Hogan’s role in this scenario is as a scout and not a fighter. He provides the Jacobite player with some extra options which emphasize his local knowledge and cunning.
· Hogan and the Shannon: Hogan can change the position of the ford! When he writes down the designated crossing point at the start of the game he also chooses a second option. If at any time during the game his first option looks too risky he throws a D6 and on any score except 1 or 2 his second option becomes the ford unless the first option has already been used. If so, it must stand as the crossing point. He need not reveal the outcome of the dicing activity but must tell the Williamite player that he is making a ‘ford throw’. Arguments about outcome can take place over a whiskey later please gentlemen!
· Hogan and the bogs: With such a deep connection to the land Hogan can misdirect enemy troops into difficult ground. At the beginning of each new turn the Jacobite player has the option to place a piece of impenetrable boggy terrain directly in front of a mounted or dismounted enemy squadron. The bog can be oriented in any way but should be roughly 6 x 6 inches in dimension. This option can only be invoked once.
· Hogan and the shadows: Hogan has hid and ambushed in this area many times. The squadron he is attached to can, if charged, move D6 inches away from the chargers beforethe charge move begins and the variable component diced for. This can be done only twice in the game and only to the group which Hogan is part of. He knows many hollows and gullies and directs his comrades to safety before they are caught by the enemy.
At the beginning of the game the Jacobite player should write down which squadron Hogan is attached to. He must stay with this group for the duration. His model should not be placed onto the table until the ‘Hogan in the shadows’ option is invoked. Then he appears as an extra model with the squadron. He has no fighting value, does not count as an extra model in combat but does check as an officer casualty if his squadron takes losses from shooting or fighting. Use the officer hits table from Beneath the Lily Banners.
|Warfare Miniatures' Patrick Sarsfield model - every inch the Jacobite Hero, painted by Peter McCarroll|
Sarsfield although not a tactical genius, is known to have been an extremely brave and inspiring officer. In such a small scenario as this he should have the highest officer rating under the rules you use. Using Beneath the Lily Banners he should be rated at Gifted which influences the percentage of troops which can be moved in any given turn. He may move between units during the game. He adds 2 combat dice in any close combat. This is not usual for officers in BLB but this is exceptional for this scenario.
|John Lanier? A conversion from Warfare Miniatures' William III by Dave O'Brien|
The Williamite commander during the pursuit may have been Lanier or Villiers one of the English cavalry commanders. In fairness and to alleviate any charges of pro-Jacobite bias we shall give him the option to be either Skillful or Inspirational on a 50% throw. This will allow the Williamites to have at least 25% of their force moving every turn as a minimum. The Williamite commander can add 1 combat dice in any close combat.
If either leader is killed then a new leader is appointed and diced for using the normal system for determining commander ability.
Other officer models
|A fine officer with plenty of period flavour from Warfare Miniatures pack WLOA22|
There are a large proportion of extra officers in the game, one for every two squadrons. As the squadrons all begin in pairs the officer is the commander of a pair. When determining whether a squadron is in or out of command for morale purposes, remember which officers are responsible for which squadrons.
|Rapparee hunters - the fearsome Enniskillen dragoons|
The Rapparee bands
In the true vein of unpredictability the Rapparees will offer further complications to the scenario. Before the game begins throw a D6 for each band. This will determine in which 2 foot square they begin the scenario. Score 1 - b , 2 - e , 3 - f , 4 - g , 5 - h , 6 – k. They both cannot start in the same square. Having diced up, place them on the table. At the beginning of each turn throw a D6 for each group. On turn 1 they activate on a score of 1. On turn 2 they activate on a score of 1 or 2. This continues until the automatically activate on turn 6. Once activated throw a 50% dice for each group. On an odds score they fight with the Jacobites. On an evens score they are assumed to have cut a deal with the Williamites. It will be possible to have one group on each side. They can shoot as two Foot stands but receive no first volley modifiers at any point but do receive other appropriate positive or negative modifiers. They fight move and fight as tribal infantry but cannot charge mounted troops. They are not slowed or disordered by the woods. They are classed as RAW.
|Whose burning the gin? Warfare Miniatures Wagon WLOA940|
The wagon is the albatross for the fleet of foot Jacobites. It moves at a rate of 6 inches with appropriate penalties for ascending the slope. It contains booty. It is defenceless if contacted or charged by the enemy so must be protected at all times and will slow the Jacobites down probably forcing them to retire. It can be guarded by a Rapparee group.