Category Archives: Osprey

Wars of the Roses and Lion Rampant

Sat in my collection is a large amount of units for the War of the Roses era. Lockdown has meant reduced opportunities for figure gaming and made me realise that the possibilities of getting large groups together to play will/maybe a while away. Therefore I decided to review the possibility of scaling down my normal engagements to fit within the parameters of Lion Rampant.

Most units will fit within the normal LR unit structure with one exception, artillery. While this may not have formed a main part of the typical field force it did appear albeit in limited numbers.

These are my rules for Artillery in LR.
• Use 1 artillery model plus 4 crew. Reduction in crew impacts effectiveness of unit in a different way to any other unit on the table, please see below.
• May be operated so long as 1 crewman is still alive.
• Points cost: Light 4 points, Med 5 points and Heavy 6 points.
• Range: Light 24”, Medium 36” and Heavy 48”
• Shoot: 7+. Option, roll a double 1 and gun explodes!
• Shoot Value: To determine the number of possible hits roll a D4 for light, D8 for Med and D12 for Heavy. The result is the number of possible hits. This number of D6 are then rolled with a shoot Value of 3+ adjust due scores by -1 if target is more than 12” away. Target armour is reduced to 1 although hard cover adds +1 soft cover gives no benefit.
• Reload action: Light =8+ Med 9+ and Heavy 10+. After a successful Shoot action, the artillery may not be fired again until a successful Reload action(I place a gunpowder barrel beside until reloaded) has taken place. This is carried out as a normal ordered activation. I do apply -1 per lost crew. Therefore, a light gun with only 1 crew member remaining will only reload on a 11 and med on a 12! This also means that a heavy would require a 13! This is when a leader (Not attached permanently to a unit in my games) can inspire a unit by adding a +1 motivation to any units within 6” if unattached or only to a single unit to which it is attached.
• May not move during the game and must be deployed in the player’s deployment zone but has a 180 degree of fire.
• If contacted, shot at, and for Courage tests, the crew count as a normal 6 fig unit except when down to 2 crew figures when it is then half strength.
• The crew must maintain cohesion within 1″ of gun.
• Armour 1.
• Upgrade to expert gunners @2pt- instead of D4, D8 or D12s for no. of potential hits use DAV, 2DAV-2 and 2DAV. +1 to reloads dice and +1 shoot action
• Upgrade with a Mantlet @1pt– Armour 3 from shooting only.

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Filed under Lion Rampant, Medieval, Osprey, War of the Roses, Wargame Rules

Lion Rampant – Army Selection

Just thought I would post a list of all unit options available for Lion Rampant I have also attached the Excel version to allow you to copy and paste into a army list for games.

 

Here is the link to the EXCEL version

Lion Rampant Master list and test game

I have not included any of our house variations but would suggest considering for additional cost of 1 pt allowing large unit (18 figure) foot units, as per Rebels and Patriots. These are originally 12 strong units not allowed for 6 strong foot units.

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Filed under Lion Rampant, Medieval, Osprey, Scottish Wars of Independence, Skirmish, Terrain, Traders, Uncategorized, Wargame Rules

Lion Rampant – First Game Review

When I sat down to write about the first game I had played of Lion Rampant I struggled about where to start and what to say.

I thought about it and looked at the photos I took and they tell the story.

I was so engaged in the game I forgot to take many photos and when I thought back I remembered why, the game was a real rollercoaster. This is why.

 

Taff came over to play, neither of us had played the rules before although we had both owned a copy.

I had pulled together a couple of armies from my Scottish Wars of Independence Armies

They were bigger than recommended but what the hell.

I tried to lay out some generic terrain that gave neither side an advantage. We wanted a fair playtest.

So off we set with our roster and 12 dice each………..

The first couple of turns we were both unlucky and only managed to move a few units. I really got into trying to evaluate the risk of which order to action the units in  comparing need with ease.

Two units on the right, Men @ arms manoeuvre around the broken ground to run down this rabble in front. A unit of mounted sgts on the left support

Foot Yeoman of the English supported by the Commanders unit advance to secure/deny the ford to the Scots

Scottish Fierce Foot advance into the Rough terrain Their skills of Ferocious,Wild Charge,CounterCharge(Ft),Fleet Footed make or should I say made them lethal.

The Scots moved up all along the river bank. this would force me into fighting in the river but we were English so no issues our knights would carry them away!

Another great unit, no not the Men @ Arms but the Bidowers engaged the knights. This was a defining moment as I saw them inflict a casualty and realised that while the scottish army were nothing much in the open, deployed in the correct terrain they were deadly. Especially with Hard to Target, Skirmish,Evade,Fleet Footed. They drew me in move after move!

English xbows move up and open fire. They killed one but to no effect.

I have no more photos as we got so ingrossed with the game.

The Scottish saw of the English knights who charged acoss the stream and suffered. Some terrible dice rolls by me didi not help (at one point I rolled 12 dice needing 3+ and scored no hits).

The scots did make it across the ford and engaged the xbows and foot and after a few turns pushing backwards and forwards they finally carried the day. I had a units of archers on the left who never caused a casualty all night.

Finally both leaders found a gap in the lines and engaged in the middle of the field, no challenge but we both discussed the merits of issuing one but decided not to.

It took a couple of rounds of fighting and charging and counter charging but they were finally destroyed. the army check morale and they started to fail and flee one after another.

The game lasted 3 hours and we both agreed it was a great nights gaming. We would definately play it again.

I think we will add a few house rules should as:

  • no closer to friendly units than 1″ not the normal 3″
  • Maybe allow large units as per Rebels and Patriots
  • Different challenge proceedure as per earlier post
  • Allow removal of Schiltron for foot -1pt

I say a BIG YES to Lion Rampant

All the figures are from my collection, mainly Old Glory, Foundry,Ebob and Blacktree.

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Filed under Lion Rampant, Medieval, Osprey, Scottish Wars of Independence, Skirmish, Terrain, Traders, Uncategorized, Wargame Rules