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Showing posts with label Lion Rampant. Show all posts
Showing posts with label Lion Rampant. Show all posts

Saturday, 22 November 2025

Halloween Rampant, a nod to good old Beowulf.

This is not a typical AAR of the game I put on at our club's October meeting. I thought that those of you who are familiar with the Dragon and Lion Rampant rules, might like to hear about how I introduced some Non Player Characters into the game, so here we go.

With Halloween approaching, I thought it would be appropriate to put on a Rampant game with a nod to good old Beowulf and add a supernatural flavour. 

I could have just lined up some humans warriors against an army of the undead, but I thought this was perhaps a bit too obvious and might even put off some of our members who have a more traditional/ historical bent to the games they play, and so I devised the idea of introducing some fiendish and undead (Skeletons) as NPCs. I'll explain the mechanics behind them a bit later.


SETTING THE SCENE
The game was a combination of scenarios from Lion Rampant (The taxman Cometh) and Dragon Rampant (The Crystal Gale). 

A group of woodsmen tracking a rather handsome stag are drawn into an area of fairly open woodland, where to their amazement they see riches in the form of jewelled amulets, small chests filled with gold and silver coins and all manner of extremely valuable swords and daggers and other wonderous things; but as they pounce on the riches a fog descends and lightning shoots across the woodland, striking and killing one of the woodsmen. The rest flee for their lives leaving all treasure behind believing it cursed. 

Their story is recounted to their respective warlords who listen with great interest and decide to find this cursed woodland glade and take the treasure for themselves. The respective retinues leave, each guided by one of the surviving woodsmen, and so our two sides now face each other across the cursed glade keen to grab as much of the treasure as they can.


THE RETINUES
The game was set on an 8' x 4' table. There were three players per side. On one side were the Anglo-Saxons and on the other were the Welsh with some Viking allies. Each player had an identical retinue comprising one Elite foot, one heavy foot, one light foot with short range missiles and one unit of skirmishers. Each side had one player controlling the warlord as part of an Elite foot, while the two other players had a leader as part of their Elite foot. 

A leader would give a +1 to a courage test for any unit in his retinue that was within 12" of the Leader figure, while the Warlord, who had the Commanding trait, would also give a +1 for a courage test and once per turn could reroll a failed activation of any unit within 12" of his figure.


THE TREASURE
The treasure was represented by blue glass beads. Each had a points value on the bottom of it. The value of the treasure would only become known when a player moved a figure from a unit into contact with it.

The Taxman cometh scenario under the Special Rules section on page 156 covers the acquisition and handling of the treasure. Because of the size of our game, I added some extra treasure beads and so there were four beads worth one point, three beads each worth two points and one bead worth three points. The beads were all placed in plain view on the table. The one point beads were placed in fairly accessible locations at either end of the table. The two point beads were mid way into the centre of the table and the three point bead was placed dead centre of the table. Only the two and three point beads were "guarded" by something unexpected.

OBJECT OF THE GAME
The winning side was the one who successfully acquired the most points in treasure and safely removed it via the table edge they had entered on.


THE NPCs (NASTIES)
The NPCs comprised two units of Skeleton Light foot with mixed weapons; one unit of Skeleton Elite foot; one Elite foot reduced model unit a very large green orc type (casualties tracked using a micro die) and just in case he was needed, an Elite unit Lich summoner (reduced model unit) who could fire lightning bolts (remember one such lightning bolt killed one of the woodsmen at the start of our story).

These NPCs were intended to act as speed bumps for the retinues trying to acquire the treasure. They were definitely not meant to be game changers. I did change the attack value of the light foot Skeletons from a five to a four, after all they were there to aggressively defend the treasure. 

Skeletons do not test for courage as such (they are already dead, so what have they got to worry about!), but they do test after taking casualties and if they achieve a zero or less they are reduced to an inanimate pile of bones. Skeletons are also brittle, and so casualties are rounded up. So for example three hits on their light foot (armour 2) would actually cause two casualties instead of the usual one.


ACTIVATING THE NPCs
Each time a human unit moved close enough to be able to reach a treasure bead on their next activation, the NPC unit would appear and block their path. They did not activate immediately. Instead, in the next turn the human unit and the NPC would dice off to see who activated first and then the winner would shoot, melee, or move and then the losing unit of the dice off would activate (if they were still there). 

The NPCs were not limited in the number of activations per turn, but they could only respond if threatened with attack or shooting from different units and each time there would be dice off to decide who would go first. Once destroyed, an NPC unit would not reappear, after all there's only so much a Lich Summoner can cope with.


DANGEROUS TERRAIN
There were three areas of dangerous terrain on the table. Two of them were what appeared to be small groups of trees, but if a unit got too close, massive thorny tendrils would shoot out and grab the unwary and drag them screaming into the centre of the "copse" to be devoured. Roll 1 d6 and the unit loses half that number of strength points rounded down. The third area was a very well maintained "vegetable" patch containing some of the most toxic plants known to man. Toxic pollen and thorns. Roll 1 d6 as above when any unit enters the terrain.


ACTIVATION MARKERS
Because there were a lot of units on the table, we used miniature pumpkin tokens and placed them beside a unit once it had been activated that turn. Well, they looked fun and kept the Halloween vibe going. I particularly enjoyed the shouts of "they've been pumpkin'd" and "remove all the pumpkins" at the end of each turn.


GAME OUTCOME
Effectively, both sides were identical in their makeup. At times there was some co-operation to remove NPC units, but in the end it was the Anglo-Saxons who made off with the most booty, due perhaps to superior tactics, but also the Welsh had some shocking dice rolls at times. 

My thanks go out to Matt, Mike R, Colin, Flaky Dave, Ian and Paul who played like true gentlemen and were all more than a match for the nasties they encountered.

If there's anything I've missed (there's always something) and you'd like to know more, by all means message me or catchup with me at the club. And happy gaming to you all.

Mike

Saturday, 5 April 2025

Lion Rampant Second Edition - Mongols versus Turks, c1260.


Two Lion Rampant games set around 1260, two years after the Mongols had ruined and depopulated
Baghdad and wiped out its Abbasid Caliphate. Kitbuqa is the Mongol general in charge of forces in
the middle East.


The first game scenario is taken from the second edition of the core rules and is Number 16: Bloodfeud found on page 166. The back story is that a Mongol Warlord has raided a Turkish caravan and taken captive the betrothed (a Princess) of a local Turkish Prince. The Mongol Warlord is so smitten by the Princess's beauty and charms, that he has decided he will marry her himself. On hearing this, the Princess informs the Warlord that she will never marry someone who looks and smells like a reanimated corpse. In his fury, the Warlord has the princess strangled and her body sent to the Turkish Prince, her betrothed, who understandably is now determined to take his revenge on the Mongol Warlord and rides with a large force to intercept the Mongols.

The Attacker (The Turks) must kill his opponent's Leader with a Lucky Blow, a challenge, or by wiping out or routing the Leader's unit. The Defender(The Mongols) must destroy or rout his opponent's Warband and keep the Mongol Warlord alive.


The Turkish force comprises three units of heavy cavalry with bows; two Elite units of infantry, one with a Holy Man (+1 for that unit's courage tests) and one with the Leader, the Turkish Prince (+1 to any units taking a courage test within 12" of his unit and 1x reroll for a failed activation once per turn); a unit of Archers and two units of Light Infantry with Javelins.

The Mongol force comprises three units of Heavy Cavalry with bows, and one of these contains the Mongol Warlord (+1 for any unit courage tests taken within 12" of his unit as well as 1 x reroll for a failed activation once per turn); a force of Genoese Mercenaries comprising one unit of Elite foot with a commander (+1 to that unit's courage tests); one unit of Heavy Infantry with Pavises and one unit of Crossbows with pavises.

The above forces were used in both Games One and Two.

GAME ONE
As the Attacker, the Turkish force deployed on the Northern long edge of the 6x4 board and the Mongols on the Southern edge.

The Turkish force deployed all three units of Heavy Cavalry on their left flank. In the centre were the two Elite units of Infantry with the Leader and Holy Man and on their right flank were the Archers and two units of Light Infantry. The Mongols deployed their Cavalry units in the centre and on their left flank alternating light and heavy units. All three Genoese units were on their right flank.


The game started with the three units of Turkish cavalry advancing towards the Genoese on their left flank. At first it looked as though all three units were aiming for the Genoese, but two swerved to the right riding towards the centre of the battlefield, while a third moved towards the Genoese Crossbows, who initially seemed reluctant to fire. 


On the right flank the Turkish Light Infantry advanced enthusiastically towards the Mongol cavalry and as the Mongol force approached, formed shield walls to weather the anticipated arrow storm. They left a gap between them to allow the Turkish Archers to shoot though at the advancing Mongols. The two Turkish Elite infantry units moved up to support the Light infantry and boost their morale. Both Light Infantry units took casualties from the Mongol arrows, but they stood firm. 


One unit of Heavy Mongol Cavalry hit a shield wall and was repulsed. The shield wall became battered, but so too did the Mongol Cavalry unit which had also taken heavy casualties and was reduced to half strength. The Turkish unit never recovered and eventually left the field. The battered Mongol Heavy Cavalry unit was targeted by the Turkish Archers and was wiped out. The other Turkish shield wall fared better and weathered successive arrow strikes and even managed to hit a unit of Mongol Heavy Cavalry with their javelins causing some casualties.


Back on the Turkish left flank, the Genoese Crossbows fired on the remaining unit of Turkish Heavy Cavalry, and one warrior was swept from his saddle, but the unit passed a courage test and moved away from the Crossbows and headed towards the other Turkish cavalry in the centre of the battlefield. This effectively left the whole Genoese force side lined as it would take two or three moves before any of their units could contact an enemy unit.


Meanwhile in the centre of the battlefield the Turkish and Mongol Cavalry exchange arrow fire. The Turkish arrows start to wear down the Mongol Cavalry units, but in the process, a Turkish Cavalry unit is routed only for the gap to be filled by the Turkish Cavalry unit that had moved away from the Genoese Crossbows.


At this point the Mongol Warlord's unit enters the fray to the right of the Turkish centre. The Turkish Prince sees his opportunity and moves forward, waiting for his chance to engage the Mongol Warlord in battle. With the Genoese left behind on the Mongol right flank, the Mongol cavalry units are now taking hits from javelins thrown by the Turkish Light Infantry, from Turkish Cavalry and the Turkish Archers.


Two more of the Mongol cavalry units become battered and move back from the fight. Although the Mongol Warlord's unit is pretty much in tact, it slowly starts to wither under the pressure from the Turkish missiles. The Turkish Prince seizes his chance and attacks the Mongol Warlord's unit with his Elite infantry. The Mongols fight bravely, but they are tired and reduced in number and when hit by this fresh unit, the Warlord himself fails the courage test and flees from the field. The Turkish force is jubilant as they take control of the battlefield, but although the Mongols have been beaten, the Turkish Prince has not had his revenge. Another time, perhaps....
 
GAME TWO
The scenario is loosely based on Scenario 9: Attack on a Crusader Village on page 129 of Lion Rampant Crusader States book. Rather than go into a blow-by-blow account of the action, I will give an overview and cover points that arose during the game, which as it turned out was a little unbalanced in favour of the Defender. Remember both forces are identical to those used in Game One.


In this scenario the Genoese have taken control of a small walled village that has its own well and is to act as a staging post for further Mongol advances into the Levant. It is crucial that they retain control of this valuable source of water. 


With the Genoese ensconced in the village, the Turkish force deploys along the North and South (long) edges of the table. The Mongols will deploy on a short edge of their choice at the start of turn two.


The Turkish force has two clear turns to engage the village defenders before the Mongols can intervene, and this they did with gusto shooting arrows 'en masse' and Javelins as well, but here came the first issue. Only two or three casualties were caused amongst the defenders and this was due to both the quality of their armour and the cover afforded by the stone wall and Pavises. 


This meant that even a Crossbowman unit would take four hits before a model would be removed, and the Heavy infantry also with Pavises and the Elite Infantry required five hits to remove a figure. That is hard work. My suggestion for anyone wishing to fight this scenario, would be to just take the normal armour of the troop type and add one for the cover, although this would still mean five hits to remove an Elite infantryman.


The Mongol Cavalry very quickly made contact with the Turkish force attacking the village and it quickly became clear that there was no way the Turks would be able to capture the village. Here, again, my suggestion would be that if using an attacking force that is predominantly cavalry, they should not be deployed until the start of turn three with their activation happening in turn four. 


I felt another important observation made by one of the players, was that, as the Defenders have the security of a walled position, it would be a good idea to either reduce the size of the defending force or increase the size of the attacking one. This is the classic wargaming dilemma, where we want to even things up a bit to produce a balanced game, but how much do we add without over egging the cake? I think I'll leave that one with you to ponder on.



Thank you to the players who were thoroughly good sports and were patient while I snapped away in an attempt to capture some key moments. 

I hope you enjoy the pictures.

Mike

Saturday, 18 May 2024

Lion Rampant - "Defending the Indefensible".


The game was based on the third scenario from the new Lion Rampant rules titled "Defending the Indefensible".


The game takes place in and around a village in the Levant in the year 1098. An ambitious Bishop has decided to raise a very fancy large wooden cross in the village square. His intention is to attract more pilgrims to stop and worship and purchase religious artefacts. 


Those containing pieces of the original cross are particularly popular and he has a seemingly endless supply of these. The local Emir, whose beloved mother was born in the village, is less than impressed and he has sent a force to enter the village (by force if necessary) and destroy the newly erected cross.


The village is defended by a Frankish force who have caught wind of the Emir's plan. Within the walls of the village are a unit of heavy infantry, a unit of crossbow men, two units of skirmishers and a unit of foot knights with their warlord. 


The Bishop is also present and his religious fervour will boost the morale of the unit of heavy infantry that he is attached to. There are Frankish support units that enter from the north edge of the board at the start of the game. These comprise two units of mounted Knights and a unit of foot Knights.


The defenders notice a cloud of dust and sand in the distance and immediately rush to take up defensive positions. The skirmishers who are classed as "fast" are able to move through rough terrain unimpeded and they position themselves on the rooftops, with one unit on the western side and one on the eastern. Their armour increases from one to two against missiles and the added cover from the rooftop will raise it further to armour three. 


The crossbows man the western front wall of the village, while the heavy infantry form up around the cross to protect it. The foot knights are near them ready to intercept any incursions.


Out of the cloud of dust and sand appears groups of Seljuk infantry, archers and cavalry. The infantry is made up of two units of elite foot (the equals to the Frankish foot knights) and two units of light infantry armed with javelins. The archer unit is armed with war bows that out distance the bows of the Frankish skirmishers. (The Frankish skirmishers are "Hard to Target" and so cannot be shot at by an enemy outside 12". 


In addition to the infantry and archers, the Seljuk force contains three units of heavy cavalry all armed with bows that have a 12" range. What this force lacks in terms of heavy armour, it makes up for with missile weapons.


The Seljuks surge forward towards the village and their archers quickly start to target the unit of crossbows, but with little effect. Their light infantry units move forward on the left and right flanks supported by their cavalry. The two units of elite foot move towards the entrance to the village. One of the two Seljuk warlords notices that the entrance to the village has no barricade and he directs a unit of cavalry to attempt to enter through it. The mounted unit is slowed by the narrow archway forming the entrance to the village and is repulsed by the defenders.


The Frankish heavy infantry form a wall of spears around the cross. This will increase their armour by one in hand-to-hand. The Crossbowmen return fire on the Seljuk archers and there more powerful weapons cause some casualties, but the archers are undeterred and continue to move up to find a more advantageous position. The skirmishers on the rooftops fire down on an approaching unit of light infantry on the western side of the village causing some casualties, but the Seljuk foot continues towards the crossbowmen manning the front of the village.

The Frankish support units, hearing the noise of combat race towards the village. One unit of knights moves to the western side of the village and the other the eastern side. The unit of foot knights also moves towards the north eastern end of the village.


For the crossbowmen at the front of the village the situation is becoming desperate. They have started to take casualties from the Seljuk archers and are then assaulted by a unit of light infantry armed with javelins. There is a bloody fight at the wall and the crossbowmen recoil and are battered.

After the unsuccessful attack through the archway, a determined unit of elite foot together with a holy-man to boost their morale, successfully fight their way into the village and enter combat with the Frankish warlord and his unit of foot knights.

Meanwhile, outside the village each unit of Frankish Knights charge towards the mounted Seljuk heavy cavalry who fire their bows at the knights, but cause no casualties. The Knights hit them causing heavy losses.


All is certainly not going the Franks' way. Having been battered and thrown back from the walls, the crossbowmen take additional casualties and despite the proximity of their warlord they turn and flee from the village. With only the skirmishers to support him from the rooftops, the warlord and his Knights stand their ground and fight against the Seljuk elite foot and a unit of mounted heavy cavalry. They are wiped out, but the courage of the defenders remains firm. Seemingly, the warlord was not particularly popular with his men. 

Just in time the support unit of elite knights enter the village as the Seljuk force turns its attention on the unit of heavy infantry protecting the cross. This unit, realising missile could soon be coming their way, changes formation to a shieldwall to improve its armour against both hand to hand and missile attack.

A unit of Seljuk light infantry now attempts to dislodge a unit of Frankish skirmishers from the roof of the building on the eastern side of the village. The "fast" skirmishers run from one roof top to another. The Seljuk infantry, encumbered by swords, shields and javelin are unable to follow. At the same time a unit of mounted Frankish Knights, now jumps a wall to enter the fray.


What follows is an almighty melee within the village. The Seljuk force throws all its might against the Frankish defenders and successive valiant attempts to reach the hotly contested cross are thrown back. The Frankish force has taken heavy losses, more than the attackers in fact, yet they still stand firm even after the loss of a warlord. The Seljuk force realises that it is never going to be able to reach that cross and they withdraw form the village.

The outcome of the battle:
Technically this was a Frankish victory, but it was a perfect example of a Pyrrhic one. Their force had lost a warlord and his unit of elite knights together with a unit of valuable crossbowmen and their heavy infantry was reduced by a third as were their skirmishers. Another determined attack by a Turkish force would inevitably see the village taken and the cross "removed".

Editors Note - Mike's game finished earlier than planned, so the chaps rearranged the table and set up a straight-forward open terrain battle to end the afternoon on and I include a couple more pictures from Mike's lovely collection of figures and terrain in action from that little clash.



Saturday, 27 January 2024

Romans v Goths/Huns in 28mm - Lion Rampant Second Edition.


The new wargaming year got off to a cracking start when Mike C offered to bring his lovely collection of late Romans and opposing barbarians to run a Lion Rampant (LR) set-to at club this month based on the scenario 'Hammer and Anvil'.                                                                                  


I still refer to my first edition copy of LR, and must update myself with the newer second edition at some time, but found the rules just as fun as the first time I played them, perhaps more towards the game parameter rather than simulation, but still a well crafted set of rules that produced a gripping narrative of a game.

Our table set up with the Roman infantry in the centre and their cavalry and supporting light infantry nearest to camera. At the opposite end of the valley are the approaching Goths and Huns 

The preamble for our late Romans versus Goths and Huns clash sees the latter returning to their homelands after a successful expedition raiding the Empire and have been tracked down and cornered by the local Roman Dux in a wooded valley, with a Roman force of heavy infantry together with some light troops and archers thrust forward to its centre intending to provoke an attack.

The Goths and Huns, full of bravado after a, so far, successful raid into the Empire, advance up the valley with a mixed force of infantry and bow armed cavalry

The Roman infantry have the support of a strong body of heavy and light cavalry, with some drawn up at one end of the valley behind them, ready to come up in support and deal with any barbarians attempting to pass and escape home, whilst coming up behind the Gothic-Hun horde are another force of Roman heavy cavalry and light infantry, acting rather like 'beaters' to drive the game-birds towards the guns and pick up any limping stragglers.

Gothic light infantry move into the woods flanking the valley sides

The Goths and Huns have only one object in mind and score victory points accordingly, namely to exit as many units as they can off the opposite end of the valley, whilst the Romans are seeking to send a firm message to other potential raiders by destroying as many of the enemy that they can, being rewarded similarly for doing so, in victory points for each enemy unit dealt with.

The Gothic-Hun force are very mobile with plenty of missile troops as well

Steve M was my fellow Roman commander and duly took the Roman infantry in the centre of the table, whilst I strapped on my spurs, grabbed my kontos and led the Roman cavalry, ably supported with a unit of light infantry specially trained to keep up with and support my 'donkey wallopers'.

The Roman shield wall braces itself for the impending assault as their cavalry advance up the valley to their support.

Meanwhile Nathan and Sam loosened up their bow arms, filled the quivers with extra arrows and divided their forces as they led their men towards the Roman line ready to pepper them with missiles as other units explored the flanks of the valley looking to exploit beyond and enable better routes of exit for their comrades.

First clash as the elites of both sides go toe to toe on the Roman left as the Huns try to force a way past the Roman infantry. Both Roman commanders would meet their end on this part of the battlefield.

The scenario creates a great struggle as the barbarians attempt to force their way up the valley by either breaking Roman units already in their way, attempting to hold them up, or using their rapid movement capability inherent in a light cavalry force to exploit gaps to either escape off table or support the struggle in the centre.

However with fresh Roman units, mainly cavalry, entering the table at either end, the Gothic-Hun force have to be wary of becoming to embroiled in the fight and forgetting their mission objective, namely to escape off table

Roman heavy cavalry come up at the canter.

Similarly the Roman force is looking to fight and win as many struggles as possible by routing enemy units, but are forced to spread themselves thinly initially to plug potential escape routes, with the cavalry acting like fire brigade units moving back and forth to plug gaps or aid in the destruction of an enemy units brought to battle.

Inevitably gaps in the line occur and the units end up too busy fighting elsewhere to plug them all and so the game develops into a struggle for both sides to put points on the scoreboard with early victories.

The Roman infantry are forced to spread their line to contest the passage of enemy units.

Our game followed the script closely, with the Romans scoring some early victories that forced the Goths and Huns to fight and destroy Roman units to create gaps in the line, which created choices for the Romans as to when and where to put their units into fights to attempt to overwhelm opposing enemy units, or to leave a fight in the balance to free up a unit to move to fill a gap in the line.

As the Huns and Goths press forward the trap is sprung as the first pursuing Roman units enter the valley in their rear.

As the game progressed more and more units were removed from the table either as battle casualties or as escapees, with the final fights producing a close finish as both sides looked to see how many successes they had accumulated and where another potential success beckoned, with the last few remaining barbarian units moving at flank speed for the nearest exit, whilst Romans sought to overwhelm those not quick enough to join the withdrawal.

Roman heavy cavalry come on in pursuit of a Hun unit.

As it turned out, after the dust of battle had settled, the game ended in a draw with equal points gained by both sides, but with the Romans paying a dividend on their hard earned result, with both their commanders in the infantry and cavalry making the supreme sacrifice for the Empire.

The battle reaches its close with the Roman infantry thinned out but not beaten but with Roman cavalry forced to ride to their right flank looking to cut off escaping enemy units.

Thank you to Mike for hosting a splendid game to start the new year on and to Steve M, Nathan and Sam for creating the drama of our game.

JJ