Tag Archives: rules

Legionary 2019 – Wild West

I have to admit that this year’s Legionary Show was one of the easiest games I/we (Combined Oppos) have ever put on.

Normally I buy and paint something new every year. This year we had decided to take life a little easier and play with something we have had for a while.  We decided to go with the Wild West and have a run out with the Free wargame rules – Gunfighter’s Ball Greenhorn Edition from Knuckleduster Miniatures link http://knuckleduster.com/shop/index.php?route=information/information&information_id=7

To give the game something different we decided having watched a few films to set it in a snow covered town. Here are a few pictures from the game, that played brillantly.

Building are 4 Ground Sarissa and Empires of War

Train – 4Ground’s new train

Figures – Mainly foundry, Knuckleduster,Dixons

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Filed under 4 Ground, Demo game, Dixon Miniatures, foundry, Knuckleduster, Legionary Wargame Show, Sarissa Models, Traders, Wargame Rules, Wargame Shows, Wild West, Wild West

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

Last Man Standing, Not Quite!

Managed to get a game in yesterday.

Brian from Plymouth popped in and we played a really small wild west game. The table was only 3’×2′. We tried out a new set offree rules. The rules were Gunfighter’s Ball greenhorn version from Knuckleduster Miniatures, link here. http://knuckleduster.com/shop/index.php?route=information/information&information_id=7

The game was basic, two families decide to settle the feud between them in a fight to the death.

The game lasted 4 turns. The key to the game is how good a character you have. The difference is how many activation cards the character has. The max is 3. When activated You get 2 actions. An action could be a move, fire, fight,reload plus many more options.

Each character had 9 life points represented by poker chips 6 white and 3 red. As hit you discard the white and once down to the red ones you are deemed prone for the remained of the game and when down to you last you have to check each turn to see if you bleed out.

Each player had 5 activation cards to divide between the 3 character so the choice is a 3 card character strong and 2 x 1 card characters weak or 2 average 2 card chacters and a single weak character. We both went for option 2.

The characters where randomly placed around the town.

Turn 1

Brian activates his character in the stables who jumps the fence and moves towards mine waiting outside the sheriffs office. With his second action he went to shoot me, in the back ( You now know all you need to know about Brian). I tried to do a quick draw, unfortunately I failed and Brian fired his 3 shoots hitting me twice. First check of damage and shot in head, dead. The next card was mine for a character at the other end of the town who ran towards the shooter but only covered 10″ in both actions not putting him in a shooting position. The next card was the same character so he ran and shot hitting the shooter once in the leg. Another of Brians character was next activated who stepped out from the bank and shot my shooter in the groin forcing him to go prone.

The turns continued and at one point Brian sought medical attention from the drs regaining a couple of chips.

Another notable set of shots was when i tried to take out one of Brians characters now on the bank roof. I hit him twice, left hand and destroyed his rifle. He then was activated and drew weapon (pistol) and shot back. I was activated again and shot back hitting stomach and destroying pistol. Unarmed he went off on next activation to get a weapon from the bodies in the street. The last man standing was mine well crawling due to wounds but did finish off Brians characters with only a few bullets left and 4 chips left.

Both of us thought it played great and will be the focus if our next demo game.

Enjoy the picures, the dead figures are unpainted and do not representing ghosts.

My gent in hunting jacket tries to avoid getting shot in the back!

Snake oil seller tempting locals?

The sniper on the bank roof with one of my dead below

The victor prone next to one of Brians dead.

Great set of free rules. I have to admit that i will probably not buy the full set as this set offers me most of what i want from a wild west game and house rules will be easy to add where things are not covered.

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Filed under Knuckleduster, Skirmish, Wargame Rules, Wild West

A Quick AWI Game

A few weeks back we got together on a Thursday evening for a game. We wanted to try out a few amendment we were thinking of for our favourite set of AWI rules “Field of Honor”. We were basically trying to apply some of the rules for the original 19th cent set of the rules and work of something for improved skirmishing.

The game was just a simple engagement meeting between two numerically equal forces. As in real life, the quality of the British forces carried the day but it did give us the opportunity to try out some of our thoughts, more of later.

In the meantime thought you may like some pictures of the game.

 

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Filed under American war Independence, Fields of Honor, General, Uncategorized, Wargame Rules

Fisticuffs 2018 Weymouth 26th May –

This show is a local treat as it is held in a lovely area of the Dorset coast and wargamers who have a young family can visit the show and later spend time on the beautiful beach on 200 yards away.

There was a new venue this year and it was very cosy on such a hot day.

For those of you who have never been to Fisticuffs, it is a gaming show not a trade show. This year there were only a handful of local traders. Martin (Peter Pig) is your host and it has to be said he is one of the most welcoming hosts I have ever met. Other shows please take note, gamers who put on games at shows are not an inconvenience but a draw. Think what your visitor numbers would be if people walked in to find tables full of unpainted or even empty tables. At a couple of shows in the last year not a single member from the committee has come over to welcome, thank or say goodbye and in more and more cases charge us for putting on a game at their show!

The boys all agreed that they were interested in playing Bolt Action ww2 set in a Stalingrad environment. I will be honest here in that I had never played the rules or in fact read them until the night before.

They seemed playable but very disjointed in the  reading off due to exceptions to rules not always being near the main rule and the QRF having so much detail missing.

I do not intend the detail the game but we enjoyed it even though at times I spent ages trying to clarify rules. An example was when a mortar was fired and missed, I spent ages trying to find the deviation rules. Made something up only to find out later that missed mortar have no ability to deviate and hit anything else. Seems stupid and why?

Here are a few pictures from the game, all figures and scenery  from the collections of Steve and Laurie, great effort boys. Figures are mainly Bolt action. Quite a few people asked about the fallen rubble and it was ground up plastic waste pipe which was given a dusting of red primer to knock back the colours.

Puma supported by Panzer grenadiers advance through the ruins

German advance through the ruins seeking safety near a Hetzer

Russians attempt to assault a passing Puma

The Puma is finally disabled.

Snipers and AT rifle teams think about abandoning the factory as it is on fire

251 ambulance awaits the on rush of casualties to come. Note the tank of fresh water added to the side. Great

Scrambling through the ruins

Fountain

Russians about to push forward

View from the German edge

Panzer Grenadiers dismount to clear the Russians from the Puma

 

 

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Filed under Bolt Action, Demo game, fisticuffs, German, Russian, Wargame Rules, Wargame Shows, World War 2