I have previously reviewed and played Lion
Rampant (Daniel Mersey; Osprey Publishing #8, 2014), and decided to dust them
off for another game using my Teutonic forces. We played the ‘Fugitive’
scenario, with me using the Baltic Pagans and attempting to rescue the hidden
fugitive. The terrain was fairly wooded, with a central hamlet located on a
stream (rough going).
Both sides got off to a stuttering start, but I managed to
move my small unit of Bidets forward to check the three possible locations for
the fugitive that lay on my side of the table. If I had found him (>50%
probability) then an easy win would have resulted because the Teutonics had
hardly moved forward at this stage. But no, he must be hiding further away and
I would have to cross the stream and engage the Teutonic knights who had finally
managed to advance! On the right flank the Teutonic sergeants (mounted
crossbows) shot at my lead unit of ferocious foot, killing 3 figures. I took
the courage test (with a -3 modifier) and inevitably threw snake eyes! The
first unit of Pagans took to the hills. In the centre I moved my Bidets into
the hamlet gardens to check the next fugitive location, but I mis-measured and
left them with reach of some Teutonic knights, who promptly charged in. Knights
fighting in rough going is not good for their health; I killed 3 of the enemy
but lost 4 of my bidets, who routed. Two Pagan units down and my army was now
faced with the prospect of battling forward. On my left flank my horse archers
were facing the second unit of Teutonic knights on the other side of the stream.
I was feeling the game to be lost at this point, but all
changed, not because of my skill but instead due the Wild Charge rule. On my
right flank, my second, supporting unit of ferocious foot charged the mounted
crossbows and drove them back, battered. On my left flank, the second unit of
Teutonic knights charged my horse archers (who failed to evade) and were
defending the stream bank. The rough terrain again helped me, and I killed 2
opponents while only losing 1 figure myself, driving him back. I then shot a
figure in my turn, before the knights were forced (by the Wild Charge
characteristic) to try charging again. As the knights now only had 6 dice, I
did not attempt to evade but instead fought back, doing further damage and forcing
them back again! In the centre, my third unit of ferocious foot were sitting in
a patch of marshy, rough ground and each time I diced for them to Wild Charge out
against the Teutonic (requiring only 5+ on 2D6), they failed to budge. In
contrast, the weak Teutonic knights (plus leader) in front of them decided
(even after their bad experience versus the Bidets) to repeatedly Wild Charge
into the marsh! It did not end well. They were all destroyed, including the
leader, and effectively the game was lost.
Only 2 Teutonic foot units remained, and I quickly located the fugitive
in some woods using my victorious horse archers to escort him back to my
baseline. As a sideline, it was not a 5:0 victory for the Pagans because the
Teutonics did fulfil one of their ‘boasts’ by forcing my lead unit of foot to
fail the first Courage test of the game.
A strange game, but enjoyable. If I had found the fugitive
in the first locations, then no game would have resulted and victory would have
been too easy. The real problem concerns the Wild Charge, which I commented on
previously in my earlier blog posts. As a player you feel a real lack of
control; I didn’t choose to repeatedly hold my foot unit in the marsh, and
equally the knights didn’t choose to charge over the stream, or into the hamlet
gardens, or into the marsh. All these actions were decided by the ‘dice gods’
and the events just happened; was there any need for players? I suspect the
root of the problem lies in the pair of forces used; both are heavily
influenced by the Wild Charge characteristic. Maybe next time I will suggest
trying the game without this characteristic and see how it goes. Or maybe I
will play using a house rule that mounted troops do no test to Wild Charge foot
in rough terrain, whilst foot will not Wild Charge mounted troops in the open.
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