Showing posts with label LionRampant. Show all posts
Showing posts with label LionRampant. Show all posts

Saturday, 30 January 2016

1st playtest of Dragon Rampant

Yesterday we played a first game of Dragon Rampant. Since the gaming engine is almost identical to Lion Rampant, we also used our modded version of the rules, playing on a hexgrid.

We used a scenario from the book, in which one side has to transport a magical artefact to the other side of the gaming table. We used roughly 50 points for each side, so almost double of the what is recommended in Dragon Rampant, in which the standard is set at 24 points. Since the gaming engine is activation-based, taking a unit as the atomic element, this didn't cause too much troubles.

The two forces were Skaven and Undead from my extensive Oldhammer collection.

A few things I might consider changing for future games:
  1. In our hexified rules, it is stipulated that a full hex should be maintaind between units. This is the equivalent of the 3" proximity rules between units in the original Rampant rules. For the medieval games, this worked quite well, since 6 or 12 25mm models overflow the hex significantly, and hence, providing a buffer zone between units (a single hex), helped the game.
    However, since Dragon Rampant works with Strength Points per unit (and which are not necessarily equal to the number of figures), this problem is less pronounced. Hence, units can be made to fit a hex rather nicely, and there is no need to keep a visual buffer between units. So perhaps the 1 hex distance between units can be lifted, and a tighter density of units on the table is possible. This in turn would make it easier to play bigger battles.
  2. Talking about bigger battles, as a player you naturally want more coherent behavious between units. I.e. you want units to move together rather than all individually. So I think we need to introduce some type of group order. E.g. all adjacent units can be given the same order (move, attack, ...), but using the least favourable activation role of any unit in the goup. A further penalty might be introduced (a -1 or even -2?) to balance the fact that it otherwise would be too easy to move a large number of units in a single turn.
Preliminary picture:


Friday, 25 December 2015

Lion Rampant Hexified: Pictures

In a previous blogpost I explained our rationale to convert Lion Rampant into a hex-based ruleset. Below are some images from that game.

I set up a scenario based on scenario #3 from Charles Grant's scenario book Scenarios for All Ages. The scenario features a regular force - armed with ranged weapons - trying to cross the battlefield vs an irregular force consisting of mostly melee types.

The regulars are medieval types - knights, archers, knights. The irregular force are barbarians. Figures are mostly old Citadel or Grenadier figures.

The battlefield is kept rather empty. We did this on purpose to allow lots of manoeuvring and not to be hindered by all sorts of little obstacles. The main features are 2 hills and 2 forests, which counted as rough ground.
Scenario 3 from Scenarios for All Ages
Overview of the battle.
We allow units to overflow their hex. Singe units maintain a full hex distance between them, this is not a problem.
Medieval Knights. All old Citadel figures.
Archers in action.
The barbarian horde approaching.
Another overview of the table.

To conclude, here are some more pictures of the wargaming room :-)


Wednesday, 23 December 2015

Lion Rampant Hexified

Update 25/12/2015: Pictures in this blogpost.

As I have stated various times on this blog before, I am a fan of using hexes for miniature wargaming. Some might say this is not proper wargaming, since you do not use a ruler, but let's not start that discussion here.

When I read a new ruleset, I often wonder whether it can be hexified without losing the flavour and finesse of the original ruleset. The latest ruleset which caught my attention is Lion Rampant, and hence, this post is about how we use hexes in our Lion Rampant games.

The easy and somewhat naïve way of hexifying a ruleset is dividing all distances by 3 or 4. The assumption is that a hex equals 3 or 4 inches, and so, by transforming all measurements in inches to measurements in hex-units, the job is done. However, this is rather simplistic, since distances in wargame rules might mean different things in different situations. E.g. a movement distance usually signifies the total distance moved by figures, while a shooting or charging distance typically indicates the distance between units. The difference is the physical footprint of the unit, as illustrated in the diagram below:
If the footprint of a unit is relatively small compared to the distances involved, this doesn't matter too much. However, when a unit does occupy a significant area in relation to movement and shooting distances, this discrepancy needs to be taken into account.

The reason is that distances are counted slightly differently on a gridded surface. Typically, a unit occupies a single grid-cell (in our case, a grid cell is a hex, but the same applies to square grid cells). Movement distances expressed as a number of hexes are typically counted as the total number of hexes travelled, including the hex the unit occupies in the end. But shooting distances are counted on a grid in the same manner as well. We do not count the distance between the units (as we would do in a continuous system), but we do include the hex the target unit occupies. This subtle difference should be accounted for when hexifying a ruleset - at least when you want to maintain relative ratios between movement and shooting distances.
 When going into close combat, the situation depends whether we resolve melee when units occupy the same hex (count charge distance, including the hex the target unit occupies), or whether units fight when in adjacent hexes (count hexes between units).

Now, does all this matter?

I think it does. Movement distances in a set of wargaming rules are always in relation to shooting distances. I usually make the following exercise: if an attacking unit wants to charge a defending unit equipped with ranged weapons, and if the chargers start just outside the firing range, how many turns would it take for them to reach the target? Or in other words, how many times can the defenders fire before they are engaged in melee?

The most simple example in Lion Rampant is a foot unit that moves 6". Suppose it wants to charge a unit armed with javelins (range 6"), and melee happens is when both units make contact. If you measure correctly, the defending unit should always be able to get a shot before contact is made. It is therefore not possible for the attackers to start outside range, and charge without getting javelins thrown at them. The same applies to larger distances. In Lion Rampant, archers shoot 18". So, a charging unit that moves 6" each turn, will be shot at 3 times before contact is made.

When converting measurements to hexes, the same ratio should apply. Suppose we simply divide all distances by 3, to get our ranges in hexes. A unit moving 6" would be able to move 2 hexes, and the range of a javelin unit would also be 2 hexes. Can the javelins be thrown before contact is made? Two cases are now possible:
  1. Melee is fought when two units are occupying the same hex.
    In this case, both movement and javelin range can be kept at 2 hexes. The defenders can throw their javelins one time before contact is made.
  2. Melee is fought when units occupy adjacent hexes.
    Now, the distances do not add up. If the attackers start 3 hexes away, the defenders cannot hit them. The attackers only need to move two hexes to be adjacent, and thus, melee is possible before the defenders had a chance to fire. The solution is to increase firing ranges by 1 hex. Thus, the firing range for javelins should be 3 hexes - not 2.
The question now is, whether we want to go for option 1 or 2? I use Kallistra hexes, which measure 10 cm across (4"). Lion Rampant has 12 figure units, which fit into one hex. However, trying to cram two units in the same hex is somewhat impossible, so I decided to go for option 2: melee is fought in adjacent hexes. This means firing distance should be increased by 1 hex when converting inches to hex-units.

12 25mm figures, or 6 25mm cavalry do not neatly in a hex, especially not when you want to maintain the feel of a spread-out formation.  Another rule stipulation in Lion Rampant comes to our rescue. There should always be a distance of 3" between units, except for close combat.
This means we let units occupy a single hex and declare the adjacent hexes as a no-go zone for other units (3" distance between units). Thus, figures can spill over the hex boundaries, as long as it is clear what hex they are occupying. There will never be an adjacent unit, unless in melee. This corresponds nicely with our decision to resolve melee between adjacent units.

The only thing we still haven't talked about is the footprint of a unit. Lion Rampant says figures should be within 3"of a central figure. This means a unit can occupy a circle 6"in diameter at most. When translating this to 10cm (4") hexes, this would imply units can occupy multiple hexes. However, I decided against implementing this. Multi-hex units are just too cumbersome. So, a single unit occupies a single hex (4"diameter), and the distance between units is also a single hex (3"in the rules). The combination of both is a nice compromise.

All this suggests we should divide distances by 3 or 4. Movement distances in Lion Rampant are 6, 8, 10 and 12". Dividing by 3 would give us 2, 3 (lumping 8"and 10" together), and 4 hexes. I think these are good distances for a typical table. The alternative would either be reducing infantry to a movement of 1 hex (not enough flexibility), or increasing distances to e.g. 3, 4, 5 and 6 hexes, which is also possible. In the end, it depends on the size your table ...

Summary, Lion Rampant hexified:
  1. A single unit occupies a single hex.
  2. Movement 6", 8", 10", 12" => 2, 3, 3, 4 hexes.
  3. Firing ranges 6", 12", 18" => 3, 5, 7 hexes (note the +1 in hex distance!). Shooting at 6 or 7 hexes is at -1.
  4. Units must maintain 1 hex between at all times, except for melee (and some rare situations during retreats).
  5. Melee happens when units are adjacent.
  6. Leaders give +1 to courage when within 4 hexes of unit.
 Yesterday we had our first playtest. Pictures can be seen in this blogpost.

Saturday, 10 October 2015

Lion Rampant, 1st playtest

Yesterday we had our first playtest of Lion Rampant (Osprey), although this was more in anticipation of the upcoming Dragon Rampant rules, in our quest for the ultimate fantasy rules.

The game went pretty smoothly, although it was a bit difficult at the start to get used to all different numerical values for all sorts of different actions.

Also, we had some questions about the Courage rules. If you get casualties in a melee during the opponent's turn, you make a Courage test. If - as a result - you become Battered, you make another Courage test at the start of your turn. That seemed a bit harsh. But maybe we missed something ...

Definitely worth a repeat.

Here's the picture of our game, medieval knights vs. Orcs. The latter were used as a standin for Welshmen ;-)