We played a three-a-side game of Lion Rampant last night, using 25mm figures from a mix of sources and, it has to be said, historical eras (albeit ones within the Lion Rampant remit).
We used the new rules which aren't, it has to be said, hugely different from the old ones in terms of core changes. Yes, there's a lot of options brought in from other sets, or that have been common practice in some groups, but you can add those or not as you wish. Actual changes seem to be light. I kind of like that.
I did like that you now buy abilities for your leaders as part of the warband cost, and there are negative cost abilities that can be used to tweak how your warband is set up. I always find that you have odd points to spend here and there in Dragon Rampant, so this would be an interesting idea to import. To be fair, randomised leaders, who may be good or bad, are fun, but it's sometimes nice to have control.
All leaders can now allow one unit per turn an activation reroll if they in command radius. This should help satisfy those people who hate the Rampant activation system.
Anyway, since we had three novice players and one very new player as part of the six we kept things simple - each warband had some knights, some heavy foot, some archers and some foot knights. We just did a straight head-to-head fight, with three warbands per side. At the end of the day it was about getting people used to mechanisms.
The result was, as you'd expect, chaos. But it was fun. I didn't really keep track of the flow of the game and, at the end, we didn't even pay much attention to who'd won. Stuart and I, who were facing each other, had both used boasts that had left us happy to remain static, although my static posture was, to some extent, dictated by my terrible movement activation rolls (even with the reroll). Caesar and Peter slaughtered each other in the middle, whilst Dave and John hacked away at each other over a hill on the other flank.
Here's some pictures.
Initial setup.
I did rather like the new Lion Rampant, and may consider getting it since I never got a copy of the first edition. I don't know if there are plans to update Dragon Rampant, but I suspect that a lot of stuff can be ported across relatively easily.
Thanks for the report and pics. Lion Rampant and offspring seem like a fun system (I played one game then started painting two 15mm retinues to do more). Was the activation disliked by face-to-face players (as in the ‘fail an activation, hand over to the opposition’ aspect)? Or did it add a novel random factor you don’t get in IGOUGO regardless type games?
ReplyDeleteI think it adds a suitably frustrating random factor. But I know people are frustrated that they can get turns where they don't act at all; in the basic system you hand over your turn the moment ypou fail your first activation. In this version you can reroll one activation if the unit that failed is within 12" of your leader, so generally you get a second chance. Saying that, I failed to act for three turns after failing a basic activation and then the reroll, (six 2D6 rolls in a row that were 5 or less basically, including consecutive double ones), so I can see why some people find the game frustrating.
DeleteThere are optional rules that make activations more likely and some games in the system have things built into the core rules. In Rebels and Patriots you get to roll for every unit regardless of the failure of others, whilst in The Men Who Would Be Kings and (I think) Xenos Rampant all units have a basic action type that they can always do for free and only have to roll for 'non standard' actions.
Thanks….I just remembered I have Rebels and Patriots hiding somewhere - must look it out! I’m wary of trying the LR game with some face to face players I regularly play at DBA and Hott, as I can foresee a few ‘throw the dummy out of the pram’ moments if they throw a run of bad dice 😶…but will give it a go, and see what transpires. For solo, I’m more than happy with the idea…a great randomiser. More LR games at the club planned?
DeleteHi Simon
ReplyDeleteHappy New Year. Still reading this blog I see.
I've been playing the optional rule that the turn doesn't end on a failed activation, only the failed units do not get to act. I find this makes the game more tactical.
ReplyDelete