Review of Lion Rampant by Daniel Mersey (Osprey Publishing
#8, 2014)
The rules are well written and
beautifully presented, with scenarios and basic lists for a range of ‘starter’
armies. Units are a ‘standard’ size; 6 figures for mounted units, foot men-at-arms
and skirmishers; other units have 12 figures.
The basic rules are simple and can be picked up very
quickly, so that after a few turns the rulebook does not need to be referred to.
The rules use an alternate move system. The central mechanic revolves around
activation of units to perform one of three basic actions: move, shoot and
assault. Each unit has an activation number for each different action and this
needs to be exceeded using the score of 2D6 for success. Failure ends that
players turn, so prioritisation is a vital decision step. Units vary in these
activation parameters and this reflects their historic performance qualities.
Shooting and Combat involves rolling 12xD6 (if the unit is above half strength,
otherwise dropping to 6x D6) and hits are scored if the rolls equal or exceed
the value listed for the unit type. Hits convert into ‘Kills’ depending on the
armour rating of the target unit (e.g. 2 hits required to kill a poorly
armoured unit, whereas 4 hits are required to kill a fully armoured knight). A
unit that suffers a kill takes a Courage test by rolling 1x D6 (correction: 2D6), modified by
loses, which succeeds if equal or greater than the units Courage rating.
Failure results in a unit becoming ‘Battered’ or ‘Routing’ from the table!
Battered units can be rallied at the start of each players turn by taking
another Courage test, failure resulting in another figure from the unit skid-addling.
The basic rules are modified by special characteristics
assigned to units e.g. ‘Wild Charge’ is assigned to most mounted knights who
have to test to Assault if within move distance; ‘Fleet Footed’ units move
through difficult terrain at full speed; ‘Ferocious Foot’ fight in difficult
terrain at full effect; ‘Skirmish’ units can move and fire in a single turn
etc. etc. The special characteristics force units to behave as their historic
counter-parts would, and this is an area where the rules really work. Another
piece of chrome is the random assignment (rolling 2D6) of a character to
Leaders which can range from ‘Forgettable’ to ‘Great Leader’.
The 12 scenarios listed in the rules are another positive
aspect of the publication, allowing players to vary games and not just play
simple head-to-head clashes. Victory Points are awarded to the side which
achieves different objectives dependent on the scenario. The Victory Point
score is also modified by achieving various ‘Boasts’ made before the battle by
the army commander. There are a total of 15 different boasts listed and they
award between 1 and 3 Glory Points. I like to randomly assign Boasts and they
remain secret from the other player. During the game Leaders may wish to
challenge their opposite number to a ‘Duel’ if they are close enough. This
essentially is a luck based process, and I personally only use challenges if I
am losing a game and wish to throw my fate into the hands of the dice gods!
I have played a few solo games using Lion Rampart plus some opposed
games both at my local wargames club and with visiting friends. All the games
have used my recently painted Teutonic and Baltic Pagan forces (see recent “Off
the Painting Table” posts). These opposing forces seem well matched with
victory evenly distributed (so far). Both forces are rather dominated by the ‘Wild
Charge’ characteristic, which results in a game where both players have little
control of the situation. Essentially the Pagans try to remain in difficult
terrain (woods, swamp etc) and induce the Teutonic knights to charge them. They
have a combat advantage by being ‘Ferocious Foot’ and the knights are greatly
disadvantaged, especially because their armour drops from 4 to 2. Conversely
the Teutonic knights hope to induce the Pagan foot to rashly charge out of the
difficult terrain and thereby get massacred, particularly if the knights
successfully counter-charge. The game is basically ‘cat and mouse’ until one
side is forced to make a rash move. The other units in both forces tend to play
a supporting role, shooting the enemy when able, and when I’m the Teutonic
player I use the spearmen as the ‘rock’ around which the force operates.
So finally, what do I think of Lion Rampart as a set of
games rules? Overall the rules are beautifully produced, fast, fun and easy to
play. They are suitable for solo games because of their unpredictable
activation system. I do have a few criticisms to make:
- When units test for ‘Wild Charge’ and fail to assault, they are then not able to activate in the main phase of the turn. They just sit there, locked down and unable to adjust. As a house rule, I would allow the unit to be activated normally.
The ‘Courage’ test is too random and results in too many units routing off table after only taking 1 or 2 kills, rather than becoming ‘Battered’. The flaw lies in rolling a single D6; rolling a ‘1’ (which I seem to do a lot!) generally causes the unit to rout irrespective of the basic unit quality. It is galling to see your knight units running as easily as serfs! The knights do have a better chance of passing a test, but the chance of dramatic failure is equal for both units. I don’t understand why the author did not use a 2D6 roll like that used in activation. This would have been a easy decision, compatible with the general rule structure, and give a better distribution of results. I am therefore devising a house rule using 2D6 and will adjust the Courage ratings to fit.(correction: Courage tests do actually use 2D6).Due to the problem discussed above, in games I have found no units falling to half strength or below, and thereby using reduced numbers of dice. Units taking kills either rout off or become so ‘Battered’ that they can never be rallied, and never be activated to do anything!(correction: my error in reading the rules). It may be useful to reflect each casualty by reducing the Combat dice rolled by a unit; i.e. 1 dice less/casualty for 12 figure units, and 2 dice less/casualty for 6 man units. I have not yet tried this option, and it remains simply an idea.- Full strength, 12 figure, dedicated missile units throw 12xD6 when shooting, which is fine. But 6 figure missile units (Bidowers and mounted bows) also throw 12xD6, which seems excessive. As a house rule, I allow shooting units to throw only as many dice as figures in the unit. This corrects this anomaly, at least the one I perceive to exist, and is easy to implement.
Anyway to conclude, I really like
Lion Rampant and can see them becoming a favourite, especially as a pick-up
club game.
HI Mark,
ReplyDeleteYou can avoid the wild charge for knights by making the unit 'Drilled' (for one extra point). This doesn't apply to the Fierce Foot as this would make them too powerful.
The official courage test is "Roll two dice and add the total." Using only one die would make it very difficult to avoid routing.
regards,
Matt
Just to clarify, wild charge only comes into play if a unit has enemy in charge range. Regards,
ReplyDeleteThanks for your comments. I have noted my error with the Courage test and edited the post to reflect this. The beauty of Lion Rampant is that you can very quickly play without referring to the rulebook, but if you read the rule wrong in the first place, then errors are easy perpetuated. I will note with interest how the 2D6 Courage test works in future games and report in AAR's I publish (I hope to play my next game in a week or so).
ReplyDeleteThe Wild Charge rule is generally fine with me but as a player I would like the opportunity to activate the unit if it failed this involuntary assault action. Such a unit would appear to under some degree of control and should move etc. as desired. As it is the unit simply sits there doing nothing until the next turn when it is likely to re-test for another Wild Charge.
Very decent of you to keep the misunderstanding of the rules in the review, I doubt I'd have been that honest. That's one of the true benefits of the internet, positive interaction with other players/gamers.
DeleteIf it's of any comfort, years after playing Battle Cars in my youth, I recently re-read the rules again and realised we had been playing incorrectly after all this time.
Thanks Matt. I think that any corrections made should be scored through rather than simply deleted. Deletion would render any comments made incomprehensible to later readers.
ReplyDeleteOne of the strongest benefits of a blog is that errors such as mine can be pointed out and corrected. Most errors tend to be corrected by game opponents, but in the case of Lion Rampant I was introducing the game to new players and they took my interpretation as correct.