Showing posts with label Sunday Night Gaming. Show all posts
Showing posts with label Sunday Night Gaming. Show all posts

Wednesday, October 7, 2026

Second Game of 'Ilium' - 8 Heroes Clash on the Plains of Troy

    Heroes gather around the dusty plains of Troy for another game of Ilium: A Game of Heroes
After our first try of the Trojan War game, Ilium: A Game of Heroes, we had decided we enjoyed it enough to introduce to the rest of the Sunday Night gaming crew. Written by Nic Wright of Irregular Wars, the game has players commanding contingents of up to seven figures -- one Greek or Trojan hero and his band of companions. Since our group usually features 6-7 folks each week, we wanted a game that played quickly and could have all of us gathered around the same tabletop. Though written as a two player game, Ilium works well as a multiplayer one, too. This past Sunday was our first real test of that -- all seven regulars showed up.

    Diomedes & his Promachoi (28mm Wargames Foundry) advance towards the Trojans in the distance
I had volunteered to step back and game master, but Mike S and Keith insisted that we all play, and simply give one of us experienced players two commands. I wanted to be on the Achaean side so that I could use my newly-painted Diomedes and his contingent of six Promachoi with tower shields. Mike volunteered to control both Achilles and Menelaos, while Mike W would control the Cretan king Idomeneus. Yes, as often happens, we were Mike Force -- all three Mikes as Achaeans on the same side! Opposite Mike W's Cretan contingent was Keith, who had brought all seven of the other contingents and was busy doling them out as I explained the rules. Keith took on the role of Memnon, King of the Aethiopians. He was using Bronze Age Egyptian figures to represent them. Next to him, Allen took charge of Hektor -- Troy's greatest hero. As long as Hektor was alive, all Trojans would receive a +2 to their morale (Resolve) tests. Next to Allen was his brother Joel, who was controlling Helenos, prince of Troy (and Hektor's brother, coincidentally!). The brothers faced off against Mike S's two contingents, Hektor staring down Menelaos and Helenos nervously facing Achilles. Finally, ranged against me was birthday boy Tom, ably leading Sarpedon and his cousin Glaukos against Diomedes.

    Memnon's Aethiopian archers climb atop a ruined building only to be shot down by Cretan archers 
I moved quickly forward -- well, as quickly as the relatively slow Shield Bearers could march, eager to get to grips with the Trojans. I had a plan in mind for Diomedes and his band and was looking forward to trying it out. The first to come to grips, though, were the Aethiopians and the Cretans. Despite his archers taking the high ground and cover of a ruined building, Mike W was rolling hot that night! All three Aethiopian archers were shot down by their Cretan counterparts. Meanwhile, Idomeneus and his shield bearers marched steadily forward to plug the gap between the rocky ground and the ruined building. Allen and Joel's Trojan princes moved forward steadily as Achilles and Menelaos' bands closed the distance, too. As Diomedes' men neared the enemy, they formed into a wedge formation, protecting their leader, who was just behind the Shield Bearer at the tip of the wedge.

    Trojan prince Helenos the Archer leads his companions around a building to face the Achaeans
Tom and the Trojans showed no fear of Diomedes' reputation as one of Greece's greatest warriors (or my wedge), though. Sarpedon darted forward and engaged the left hand side of the wedge, slaying the first Shield Bearer he contacted. He followed up before the Achaeans could react and threw his spear at Diomedes, causing two wounds. Diomedes shouted his war cry, inspiring his troops, and returned the spear throw, causing three wounds to Sarpedon. The Trojan hero's companions dashed into the fray, eager to help their leader who was attacking a mighty force alone. In the game, there are three types of Promachoi (companions). The hardest to wound are the Shield Bearers, which made up my entire contingent. Next are the Warriors, who may throw javelins or fight in hand-to-hand, with stats only slightly lower than the Shield Bearers. Finally, there are the archers.

    The forces at the end of the first turn of movement, quickly closing with one another
The gods were truly honoring Tom on his birth day, and Sarpedon's Promachoi began cutting threw Diomedes veteran men. It seemed that every turn one or more of my shield bearers fell. Where was their much vaunted Defense? The only saving grace was that Diomedes was slowly getting the better of Sarpedon on their exchanges. After their spear casts, Sarpedon had challenged my hero to a duel, which Diomedes gladly accepted. This meant that no other figure could intervene -- just like in Homer's tales. More of my companions began to fall, which even though it wins the enemy no Kleos -- or honor -- was still disconcerting. The winner of the game is the side that accumulates the most Kleos (chiefly from slaying enemy heroes). 

    From left, Joel (Helenos), Allen (Hektor), & Keith (Memnon) confer in the early part of the battle
On the opposite flank, Memnon rushed forward and hurled his mighty spear at Idomeneus. In return, the Cretan king waved his companions forward to overwhelm the lone Trojan hero. Three charged in, each landing a blow. The third dashed Memnon to the dust, whereupon his divine mother Eos appeared with a howl of rage. She gathered up her mortal son in her arms and flew back up to Olympos, vowing revenge upon Idomeneus and his Cretans. When a hero on a side falls, all other heroes have to take a Resolve check, but none failed with Hektor's +2 bonus. Neither did the Aethiopians lose heart, and they rushed to take revenge upon the Cretan soldiers. Still, the Achaeans were up 1-0 in Kleos!

    Menelaos' contingent rounds the corner of the building and prepares to charge into Hektor's group
Soon, the centers joined, as well. Menelaos and his force charged into Hektor and his companions, who shook their spears and met them man to man. Soon, Menelaos and Hektor were locked in a duel, and bronze rang on bronze. It could be heard on the other side of a Trojan building, where Achilles and Patroklos charged at the front, lead their Myrmidons into Helenos' men. Achilles challenged the Trojan prince to a duel, and the archer felt honor bound to meet the semi-immortal hero. In Ilium, you earn +2 Kleos if you knock an enemy hero out of action in a Duel, but only +1 if you kill him by other means (such as the Cretan companions ganging up on Memnon). You lose one Kleos if you refuse a duel. Of the four pairs of opposed heroes, three were locked in duels. Whoever won these would likely win the battle. There are ways to win more Kleos once you have felled your opponent. You can strip him of his armor (+1), or take his body off-table (+2). This can be done either by the hero's friends (to perhaps heal him up for another game) or by enemies trying to deny him an honorable burial. Think of Achilles dragging Hektor's body around the walls of Troy after slaying him -- THAT kind of +2 Kleos!!

    Trojan hero Sarpedon charges Diomedes' shield wall and slays one of his companions

 Although Tom was clearly rolling better than me in the clash between Diomedes and Sarpedon's contingents, he was killing only my Promachoi. When he scored a hit against Diomedes, he would often muff the Roll to Wound. In a melee or shooting attack in Ilium, the attacker must roll higher than the opponent's Defense to score a hit. If he succeeds, he rolls another 10-sided die. The results range from no damage to four wounds. Most heroes can take 7-8 wounds. Tom was rolling great to hit Diomedes, but poorly to wound him. On the other hand, my hero was steadily inflicting more wounds on Sarpedon until he finally struck the blow that tumbled the bastard son of Zeus to the ground. Diomedes immediately stripped the armor from him, and the Achaeans went up 4-0 (+2 for defeating Sarpedon in a duel and +1 for stripping him of his armor). Now, if either Achilles or Menelaos won their duel, the gods would grant us victory -- despite way more Achaean Promachoi dying on the battlefield than Trojan ones!

    A view of the left, with Diomedes' & Achilles' forces paired off against Sarpedon's & Helenos'
The next hero to fall was Menelaos -- one of the instigators of the Trojan War, when he demanded Achaean help after his wife was kidnapped and taken to Troy by Paris, one of its princes. Hektor, the brother of Paris, slew Menelaos in their duel. Weirdly, the only Achaean hero to fail his Resolve was my Diomedes, who ran back towards his base edge. I liked to think that he was withdrawing from the field to secure Sarpedon's armor as a trophy...ha, ha! The score was no 4-2. If Helenos could defeat the deadly Achilles, the Gods would rule this day a draw. However, Achilles is very tough in Ilium, as he should be. Even after Patroklos was struck down and Achilles reacted in blind rage, Helenos could not hold off the sea nymph Thetis' son. He fell, and victory was awarded to the Achaeans.

    Sarpedon and Diomedes trade blows in a duel as their companions battle all around them
Everyone said they had fun, so it looks like we will be playing Ilium again. So far, three of us are painting up contingents (Keith has painted up way more, more than 40 than he initially had). Even Tom asked for the info on the contingents so he could perhaps work one up. I was happy with Diomedes' performance, but less so with the Shield Bearers. Hopefully, they will perform better in the next clash on the dusty plains of Troy!

    Hektor & Menelaos duel, with Hektor close to winning against Helen's bereaved husband
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 217
  • Miniatures painted in 2026: 205

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 75

    Trojans trigger the rage of Achilles when Patroklos is struck down in battle by an enemy warrior

 
    Doomed Menelaos falls to Hektor, the greatest Trojan hero of them all!

Thursday, September 24, 2026

'Ruthless' Western Rules Get Cold Reception

 

Western gunfight game set up and ran by Keith using the 'Ruthless' rules from Marks Game Room
One thing about our Sunday Night Gaming group -- we are NOT afraid to try out new rules sets. We'll try something different even if we have a perfectly acceptable rules for that period that we enjoy. For example, my friend Keith wanted to try out the Ruthless set of Western rules from Marks Game Room. They were written by Mark Fastoso and Brian DeWitt, and are a fast-moving, easy-to-play set of miniatures rules. Once we sat down to play, though, we found that we had different versions of the rules in hand -- and no character cards!

    My gang of four gunfighters - the Bone Thieves - led by the old boss at right
We made things work out, though, with Keith making an adjustment to the rules on the fly with our input. He'd created gangs for the six players while he would GM. Each gang consisted of four characters, with Tom's Cattle Ranchers having six, because he thought we would all gang up on them. As it turned out, he did a better job of balancing things than he'd feared. The biggest problem was that three of the gangs just wanted to get off the table. Allen's gold miners wanted to exit off with their mule loads of gold ore intact. Mike S had a group of claim jumpers who wanted to relieve them of their season's worth of hard work. Mike W controlled a group of Bone Collectors, early paleontologists, wanting to escort their wagon to safety. My gang of Bone Thieves wanted to similarly relieve them of their discoveries. Joel's sheep herders also just wanted to get off the table. Even Tom's ranchers, once they roped their missing prize stud bull in the center of the table, were willing to make an exit.

    Our target for the scenario, the Bone Collectors and their wagon load of dinosaur bones
Keith had carefully arranged us around the table with those wanting to exit having to do it through the ranchers, Bone Thieves, and Claim Jumpers. However, the table was large enough that both Joel and Mike W were able to take a wide, loop path along the long edge and essentially escape unmolested. The Sheep Herders never fired a shot, and the Bone Collectors did only when taking a snap shot at someone targeting them. That said, the Claim Jumpers and Bone Thieves did our best to initiate the action, and we engaged in a lively gun battle with the ranchers and gold miners. So, there was shooting going on, and blood was blood spilled on the barren plains of the Old West. 

    The most fired-upon gang that evening was Allen's gold miners, trying to get to market with their ore
So, how did the system work? Each player had a hand of five cards from which they chose one for their Initiative Order. Players took their turns from highest to lowest. All of a player's characters acted on the card he chose secretly, with ties decided by suit. Some cards had special abilities, such as a "7" allowing one character to take 3 actions instead of 2. An Ace was required for waking up from being unconscious, and a 3 allowed you to discard additional cards form your hand if you didn't like what you'd been dealt. If this sounds vaguely familiar, it should. I felt Ruthless was a bit too close for comfort to the Wiley Games rules Fistful of Lead. It also uses cards for Initiative Order with certain cards granting special abilities. It also uses a d10 roll to hit, and the numbers needed are very similar (both need an 8 to hit at Long range, for example).

    Largest gang of gunfighters in the scenario were the Cattle Ranchers, looking for their stud bull
To be clear, I'm not accusing Mark's Game Room of plagiarism. I know Mark in passing from Historicon and Cold Wars. I've played in his games and he seems like a nice, low key guy. Ruthless is free to download -- he and his friends are not selling them to make money. However, the rules seemed too derivative to me. It seems obvious where their inspiration came from. Perhaps Mark and his buddies played FFOL, but they didn't like certain things about the rules? So, they made their over variant -- that's fine. Everyone is free to take someone else's rules and change them for their own games. They can even take them to conventions and say they're using a modified version of the rules. You see that all the time! However, to create a set of rules that are similar and covering the same period, then give them a new name and publish them (even as a free download), seems to be on shakier ground to me. 

    The Sheep Herders (using my goats as stand ins) just wanted to get off the table safely
There IS a chance they never played FFOL. Maybe they just heard or read about the card initiative mechanic and special values for certain cards and independently came up with their own rules. I've heard that you can't copyright rules mechanics. I'm willing to give Mark the benefit of the doubt because he seems like a great guy. However, playing Ruthless felt like trying someone's slightly tweaked version of FFOL. Probably the most interesting change to the Wiley Games system was you could take a snap shot at someone firing at you if you could play a card from your hand higher than the one they used for Initiative Order. That led to hard decisions -- do you save the high value ones so you can snapshot anyone trying to gun you down? Or do you play them, going first and hoping the others don't have a higher card to snapshot you?

    The shooting starts with the Claim Jumpers blazing away at the Gold Miners & Cattle Ranchers
I liked that aspect of the rules. I also felt that all of a player's figures acting on the Initiative Order card  rather than each character getting their own card (like in FFOL) made a game with six players move faster. Still, given a choice, I would play Wiley Games rules in the future rather than Ruthless. Keith felt the same way, and said he was shelving Ruthless. I like the greater customization of characters that the Wiley Games system offers compared to Ruthless. It feels tighter and more internally consistent. The wounding system makes a lot more sense to me. In our game, every single time a character was shot and knocked unconscious the player was able to bring them back immediately the next turn with an Ace or 4. I like the way FFOL handles wounding better.

    'The Kid' (bottom right) made the bad decision to take on a handful of Cattle Rancers & paid for it
Still, we hadn't played a Western game in awhile and it was good to try out the rules. The scenario did end with a whimper, though, as the various factions exited the table. It seemed that of the six of us, only the Claim Jumpers and Bone Thieves really wanted to fight. And there was no way our two gangs could prevent the other four escaping off-table. So, the other players "won" the scenario easily. Even though my four gunfighters shot down three of Allen's miners (repeatedly wounding them till they were truly out of action) for the loss of only one of ours, we "lost." Same with Mike's Claim Jumpers. They inflicted more damage than they suffered, but he and I were the only "losers" of the four on the table.

    'Shoot - they're getting away!' Yeah, like 4 of the 6 gangs just wanted to get away...ha, ha!
Thanks to Keith for setting up the game and to all the players who read the rules I'd forwarded them ahead of time. It always makes a new set of rules go smoother when more than the GM has read them. There's bound to be something the GM or any one player forgets that the others may remember. So, if you like the core idea of the Wiley Games system and want to try a game that tweaks its ideas, maybe read through Ruthless? Note that the well-designed Quick Reference Sheet does NOT contain all the rules, despite what they may imply. You need the character cards to understand the wound system and see the stats for the gunfighters. I discovered those in the free scenario downloads.

Anyway, I've been slow writing up this game report because I've been working on the first play-through video for my Surviving 'Nam rules. It is taking a LOT more time than I thought it would. This is the first time I've ever tried to film myself playing a game. I just spent three hours tonight doing my first try at it and I'm not satisfied with the result. I'll give it another go tomorrow, though. Hopefully, I'll get it right soon!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 217
  • Miniatures painted in 2026: 198

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 75

Friday, September 11, 2026

Warmachines Lead Rescue of Downed Martian Command Ship

 
    Martian walkers and infantry race towards the crash site of their downed command ship

** Guest blogger on this post, the GM for this game and my long-time friend, Tom G. **

The ground was shattered and smoke still rose from the burning and charred ruins of the wheat field a few miles west of York, England. Above the bleating of terrified sheep, the heavy, rhythmic thumping of approaching Martian war machines could be heard by the men of the Queen’s Own Rifles battalion, as they marched double time toward the ridge of broken ground ahead of them. It was July 4 th 1861. The sphere ships of the Martian invaders were still landing around the globe. Here in the York countryside, one of their command vessels had suffered a malfunction and crash landed.

    Tom presides over the battlefield, with the Martian command vessel at the end of a long impact crater
Three giant Martian war machines and supporting infantry approached to rescue the command staff and critical war plans from the fallen vessel. The British threw three battalions of the finest infantry of the empire, as much artillery as could be found, and a handful of steam tanks to destroy the brains of the Martian attack on England. The long legged war machines approached rapidly and gained the precarious heights plowed up by the fallen vessel.

    Martian deployment -- each advancing force had a walker, Cephalopod infantry, & Martian infantry
On the British left flank, the troops waver and seemed shocked at the speed and size of the machines. At the first brush of the Martian heat ray, half the battalion lost heart and fled. On the British right flank, the war machine took aim at the artillery as the crews were unlimbering and with devastating accuracy destroyed the entire brigade. 

    War machine in the Martian center pounded forward aggressively & led the attack on the British
In the center ,the British C-in-C, General Resistance, pushed forward with a battalion of the Queen’s Own infantry brigade. He gained the heights of the crater wall and fired on the command vessel, but was driven back by the heat rays of two different war machines. Cephalopod infantry swarmed forward under the devastating fire of the war machines and began evacuating personel and equipment. Driven back at times by the British, the beings from Titan eventually cleared the vessel of all intelligence and crew and command staff and quickly retreated with their prizes. 

    British commanders hurriedly move up to (hopefully) get enough shots on the vehicle to destroy it
I had recently simplified my For Queen and Planet rules and this was a test case for the altered rules.
We learned I might have made things more bloody then intended, so I will be backing down Fire Factors and Combat Ratings a bit. I will also weaken the war machines, as they were way too powerful! 
    Martian battle line has reached the lip of the hill plowed up by the crashing command vehicle
Thanks, Tom, for writing this report! It is fun to get more voices on this blog. The last time I did that was when we were playing Frostgrave: Ghost Archipelago. High time! I enjoyed Tom's game very much and felt the rules making it more bloody were fun. Need I say that I was part of the victorious Martian side? Ha, ha! 

    British fire momentarily drives off the crew of the command ship, while their allies hurry to help
MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 210
  • Miniatures painted in 2026: 185

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 75 
    With the Brit artillery destroyed early, they had no counter to the war machines, who turned the tide

 
    Crash site is secured by multiple units of Martians, who have driven off the British attempt to seize it

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 210
  • Miniatures painted in 2026: 185

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 75

Tuesday, August 18, 2026

Dragon Rampant: Rescue (or Capture) the Civilians!

 

    How would my Wood Elves fight as small, 6-man units of Scouts instead of 'mixed weapons' units?
We had four games of Dragon Rampant! going side by side this past Sunday for our regular game night. Most of the armies taking the field would be in their first battle (or at least the first for one of our DR! evenings). It would be the first appearance on a Sunday evening  for my Wood Elf army, who would be matched against Keith's Chaos army, also taking the field for the first time. Next to us, Mike S had created a new Greek Mythological list, which would battle Mike W's High Elves that he'd borrowed from Keith. Andy was also fielding a new army for him, a Woodland one featuring Hobbits and Ents. He would square off against Allen's Orcs. On the octagon table, Joel's Desert Goblins would face the army of the Evil Jungle Princess Salunga, yet a new iteration of Tom's beastmen.

    Sunday night's festivities with 4 games of Dragon Rampant! side by side (photo by Andy S)
I created the scenario we were playing, calling it "Rescue (or Capture) the Civilians!" It was inspired by a Lion Rampant scenario and each board featured four civilian figures. The players would want to move towards and take control of them before their opponents. Each was worth 1, 2, or 3 Glory points (DR! terminology for victory points). The civilians started roughly in the middle of the board and would move at the start of each player's turn a random direction and distance. Players would also get points for destroying or routing enemy units, of course. The civilians were meant to give them some tactical problems to consider besides the enemy army.

    Keith's Chaos Heavy Riders backed up by a Greater Warbeast Demon with spellcasting & Cunning

    Other half of Keith's center, another unit of Heavy Riders & his Chaos Lord with Elite Infantry
In our game, Keith's Chaos warriors and my Wood Elves couldn't be more different. He had only five units (none of which could shoot), while mine had nine. Here were our army's compositions:
  • Chaos Warriors 
  • Warlord with Elite Infantry @6AP
  • Demon Lord - Greater Warbeast with Cunning and Level 2 Spellcaster @10AP  
  • Chaos Knights - Elite Riders @ 6AP
  • 2 units of Chaos Heavy Riders @8AP 

    Right wing of the Wood Elves with 2 units of Scouts & the Birds of the Forest, alongside the center

    Left wing of the Elves - Heavy Riders, 2 Scout units (one in trees already), & Heavy Elven Foot

  • Wood Elves
  • 4 units of Scouts @ 8AP
  • 3 units of Heavy Foot (1 with Warlord, 2 with Level 1 Spellcasters) @14AP
  • Elven Cavalry - Heavy Riders @4AP 
  • Birds of the Forest - Lesser Warbeasts with Flying, Weak, and Cowardly @4AP 

    Wood Elven Cavalry trots out to face off against the much heavier Chaos elite knights in the distance
So, it was the classic Quantity vs. Quality matchup. After my first game, I had been unhappy with my infantry fielded as Light Foot with mixed weapons. Since they are wood elves, I felt they should fight more effectively in terrain, not less (Light Foot are penalized in melee when in rough terrain). So, I was trying something new with my archers field as small, 6-figure units of Scouts. I had never used Scouts before, but knew they should try to stick close to the terrain, where they were more survivable. One of my spellcasters chose Crimson magic (to be able to blast away at enemy at range), and  the other chose Magenta, chiefly to be able to enhance my Scouts shooting or my heavy foot's melee ability.

    Once the Chaos lord stopped his advance short of their range, the Scouts emerge from the trees
Keith was the attacker, so deployed first. His center was composed of his two Heavy Rider units on either side of his Elite Infantry. Behind the battle line was the big scary Demon (Greater Warbeast). He deployed his Elite Knights to the right to outflank me. The battlefield had four medium sized patches of woods, two on each half of the table. I lined two Scouts units each to occupy the woods on my left and right, while the heavy foot stretched across my center between them. The foot with the spellcasters were up front line while the warlord's foot bodyguard supported them from behind. Further to their rear were my Cavalry. The birds of the forest were on the right, positioned to support the Scouts.

    The Chaos Demon charges impetuously into a company of Heavy Elven Foot, who push him back
Keith's warband initially marched forward, but after their second move halted. They saw my Scouts infiltrating into the woods, and didn't want to move into the forest to face them OR get within their 12" of their shooting range. My army was not succeeding in its movement rolls like Keith's was, so my advance was in fits and starts. Our group plays a relatively common modified version of the activation system that the author introduced in his Rebels and Patriots rules. Rather than forfeiting your turn immediately when one unit fails to activate, you are given an opportunity to activate each unit every turn. You can still fail and do nothing (which my army did often enough in this game), but your turn doesn't immediately end with the other units not getting a chance. We feel that there is enough randomness in DR! with the shooting, combat, and magic system. You don't need to have the game thrown because one player fails his first activation for several turns in a row!

    Elven archers, cavalry, and heavy foot close in on the demon, who the Elf Warlord says must DIE!
That said, our modified system DOES make less expensive units like Scouts, Light Foot, and archers more effective than they might be otherwise. It also helps armies composed of lots of low-cost units perform better than they would be under the standard activation system. However, we figure that as long as everyone is aware of that, we are on a level playing field. In our game, Keith was having second thoughts about my four units of archers. With three of his five units counting as mounted, he felt they tilted the battle against him. So, the Chaos Lord refused to advance any further. He had snatched up three of the four civilians already and was ahead on points. In essence, he was saying, "Your move, Mr. Pointy Ears!" Knowing that I could shoot 12" but his Riders or Knights could charge no more than 10", my Scouts began to advance out of the woods and use the Skirmish ability to move and fire on the enemy. 

    2 units of Elven heavy foot march forward, ready to do battle with the hesitant forces of Chaos
My wizard tried to enchant the arrows of the Scouts to make their fire even more effective. Scouts normally hit on 5+ on each d6, or "6" if Skirmishing. The spell "Sharp Darts" would enable me to re-roll all of my misses. The Elven enchantress was doing her part. Over the course of the game, she successfully cast the spell five times. However, every time she did that, the enhanced unit of Scouts would immediately fail its Shooting action. Not once or twice, but five times in a row! Not once in the entire game did I get a chance to re-roll any of my shots. Doing some quick math, it appears that there is about a 1% chance of that occurring! I also kept track of the times my attacks scored hits but were one short of the armor level of my target (thus, no casualties). Over the course of the game, I did that 12 times. Augghh! Shades of the last outing with my Elves! 
    Demon lord slain, the Elves scent victory and advance all along the battlefield

Keith then sprang the trap that the Demon Lord had cooked up in his crafty, evil mind. He cast Transpose (which requires an 8+ on 2d6, incidentally), switching his demon's position with of one of my Scout units in the woods on the right. For some reason, I forgot the Demon Lord was his spellcaster, and we allowed it to follow up the spell with an immediate charge into the other Scout unit in that woods he'd appeared alonside (with a puff of brimstone, of course!). Of course, the Scouts failed their 7+ on 2d6 Evade roll, and the Demon Lord crashed into them. Perhaps realizing he shouldn't have been able to cast a spell AND charge, Keith rolled abominably, not wiping out the Scouts as he could have. He did win the combat, though, and scooped up the fourth and final civilian from the Scouts. Meanwhile, the Chaos Heavy Riders charged the magically misplaced Scouts out in the open. They were j-u-s-t over 2" away from the Wood Elves. These Scouts were a bit more inspired and did Evade, staying just out of reach of the cavalry. The Elven warlord saw the danger the Demon Lord presented in the midst of his battleline and immediately threw every unit he could against it. The birds of the forest charged in and caused two hits on the demon, driving him roaring out of the woods. The enchantress targeted him with magic, archers shot arrows at him. However, this was my time of the game where I was missing doing damage by one on most of my attacks. The next turn, the Demon Lord -- subject to "Wild Charge" -- crashed into one of the units of Elven heavy foot. Halberds twirled, two-handed swords sliced, and spears impaled the demon, driving him back, again. 

    Early stages of the Woodland Folk vs. Allen's Orcs & Goblins (photo by Andy)
More archery and spells failed to finish him off, though. Eventually, the Elven cavalry moved up to be in charge range. I knew I couldn't let the demon escape. Keith was up +8 points with the civilians, and was beginning to pull his battle line back towards his board edge. We needed to kill this 10-point Greater Warbeast to claim victory! The demon noticed the approaching cavalry and wild charged into them. Luckily, the cavalry counter-charged and did enough damage to finish the demon off. With the Chaos Lord disconcerted by the potential effects of Elven archery, the rest of his army continued to fall back.

    After their drubbing, Allen's Orcs may call Andy's stalwart spear, 'Nasty hobbitses!' (photo by Andy)
On the left, my two units of Scouts had damaged one of his Heavy Riders units, taking it down to one remaining strength point. It finally shook itself out of its stupor and galloped back out of their range. Keith made it clear his army was withdrawing and not coming any further forward. The elves were willing to chase them down with archery and spells, but there was nothing to prevent his forces from simply marching off the table. So, we agreed to call the game. The elves had avenged their defeat at the hands of the Bonefish Band a few weeks earlier. 

    Ents close in on Orc halberdiers, while the hobbits draw nearer in the distance (photo by Andy)
Meanwhile, the Greeks and High Elves on the battlefield next to us skirmished almost to a stalemate. They'd split the civilians between them, and only one unit was lost by the Greeks. This gave the edge to the High Elves, who eked out a victory. I believe Keith's "Shooty Elves" (as he calls them) are now 3-0 under various commanders. Keith constructed the list so that every unit shoots. The foot are mixed weapon light foot (like my Elves were in the first battle) and the heavy riders are equipped with bows, too. On the next battlefield further down, the clash between Andy's Woodland Folk and Allen's Orcs & Goblins was a slaughter. Andy said his forces destroyed or routed every unit in Allen's army!

    One of Salunga's units with control of a civilian - 'Lady Greensleeves,' I was told her name was!
There was one game still going on, though, so I drifted over to kibbitz and watch the match between Joel's borrowed Desert Goblins and Salunga, the Evil Jungle Princess. It was a bitter struggle. Tom's beastmen had six units, all of which had a spellcaster. He was having my dice rolling luck, though, and failing to cast fireballs amidst the goblins' ranks time and time again. Joel has played Keith's Desert Goblins a number of times and has gotten quite canny with them. In fact, after this weekend, he's tied for the second-most victories in our games of Dragon Rampant, having a 3-2 record. He used his savvy and pulled out a victory here, too.  

    Frustrated at the ineffectiveness of their magic spells, Tom's beastmen charge into Joel's goblins
I continue to enjoy DR! rules, and it seems they've really caught on in our group. More new armies are making it to the tabletop. Players seem intrigued by what they can create with this very open toolbox list building system. I look forward to fielding my Elves again, soon. It was great to see the army deployed on the tabletop after months of painting them up!

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 210
  • Miniatures painted in 2026: 166

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 14
  • Terrain painted in 2026: 36

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 34
  • Scatter painted in 2026: 71

Tuesday, July 14, 2026

Ten Warbands, Ten Players, Lions & Dragons Rampant, oh my!

  Pictish spearmen prepare to form Wall of Spears as the Vikings advance ever closer in Lion Rampant
We had a friend who visits only about once a year coming into town and he wanted to join our Sunday Night Gaming crew. I messaged him to see what he'd be interested in doing and Anthony said he would like to try Lion Rampant. With everyone coming, it looked like we'd have nearly a dozen people, so we decided to stage two multiplayer games. Anthony would join Tom, Joel, Mike S, our host Mike W, and myself in a giant game of Lion Rampant on a 10' wide table. Meanwhile, the 6' wide table would hold a 4-player game of Dragon Rampant. I was in charge of bringing all the battle mats and terrain, in addition to three 24-point commands of Picts, so it was quite the load to set up.

Three warbands of Picts & Vikings each clash on a 10' wide table for a huge game of Lion Rampant
To fill the forces for three Lion Rampant commands of Picts, it took up a big chunk of my 28mm Dark Ages miniatures. Our side would field 20 units and more than 200 miniatures. My friend (and as it turned out, cross-table opponent) Mike S would be bringing 17 units of Vikings, I believe he said. It would be an epic clash as the Vikings launched an invasion of Pictland, hoping to secure northern Britain as their base for raiding. We played a straight up battle rather than a scenario, since it was some players' first game of Lion Rampant. In addition, we used our usual "no crap out" variant of the activation rules. A failure by one unit did not end a command's turn. We use that across the board for all of Daniel Mersey's "Rampant" series and believes it provides a much more enjoyable and entertaining game.

    My 2 units of Pictish light cavalry swing wide right and prepare to pepper the Vikings with javelins
I gave all 20 unit cards to Tom and declared him the overall Pictish commander. I asked him to divide them into three commands, left, center, and right. He took the center and I was given the right with six units under my command. I had two units of Pictish spearmen (light infantry), one of Warrior Infantry (wild chargers), one of archers, and two of Pictish light cavalry. Facing me were six frothing at the mouth units of Vikings -- or at least that is how it looked to my Picts! I sent the two cavalry units to the far right, supported by the archers. In the center, the Pictish spear intended to advance to tempt the Vikings to advance, and both units formed their schiltrons (Wall of Spears) to resist the Viking charge. Meanwhile, the Warrior Infantry would try to race into the woods on our left and chase off their archers.

    Viking battle line, led by a fearless and battle-hardened shield maiden in the center
It was a good plan, and early on it seemed to be working. The one unit of Vikings (Warrior Infantry) that entered the large field of crops opposite my archers began to waver under the archer's arrows and the cavalry's javelins. They began to fall back, battered, which encouraged my two mounted units to circle around the field. The lead unit of cavalry charged the Vikings while their morale were still battered and inflicted enough casualties for them to fail their courage test and rout from the field. The cavalry looked ready to encircle the Vikings and attack them from the rear!

    The battle lines of Picts & Vikings begin to edge towards each other as arrows fly overhead
On the left, my warrior infantry charged one of their opposite numbers from the Viking's center command. Joel's Viking warriors had surprisingly been driven back by Tom's Pictish archers. My warriors struck the disheartened Vikings and slaughtered enough of them to drive them from the field. Elated, they rushed towards the woods where the Viking archers were firing upon my spearmen and inflicting casualties. The warriors were cut off, though, and charged by a unit of Viking axemen (heavy infantry with bloodthirsty). Luckily, my warriors rolled high enough to counter-charge. We inflicted more casualties, and more importantly, Mike had a second drastic morale failure. The axemen ran from the field. 

    My warrior infantry, having chased off one unit, ready to face down more Vikings with impunity!
Emboldened by their success, the Pictish warriors charged their third foe -- the Viking archers. Their numbers were thinned by two combats already, but they inflicted enough casualties to rout the archers, as well. Good rolls on Courage tests were a scarce commodity on this flank! My Pictish spearmen were also failing their tests vs. the one or two casualties Mike's archers had been inflicting. Unfortunately, that third charge was it for my good rolling for the night! From this point on, I failed nearly every courage test and rolled poorly in every combat. The warriors decided they'd done enough for the day, so they also decamped from the field. Good on them, though -- three enemy units driven from the field!

    My Pictish spearmen are thinking, 'That sure looks like a lot of Vikings...! Are we sure about this??'
That was indeed the Pictish "high water mark" on the right flank. Mike's remaining three heavy infantry units began to advance on my wavering Pictish spearmen. Just in time, I rallied one unit and was even able to form Wall of Spears before the Vikings charged home. On average rolls, this should have been a victory for the Picts. However, over the next several turns, three times Mike's Vikings charged my cowardly and intimidated spearmen. Three times they were driven back by the Vikings. When my commander's spear schiltron eventually failed morale and broke and ran from the field, it unleashed a string of 2d6 rolls that never came close to average or succeeding. One of the cavalry units became battered upon hearing the warlord was dead, and proceeded to fail their next two tests, as well. The other spear unit steadily failed and retreated backwards four more times over the next four turns, until they backed off the field.  

    No two units failed more morale checks than these two units of spear -- it was maddening!
The cavalry unit and archers, although passing their courage test when the warlord fled, proceeded to fail their activation rolls time after time. When the archers did shoot, I rolled way under average and did not cause any casualties to a Viking unit that was at half strength and ready to crumble. It was a miserable ending after a spectacular beginning. Thankfully, Tom in the center had routed Joel's entire command, and began to send help my way. One of Mike's Viking heavy infantry broke under Tom's pressure, leaving him with just his general's heavy infantry and the half strength unit. That unit refused to charge my archers, who themselves failed to inflict enough casualties to get the Vikings finally running. Time after time, Mike's Viking heavy foot unit with his commander passed morale checks while mine failed them. In the end, I still outnumbered him in units, but my troops just wouldn't fight!

    Beers, snacks, and lots of orcs & goblins raging about on the Dragon Rampant battle table!
Fortunately, Anthony had finally won on the left flank, outlasting Mike W's Viking wing and driving it from the board. Tom crushed Joel in the center, losing no units, while Joel's entire command fled the field. Seeing this, we called it a Pictish victory. My wing was wavering at best, but Mike's was hanging on by a thread, too. My Picts could console themselves by saying they'd driven off more enemy units than we lost, but honestly, their "second half" performance was shameful! It was certainly the most frustrating run of failed courage tests I've ever had in any of the Rampant style games we've played. 

    The arid plains of the DR! battlefield were soon drenched with blood (fortunately no spilled beer!)
On the Dragon Rampant board, Andy and Allen's orcs and goblins had a bloody battle with Bob's and Keith's armies. The orcs fled the field in the end, with Bob and Keith holding on for the win. I didn't get over there much to watch the battle, but it sounded brutal. They were fighting on a smaller width battlefield (6' wide for four armies, two per side). I had brought over a folding table to add 2' to their width, but the table heights were too mismatched. There would have been a weird drop off three quarter's of the way across the table! So, the orcs and their foes fought in close quarters that evening. Still, it was impressive to have 10 players and 10 warbands clashing all at once. It was fun, but a LOT of work to set up and pull off. Thanks to Mike S for bringing three warbands of Vikings and Mike W for hosting such a throng of gamers! Lots of dice were flung and good times were had!! 

MINIATURES Acquired vs. Painted Tally for 2026

  • Miniatures acquired in 2026: 179
  • Miniatures painted in 2026: 141

TERRAIN Acquired vs. Painted Tally for 2026

  • Terrain acquired in 2026: 12
  • Terrain painted in 2026: 29

SCATTER Acquired vs. Painted Tally for 2026

  • Scatter acquired in 2026: 21
  • Scatter painted in 2026: 62