2019-11-07

Blood & Plunder - Scottish Militia

Most of my latest haul has been painted. A whole lot of Blood & Plunder Englishmen and generic Europeans, with the intent of using them for the Scottish Militia list. Of course, they will be equally useful as actual englishmen, expanding my collection of such to a respectable degree.


This should be enough for various iterations of 200 point lists. Might have to expand with a few models, but not many.


First up, the militia, and the commander. English Militia models (and a few spare Freebooters), and will be equally useful as English and generic European Militia. The large unit is only 10, which makes them probably to most likely to get expanded to 12. The smaller unit of 8 should be fine as is, it would be rare to need two large units.


And of course, some more solid Soldiers. Once again, either generic European Soldiers or English Musketeers. Two units of 8 ought to be enough. Can be fielded with or without bayonets, and half of them have actual bayonets modelled on their belts. I am inclined to go with bayonets, for that scottish feel of the charge.

That finishes the core troops of the scots. Not that much to choose from, either cheap militia who's mediocre at range but might surprise in the melee, or more expensive soldiers who are decent to good at both range and melee. Or, preferably, a mix of both.


For support troops, there are three to choose between. First up, artillery. because sometimes, you just want to have the biggest gun on the field. These can also do double duty as Sea Dogs (or European Sailors), if one elects to leave the cannon behind.


And finally, there is the European Militia Cavalry. About as good at shooting (and avoiding being shot at) as their footslogging brethren, but horses do move faster, and allow them to carry a plethora of pistols as well.

I will admit to a bit of theorycrafting here, the combination of Brace of Pistols, allowing for rerolls to hit in melee, and Brawlers, where each 10 generates another dice to attack, is something I find great and hilarious (that's a potential 12 hits from 6 models, and a decent chance of at least one 10, which is always exciting). I guess I can't always just go by what is historical.


The scottish militia is quite fascinating, both historically and game-wise. The combination of Quick and Brawlers on all units should make them excellent at going in for a charge. I especially want to perfect the ability to charge forward, fire a musket volley at very short range, then charge in (preferably with bayonets mounted). At a first glance, they might also be one of the better Cavalry factions. They are limited on the amount of cavalry they can take, sure, but they have access to the cheapest possible (interresting, generic European cavalry is cheaper by 1 point per model than similar units in the major nations), while also granting it Brawlers, for an excellent punch in melee.


Naturally, I have initial lists designed for testing these fellows. First up, at 100 points (useful to learn the basics, and for shorter games on a weekday evening), the plan is to field
An Experienced Commander
7 Militia
7 Soldiers, with Plug Bayonets
4 European Cavalry Militia

I am as of writing this unsure if English Militia or European Militia is to be preferred (something to be tested on the field over the next few months), trading Resolve for a better Melee Save. Similar thing goes for European Soldiers and Musketeers, trading better Shoot Save (6 or 7), and taking less fatigue in melee for Resolve (5 or a fabulous 4!, making it unlikely to take any fatigue anyway). Gaming will tell.


For 200 points, the above list will be greatly expanded into
An Experienced Commander
10 Militia
6 Militia
8 Soldiers, with Plug Bayonets, upgraded to Veterans
7 Soldiers, with Plug Bayonets, upgraded to Veterans
6 European Cavalry Militia

Still the same problems of English vs generic Europeans, but this should allow the Soldiers to shine, being able to charge 12" with a spade, or 8" and a volley on the way. Militia will be more Fire Support and clean-up crew (and cheerleader, with the small unit of Militia partly there to be a fifth unit for cards).

Once these two lists have been tested to destruction, it's time to try alternatives.

  • Is an experienced commander needed, if fielding english units at 100 points, or are more bodies better?
  • How well can artillery be incorporated?
  • Are Sea Dogs or European Sailors even worth considering?
  • Characters: a Reformado and/or Officer with the Soldiers would make them even crazier, charging 12" AND firing on a spade. Or just the 12" charge, while still Trained.
  • Musician: might be worth it, might not, but bagpipes do feel kind of necessary.
Time, and games, will tell. Does anyone else have some insights they would like to share?

/Fool Out

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