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!

Sunday, October 15, 2017

Imperial Fists' Contemptor Dread Done!

Whew! I finished up the Contemptor dreadnought that I got from Forge World this week. I think this puts a pin in my Imperial Fists for a little while. I'll try and get a group shot together soon, but in the meantime here is Tribune Aramas in all his glory.

He's coming atcha!
Head and Chest detail.
I'm hoping the firepower of a twin lascannon will help with enemy tanks.
A view of the engine block.
Detail shot from the left side.

Cheers!



Monday, October 9, 2017

Review: Wargame Mat by Killing Fields Terrain

I'm not usually the kind of guy to do a product review - but I try to make exceptions to champion new products or companies that make something that I really like. A couple of weeks ago I ordered a new wargaming mat from an up and coming company called Killing Fields Terrain (http://www.killingfieldsterrain.com) and it arrived on Friday. I've had three days to noodle with it, and I thought I'd share my opinion of the product.

I've always really liked the look of mats made from faux fur cloth. I've even had a go at making my own, but the cost was intense for the first attempt. I needed to get the fur (about $60 for a 5'x3'), an electric pet shaver to trim the fur (another $20) and then spray paints (another $30ish dollars) to color everything. The results were really nice, but it was a long, smelly process (the off-gassing of the spray paints takes a while to dissipate).

My own efforts.

Killing Fields Terrain offers a dyed mat at 4'x6' for about $80. I figured that just getting the mat as a base to experiment on would be worth it, so I ordered one. It arrived in a quick fashion, folded inside a nice sturdy box that I can use for storage.

The mat right out of the box and on my kitchen table.
A little tussling of the fur with my hand and it was ready to go.
The mat has really nice "pile" (length of the fur) and can be further shaved into.
One of the things I really like about fur mats is the ability to shave in permanent "roads" on them. I grabbed my electric pet clippers (a cheap brand I wouldn't come near my dog with in a million years) and set about creating some roads.

After a shave, I used white glue and sprinkled sand on it.
Once dry, a light dry brush of a light cream finished it off.
Then it was just a matter of draping it over some hill forms and adding my usual scenic embellishments!

Ready to fight!
The mat is draped over a hill here, creating a nice gentle rolling slope.
Lighting the whole set up was a challenge, but there really is a nice range of color in the mat.

I couldn't be happier with my purchase. I would highly recommend this product. If you're in the US and in the market for a fur mat, take a look at http://www.killingfieldsterrain.com - it'll be worth your time. I'm seriously considering ordering a second mat when I can so that I can play a nice big 4'x12' Napoleonic game on it!

Sunday, October 8, 2017

Imperial Fists Finish Line In Sight!

Tartaros Terminators ready to rumble.

I've managed to get a lot done on my Heresy Era Imperial Fists in the last two weeks. A unit of Terminators, a Vindicator siege tank, and a Legion Command Squad to go with my Praetorian. Whew! This means that all I really have left is my Contemptor Dreadnought to do and I think I'm ready to call this project done for a little while. What to do next is the big question - more Napoleonic troops or possibly starting a long desired Imperial Roman army top the list. We'll have to see.

My Legion Command Squad. I made the standard bearer by using
a loose Primaris Ancient standard. 

The Vindicator was quite a project. I learned a lot and would tackle it completely differently if I do another. I made some big mistakes shading the vehicle, but I think the layers of grime, chipping and rust that I added disguised it all pretty well.

Boom. Boom. A Zoom Zoom.
I really dig adding hazard stripes if for no other reason than antagonizing Iron Warrior players.
I'm really happy with the weathering on the dozer blade in particular.
I moved the crane and shell more forward on the vehicle. It just didn't feel right on the back. I know the Vindicator
is loosely based on a WW2 German Sturmtiger, and those had the loading crane over the cannon. Unfortunately,
I just couldn't get it look right on this model.

With any luck, I'll be able to finish up the dreadnought next week and then put up some shots of the whole army.

Cheers!









Sunday, September 24, 2017

Devastators and Praetorian Done

I kicked out my Devastators and Praetorian for my Heresy Era Imperial Fists this week. Except for a Command squad, I'm almost done working on MKIII armored Marines! Wooo Hooo!! You have no idea how excited I am to paint something else.

I feel like I'm in the home stretch!

The Burning of Prospero set comes with 3 Heavy Bolters and I quickly scoured Ebay for two more lose plastic MKIII Heavy Bolters and they arrived really quick. I'm pretty pumped about playing a game with five of these bad boys in a squad. If I use them in regular 40K, the plan is to replace the Sergeant with a member of my in-progress Command Squad since I can only field 4 in the 41st millennium (Boooo. Hisssss.)

The design of the MKIII Heavy Bolter took a bit of time to grow on me, but now I dig it.

For my Praetorian (Marine commander in 30K) I just kit-bashed a guy from the plastic set. Not super sexy, but he'll get the job done.

All ready to smash Traitor Legion filth!
I'm pretty chuffed with how his face turned out.

This guy has ALL the laurels. ALL. OF. THEM.

So my next step is to get on my Tartaros pattern Terminators - which are all built, primed and ready roll - and then I get to do some neat stuff like tanks and dreadnoughts. I'm super excited to tackle those. 

Cheers!


Sunday, September 17, 2017

More Heresy and some Diehard Miniatures art!

Work continues apace on my Heresy Era Imperial Fists. I managed to finish up another squad of Tactical Marines and the entire unit of Adeptus Custodes. But I have more to share this week than just more and more yellow Marines! Some concept art that I've been doing for Diehard Miniatures.

The growing Defenders of Terra.
Diehard Miniatures is the brainchild of sculptor Tim Prow, who I had the good fortune to catch up with while I was in England for Salute. Over way too much rum for how jet-lagged I was, Tim offered me the chance to do some concept art for an upcoming expansion of his line. Its been a really fun project and I'm looking forward to seeing Tim make these drawings real.
"IT BURNS!!!!" Flaming skellies are always fun.


He's coming to get ya! Definitely trying to get an Old Skool vibe out these designs.


I love drawing me some robits, and Tim wanted a 2000AD feel out of these guys.


This guy is supposed to be a repurposed civilian droid that now has a taste for war.


I like the idea of this one being an out-dated medical droid that's REALLY bad at his job.

This is only a taste of the work I've done. We've got lots more on the way. The Kickstarter these will be included in should jump off soonish. I'll certainly share the info when its available.

Up next for my Imperial Fists are a Devastator Squad and Tartaros Terminator unit. They should go pretty quick. Then it'll be vehicle time as I'm all infantry'ed out at this point.

I really like these models. They painted up really quickly and look fantastic for only a little effort.

I think he really likes the Emperor of Mankind.
Maybe.
10 more Rivets… I mean MARINES!…done. Whew.

Cheers!





Saturday, September 9, 2017

Objection! That's Horus Hearsay!

After a short hiatus, I've continued working on some marines in MKIII armor from the Burning of Prospero set. I stalled a little when I discovered that special and heavy weapons aren't an option for Tactical squads during the Heresy Era, so I went back and painted a vexilla and regular bolt-gunner for the first 10 man squad.  I was a little put out when I discovered the lack of options for the Tactical squads initially, but I've overcome my ignorance with a little extra effort and a big dose of "Who cares? Its just toy soldiers."

Squad 1 complete! And a second squad begun.
The start of squad 2!
I have also decided to add some allies to my Heresy Era Imperial Fists - a small retinue of the Emperor's bodyguards, the Adeptus Custodes. This might not be 100% kosher, but I really don't care at this point because these are cool models and fit the time period. The Custodes also come in the Burning of Prospero set, and I have really enjoyed painting them up. The level of detail highlights really well and I don't feel like I'm copping out by just doing an all metallic paint scheme.

For the Emperor!
I plan on using the Custodes as a sort of treat to paint every few marines that I get done. Its getting hard to maintain steam on the MK III armor sets - so much trim and rivets! Ugh. Trying to keep my eyes on the prize - less than 10 to go!

Cheers!