Feel of a game is hard to pin down as your experiences will be different to mine but gamers instinct and intuition kicks in eventually.
Even though Lion Rampant is not designed for the Dark Ages I think it could actually work really well provided gamers used history and imagination for inspiration on what units to use. For the Vikings it was 2 units of Fierce Foot (FF) and 2 units of Foot Serjeants (FS). FF of course being the younger and more eager boat crews who have many shirtless members and just can't wait to prove themselves. Subject to Wild Charge they may just attack without waiting on instructions. FS on the other hand are perhaps a little more cautious and experienced long boat crews.
For 16 points of Anglo-Saxon defenders of England I mixed it up with a unit of Archers (Slings in this case) some Serfs (12 Angry Monks substituted), 2 units of FS and 1 unit of Yeoman. Yeoman are very similar to FS but less armour (not enough helmets and chain mail to go around lads, sorry about that).
OK so that feels fine. On to gaming.
Activation. Initially it was moving to contact each other. No Wild Charges to test for a few turns. Wild Charge is the FF just charging in to attack at the start of the turn whether you want them to or not (must be in charge range though). FF however had 8" movement compared to everyone else on 6". They got across the table first but it was interesting when snake eyes shows up to activate and the turn ends without moving anything. Makes for a fast feel to the game.
Eventually a Viking FF pulled of a Wild Charge on a group of Serfs (Mad Monks) and wiped them out immediately. Serfs really are a speed bump! Could be an interesting tactical choice though to lure units forward though.
|Bye Bye Monks (Serfs). Nice knowing you.|
Anglo Saxon units activated Schiltron moves. In a nutshell you just reform the unit into a 2 deep shield wall and it improves armour by 1. Doesn't sound like a big deal but it made a big improvement to survivability from receiving an attack by Viking Lunatics.
The bottom line in hand to hand combat in Lion Rampant is that you want to be the one pulling off the most Attacks. Attacker will usually have increased chances of inflicting casualties over defenders.
Shooting. I only had 1 round of shooting before I packed it in for the night. I had to watch the Rabbitohs beat the Bulldogs on the telly. I back the Rabbitohs so I was happy about that.
Anyway back to shooting, only 1 figure needs line of sight and range is measured from the nearest figure. Any cover only increases armour of target unit. This meant that I could target a unit of FF that was mostly behind an intervening friendly unit. Cool! I could imagine that rising and plunging image of arrows on the Medieval battlefield.
|Slingers shoot over a Schiltron (Shieldwall) into some Fierce Foot Viking raiders.|
Overall it felt like one thing was missing to add the more dynamic aspect of the game as it is intended. Mounted units. They will be awesome for getting across the table (when they do as they are told that is).
The game has a great feel about it. At 24 points there will be a lot more things happening on a table. The variety of scenarios will also be a challenge. The Author suggests that perhaps an all Knight force may struggle in some scenarios against an all infantry force. Which leads to consideration of Army balance. There is no restriction on Army build by the way. You could have all Knights if you wanted. 24 points will get you four 6 figure units. 24 figures in total. Economic perhaps.
Anyway cheers for now from Brendon.