On this content page, I share references and resources that I have produced in support Osprey's Pikeman's Lament rules. Please note that these are only supporting materials: you will need a copy of the rules to use them (and I heartily encourage their purchase).
NEW CONTENT ADDED JUL 24, 2022: NEW UNITS (LIGHT CAV & MODIFIED DRAGOON) PLUS ALTERNATE PLAYER REF, UNIT MATRIX, AND UNIT CARDS THAT INCORPORATE THE NEW LIGHT CAV AND MODIFIED DRAGOON: SCROLL TO "F" AT BOTTOM OF PAGE FOR NEW MATERIAL
A NOTE ON THE MATERIALS AND A REQUEST
The materials on this page were developed for use in our club and have been proofed in use in our games--it is my hope that they will prove useful for others as well. They reflect the rules as written while also incorporating Q&A posted on the Pikeman's Lament Forum. If you download the materials, please consider dropping a comment to let me know that you visited. Any feedback (or corrections) would be welcome.
A NOTE ON THE STRUCTURE OF THIS PAGE
There are jpegs with explanations of the materials for previewing (you may clix pix for BIG PIX to get a better look). Click on the name to view and download a pdf of the resource.
A. Markers (click for pdf)
Waver markers (left) and Close Order and First Salvo markers (right). We found that rather than using figure configuration to denote Close Order that markers were better, particularly in cases where multiple figures were mounted on a stand as opposed to individually. The First Salvo marker helps with bookeeping. We put them down at the start of the game and then pull them once the unit expends it first salvo.
This is divided into the definitions of the terrain categories (top) and then the categories that apply to the specific types of terrain (bottom).
This is a front-and-back single page player reference. Top: the front side has color coded areas: black for administrative/game processes; green for movement; purple for morale related processes; red for combat processes. Bottom: the backside has the special abilities. All sections include page number references (which we've found very handy when needing for info than the reference had).
The Unit Matrix is another front-and-back reference. Note that the current version is #3--which corrects the shoot value for the Field Gun, which should be 3 (the pictured version above is #2). In practice, we found ourselves mixing up the Activation Test and Combat Value columns when using the black and white reference--so I created a color version as an option to help differentiate them. The front side (top) lists every unit type in the game along with figure counts, characteristics, point values, and special abilities. We find this reference particularly good when putting together companies--some prefer this kind of reference as a play aid as well (as opposed to the unit cards). The back side has the full explanation of the special abilities as well as a separate matrix for close order units: given the nature of close order, we find it easier to look at a new table for the units rather than trying to remember to apply the differences in the discrete areas. The only departure here is the stipulation that plug bayonets would not have a shoot value (that isn't in the original rules: that is one for our group). Again, the page numbers in the rules are referenced as well.
I produced a card for each unit type (and variation of each type) in the game. I print these out on cardstock. These have the same information as the unit matrix, only broken out by unit on individual cards. Although you could issue one card per unit, we generally don't use them that way. We use one card per unit type in play (so if there were two veteran dragoons in a company, there would be only one veteran dragoon card needed for reference--but having one per unit could be helpful: depends how much printing you want to do). There is a separate unit card for each unit in close order: I paste that on the reverse of the corresponding card--when it goes into close order, I flip the card over for reference.
A sample of unit cards.
There are also blank write-in cards.
F. New Materials: Light Cavalry and Modified Dragoon Plus Alt Unit Matrix, Player Ref, and Unit Cards
In our group, we wanted to expand the category of units that fall under "dragoons" into two different kinds of units, each reflecting different capabilities on the table. So we added a "Light Cavalry" unit and modified the "Dragoon" to make it less universal. I did the mods, and I 'll spare you all the things that went into coming up with the numbers. Suffice it to say that the dragoons are a mix of shot and commanded shot, with the higher movement value and stamina of mounted units: they aren't quite as capable as light cavalry in terms of maneuver (they no longer evade, but the defend better: basically, they defend like shot). The light cavalry retained the highest movement rate on the table, along with skirmish and evade, but their shooting range was lowered to reflect fire from the saddle (being longer than trotters but less than dragoons, who would ostensibly be shooting--at least partially--from foot). The light cavalry now reflect the range of eastern horse archers (Tartars, Cossacks, and other eastern flavored horse) as well as those employing carbine fire mounted. We have tried these and like the way they play. Offered for your consideration:
Adding these new units meant updating all the other resources to reflect these changes (no good deed goes unpunished). So you can find the alternate versions of the Player Reference, Unit Matrix, and Unit Cards below.
Excelsior!
Thanks for sharing these great resources!
ReplyDeleteYou're very welcome Paul. I hope you are able to get some good use out of them!
DeleteJust saw the unit type update, very useful for my eastern Europe collection. Thanks again.
DeleteThank You!
ReplyDeleteYou're welcome (thanks for dropping the note): enjoy!
DeleteHadn't noticed these before. I shall use them for my refight of Corrichie in a few weeks time. Thanks for putting them together and sharing them!
ReplyDeleteThese content pages do run under the radar, I think. Glad you found this one. The refs have worked for our group; hope they do the same for yours.
DeleteNew to your blog, wonderful resources!
ReplyDeleteGlad you found your way to the resource tabs/pages. Happy to share.
DeleteFirst time on your blog. Thanks for these, just what I was looking for and really well presented!
ReplyDeleteWelcome: hope you find them useful!
DeleteEd this is great also your different takes on dragoons and light cavalry are great
ReplyDeleteThanks for dropping the note: always good to know when folks drop bye (and think things are great 😉). Enjoy!
DeleteThanks much. Really nice work. Just started with these rules. In the past, my go-to rules for this era have been Irregular Wars for small games, and old-school Gush/WRG for larger battles, not to mention Husaria for E. Europe. First game will be a colonial battle @ 1600 between Spanish & Portuguese somewhere in the contested areas south of Brazil. Went low budget with PDF of the rules, paper soldiers from Wargamevault, along with Peter Dennis paper terrain. A fun break from painting.
ReplyDeleteThese have worked well in our group. Hope they work well for you! I have all those rules that you mention (seems a familiar habit...). At some point, I intend to give Irregular Wars a spin. That's one very good thing about individually mounted figs (or paper soldiers)--you can play multiple sets of rules with the same collection. Enjoy!
DeleteThank you!
ReplyDeleteYou're welcome. Thanks for dropping bye!
DeleteGreat stuff and should make the gameplay easier! My group start with it this weekend and will drop it in my groups file so everyone can get them! Thanks again!
ReplyDeleteThey have worked well in our group and in convention games. Hope they facilitate your group's entry to the system. We found ourselves using the unit matrix for unit information more so than the cards (which we used more earlier). Keep in mind that there are two versions: the alt one incorporates our modifications, as stated, for dragoons and light cavalry. If you're just getting started, you probably want to begin with the base version and then de cde if you want to adapt our mods.
DeleteExcellent resources to speed up gameplay at the table!
ReplyDeleteEnjoy: thanks for dropping bye.
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