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Wednesday, August 19, 2020

Furioso for the Nine Years War in Ireland



Earlier this year I bought a copy of Furioso Wargames rules and loads of Venexia figures for the Italian Wars.  After reading through a couple of times I thought they might have potential for the Nine Years War in Ireland. My attention was initially drawn by the ‘Raiders’ cavalry type that intended for Genitors and Stradiots which would also do nicely for Irish cavalry.  The other troop types seemed equally adaptable to the Irish Wars.

Furioso does provide its own English and Irish lists, good to see, but neither reflect the combatants of the Nine Years War. As you will see I have had to tinker a little to get the right effect.  Irish caliver units could be four stands rather than the English three. As an alternative Irish calivers might be deemed ‘Drilled’ which would enable them to re roll any 1s when firing. 


Likewise, Irish mail clad ‘Raiders’ who also field four stands compared to the English three. Redshanks do not get to ‘Highland Charge’. I still need to work out how to reflect targeteers English and Irish. 

Furioso has a section on basing but I think the rules will work fine with whatever base sizes you use.

Here is my, yet to be tested, take on the armies for Furioso.


English Cavalry
Type
Tactic
Combat
initiative
Weapon
Armour
Move
No. of bases
cost
Demi lance
cavalry
Galloper
3
Plus 1
Lance
Heavy
8
4
24
Petronel
cavalry
trotters
3
Plus 1
Arquebus
Heavy
10
4
24
Border Horse
Raiders
Raiders
2
Zero
Lance
Armour
12
3
12

Pre 1600
English
Foot
Type
Tactic
Combat
initiative
Weapon
Armour
Move
No. of bases
cost
Calivers
Foot
Skirmish
2
Minus 1
Arquebus
None
6
3
9
Muskets
Foot
Shot
2
Minus 1
Musket
Armour
4
4
12
Pike
Foot
Melee
3
Minus 1
Pike
Heavy
4
4
12

Post 1600
English
Foot
Type
Tactic
Combat
initiative
Weapon
Armour
Move
No. of bases
cost
Calivers
Foot
Skirmish
2
Zero
Arquebus
None
6
3
9
Pike
Foot
Melee
3
Zero
Pike
Armour
4
4
12

Irish Cavalry
Type
Tactic
Combat
initiative
Weapon
Armour
Move
No. of bases
cost
Mail clads
Raiders
Raiders
3
Plus 1
Lance
Armour
12
4
24
Irish Horse
Raiders
Raiders
2
Plus 1
Javelin
None
12
3
12

Irish Foot
Type
Tactic
Combat
initiative
Weapon
Armour
Move
No. of bases
cost
Calivers
Foot
Skirmish
2
Plus 1
Arquebus
None
6
4
12
Pike
Foot
Melee
3
Plus 1
Pike
Armour
6
4
12
Redshanks
Foot
Melee
3
Zero
Polearm
and Bow
Armour
4
4
24
Galloglaich
Ferocious
Melee
3
Zero
Polearm

Armour
4
4
24
Kern
Foot
Skirmish
3
Zero
Javelin
None
6
3
9

So, how does this work out on the table top?  Let’s try a few typical match ups from the Nine Years War.




Here we have a skirmish between English and Irish caliver men. 




Range is short and the English throw 2 D6 per base minus 1 dice for being skirmishers.  They score a hit on a 5 or a 6. They score 2,2,3,4, and 5. So one hit.  The Irish get a saving throw of 1 D6 for the hit and 2 D6 for being skirmishers succeeding on a 5 or 6. They score a 5 so the hit is removed.



The Irish return fire also throwing 2 D6 per base (but they have 4 bases) minus 1 dice for being skirmishers.  They score 1,2,4,5,6,6,6.  So four hits.  The English get to throw four saving D6 for the hits plus 2 dice for being skirmishers. They throw 2,2,2,2,3 and 4.  The hits stand and a base is lost. The English are now in trouble.

A clash of cavalry English demi lance against Irish mail clads. 



Both sides fight the Irish inflict 3 hits and the English 2. Both sides throw for saves the better armoured English save all their hits and the Irish only one. 
 


The following morale test makes the Irish retreat with an additional casualty.




A push of pike English and Irish.






Both sides throw 8 dice looking for 5 or 6 to hit.    The Irish manage 4 hits and the English 2. Both sides now throw for saves. The Irish throw 3 dice ( 1 dice per hit and 1 dice for their armour) and get two saves.  The English are better armoured and throw 6 dice (1 dice per hit and 2 dice for their heavy armour) getting four saves.  The melee continues but the Irish are going to be lucky to overcome the English armour.



Redshanks against demi lancers as happened at the battle of Aldfreck. 




 

The demi lancers charge but they are disordered by the ground. Normally they would throw 3 dice plus 1 for charging.  So, 4 dice per base,16 for the unit. As they are disordered, they will throw 8 dice. They get 2 hits.


The Redshanks throw 12 dice and score 4 hits. 

Both sides throw for saves.  The demi lances throw 6 dice and save two hits.  The Redshanks throw 4 dice and save one hit. In the morale test the demi lances fail and have to retire with an additional casualty.

While we are considering Redshanks I don't intend to use the Furioso minus for bow shooting.  Redshank archery standards did not decline in this period.

Also the Furioso infantry v cavalry close combat rule in my games will not apply to Redshanks, targeteers of both sides, Galloglaich or English/Palesmen Bills.  All of these types of soldier were more than capable of closing up and resisting cavalry.  That is not to say they should prevail but merely that they might. Accordingly, such units will lose 1 dice a unit when charged by cavalry.

If you have been reading the other posts in this series you will notice that the results above do not seem out of step with what we found actually happened in combat.  I may try a small Nine Years War game with Furioso.

 

4 comments:

  1. Sounds good to me OB. I'm really enjoying your posts on the other NYW. These smaller and more unusual wars really float my boat.

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  2. Good to hear Ray. Yeah, the less usually gamed stuff seems to have a higher potential for fun.

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  3. Very interesting. Like the sound of these rules, and miniatures fantastic looking.
    Look forward to the bigger game.

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  4. Much appreciated. A game is being planned I'm not sure which battle though.

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