Lace Wars Series #7 - Remember Limerick!

By: Red Sash Games

Type: Ziplock

Product Line: DTP War Games (Red Sash Games)

Last Stocked on 5/4/2012

Product Info

Title
Lace Wars Series #7 - Remember Limerick!
Publisher
Category
Author
Ian Weir
Publish Year
2010
Dimensions
8.5x11x1"
NKG Part #
2147423787
Type

Description

Please note that this is a DTP (Desk Top Publishing) game designed on a desktop computer and all components, including the counters which will have to be cut and mounted, are printed on paper. These are designed by some very well-known designers and are a low cost alternative to today's professionally produced games. On rare occasions, some of these games are reproduced by other companies with higher quality components including die-cut counters but most of them are not. If you believe this game to have a professionally produced version, please contact us with your inquiry and we will help you to locate it if it does indeed exist.

RL! is a two-player simulation of the Cogadh An Dá Rí, The War of the Two Kings, otherwise the Williamite War in Ireland. The conflict lasted from 1689 to 1691, and saw two pitched battles - one the largest ever fought on Irish soil - many skirmishes, and several desperate sieges. King James - Dismal Jamie - abandoned the struggle early on, but by that point the Irish were fighting for themselves.

The armies of each side were similar in composition: infantrymen equipped with a mix of muskets and pikes, regiments of sword-and-pistol-armed horse, trained to charge home, regiments of musket-armed dragoons acting as mounted infantry, and relatively small, and cumbersome, trains of artillery.

Fighting for King Billy were many of his steady and reliable Dutch regiments (sorely needed back home), a brigade of elite Danish mercenaries (extremely expensive), a brigade of French Protestants - Huguenots, exiled from France for their beliefs - and a mix of English and Scottish regiments, some veterans of the Dutch Wars, and others as raw as their Irish foes. The pick of these are the Ulstermen, fanatical Scots-Irish Protestants from the north of Ireland. This war will be their victory.

Opposed to them are the men of the three other Irish provinces, Leinster, Munster, and Connaught, added to Tyrconnel's pre-war corps and augmented by eager supporters of King James who had accompanied him into exile. In Connaught, the "wild" Irish have rallied around Balldearg O'Donnell, last of the Gaelic war-chiefs. In a surprisingly modern touch, a proclamation of King James has allowed the formation of a vast guerrilla force, the Rapparees. Ranging from dispossessed landowners to rank outlaws, these bands operate behind enemy lines, ambushing couriers and small patrols, rustling cattle, and burning farmsteads.

To support the indigenous forces, the French have sent an expedition of regulars, innumerable advisors (a mixed blessing), including the Comte de Lauzun as commander-in-chief, a convoy of war stores and money, and most valuable of all (much more valuable than that buffoon of a C-in-C), a small train of artillery. But there is a price. They want a brigade of Irish recruits in exchange.

RL! examines both the conventional fighting and the rapparee war, and the difficulties of supporting large forces in a poor country - and by sea, too, since Ireland is an island separated from England and France by some very dangerous waters. Will French victories against the Dutch on the Continent force the Williamites to divert money and troops from Ireland, or will the Irish peace party reach an accommodation with King Billy? For once, you are not in control. All you can hope to do is enhance your Prestige, so that when the war ends you can find decent employment in the Emperor's war against the Turk....

Map scale is slightly different from the other games in the series. In fact, there are two scales: a pair of maps using 4 league hexes - that is, 16 Km each - and 8 maps rendered at 1 league per hex. A league was the distance a man could walk in an hour. Unit scale is battalion/regimental. Units are rated for Effectiveness and Movement; raw strength is factored into Effectiveness.

Turns are equivalent to three weeks - 16 turns per year. Each turn is broken down into several phases - supply, operations, admin, etc

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