Been a while since I posted. I had two wisdom teeth out the other day, and my Dad is also visiting and he's not a gamer, so we have been watching TV and movies together and I've had less time for playing - though more for reading.
I last used these 1314 Paperboys with a Featherstone ruleset (happy belated birthday, Don!): Medieval Battle Report
Lion Rampant is a skirmish game, so multibases will be a little tricky. Luckily, all units are either of six or twelve men. I am leaving out Boasts and Commanders for the purpose of the test.
The sides are English and Scottish. The English get:
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| Two mounted Men at Arms |
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| Two Foot Sergeants |
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| One Archers |
The Scots get:
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| One mounted Men at Arms |
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| Three Foot Sergeants |
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| One Crossbowmen |
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| One Bidowers |
The recommendation for Scots is for "Fierce Foot," which I don't have cut out. I would have liked to skip the Bidowers (light, elite archers) and give the Crossbowmen pavises, but lost the pavise strip some time ago. So here we are.
For the test game, I'm using the first scenario, Bloodbath, and no terrain. The table is about 5'x3'. I'm also experimenting with Google Photos, sending them straight from my phone to the computer. It works, but slowly...
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| Starting Positions |
After a few abortive attempts at movement (kept rolling low to activate, which turns initiative over to the other side), the Scots shifted to the left and most of the English moved towards them (left photo). The Bidowers moved to the right to try shooting from the flank and one of the English MAA units went after them (right photo). The English archers to the rear are actually in range, but Bidowers cannot be shot at outside 12".
Turn 2: I "formed" the Scottish spears into schiltrons. They can't move now but are armour 4 against any charge from the English knights. On the right I tried to "skirmish" the Bidowers but failed. The knights charged them, but they successfully evaded - though they caused no casualties, needing four hits and scoring only three (with six dice at 6+!).
The other English knights failed their move roll, so Scots turn again.
Turn 3: The Scottish knights move forward to challenge the English, but not in range to attack just yet at a move of 10". Then I recall they are required to Wild Charge the closer English spears:
They score five hits on the spearmen, causing one casualty; in exchange the spears score three hits, not enough to kill a knight. The spearmen test courage and pass - but having lost, retreat half distance, three inches. The Scots crossbows fail to shoot and initiative passes to the English.
English knights charge the Scottish knights, who fail to counter-charge so will be using their defense statistic (left). The Scots take one casualty, pass courage and retreat five inches. They are in range of an English MAA unit, which charges them for the heck of it (right); again they fail to countercharge. The knights take a second casualty.
Forgot about the second English knights, who must charge the Bidowers, who failed to cause any casualties and took three of their own. They fall back (not quite off the table) and are Battered.
Turn 4: Scots again, the knights back after the English spears who just beat them. They cause a casualty against the spearmen, but take two in return and retreat again! They're down to two men and Battered. The Bidowers, also Battered, fail their rally test and are eliminated. I'm assuming I only roll to rally the knights next turn.
Scottish foot sergeants attack English ones, but fail to score enough hits to cause casualties (and take one of their own; spears are better on the defense than on the attack). Scots crossbows try to shoot the English spears but fail, and initiative returns to the English.
The English knights fail to Wild Charge, but the spears follow up on their victory, both sides score five hits for a casualty apiece. The Scots retreat through their own units behind - not sure if they are supposed to roll for extra casualties in this case, or only if blocking units are enemy.
The English knights and archers on the left move towards the enemy before init changes again.
Turn 5: "Now the Scottish Lion rallies." Not that that will do the knights any good. A fresh Scottish spear unit charges the ten-man English spears for six hits (two kills), taking one casualty in return. The crossbows try to take a potshot at them as they run but fail.
On the English turn, their knights charge into the crossbowmen, scoring six hits for three casualties - the Scots retreat, battered.
The other English knights careen into a block of Scottish spears. They kill one spearman in exchange for one knight. Both pass courage tests, so the knights retreat. Turn ends when another English attack fails its roll.

Turn 6: The two surviving Scottish knights fail to rally and are removed from the board. I've mostly been ignoring leader rules, but under normal circumstances the leader would be in this unit and his loss would require all surviving units to test Courage. Only the crossbowmen fail - they lose another model and retreat. The Scots are down by 8 unit points of the 24 they started with. When I roll to rally the crossbows, they fail by enough to eliminate them from the board, so now the Scots are down to half their initial points - while the English, though a few units have taken casualties, are all still extant. I'll call that an English victory.
A good basic game, I think. As usual for me, I didn't play it all in one go, but took turns at intervals over several hours of multitasking. (I was actually surprised that my cats did not wreck the board while I was out shopping!) This could have easily been completed in half-an-hour of "normal" play.
One thing I like in comparison with the same author's The Men Who Would Be Kings is that activation is not nearly as frustrating. It's easier to activate on two dice instead of one, and if a single activation is failed initiative instantly goes to the opponent, keeping the game exciting and active.
Things I left out or mistakenly missed:
- Leadership. The commander's unit and anyone within 12" of it gets +1 to dice rolls, and the unit also gets a random characteristic bonus. This is also done in TMWWBK, for characterfulness. I ignored these for simplicity's sake.
- I effed up on Attack characteristics, rolling one attack per figure. The correct way is that any unit over half strength gets twelve attacks, and any under half strength gets six. This made a serious difference in the effectiveness of the six-strong knightly units.
- Terrain, which could have helped the Bidowers and in fact all the shooting units; cover automatically evens everyone's fighting and wound characteristics, helping even Serfs survive.
- The shooters barely got a look in, mostly out of range or line of sight, and I don't think anyone took any casualties from shooting.
Overall, I would happily play again, though with Paperboys will need a way to tell similar units apart. The figures in a strip are so colorfully varied that it's hard to differentiate them; perhaps giving each one a single large banner instead of lots of little ones. I also had to pencil in casualties, but some of the Wofun individual-figure sets would do well with this game.