Showing posts with label Lion Rampant. Show all posts
Showing posts with label Lion Rampant. Show all posts

Sunday, March 10, 2019

Big and Tall and Short and Plump

I missed updating last week, but this week has seen some good progress on my painting desk. I've got a bunch of diverse stuff I'm chewing my way through - Adeptus Titanicus stuff, a copy of Blackstone Fortress, a fantasy Halfling army, more High Elves and some other odds and ends that need doing. First on deck is a second Warlord Titan for my War Griffons Legion.

The complete force.

The second Warlord amps up the total game size I can play, and brings some much needed diversity to the weapons systems I can deploy. I've still got a second plasma cannon arm to paint, but I will probably do that in colors for my Legio Mortis force so they have some more options.

Clamor Aquilae - The Eagle's Cry - brings its massive firepower to the battlefield.
View of the plasma cannon and carapace lasers.
The other arm has a mighty power fist, ready to crush the foes of the Emperor.

If you follow me on Twitter (@Cwalton73), you've probably been watching me chip away at a bunch of Halfling models from Westfalia Miniatures for last week or two. These sculpts are just full of tons of character - which helps because the amount of air bubbles, mould shift and tear out on these resin casts is atrocious. Nevertheless, I'm hell-bent on getting a little army of them done. I figure I can use them as Freeguild (once known as The Empire) in Warhammer: Age of Sigmar or just stat them out for Lion/Dragon Rampant. I still needed to purchase a few figures to complete the army, but according to their site Westfalia can take up to sixty days to complete an order. So, who knows when I'll be seeing those models? In the meantime, here's an army shot of where I'm at so far. 

For the Shire! Or the Moot! Or what-ever!

With the titan done and the Halflings a bit stalled, I'm probably going to focus on knocking out the Blackstone Fortess box set this week. 

Cheers!







Sunday, April 1, 2018

Bearded Weirdos Week

It seems like the theme of my blog this week is dudes with beards. Weird. Not the weirdest thing I've ever seen, but not expected. First on deck is my general for the Kharadon Overlord force that is slowly growing on my painting table. This guy is called Brock Manchowder or some such thing - I've forgotten the real name and can't be bothered to use the internet at the moment. He came in a bazillion pieces, but was a lot of fun to paint!

I really dig this wacky cat. I'm not entirely sold on the chainsword,
as that gets a little to 40k for me, but the rest is a lot of fun. 


I painted him in a bunch of subassemblies for ease. I'm not sure
it made much difference, though. I did use him as an excuse to design
and print out some transfers for the runes on his sword and
dirigible. 


I also made sure to ditch the clear plastic stand and replace
it with some heavy gauge wire because hahahaha, you've fooled me
in the past flying stands and I'm not up for THAT kind of bullshit
anymore! Seriously, when someone designs a flying stand for
infantry that doesn't break off, call me.

I also finished up the first unit of Arab spearmen for a new Crusades era army I'm building for Lion Rampant or Crescent and Cross or some other system played in dimly halls that smell of cigars, shattered dreams and pine oil.  These guys were built using Gripping Beast's new plastic set and I'm a little on the fence on this one. Since the poses are supposed to work for archers or spearmen, the poses feel a little wonky to me. Still, the shear amount of guys you get in a box makes it worthwhile I'd venture.

I still need to add some insignia or flair to their shields, but for now they are ready to rock and or roll. 
Finally, a new game popped into my lap at the end of the week called SMOG: The Rise of Moloch by Cool Mini or Not. A friend had backed the Kickstarter and just didn't have the time to paint the set and I had a keen interest in scooping it up. I was a huge fan of the SMOG models when SmartMax introduced them - but being in a much larger scale (75mm if I recall) and being pretty pricey to get my hands on in the States, I had to give them a pass. CMoN has done a really great job of translating the original sculpts to board game pieces, and its a really nice way to get some of a SMOG fix without trying to hunt down the (sadly) out of production original models. 

"Major Disaster, at your service!" The whole SMOG line has a wonderful
wacky Victorian London feel and I'm super jazzed about painting the set up.
Obviously, the detail is less crisp than a metal or resin casting, but I'm
really surprised at how nice these are. 
"What, what; Old Bean?! Steady on!"






Sunday, March 4, 2018

Looking Ahead

So I've hit a point where I'm super close to finishing up my Heresy Era Imperial Fists and now I'm trying to nail down my next big project. Or projects. Because I can't just stay focused on one thing apparently. Ugh.

Stalker 7 miniatures by Lead Adventure
While I've been deciding what to start next, I've continued hacking away at my lead pile - literally this time as I finished these old sculpts of some Pockeylips Survivors. I have no idea what I'll use them for, but they are ready to raid the Radzone and fight off mutants, cannibals or talking apes of all sorts now. As I was painting these cats, my gaze fell upon an unopened box of these fellows:

"Avast, ya weak-kneed land walker! Blood and Plundaaaaar aaaaar ours! Yaar!"
When they came out, I really dug the whole aesthetic of the Kharadron Overlords and was champing at the bit to paint some up. Unfortunately, I got wildly side-tracked by new 40K goodies and never got around to putting paint on the dorfs. Now Age of Sigmar is calling to me again, and I'd really like to take a crack at one of the sky-ships. Fortunately, its turned out that painting the basic infantry is a lot of fun as well. I've still got six more to do for a first unit, but I can see collecting a small army as a nice project to work on in the coming days.

The start of something new.
Not to be one to bite off only what I can chew, I've also decided to build an Arab army for Lion Rampant. My buddy Ron and I played again with a few modifications and it felt better. Enough so that we both wanted to paint some more for the time period. I wasn't too keen on adding more guys to my Norman army, and since Ron has a pretty generic middle period Medieval era army I thought they could serve as Crusaders in the Holy Land. All they need is some adversaries! And someone dippy enough to paint them!

A first unit of spearmen is taking shape. 

I've also got some more Napoleonic stuff I should be working on as well as some Necromunda commissions for a friend that should be pretty cool to paint. If I can keep to it, these projects are what will probably be featured most in the next few months. Wish me luck!

Cheers!





Sunday, February 25, 2018

Mixed Bag 10: Week of Weird

This has been an odd hobby week for me. I filled out a 10 man Heavy Support Squad for my 30k
Imperial Fists and then spent the remainder of my time painting up odd models that have been sitting on my desk lamenting their colorlessness in sullen silence. It felt good to clear some off, but there are still soooooo many still left.

"First, choose the target of the Emperor's Wrath. Then intone the ancient chant of the Heavy Bolter Operator -
Let. Us. Rock. Then, depress the firing stud for a controlled burst." - Catechism of the Heavy Bolter

I finished five more Heavy Bolter marines for the squad because, hey - if I'm gonna play Heresy Era Warhammer, I'm gonna do it the whole way. I'm looking forward to seeing how much fun this unit will be in an actual battle, or if I will just dream of Games Workshop releasing an Ulanor Crusade supplement where I get to fight Orks forever.

After getting these cats done, I turned my attention to a couple of models that were made by Patrick Keith for his Bombshell Miniatures line from some art by yours truly. For the 10 years + that I've done concept art for miniature companies, painting something I worked on never gets old.

I added a bit of plastic Ork hair to the mace to make the censer smoke. 
She ended up much more raccoon eyed than I intended, so I may revisit the model at a later time. Easy to do when I've got a bunch of extra castings!

Moving from fantasy, I then grabbed a couple of weird science fiction models I had around. These are modern sculpts, and I can't remember for the life of me who made them, but they ooze a "certain" 80's charm. I don't know what I'll use these for, but I guess sometimes things don't need a purpose beyond just being fun.

"Oh, Mitch Lazer! You're so handsome!!" "Burp. Thanks Sheila-12. I know it."
Then I tied it all together with a time traveling theme by finishing two more models for my Time Bandits mob, Pig Og and Kevin. Kevin's face is little grotty, but I can live with it.
Sir Oinks-a-lot and Martin Freeman, err… Kevin! Yep. Kevin.

Finally, I finished up the week by getting in a couple of games of Lion Rampant. I really want to like this game, so my buddy Ron and I noodled with the rules a bit. We had a first great game, but the second game shit the bed because of the damn command system. Still, we had enough fun that we were both interested in painting up some more units for our armies. I guess that's positive?

The game system may not be my favorite, but the battle ALWAYS looks great.

Going into this week I'm a little unsure of what I'm going to work on next. Which is a little strange for me. I guess I just have to open myself up the magic. Or some bullshit like that. :)

Cheers!










Saturday, October 21, 2017

Deep Thoughts: Lion Rampant

Sometimes its nice to play a game that has been sitting on your bookshelf (in this case a virtual one) for a while and you just haven't had a chance to get around to trying out. Last weekend, my buddy Ron and I dusted off some medieval-type figures and tried out a few games of Lion Rampant by Osprey publishing. Lion Rampant is a medieval era game focused on what I'd like to call "Grand Skirmish". It's bigger than a skirmish game where every guy matters, but smaller than a traditional mass combat game.  Like a lot of the games that Osprey has done, I feel like there is something at the core of the game that I love but something isn't quite gelling with me. This'll be an attempt at collecting my thoughts on Lion Rampant and maybe thinking what I can do to house-rule the set into something that I could really enjoy.

My fierce Normans carried the day three times! I'm sure I've burnt all my gaming luck for year now.
The Pros

1. Figure Count - with most units being either 6 or 12 models and most "armies" consisting of 5-6 units in a typical game, Lion Rampant hits a really sweet spot for me regarding how many models I need to paint up to play a standard game. Each game we had about 50 models a side, which is perfect for a game that isn't going to end up an obsession. I can commit to these size of forces and it felt nice - the rules give a sort of "Grand Skirmish" feel rather than a full mass combat game or skirmish system.

2. The Combat System - the combat system for Lion Rampant is ridiculously simple and flows elegantly. Full strength units roll 12 dice, half strength or less units roll 6. Count up the number of dice that rolled equal or higher to your Attack score (if you're attacking) or Defense score (if you're defending) and divide the number of successes by the target's Armor. The result is the number of casualties (rounding down). Easy peasy. No cross-referencing, no detailed counting of figures in range, just a simple donnybrook roll to see who kills who. Units generally have different Attack and Defense scores, which adds some nice diversity the roles that different troop types fulfill during a game. Finally, after removing casualties, EACH side that lost soldiers needs to test their Courage to see if they stay in the fight. I like this because it means that the side that "wins" a really bloody scrap doesn't just get to walk away from the consequences.

3. The Scenarios - we got a chance to play three games and they all felt flavorful well-thought out. The system really tries to focus on narratives and for the most part succeeds. There are a few places that it becomes a little heavy with these rules, but its nothing that I don't think couldn't be streamlined.

The Battle of Pig Pen Lane all set and ready to go. If nothing else, I always know that a game against Ron will
LOOK really nice.
My Norman knights close in on Ron's Foot Sergeants. It was nice to break in my new gaming mat with lovely
figures.
The Cons

1. Rolling for Activations - I'm sure that I'm in the minority here, but I feel like these style of mechanics are the absolute worst concept unleashed on the wargaming world in the last 20 years. They really just need to shrivel up and blow away as far as I'm concerned. Lion Rampant's command system works by the player choosing a unit and attempting to roll higher than the score tied to a specific action (such as Moving or Attacking or Shooting) on two dice. Success indicates that the unit can activate and failure immediately ends your turn and passes it to your opponent. In theory, these type of systems are designed so that you take less risky actions first or focus on crucial segments of the battlefield before pressing your luck elsewhere. In practice these command mechanics actually do two things - first, they run the very real risk of unlucky players being unable to anything for long stretches of the game. In our first game, Ron (through some spectacularly creepy luck) failed nearly every test. He spent most of the game just waiting for me to strike when and where I chose. It was boring as sin. In later games, when his luck evened out a bit, it led to the second failing of these types of command tests - predictability. By the end of game two, I knew exactly the order that both Ron and I would activate units when given the chance. We started with conservative rolls and worked our way up to riskier ones. EVERY. TIME. Which sort of begs the question of why do we need this mechanic at all? Why not just assign units a fixed place in the turn? All the friction and fog of war these rolls are supposed to generate either becomes rote activations or total inaction, with almost nothing in between.

2. The 3" Rule - In Lion Rampant, units are required to stay at least 3" from any other unit (friend or foe) unless they are engaging them in melee combat. This is another place where theoretically I can see why this was done - it creates clear zones of control, forces you to play across the entire board, reflects the medieval tendency to fight in long lines of troops rather than in depth, and makes for less visual clutter. Instead, it led to log-jams where single figure can prevent reinforcements (friendly ones at that) from getting to the battle, or strange column formations in tight deployment zones along the short edges. Its just frustrating and I can't seem to find an actual mechanical reason to justify it. Its not like other games where you have random charge distances and the authors want to make sure you might fail on a roll of double 1. Instead, it mostly seems to be about log-jamming your units and it just makes for a less interesting game.


Game 2. Ron's forces attempt to hold a crucial winter food store. My men are out for blood and snacks. 
A Clash of Minor Nobility! Our knights ended up meeting in the center and a might ruck
developed. Unfortunately for Ron, none of his reserves could actually help out because of the
damn 3" zone of control his own guys were creating. 
Fixes?

1. Ditch the Activation Roll - next time I'd like to try eliminating the activation rolls and replacing it with a Command Roll where at the top of a player's turn they roll a d6 and add one to the score if their army leader is still alive. The resulting # is how many units they can activate this turn (with each unit only allowed to activate once per turn). I'll need to rework some of the abilities (like the Schiltron formation or activating Crossbowmen costing 2 activations, for example) but this should keep the friction in the battle without running the chance that one side may simply get to do nothing for a turn (or several).

2. Reduce the the 3" to 1" - or simply ignore it totally. Some friends who've played the game in past simply ditched this rule all together and reported that it didn't negatively impact their games.

3. Re-work a little of the Narrative Stuff - the game has Boasts and Leader Qualities, but there's simply a little too many for my tastes. By game 3, Ron and I had totally forgotten about the Boasts - probably because neither of us wanted to chew through the 18+ list of ones in the book. That stuff needs to be there - it just needs to be presented in a more manageable way.

Ron's Biddowers lured my Lord into a forest and tried to fill him full of arrows. Luckily he and his men rode the filthy
peons down before any real damage was done.
If nothing else, I'm really happy to have another game to use these figures with. I painted them up for SAGA,
played a few games and our group was losing interest in the rules. Sigh.

So there is my huge wall of thoughts on Lion Rampant. Like I said, there is something here I could really, really like - my head was immediately buzzing with building a Roman army for the game system - but some of the core stuff is just getting in the way of a fun game for me. I look forward to tinkering with the system so I can try and get something I'm really excited to play.

Cheers!