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Our Sunday evening group gave Lion Rampant a try, with six 24-point warbands on the table at once
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My friends Keith and Mike S had been wanting to try a big game of
Lion Rampant for awhile. We finally got it arranged for this past Sunday, with six armies on the tabletop. Three Carolingian commands faced off against two Early Byzantine with one Avar ally. Each of the six players controlled a 24-point warband using Lion Rampant rules. I was worried that it would be too much of a traffic jam on my eight foot wide table, but it ended up not being the case. I was pleasantly surprised by that.
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Carolingian left wing in the early game as we struggle with activation rolls to move up
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I commanded the left wing of Charlemagne's army. Jenny in the center and Allen on the right had identical forces taken from the 2nd Edition rule book. We each had two units of Heavy Cavalry, two of Heavy Infantry, and two Archer units. I was a little worried when Mike S and Keith deployed on their side of the field, though. Every unit in Mike's Byzantine command could shot, and all but one in Joel's Avars. Keith's Byzantines were on the opposite side of the field, and he was fiddling with his troop list still when he arrived, so I am not 100% sure of what he fielded. I do know his archers seized a crop field and shot Allen's troops mercilessly. So, I was worried how Lion Rampant would play out with a mostly shooty army vs. a mostly not. Missile fire is something "big skirmish" rules sets often struggle with representing, making it alternately too powerful or too ineffective.
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Jenny's Carolingian center command, with one of its archer units on the left supporting me
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Jenny had put one of her archer units on the left end of her battle line, and they marched alongside my two archer units who were on my right to repel Joel's fast-moving Avars. In Lion Rampant, foot bows consistently out-range horse archers (18" vs. 12"). So, with Joel's steady advance, he was bound to take some shots coming in. Jenny's archers loosed first and drove back Joel's light cavalry (the unit failed its courage test), killing two of their six figures. That was my hope. Mounted units in Lion Rampant are typically six figures while foot are usually 12. We should have more staying power in an archery duel. On the left, that's how it began to play out. After a frustrating first couple turns, I finally got my archers moving, hurrying to catch up with the heavy infantry who were advancing to meet the mounted Avar battle line.
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Joel's Avar mounted horse archer battleline across the table from my left wing
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Joel was unable to get close enough to shoot without taking casualties. The Frankish archers would cause 1-2 casualties with each shot, and that would often be enough to drive back the small Avar mounted units. Things became desperate enough for Joel that he sent the Avar general with his Elite Cavalry to fill the gap vacated by the light horse. The Avar nobles charged forward, first against my archers, then against Jenny's. They drove back my unit which was trying to enter the plowed fields, but when they followed up by charging Jenny's archers, disaster struck. In Lion Rampant, if a leader's unit takes casualties, you roll to see if he was killed. It requires a "snake eyes" -- "2" on 2d12 to kill the general, but guess what Jenny rolled? The Elite Avar cavalry failed its morale check and fell back. Each turn, archers would shoot at them again and again until the unit was finally destroyed.
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Joel's Byzantine allies, Mike S (left) and Keith as their legions begin to advance across the table
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On the far left, my two heavy spear units attacked a unit of Avar Cavalry. Each time, they counter-charged and drove us back. However, with our combined 24 figures against their six to absorb casualties, they had little hope and were whittled down below half strength. My own general got in on the action and charged in to finish off the unit. The Avars opposed to us were disintegrating, and we surged forward to try to threaten the Byzantine center. However, we were too late. Mike had cleverly placed his shooting units in a crescent and concentrated archery on Jenny's units that advanced. The shooting of four to five units a turn devastated her forces. One after another, her infantry and archers were hurled back. Mike had began the game activating poorly with dice rolls. However, when crunch time came and the Carolingian center entered his range, his rolls were flawless and he proved my fears were justified. Five units shooting from a defensive posture were simply too much to overcome. Jenny's forces were crippled and fell back.
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All of Mike S's force were archers -- from his lowly foot skirmishers to his heavy and elite cavalry
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On the far right wing, Keith had been getting the better of Allen, as well. He had a unit of Elite Cavalry that was worth 8 points -- double what each of our units were worth. He used them to great effect to smash each unit Allen advanced, after it had been weakened by his Byzantine archers in the plowed field. Allen scored some successes, too, routing Keith's light infantry with bowfire. However, Allen's activation rolls were very poor -- especially with his other archer unit, which handicapped him severely. It is interesting that each command that attacked -- Joel's Avar left, Jenny's Carolingian center, and Allen right wing -- were all driven back by missile fire. Is archery in a defensive posture too powerful in Lion Rampant? This is only our first game with the rules, so I can't say for sure.
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Joel's Avar Light Horse dash towards the center of the battlefield, next to the village
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There are a lot of variables in the rules, though. Units don't activate all the time. We needed to roll a 6+ on 2d6 to get our archers to activate. As the Carolingians, we failed at least 1/3 of the time, it seemed, with our bowmen. The Heavy Infantry do slightly better with a 5+ on 2d6, but that often meant they advanced unsupported against a wall of missiles. I did make the comment to the others that Lion Rampant was originally designed to be a medieval battle game -- not to replicate steppe warfare, which is kind of the army we faced. It convinced us that we need to be sure to do historical battles in our future games. Everyone was encouraged enough by the results to give it another try, though. Mike S suggested he'd rather fight the battles of Dark Age Britain than the continent, so there will be no horse archers or entirely missile-armed armies there...I hope!
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And those Avar Light Horse are promptly driven back by Frankish archery
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Six commands of 24 points on an 8'x4' field DID work, much to my surprise. What's more, the game ended fairly quickly. Well, we actually
called it early as Jenny and Allen's forces were in no shape to advance. I had won on the left, but I had no easy way to exploit my success with the Byzantine center anchored on the impassable terrain of the village in between out forces. I felt the enemy had won, though they weren't so sure. So, our experiment was enough of a success you will likely see us playing more Lion Rampant games in the future. Mike chose to use the variant of the rules where failure to activate a unit does NOT end your turn. Much like with Rebels and Patriots, you are given a chance to activate every unit in your force (assuming it did not have to rally), no matter how many other units had failed. Honestly, I prefer that. I know, I know -- playing the less forgiving command and control system forces you to make hard choices!
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Joel plugs the gap with his Elite Cavalry, who charge into the flank of my archers, driving them back
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However, on a Sunday evening multiplayer game, I am looking to roll dice and have fun -- not agonize over every activation roll. And for those players having a bad night crapping out on activation rolls, there's not a whole lot of fun if you don't get to move troops around and shoot or fight! So, I guess I'm in the less serious, more "Let's have fun" crowd when it comes to "big skirmishes." And on that note, I don't really consider Lion Rampant, Saga, Warhammer, etc., skirmish games. They're big battle games. Anytime you're maneuvering 12-figure units around, you have left the skirmish world behind, in my opinion. Still, we laughed and had fun, whatever we want to call the game!
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Elated by their success, the Avar nobles charge into another archer unit...but lose their general!
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MINIATURES Acquired vs. Painted Tally for 2025
- Miniatures acquired in 2025: 7
- Miniatures painted in 2025: 10
TERRAIN Acquired vs. Painted Tally for 2025
- Terrain acquired in 2025: 5
- Terrain painted in 2025: 4
SCATTER Acquired vs. Painted Tally for 2025
- Scatter acquired in 2025: 9
- Scatter painted in 2025: 1
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The battle rages as my Carolingian leader at bottom leads his troops forward
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Victorious on the left, my command begins to sweep in towards the Byzantine center
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Good to get a table full of troops out & see the spectacle of a Dark Age warfare with Lion Rampant!
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