Sunday, January 27, 2019

Once More to Battle With MacDuff

My MacDuff to the Frontier rules haven't hit the table very often since I became enamoured of grids and no figure removal but I intend to change that this year. Its been more than 20 years since the Courier published them and as one does, I started tweaking them years back and it all got out of hand. A couple of years ago I started trying to get them back closer to the original idea but at the same time trying to adjust things so I can use them for larger games in less time, especially at conventions, but I haven't really touched them in a year.

This scenario was a simple 2 equal and opposing forces are sent to capture the Stone Inn, at the same time.
About 5 turns in. Both forces are finally on table but Red (the Maritime Alliance) has seized the Inn. Opposing cavalry have clashed indecisively and Red has decided to switch his to the other flank and trust to his infantry to hold off Blue's cavalry beyond the inn.


A rules error by Red has resulted in his Grenadiers being driven out of the inn by amazingly destructive close range volleys by MacDuff's Grenadiers. Blue saw what looked like an opportunity and sent in his cavalry. The infantry held fire to the last minute and tore the Orleans regiment  to shreds! 

MacDuff's Grenadiers have seized the Inn. The Irish made a bad call (based on rules and the card draw sequence), fired at long range then advanced rather than advancing and holding fire only to have MacDuff's advance holding fire then pour in a deadly volley during the final fire phase then get first card on the next turn allowing them another deadly volley, breaking the Irish.  All looks good for Blue and dismal for Red, apart from Fitzjames's Horse on the flank. 


The combined fired of Red's artillery and Grenadiers has forced MacDuff's to fall back while the Red Horse has over run Blue's artillery. Given a breathing space, the Irish have rallied.


Red's infantry storms the Inn while a counter attack by the Orleans Cavalry is routed by Fitzjames' Horse. However, the Queen's regiment is finally engaging, if they can break Red's infantry while MacDuff's reform, the battle can still be won.

Nothing like a cavalry charge into the rear of a rallying infantry unit  to clear a battlefield. The Blue commander was forced to order a retreat while the Queen's Regiment was still capable of providing a rearguard. (In other words Blue's army break point was reached.)
A couple of quick lessons: there are some critical bits missing off the quick reference sheet and I am rusty enough that I should have had one in hand instead of working from memory with an occasional peek at my tablet.

I think I need to try a bigger game now.

19 comments:

  1. Love the look of this game , will there be a link to the rules once you have them sorted out ? .

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    1. There will be. There is already a link to the Quick Reference sheet to the right under With MacDuff to Huzzah 2019

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  2. A victory for the redcoats. The universe is as it should be, balance is restored!

    I do like the look of the tricorne era all those lovely straight lines.

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  3. A lovely looking models. Are the knocked over models for the photos and game narrative, or part of the rules?

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    1. They serve both purposes. Since their inception in the 90's "hits" are assumed to be a mix of temporary and permanent reduction in combat ability whether physical or moral so a figure is "knocked" over When a unit ralies it rolls to see which figures return to the ranks and which are removed permanently. If a unit drops below 1/2 after rallying it is out of the game. The better the unit quality is, the more likely it is to recover and hang in and vice versa.

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  4. Awesome pictures and I love the classic semi-flats getting to exercise again!

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    1. They are the last of my 18thC armies so should get out more now.

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  5. MacDuff rides again! I always enjoyed the rules and look forward to the possibility of another at Huzzah! Great pictures! Now, I'm thinking I'll need to dig out all those PA molds!
    Hmmm...shiny 40's? almost as good as shiny 54's!

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    1. Ambush game Friday night, full game Saturday afternoon if you're scheduling....

      You can squeeze more on a table than with modern 54's.....

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  6. Splendid stuff Ross...
    How many figures did you have on the table?

    All the best. Aly

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    1. Not many, it was just a refresher to get in the mood, maybe 100 per side all told.

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  7. Poor old Irish, they sure made a costly error there.. and yet its strange how (when playing solo) even if we make a mistake or two, it almost always plays perfectly into the narrative, and a little thematic mind play will always come up with a suitable reason for it.

    Lovely game, and very immersive. I always feel inspired after reading and viewing one of your posts.

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  8. Yes, not like I'm shifting the mistake from me to some little tin guy right? Actually in some of these cases I came up with 2 or 3 tactical option and diced to see which one to try.

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  9. Lovely looking table. A tough task to back engineer rules that have been evolving over time.

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    1. Indeed, especially trying to identify and back out of wrong turns while dealing with shifting goals. Hopefully things actually are stable enough now.

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  10. I tried MacDuff some years ago and recall it fondly as a cracking good time. I should drag my SYW figures out and have a go at it again.
    I like the idea of thinking up a few tactical COAs and then dicing for them.

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