out in the loch. It's aim is to travel up river and unload it's muskets at the landing point beyond the bridge (marked in blue on the map). This also marks the deployment point for Fergus McIvor, who can deploy as soon as he is activated. The Argyll militia cannot deploy until the alert has been raised. A watch is being kept at Finlarig castle, use the blank card to represent the sentry. When this is drawn the sentry must complete a task roll of 10 to raise the alarm at the castle and allow the militia to deploy when activated. Similarly, the British patrol cannot deploy. When Lieutenant Fox's card is drawn roll a 4 or higher on a d6 to successfully deploy. The Dragoons enter from the road at the northern edge of the map.

Forces

The Jacobites

  • Fergus McIvor (status 3 leader)
  • Evan Dubh MacCombich (status 1 leader)
  • Callum Beg (musician)
  • 3 groups of highlanders (early rising)
  • (34 points)

The Sailors

  • Capitaine Le Pis (status 2 leader)
  • 1 group of merchant crew
  • 1 long boat
  • (8 points)
Merchant Crew Type Militia
Points Value 5 Weapon Muskets Size 12
Formation First Fire Controlled Volley Crashing Volley Step Out Drill Characteristics
Never No No - - -

The Campbells

  • Donald Campbell (status 2 leader)
  • Hamish Campbell (status 1 leader)
  • 2 groups of Argyll militia
  • Angus, marksman
  • (19 points)

The British Patrol

  • Lieutenant Fox (status 2 leader)
  • 1 group of raw dragoons
  • Ensign Weasle (status 2 leader)
  • 1 group of regulars
  • (24 points)

Special Rules

Taken from the “Pirates” special rules in the 2017 Christmas Special xmasspecial2017-2.pdf

The sailors are manning a long boat. This has a maximum capacity of 12 in addition to the crew, and a strength of 12. It travels at rate of 3d6 inches on activation (minus one pip per die on travelling up river against the current). Getting in and out takes one action for sailors, and two for non-sailors. Unloading muskets is a task requiring a task roll of 10 to complete. Once unloaded the muskets can be carried away by one group of highlanders at no additional movement cost. The muskets can only be unloaded at the jetty near the bridge at the village.

Troops in a boat are treated as if they are in light cover. Men in boats fire at half effect.

Victory

The Jacobites win if they escape with the muskets (they cannot remain on the boat. For the Jacobites to claim victory they must be landed and carried off by the highlanders). The British win if they capture the muskets, and can claim a partial victory if the muskets remain on the boat.

After Action Report

Here is the after action report for “Muskets Galore”.

wargames/killin/musketsgalore.txt · Last modified: by 127.0.0.1

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