RFCM

Rules => Regiment of Foote (ECW) => Topic started by: Sean Clark on August 14, 2022, 01:07:28 PM

Title: Clubmen
Post by: Sean Clark on August 14, 2022, 01:07:28 PM
Martin makes some lovely clubmen, but as yet there are no specific rules in Regiment of Foote. Although technically not used in battles and not allied to either side, they make a fun unit to use in the game.

I'd suggest they are 2 bases strong like musket units, and have no shooting ability and obviousley no pike effect. They be pretty useless, but like any conscript troops, would be good in support and possibly as harassing troops. Maybe they could only be conscript too?
Title: Re: Clubmen
Post by: Big Mike on August 14, 2022, 01:40:58 PM
Sean, good to see you yesterday in Dorset where many a Clubman was to be found of course.
I have 2 such units and fielded them once or twice with no real effect other than to but I like your ideas for an addition to the rules. Perhaps it can be added by Martin to the ROF rule additions soon to be published, or if not agreed between the players as an option. I would also  suggest nil point cost for the 2 units, only to used for Early War English armies and they do not count  in any Victory Point totals, compensations or Scenario effects.
Is that OK, Martin?
Mike
Title: Re: Clubmen
Post by: John Watson on August 14, 2022, 11:24:08 PM
I think they could be used to protect the baggage train. So perhaps if you have them in your army the looters should lose half their dice for looting.
John
Title: Re: Clubmen
Post by: Leman (Andy) on August 15, 2022, 11:10:07 AM
An interesting idea John, which could also apply to village looting.
Title: Re: Clubmen
Post by: owaincaesarius on September 19, 2022, 12:12:53 PM
We have used them as a random unit or three that appear if anyone approaches a village edge (we are talking v.1 rules here) with a D6 to decide if they are favourable to one side or another or neutral. If they join one side they can be commanded at -1 for motivation and -1 for AP. Neutral units just stand about and reroll each turn something happens that might influence them to join in. Generally any unit trampling their crops or occupying a village will likely elicit a response. i can't remember the scores we used to be honest.

For fighting we just classed them as musketeers for melee and with no real shooting capability though sometimes we assumed one base had firearms and let them shoot.

We found they were a colourful nuisance. They could also be fielded as ill-armed recruits with the same rules but nobody has bothered yet and to be fair only myself has bothered painting any.
Title: Re: Clubmen
Post by: Leman (Andy) on September 20, 2022, 06:01:58 AM
They do sound like a fun random unit to use.