The game is a low complexity semi-skirmish game of Medieval combat. Players take command of a warband of about 40-60 models, divided into groups of around ten models. Nothing fancy and quite generic, but it's quick to learn and does have some tactical depth to it. There are plenty of rules recaps on the blogs already so I won't bother writing one.
The generic nature of the game means it can be easily adapted for low fantasy gaming. You don't have rules for flying, firebreathing dragons, but you can proxy a "fierce foot" unit as orcs or treat magic as ranged attacks.
We played a 30 point game instead of the standard 24 one to be able to include more "heroic" units as befits fantasy, but otherwise all the units are pretty much just the typical Lion Rampant archetype units. Here's the lists we used:
The Realms of Men:
The Fellowship of Adventurers (Foot Men-at-Arms with bows, 6 models) @ 8 pts
The Knights who say Ni! (Mounted Men-at-Arms with General, 6 models) @ 6 pts
Pikemen (Foot Serjeant spearmen, 12 models) @ 4 pts
Pikemen (Foot Serjeant spearmen, 12 models) @ 4 pts
Crossbowmen (12 models) @ 4 points
Crossbowmen (12 models) @ 4 points
"The fellowship of adventurers" is your basic adventuring fantasy party capable on kicking ass in melee and giving some ranged damage |
These Dogs of War pikemen saw the light of day for the first time in maybe 8 years. I used them as spearmen. |
The Greenskin horde:
Orcish Warriors (Fierce foot with General, 12 models) @ 4 pts
Monstrous Trolls (Foot Men-at-Arms, 2 x 3 wound models) @ 6 pts
Monstrous Trolls (Foot Men-at-Arms, 2 x 3 wound models) @ 6 pts
Goblin Spider Riders (Mounted Serjeants, 6 models) @ 4 pts
Goblin Spearmen (Foot Yeomen, 12 models) @ 3 pts
Goblin Spearmen (Foot Yeomen, 12 models) @ 3 pts
Goblin Archers (Archers, 12 models) @ 4 pts
To learn the rules we played just the basic line-em-up Bloodbath scenario without the boasting rules. Here's the setup:
Tactically the game was pretty straightforward. Hills were taken, lines were drawn, forests navigated and blows exchanged. The elite units such as cavalry and trolls performed well, but even archer units can provide effective and deadly close combat rolls.
There was a cinematic fight between the trolls and adventurers for several turns According to my opponent, they were in it strictly for the EXP and loot. |
Victory belongs to the Realms of Men! |
The game went well and was an effective proof of concept that the rules translate well for fantasy gaming as long as you don't miss spectacular wizardry and flying units. The "vanilla" unit archetypes will not work 100% though. In our game, Trolls were too easy to activate, and Goblin archers were too effective in close combat. I think I'll have a crack at making whole new units for the Greenskins to give them more racial flavour, but it doesn't need anything more than a little tweaking on the unit stats and prices. Drop be a line if you want to contribute!
UPDATE: Here's a draft on a greenskin army list for Lion Rampant. I've done some minor adjustments on the unit stats, but in strict moderation. Any input would be very much appreciated. I think the orcs are still easy to adapt, but the Undead might prove tricky.
There is a 50% morale check (courage check) under 'When to test courage'.
ReplyDelete'Retinue has had half or more points of units removed from play'.
Good report and I'll be using it mainly for fantasy rather than historical.