I have recently started attending a wargaming club in
Swindon, that meet every Wednesday evening. Due to social activities, I am finding
attending the Sunday afternoon meetings of the Devizes group difficult, so that only
managing 1 game a month is normal.
Thursday, 11 June 2015
Boardgame session 10Jun2015
Thursday, 4 June 2015
Review of Lion Rampant
Review of Lion Rampant by Daniel Mersey (Osprey Publishing
#8, 2014)
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.
Monday, 1 June 2015
After Action Report: ACW (Longstreet; battle #5) 31 May 2015
This was the 5th battle (mid 1863) of a 9 battle
mini-campaign using Longstreet rules by Sam Mustafa (Honour Publishing). I
commanded the Union force, whilst Ian commanded the Rebels. Previously in the
mini-campaign I was ahead by 3 victories to 1 defeat, and in each battle the
defending force had won. The composition of my Union force can be viewed in my
previous blog post. I’m sorry but I forgot my camera (and mobile phone), so there
are no pictures.
We randomly selected
the ‘Cornfields’ scenario and the terrain placement was fairly neutral; another
area of standing crop filled the central section with intervening corn, and the
flanks each had a small wood and an area of rocky ground, none of which had a
major impact on our deployments or strategy. Each side had an objective maker
placed centrally. The attacker (Ian’s Rebs) had to deploy first. He concentrated
in the central section of the battlefield, advancing in column, sheltering
behind the obscuring tall crops. I also deployed centrally, keeping 6” back
from the crops with my Napoleon artillery battery placed on the Objective
marker. I deployed my Light Rifle batteries on the flanks with some weak
infantry units as protection. I kept some of my infantry in a second reserve
line behind my centre, allowing me to easily re-deploy if Ian tried any fancy
flanking moves. My strategy was to sit back and await the Rebel onslaught as
they came out of the corn. I wanted to shoot the enemy down as they charged,
and not to get involved in a close fight inside the corn fields. The only downside
was that my artillery superiority would not help me because the corn prevented
any bombardment of the Rebels as they advanced. It soon became clear that Ian
was going to attack my centre and the game would hinge around whether or not I
could stop it! Card management would be key.
Sure enough, the battle was effectively decided in couple of
hectic turns. Ian carefully gathered his forces at the edge of the corn and
then charged out. I fired everything I had at him, boosting the effect with a
‘Devastating Fire’ card (re-roll failed hits); I caused significant casualties
which Ian partially mitigated using up valuable cards. On the next turn, Ian
charged using the ‘Rebel Yell’ card and close combat ensued. Both my flank
units (45th Ohio and 13th\14th Pa) were pushed
back, taking casualties, but my central eager-veteran unit (37th Pa)
and Napoleon battery (9th Pa) held firm. I was slightly concerned at
this point but I had shot a fair number of Rebels on the way in. In my next
turn I again blasted the Rebs using ‘Withering Fire’ (re-roll failed kills) and
again killed many. I had yet to use my reserve units (14th & 88th
NJ) and Ian’s weakened forces again had to charge. This time I played the ‘Seen
the Elephant’ card which reduced Ian’s hand of cards by 3, and then boosted my
defence using the ‘Stonewall’ card. The rebel attacks were beaten off, and the
number of stands he lost meant that I was declared victorious!
This was a comfortable Union win. I can take little credit
because I simply stood back and took the assault. My limited action meant I
could build a strong hand of cards when the charge came. I don’t think there
was anything wrong with Ian’s plan; my reserves would allow me to re-deploy to
meet any flank attack, and a central assault did benefit from the cover
provided by the crops. The rebels charge could possibly have been better:
playing a ‘Thick Smoke’ card could have reduced my shooting to only skirmish
levels; maybe playing ‘Old Rivals’ could have disrupted my lines, moving one of
my units out of position; also playing the card allowing units that shot to
move or charge would have helped.
I did not get to use my ‘Sabotage’ advantage from the
previous game because the Rebels did not need to re-shuffle! Both sides gained
4EP’s (2 each for playing, 1 each for holding an objective, plus I got 1 for
the win and Ian gained 1 for charging with more than 10 bases), and I have a narrow
20–18 EP lead. I gained a promotion to 3 Eagles, whilst Ian remained on 4
Eagles. In terms of reinforcements, I gained some more Light Rifles, a 10 base
Coloured unit and some veteran sharpshooters. Because I lost few bases in this
game, my base count for the next game increased to 50, which is significantly
more than the 44 minimum size!
My Union force available for battle number 6 will be:
Commander
|
Personality
|
Rank
|
EP’s
|
||||
“Art” Rooney
|
Indian Wars Veteran
(Scout: 2D6 & keep higher)
|
3 Eagles (2/63)
|
20
|
||||
Unit
|
Type
|
Elan
|
Exp.
|
Strength
|
Notes
|
||
9th Pa Artillery
|
ART
|
-
|
-
|
2
|
2x Napoleon
|
||
37th Pa Infantry
|
INF
|
Eager
|
Veteran
|
6
|
|||
13th\14th Pa (Prov) Inf.
|
INF
|
Season
|
Veteran
|
6
|
Sharpshooters (5,6 Skirm Fire), Hero
|
||
16th\45th Ohio (Prov)
Inf.
|
INF
|
Caut.
|
Veteran
|
5
|
Sharpshooters (5,6 Skirm Fire)
|
||
26th NJ Artillery
|
ART
|
-
|
-
|
3
|
3x Lt Rifle
|
||
29th NJ Artillery
|
ART
|
-
|
-
|
3
|
3x Lt Rifle
|
||
14th NJ Infantry
|
INF
|
Season
|
Recruit
|
4
|
|||
88th NJ Infantry
|
INF
|
Season
|
Veteran
|
5
|
|||
7th US (Coloured) Inf.
|
INF
|
Eager
|
Recruit
|
10
|
|||
12th NH Infantry
|
INF
|
Season
|
Veteran
|
6
|
Sharpshooters (5,6 Skirm Fire)
|
||
50 bases
|
|||||||
Notes: The 40th Pa (an original unit) has been
totally destroyed. The 45th Ohio has been merged with the 16th
Ohio, but lost the Hero figure as a consequence.
Subscribe to:
Posts (Atom)