Tag Archives: Lion

Lion Rampant – Unit Details and House Rules Updated

Just wanted to update the list of units that can be selected for Lion Rampant.

Most of these are straight out of the rules but I have hopefully worked out the options correctly.  I have to admit I struggle to understand why schiltron cannot be upgraded to Expert? In my games I allow as I believe it represents any troops with better training or arms.

I have added Pike mainly as per the Lion Rampant forum but have also added my own version for Artillery.

The main units can be copied and pasted into the retinue sheets and use the filter to find all the possible units option for a certain number of points if struggling.

Here is the latest Excel version with Pikes and artillery added.

Army list master units

Here are my house rules for artillery.

Artillery

  • 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 – a roll of double 1 = 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 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 value: Light =8+ Med 9+ and Heavy 10+. After a successful Shoot action, the artillery may not be fired again until a successful Reload action has taken place. This is carried out as a normal, ordered activation. I also 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.
  • Courage tests, the crew count as a normal 6 fig unit except when down to 2 crew figures it is half strength.
  • Courage 4+
  • Defence 6 – May only roll dice = to number of actual crew i.e. 1-4 not 6 or 12 as norm with other units.
  • The crew must maintain cohesion around the artillery model (not moving more than 1” beyond it).
  • Armour 1.
  • Upgrade to expert gunners @2pt- instead of D4, D8 or D12s for no. of potential hits use DAV, 2DAV and 3DAV. -1 to reload action and -1 shoot action and Courage 3+
  • Upgrade with a Mantlet @1pt– Armour 3 from shooting only.

I may work on hand gunners next!

 

 

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Filed under 28mm, Lion Rampant, Medieval, War of the Roses, Wargame Rules

A First!

This week we held our first club game since lockdown and for most, it was also their first game of Lion Rampant.

We held the game at my place.

I decided to play Wars of the Roses. As can be seen from the photos we had a simple terrain layout to help play and my units are not based as they should be but it was easy to overcome as a units has the same number of hits/men as per rules 6 or 12 and we just used a D12 to track. White coins meant battered.

Each player had a retinue of 24 points and each was allocated a playing card suit. Each turn a card was drawn to determine order of activation.

We also allowed friendly units to ignore the 3″ gap rule.

Ian P and Sid had foot only forces but were the creme de la creme as Ms Jean Brodie would say.

Ian T and Keith had a mixed bag with levy (yeomen) to expert bowmen.

From the start Ian P and Sid demonstrated caution and held their line not advancing too fast. The others were full speed as dice rolls allowed!

Keith’s yeomen suffered from the expert archery from Ian P and the left wing faulted. Ian T charged with his Sargent but were stopped by Sid’s foot men at arms.

Keith’s archers in the centre turned and helped Ian T, eventually allowing him to win the right flank.

So both left flanks collapsed. Both sides agreed they would not fight on and called it a draw.

Everybody wanted to play again next week so it was a thumbs up to Lion Rampant. We will add in a few more aspects like challenges and lucky hits.

Here are the forces used. Please the master list that has all the unit option listed and player 1 and 2 forces for this game.

Army list master units

All the figures are from my collection and are Foundry or Perry Miniatures.

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Filed under 28mm, Lion Rampant, Medieval, War of the Roses, Wargame Rules

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

How Easy Is It To Get Distracted?

The answer in my case is very easy.

Last week was a write off painting wise. Too many other things happening. So I thought I would show you a project/idea i am working on in the background.

A 28mm merchant man, a Fluyt from Printable Scenery. I am hoping to include it in games from Pirates, English Civil War through to AWI at a push. While taking the photos I thought about how to transfer a naval game to the tabletop?

As much as I would love to, I soon had to accept that 28mm is a scale too far as I wanted to ensure maneuvering is part of the game rather than just boarding actions.

I also thought about a set of rule constantly in and out of my thoughts “Lion Rampant”. Could these we used for managing a game with a naval element. This led to me thinking about Pirates!

This started an idea of Pirates starting off with a home port and a small ship with crew. They could raid the high seas or an opponent’s port to get treasures and upgrade their ships and crew. I did not want to do two different scales so 15mm seemed the way to go. So with things thought through I printed off the same fluyt in 15mm.

So this is a project that may or may not develop but shows how easy I get distracted. All I have to do now is find some nice figures. Anybody out there recommend any 15mm pirates?

Below is the 28mm version with a Perry 28mm ACW. Only figure I had at hand. Please ignore the recently made 28mm hedge/20mm bocage for another game in development.

Below is the 15mm version

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Filed under 15mm, 28mm, AWI, English Civil War, Naval, Pirates, Printable Scenery

Starting an Undead Army

Finished off the day by basing up some undead I have had for a few weeks after a quick paint job.

I have decided to use Lion Rampant/Dragon Rampant both from Osprey. Simple, playable rules for an evenings game.

I am not into fantasy in a big way so only wanted to build a collection that represents an undead semi-historical. I do not want magic to win the day.

I have based these in a similar way to Rebels and Patriots. Units of 12s and 6s and based in 1s, 2s and 3s on 25,30 and 40mm bases.

Not sure what else will be in the army but I have a few more foot like these, some archers, cavalry (sergeants), old citadel ring wraiths(Knights) and an undead dragon!

These are a mix of a few different generations of Games Workshop and a few new Wargames Atlantic.

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Filed under Dragon Rampant, Fantasy, Gallery, games workshop, Lion Rampant, Traders, Wargame Atlantic, 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

Lion Rampant

Over the last few months I have been looking at a number of changes in how I wargame. Most of my collections are large. Unfortunately over the last few months many of my regular wargame buddies are unavailable due to moving out of the area or work impacting upon availability. So the last few games have been smaller than normal. It made me think about skirmish style gaming but I still wanted the ability to play larger games, if and when we all can get together again.

Recently I picked up a number of Osprey rules sets. Some look good and not so sure of but have onky had a quick scan of them.

Last night I met up with a gamer from Exmouth and we started to discuss Lion Rampant. They were a set of rules he had but again had never played so we decided to have a walk through to see if they may offer what we want.

Overall the rules seem to be ok and while they appear simple they may take a while to master. The easy of play will allow addition of house rules if and when needed to reflect a particlar era.

We got discussing 2 areas that didn’t feel right.

  • Challenges – like the idea but the process of rolling 3 dice and the highest number of 5 or 6s win. It appears to take no consideration of armour etc. We set about trying a number of option to give what we think would be a more reflective result. We came up with the following:

3 dice as original

3 rounds and the leader with the most hits on them at the end is dead

To hit a general, roll 3 dice needing to roll as if attacking

Any leader hit rolls armour rating or less to save each hit

Leader who has most hits inflicted upon them each round gets a -1 to attack rolls(accumalative) up to needing 6s

  • The other thing that jumped out was that all foot units not knights or serfs all have the skill of schiltron. I think I allow certain foot not to have this ability i.e. my English spears fighting their Scottish equivalents at Stirling.

We are planning to try the rules out with figures on the table in a few weeks time.

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Filed under Lion Rampant, Medieval, Pirates, Scottish Wars of Independence, War of the Roses, Wargame Rules