Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

Saturday, 23 August 2025

Through the Badlands (Sellswords and Spellslingers)

Returning to Sellswords and Spellslingers, I decided to play the same scenario again, but this time with more focus on what the actual goal of the scenario was. The PCs start on one table edge and must escape off the other. Between them and safety lie four Orc Brutes and a Troll.

The baddies are all set up randomly, which resulted, once more, in the PCs being surrounded at set-up. Three Orc Brutes were within or close to charge range even before the heroes had tried to move. The other Orc Brute and the Troll were across the far side of the table, probably hoping to pick off exhausted PCs and eat them.

As our heroes moved out, Wizard tried to cast a fireball but failed, while Scout moved out yelling, "I'll find a path for you all!"

As Fighter tried to work out which way she was meant to be going, another Orc Brute appeared beside her. Cleric was so stunned she failed to move, but all of the monsters decided that this would be the best time to charge. Unfortunately, the plucky Elven Scout quickly found himself being assaulted by an Orc Brute, but he managed to wound it.  Fighter had the better of the Orc attacking her, while Cleric hammered the one facing her. Then some Orc minions wandered up, wondering what all the brouhaha was about.

The heroes fought bravely as an Orc minion leapt out of the bushes near Cleric, only to be cut down without Cleric even pausing for a breath. However, she was wounded now. Scout discovered the better part of valour, but took a wound to his back as he raced off. Wizard hid in some bushes.

Seeing her chance, Wizard launched a fireball at the group of Orc minions, burning three of them to a crisp. Distracted by the cries of their feeble companions, the Orc Brutes let down their guard. Two were slain and one was wounded again. The odds were looking better for our heroes. Swiftly dealing with her opponent, Fighter turned to aid Cleric, only to see her fall to an Orc blade. Ahead of her, Fighter could see Scout and Wizard racing across the badlands and within sight of their goal. Meanwhile, the Troll was wandering around aimlessly.

Fighter sprinted off as more Orc Brutes arrived on the battlefield. An Orc minion leapt out of a bush and thrust a spear through Scout, just as he was within an ace of his goal. The poor Elf collapsed to the ground as Wizard raced past him to safety. Fighter followed as fast as she could. It was just fast enough for her to outdistance and dodge the Orcs, and she was soon in the pub with Wizard toasting their fallen comrades.

Conclusions

This game went better than the last, mainly because I focused on the objective and not on slaughtering Orcs. However, my heroes still faced a massive number of wandering monsters. The first five times I drew an event card, it was a wandering monster! And then there were others later. In total, the five starting monsters were reinforced by 5 more Orc Brutes and 10 more Orc Warriors/Minions!

"Inconceivable!" I hear you cry, although I think that word does not mean what you think it means.

It was certainly wildly improbable, as was having the heroes surrounded at the start again. To add to the improbability, the main reason Wizard escaped so easily was rolling two 20s for activation in successive turns, so she got a massive number of actions for running. Unfortunately for Fighter and the others, they got more than their fare share of failed activations with Cleric and Fighter both suffering a couple of turns where they did not pass any activations at all.

In some ways, the whole game was gloriously random, and it was good fun, but, as I noted in the previous post on this game, I got the same feeling from it that I did from A Song of Blades and Heroes (unsurprisingly, I suppose). I am not convinced that I would want to play it as a campaign because of the randomness. It seems hard to check the fallen and rescue them with the way the activation die rolls go, and that could lead to too high a death toll of PCs. I want deaths in the party to mean something, not just be minor speed bumps along the way. I could house-rule it to create greater continuity, but I have other games that don't require that. On the other hand, I could completely see picking up Sellswords and Spellslingers for an occasional single game or maybe for a mini-campaign of a few scenarios, and I shall keep a record of Fighter and Wizard so that they can return if the mood does.

Saturday, 9 August 2025

Trying out Sellswords and Spellslingers

 It's been on the cards for a very long time, but I finally found the inspiration and energy to try out Sellswords and Spellslingers. I think it has taken so long because I know it is based around a similar system to Song of Blades and Heroes, which I did not get on with despite really wanting to. I mean, who would not want to like a simple and quick-to-play fantasy game? However, I took the effort to make the cards needed for play, because I love preparing for games, and finally sat down to read the rule book.

Five minutes later I was ready to play. I exaggerate, but it's a short rulebook and a little focus will see you finishing it super quick. Then I sat down to create my warband. I opted for the traditional mix of 1 fighter, 1 magic-user, 1 cleric and 1 thief scout. With 60 XP to divide between them, you really don't get a lot to spend on each figure. The magic-user cost nearly half of that just to have the ability to cast spells and their first spell. Thankfully, there were disadvantages that I could use to ensure they had skills enough to fulfil their roles. I gave the fighter the Impulsive disadvantage, the thief scout got Greedy, while the magic-user was Weak. That sorted my points out. On to set-up.

The scenario required my heroes to get from one side of the board to the other. Simple enough, thinks I. They started at the bottom of the above photo and would attempt to get to the top.

That is when the trouble started. Random placement of enemies resulted in too many of them being right next to my heroes. Then I rolled for activation. The magic-user fired a fireball at the troll. The fireball fizzled and the magic-user was out of magic for the rest of the game (a 1 on 1d20 will do that to you). The scout shot at the nearest orc. The monsters all charged and the melee began. The cleric and the fighter charged in and dealt out a few solid blows. More orcs started to turn up. The heroes advanced slowly through the bushes, but they not got more than a quarter of the way before the magic-user found herself beset by baddies, and expired messily. The cleric checked her. Yup, dead as a doornail. The heroes continued to advance slowly.

As our heroes made slow progress, the cleric fell next. Checking her money pouch, the scout found that she was still alive but limping badly. He helped her to her feet and lightened her load so that she could move more quickly. Pushing on, the scout suddenly found himself ambushed by an orc minion, who leapt out of a nearby bush and cut him down. The minion then took the cleric out of the fight before being cut down in turn by the fighter. By now the fighter was thoroughly confused and just stood there turning circles on the spot as the orcs charged. She defended as well as she could, but her armour did not hold, her shield got shattered and it was not long before she too lay on the ground with the rest of her party. They had failed.

Conclusions

Well, that was a trifle chaotic and really did not take that long at all. If I were more experienced with the rules, it would have been an even quicker defeat, but I spent a lot of time checking the rules. I made mistakes throughout the game, but the dice did not help. When your entire party fails their activation rolls so the monsters get multiple turns, you soon get overfaced. It's the same issue I faced with A Song of Blades and Heroes. I like games where you do not have total control of your troops, but this was too chaotic for my poor warband to survive.

So, what needs to happen next is that I play the game and make sure I get all the rules right. Then I can see if experience makes a difference to how well my party does. Understanding the interaction of the system and the dice in a practical way should help me decide how best to approach any given scenario. For this scenario, for example, I really should have focused on moving my troops instead of fighting the bad guys. The fewer turns my troops are on the table, the fewer opportunities there will be for the bad guys to activate.

This was fun, and relatively quick despite my inexperience, so I do want to try again. Assuming that all the games are this chaotic though, I am not sure if using Sellswords and Spellslingers as a campaign engine will be right for me. We shall see.

On the other hand, I could totally see using this as a simple system for a quick, cooperative, pick-up game with a friend, so there is that.

Tuesday, 24 June 2025

Roll Call: Creatures and Monsters for Oathmark

 This is a miscellaneous list of monsters for Oathmark that are not part of the human or orc terrain lists, which I have covered in previous posts. It does not actually make much difference which terrain list the creatures are in, but it makes for a neat way to divide up my posts. Most of these monsters are not technically 15mm figures, but they have one significant benefit over other figures that I might prefer: I already had them.

Eachy

These weird, gangly humanoid figures with massive talons on their hands live in lakes and feed on unwary travellers. They drag them to the bottom of their lake, where they feast on the drowned victim, eating everything but the liver, which floats to the surface of the lake and is all that anyone will find of them ever again. I am using doppelgangers from the Temple of Elemental Evil boardgame for these creatures for now, but have my eyes on some of the Demonworld figures that should suit nicely at a later date.

Tally: 3

Temple of Elemental Evil Doppelgangers

Barghest

In ages past, Elven technomancers created strange and terrifying war machines and unleashed them against their enemies. Barghests are just one such creation. All tales of eldritch black dogs with burning red eyes that prey on unwary travellers stem from these. The figures are some kind of mechanical giant dog that I found in the local games shop and liked the look of. Barghests are another entry from the Dwarf terrain list.

Tally: 2

Nolzur's Marvellous Miniatures: Iron Defender

Bodach

The Bodach is a fey creature sometimes called a redcap, because it dyes its cap in the blood of its victims. It usually takes the form of an older, human man, and uses its cunning and magic to lure its victims to their deaths. Sometimes the Bodach will side with an army because it sees the chance for even more carnage and destruction, and an even redder cap.

Tally: 1

Two Dragons peasant

Dragon

Everyone knows what a dragon is, right? In Oathmark, they can be wyrms that slither along or have wings and fly. I only have flying dragons so far, and way more than any person needs for a game like Oathmark. The collection includes a 15mm dragon from Alternative Armies, and two 28mm DDM dragons that look more impressive with my 15mm collection. Why do I need three dragons? I really don't but I do like having a choice.

Tally: 3

An Alternative Armies 15mm dragon and two D&D Miniatures 28mm prepaints

Gargoyles

These are 10mm Gargoyles from Pendraken. Each really needs the space of two normal figures because of the wings, so I use spacer bases to make them not look ridiculously crowded. This has the added benefit of making the figures go further, meaning that 12 figures count as a full unit of 20.

Tally: 20

10mm Pendrakon Gargoyles

Sunday, 22 June 2025

Roll Call: The Seelie (Humans and related monsters for Oathmark)

 The Seelie forces are the humans and their allies against the Unseelie. The Unseelie consider humans to be a blight on the land, and they may have a point from their perspective: humans cut down holy hawthorn bushes, plant their farms over the grave mounds of the Fair Folk and block access to the Other Realm by tolling their bells and chanting their prayers so loudly that none can find their way from Here to There. Humans think that the Unseelie are being unreasonable and making a fuss about nothing.

For more on my head canon for this conflict, see my roll call of the Unseelie. There I lay out the basis for the two main forces of any future game: The Seelie versus the Unseelie.

The Figures

This is the full roll call of human-related figures. The whole force works out to somewhat over 6000 points. There are a few unit types that I do not have for the human forces, but there is still plenty of choice, especially when considering that I can draw on the other species as well. Most of the figures here are Two Dragons Vikings and Normans, with a smattering of Tabletop Games fantasy adventurers plus some ogres from Ral Partha Europe's Demonworld range, and a couple of figures plucked from boardgames.

The whole army arrayed. What are the chances I shall ever field all of it at one time?

Human leaders and champions

These are the elitest of the elite in the human armies. They lead and inspire the other humans to greatness, and many are legends in their own lunchtimes. I have way more character figures than I shall ever field in a single Oathmark army, but it is nice to have a choice.

Tally: 5 mounted and 14 dismounted

Two Dragons Normans and Essex Miniatures Vikings

Human spellcasters

Battlefield support is provided by an eclectic bunch of sorcerous types. Again, I have more than I need but they will all get names and become beloved to me as they achieve glorious sorcerous exploits.

Tally: 7

Ral Partha Europe and Tabletop Fantasy Sorcerers. The TTF ones are scrawnier but carry a much greater weight of nostalgia for me

Human soldiers (and possibly spears)

The rank and file of every human army is a person with a shield and a spear or other hand weapon. Because many of these have spears, I could field them as spear units instead if I choose to, but I am listing them here as soldiers, because I also have an idea of buying figures for a high medieval army with long spears or pikes to use as spear units. I wonder if this is one of those ideas that will never come to fruition. Either way, soldiers or spear units, they are the backbone of the army. Some of these figures have been in my Pile of Shame since the early 90s, so it is a great feeling to have got them all painted at last.

Tally: 80

Two Dragons Vikings and Normans

Human archers

These basic missile troops gain strength from their numbers rather than their individual skill. The carry a range of missile weapons from bows to crossbows to thrown rocks. I lump them all together as basic archers. After all, you cannot afford to be fussy when you are recruiting from the lower echelons of society. At least they do not smell as bad as the militia!

Tally: 43

Two Dragons Vikings, Normans and peasants

Human warriors

The better class of soldier has a chain vest or hauberk as well as their shield and sword/spear.

Tally: 25

Two Dragons Vikings and Normans with two Asgard 15mm barbarians towering over the others at the back

Human linebreakers

Men with big axes or two-handed swords are useful when the heavy cavalry are not suited to the terrain. The linebreakers are just such a shock unit. Armed with large axes and good armour, they are well-practised at cleaving their way through their foes.

Tally: 17

Two Dragons Vikings

Human militia

What they lack in quality they make up for in quantity and pungency. They are also useful for carrying things for the rest of the army.

Tally: 60

A mix of Two Dragons peasants and Essex Mniatures monks

Human cavalry

These are lightly armoured cavalry, usually younger men who have yet to prove themselves, but they are fast and can still hit hard with all the enthusiasm of youth and a young person's firm belief that they will always survive and win.

Tally: 11

Two Dragons Normans

Human heavy cavalry

The heavy cavalry are the elite of society, just one rank below the commanders and champions. They are well-armed, well-armoured and their foes know to fear their thunderous charges. While they might do poorly against a fully-formed unit of soldiers with spears readied, they will almost certainly sweep unprepared infantry away.

Tally: 24

Two Dragons Norman cavalry supported by a couple of Essex Miniatures Vikings

Ogres

These can be either normal ogres or ogre linebreakers according to whim. With the large swords and axes, they are more like the latter, while the former should technically have shields. However, the terrain that gives you ogres makes you choose either normal or linebreakers, so there will be no confusion there.

Tally: 6

Ral Partha Europe Ogres

Buggane

Buggane are large, shaggy ogre-like beings with an innate magical ability. I am using bugbears from the Temple of Elemental Evil boardgame for these. They are larger than I would really like. In scale they are about 25 feet tall, which makes them as tall as giants are meant to be and thus far too large, but I have them and do not need to buy more figures, so I am content with that for now. If I play enough Oathmark, I might replace the figures with some that are more in scale and use the bugbears as giants, but that is a plan for another time.

Tally: 3

Bugbears from the Temple of Elemental Evil boardgame doing sterling proxy service

Giant

Massive humanoid monsters. They are constantly hungry because it is hard to gather enough food when you are this big, so they will fight for food. This is a Mage Knight berserker, who is very giant-like when placed next to 15mm figures.

Tally: 1

Mage Knight Berserker doing service as a giant

Saturday, 14 June 2025

More shenanigans at Piddling Parva (Lion Rampant 2E)

 "THE VIKINGS ARE COMING!"

The feared cry rang out as the church bells tolled their urgent warning.

Lady Meghain du Court summoned her retinue as fast as she could. The urgency of the situation told her that she only had time for her fastest troops and that the heavy infantry would not be able to keep up, if she were to meet the Norse raiding party in the open moors east of the village. She leapt into the saddle and led the charge. Three troops of knights, her retinue archers and some local villagers with bows would have to suffice. They raced off, with the archers holding onto the knights' stirrup leathers to help them keep up.

Meanwhile, Hroerekr ur Dölunum, jarl of Ferjaby, was leading his doughty warriors towards the village and the wealth of the local monastery. He cursed as he got a clear view of the village and saw the advancing knights.

"By Odin's hairy bollocks, we've a fight on our hands," he roared, "Form up my heroes and we shall send them to Hel, before we feast in their village! TO VALHALLA!"

The Forces

For this game of Lion Rampant, the defenders are a standard Norman from the lists in the book, with the crossbowmen replaced by archers because those are the figures I have. The whole retinue comprises:

  • 3 Elite Cavalry units
  • 1 Archer unit
  • 1 Skirmisher unit

The attackers are a standard Norse army:

  • 2 Elite Infantry units
  • 2 Heavy Infantry units
  • 1 Archer unit

The Norse list allows you to choose between Berserkers and Archers, but I have "views" about who and what Berserkers were, so I am not going to field them this time. I also have a feeling that the Norse archers should really be a couple of units of skirmishers, but that is a pleasure to save for another time.

The Game

Deployment of both forces focused on the terrain on the Norse left flank with the Norse warband securing their right flank between woods and hills with a unit of Heavy Infantry. The plan would be to refuse that flank, while advancing on the other and in the centre. The Norman force formed up with the archers interspersed between their cavalry. They planned to advance slowly and whittle the Norse down a bit before the knights charged.

Storming Normans at the top of the photo. Vicious Vikings at the bottom.

The two forces faced each other across a shallow valley.

"Let them take only as much land as they are tall!" Lady Meghain cried to her followers, "They shall keep that part of the land they are buried in and no more!"

She took her father's bagpipes from the saddle in front of her and began to play a rousing march. The skirling of the pipes rang out across the dale and the adrenaline pumped all the harder in her followers' veins. They truly appreciated that she had a better ear for music than her father had.

The Norsemen hammered their weapons on their shields and advanced with gruff bellows and insults. Well, except for those that could only do one thing at a time. The heavy infantry on the Norse right took some time to get moving, but were soon on the go.

As they advanced, the arrow storm began. A warrior beside Hroerekr fell with an arrow through his throat. First blood to the Norman archers. Not to be outdone, the knights rushed forward too, but it was the archers that scored second blood, while the Norse archers returned the favour, killing two Norman archers.

Lady Meghain's knights bore down on Hroerek's personal bodyguard, their hooves thundering across the sward. The rumbling of their advance could be felt in the bones of the men on foot.


"Who is this that dares oppose me?" bellowed Hroerekr, " I challenge you to holmgang! You shall dine in Hel this night, or I shall feast in Valhalla!"

The bagpipe playing stopped as Lady Meghain replied.

"I am Lady Meghain du Court and you shall grovel in the dirt before me, foul blackguard! This is my land and I shall defend it with all that I am. Though I have only the body of a woman, I have the heart of a lion, the wings of a dragon and my father's lance, which I have often bloodied in such as you!"

The two leaders approached each other and squared off. Their bodyguards stood back respectfully and gave them space.

"Die, foul Norseman!"

Lady Meghain wasted no time in attacking. With a speed and fury that Hroerekr did not expect, she was upon him, showing no sign of fear. He swung his mighty axe at her as she approached. They traded several blows and then suddenly Lady Meghain's lance found its opening and the Norse leader's lifeblood nourished Norman soil.

"Revenge!" cried Hroerek's bodyguard. They charged and in the furious melee that ensued, Norman knights and Norse champions died. But in the end, Lady Meghain was the one standing with one of her bodyguard beside her. The Norsemen lay still.

Elsewhere on the battlefield, Norman archers and skirmishers were slaying Norsemen, and other vicious hand to hand combats were being fought. The archers and skirmishers were carrying the day, as the melees were mostly inconclusive. The Norse archers were nowhere to be seen. They had been cut down in their droves and had retreated into the lee of a hill to regroup. However, as the last of the Norse champions died, taking with him enough Norman knights that he would have a story to tell in the halls of the gods, the Norse archers decided that enough was enough. They ran for their boats.

Others of the Norse free men decided the same thing. Battered, wounded and facing an unrelenting storm of arrows that not even all their shields could protect them from, they turned and fled.


A single unit of Norse warriors remained. They hesitated as the skirmishers continued to shower them with arrows, but when they saw Lady Meghain charging across the battlefield, they decided enough was enough and fled. Five ships of doughty Norse warriors had set out on this journey. Only a single ship returned.

Conclusion

I think I got most of the rules right this time. Now to work on tactics.

This game saw more units failing their activations than the previous one. The Norse warband had a couple of turns where no one moved at all, even with the leader's reroll, for example, and many turns saw only about half the troops on each side moving.

It was also my first time trying a duel. I just felt that a Norse jarl would have insisted on it. I gave the Norman leader a 50% chance of accepting. She did, and then she scored 3 hits to the Norseman's 2 hits, thus beating him. I guess Hroerekr wins either way though; taking Norman treasure or heading to Valhalla.

The loss of their leader did not seem to dismay the Norse warband much at all. Both elite infantry units fought to the very last warrior, aiming to join their leader in Valhalla presumably. The rest seemed ambivalent. They ran at the last, but mainly because the Norman arrows were particularly well-aimed.

All in all, another good fun game. I really enjoyed the chaos of the activation rolls, and the need to pick and choose where I would act first. I just need to make sure that I give my side the better dice next time!

Saturday, 31 May 2025

Assault on Piddling Parva (Lion Rampant 2E)

 Sir Rodrigo de la Valle had been insulted by Sir Stefan du Court. It mattered not what the insult actually was, because it would shortly be erased, although rumour said that it had to do with Sir Rodrigo's sister and some bagpipes. Sir Rodrigo ground his teeth in annoyance at the thought of the insult and considered with satisfaction how the village of Piddling Parva in Sir Stefan's demesne would soon pay the price, and how all the grain stored there would soon be stored in his own granaries.

Even before the early morning mist had started to lift, Sir Rodrigo was riding into position.The ground was not good for deploying his whole retinue easily. It was too hilly, but he chose to place his skirmishers in position to harass Sir Stefan's retinue, if they dared even to crawl from their beds this morning. One group would occupy woods in the centre of his line. The other would take a hill on the left flank. His own bodyguard would take the open ground between them. On his right flank, his heavy infantry occupied the large hill there and his retinue knights took the ground between them and the wooded hill.

As the mist lifted further, Sir Rodrigo could see Sir Stefan's troops deploying in their usual lackadaisical manner, many still rubbing sleep from their eyes. They would be easy meat for his own disciplined and battle-hardened troops, even though they had the defensive advantage. I mean, they were such a slovenly lot, how could things fare differently? He ordered the advance.

Sir Rodrigo has deployed at the bottom of the photo. Sir Stefan has deployed at the top

Both armies are exactly the same in this scrap to keep things simple for me. Each army has:

  • 2 Elite Cavalry units
  • 2 Heavy Infantry units
  • 2 Skirmish units

I diced for terrain type and location, and got rather more than anticipated. It makes sense though. As the attacker, Sir Rodrigo deployed first and I chose where the deploy the troops myself. Sir Stefan's deployment was semi-randomised. I knew I wanted his skirmishers to occupy bad going or defensive terrain and diced to see which terrain features they would aim for. The result was that they would occupy the field on the right and the woods on the left. I also chose to deploy one unit of his heavy infantry to defend the walls in front of the village because it made narrative sense. The remaining heavy troops had their locations diced for.

It seems like Sir Stefan intends to attack on his right flank, clear the hill of skirmishers with his cavalry and try to fall on Sir Rodrigo's flank, while the remainder of his troops fight defensively with their flanks anchored on terrain features.

Sir Rodrigo also intends to attack in strength on his own right flank. His infantry are tasked with taking the field and then the village while the rest of his troops provide support. I wonder how these plans will fare when contact with the enemy is made.

Like a well-oiled machine, Sir Rodrigo's troops advanced to their initial positions. But then he reined up as he saw Sir Stefan.

"Look at the coward all the way over there on the other side of the village. He clearly dare not face me!"

He blew a raspberry at Sir Stefan.

"Your mother smells of elderberries!"

Sir Stefan, hearing the cries across the field, even as his own troops moved out to occupy the positions he had assigned them also reined up. He listened carefully to the insults and chose his own words carefully.

"I taught your sister to play the bagpipes!" he cried. As if to back up this point, he lifted the bagpipes that lay athwart his saddle and began to play. A dissonant droning wailed across the battlefield and the peasants of Piddling Parva fled their homes to regroup out of earshot of the horrendous caterwauling.

Around the two leaders, their personal bodyguards chuntered and muttered at the insults, but neither unit moved forward as this important prelude to the business of the day was undertaken.

I am greatly amused by the fact that everyone else passed their tests to move, but not the two leaders' units. I suspect both leaders of preferring to let the spear fodder take the brunt of the fighting.

Sir Rodrigo's troops advanced steadily forward and the skirmishers were soon in position. Sir Stefan's troops also advanced, although in a clearly much less disciplined manner. His knights on the right pushed forward as fast as they could. They could see pitiful peasant skirmishers ahead gladly crushed them under hoof when they reached the hill the peasants were arrayed on.

Sir Rodrigo charged, but the other knights' blood was up and they countercharged, pushing Sir Rodrigo back. Casualties were even on both sides this time, but Sir Rodrigo was determined that this not always be the case.

The knights charged and countercharged in turn, and each lance was driven back in turn until Sir Stefan's cowardly cavalry were crushed by the remnants of Sir Rodrigo's own brave, stouthearted knights.

On the other flank, Sir Rodrigo's infantry was advancing but his knights had charged ahead to engage the unearthly, soul-shattering cacophany that was Sir Stefan's attempt at playing the bagpipes. The two units clashed and then clashed again. Sir Stefan's knights were cut down until all that remained was Sir Stefan himself. His unwashed, pitiful excuse for infantry climbed over the fence to aid him, charging forwards towards Sir Rodrigo's knights.

However, it was too late. Even as they rushed towards the fray, Sir Rodrigo's knights charged at Sir Stefan. He was thrown to the floor, and the sound of deflating bagpipes signalled his end. This seemed to encourage the rest of his troops who redoubled their efforts. Sir Stefan's skirmishers on both flanks were scoring hits on their foes and soon Sir Rodrigo's left flank skirmish unit was no more, while his infantry were whittled down on the right flank by skirmish fire. Annoyed beyond all endurance, Sir Rodrigo charged the skirmishers facing him.

"Blast them," he cursed, "They are naught but smelly peasants and should know their place."

His horse trampled two of them underfoot, but it was to no avail for he too was cut down, his horse tripped by bow fire and the last thing he saw was a poniard being thrust through the eye slit of his helmet by one of those self-same smelly peasants.

By now though, there were few combatants left. The remaining two knights took charge and directed the late Sir Rodrigo's remaining infantry unit and skirmish unit against the lesser of the two enemy skirmish units, even as the other one sought to close to bowfire range. However, both had second thoughts upon seeing what faced them. The late Sir Rodrigo's men let them go. They were exhausted and had wounded friends to help. They also knew that the pub in Piddling Parva sold good real ale. They could plunder the battlefield and get properly drunk tonight.

That was fun. I bought the 1st edition of Lion Rampant when it first came out, and prepared a couple of 6mm forces for it. I always thought it would be fun to play, but we never seemed to get around to it.  Maybe one day I shall put together a proper travel kit with the 6mm figures, Anyway, I have managed to play the game solo now, but using the 2nd edition rules. The hardback book has much more appeal and is easier for me to engage with than the digital rules, which has contributed to me learning and trying the rules. I got things wrong along the way but I shall know better for next time.

As this was a practice game, I was not too worried about tactical finesse here and just pushed figures into contact. Then I rolled dice and removed figures. Combat was less bloody than anticipated, and the real killer was the Courage tests that saw units being whittled down slowly until they ran away. Well, except for the knights who all stood firm and died like knights.

Sir Stefan's skirmishers really played a blinder. They scored some amazing rolls and killed way more knights and heavy infantry than they should have. I also had one turn where none of Sir Rodrigo's troops moved at all, although it turned out that most units managed to activate on most turns. The leader's reroll came into its own here, except on that one turn.

The rules include a simple five game mini-campaign, that will be worth trying at a later date. It would be simple enough to assign character traits to the leaders on each side and then use a Yes/No oracle based on simple odds for how they respond to the way the battle develops. The game should also function well using Programmed Wargames Scenarios.

As I noted before, this was a fun game and not too onerous for solo play. The chaos of the activations works well, and I like rules where you do not necessarily get to activate all your troops. I shall definitely aim to play Lion Rampant again, and I rather look forward to getting Dragon Rampant 2nd Edition when that comes out later this year.

Saturday, 22 February 2025

Roll Call: The Unseelie (Orcs and related monsters for Oathmark)

 I have enjoyed Oathmark so far, and am planning to play more. So, that means it is time for a roll call and march past of my armies, especially because ... *drumroll* ... I have painted every single Orc and Goblin figure that I have in my collection (unless there are some in hiding in the attic somewhere).

Oathmark's kingdom design system does not constrain you to a single race/species for your armies. I really like this, because it allows for a glorious mix of different peoples in one and the same army, and I think that was a brilliant design decision, despite it leading to analysis paralysis on my part. I mean, with so many good choices, how do I choose just a few? Well, fortunately there are ten territories in your kingdom, so that means plenty of room for all most of my favourite figures. The problem then is deciding which ones to include in any given army for a game.

That said, this post catalogues all the figures I have for territories marked as Orc or Goblin plus Orc-related figures that stand in for other troop types, such as my bear horde which I am treating as Human Cavalry. Although the lists are for Orcs, I am using the same stats for Beastfolk and Lizardpeople, who are honorary Orcs as far as my Oathmark games are concerned.

Time to get on with the last of the human forces now, I guess.

The Seelie versus the Unseelie: My Head Canon

There is a war between the Seelie and the Unseelie. That is, those that side with the human kingdoms and those that oppose them. All non-human types are considered Fair Folk, although whether they appear fair to human eyes is variable. Some definitely do not and the Unseelie often deliberately adopt forms that are repellent to humans! The Orcs fall into this latter category. They are hard to control because they are massively individualistic, but are more numerous than their fairer cousins, the Sidhe (Elves).

Not all Orcs are opposed to the humans, just as not all humans oppose the Orcs, so you can see Orcs in some human armies. That is the joy of Oathmark! However, the majority dislike humans because they desecrate and build on the Fair Folk's sacred spaces, albeit unwittingly in many cases. Even though armies can contain figures from both factions, my plan is to use the two armies that I have for my games, until I add more. Human and Orc figures will not be mixed in the same army until I have more of both, but I am using Human and other stat lines to field equivalent figures. For example, my Bears and Iguanasaurs will be fielded using the Human cavalry stat line, while the Orcs get their air support from Harpies, who will be fielded using the Gargoyle stat line (a neutral faction).

The Figures

So, here's the full roll call. This lot adds up to about 6000 points of Orcs and Goblins, depending what options you choose for the characters. It is more than enough for a lot of gaming with a bit of variety. Despite that, I would really like to be able to field huge numbers of Goblins, but that would entail buying and painting them first. Shame, because the idea of swarming my opponent with cheap troops just appeals. I would also like to add more wolves and wolf riders, plus more Orc warriors and linebreakers to the army as well as some artillery, but that is also a project for another day

The massed forces of the Unseelie Court. That should be enough Orcs and associated types to give almost anyone a headache.

Orc leaders and champions

Big Orcs with big weapons and good armour. Nuff said!

Tally: 4 on foot, 1 mounted

Orc shamans and wizards

The Orcs have a range of spellcasters available to them to provide battlefield support.

Tally: 3

Orc soldiers

The rank and vile of any Orc army is its soldiers. Oathmark has a stat line for Orc spears, so these could be used as those. However, I feel that units of spearorcs imply more discipline and teamwork than my Orcs are supposed to have.

Tally: 80

Orc archers

I don't have many archers for the Orcs yet, but these provide a useful ranged ability. I am inclined to deploy them in small units as skirmishers for the most part. Somehow massed units of Orc archers do not feel quite right to me.

Tally: 30

Orc warriors

Tougher Orcs with better weapons and armour, who fight in a more orderly fashion.

Tally: 20

Orc linebreakers

Orcs with big choppers. They like to get stuck in fast.

Tally: 20

Orc Huntmaster

The Orc Huntmaster leads a troop of cave lizards into battle. This is actually a stat line from the Elf lists, but I felt that the cave lizards fitted this, even if the unit will be far more disciplined than the average Orc unit. I guess cave lizards are more inclined to cooperate than Orcs. Another option would have been to field them as wolves instead, but I already have a wolf pack. I suppose I could have several wolf packs...

Tally: 1 huntsman, 12 lizards, 7 medium rats

Wolves

Sometimes the Orcs and Goblins ally with wolf and rat packs, and some few wolves allow themselves to be ridden by Goblins.

Tally: 9 wolves, 4 giant rats

Bears and Iguanasaurs (Cavalry)

Orcs use bears and iguanasaurs as cavalry troops. They hit hard and fast. These guys use the human cavalry stat line. If I ever buy Orc bear riders, they will be fielded as heavy cavalry.

Tally: 22

Goblin leaders and champions

The toughest and most intelligent of the Goblins.

Tally: 4 on foot, 1 mounted

Goblin shamans and wizards

Battlefield support at a budget price, but with an opportunity cost. They are more likely to cower in cover than their Orc colleagues.

Tally: 4 on foot, 1 mounted

Goblin soldiers

Weedy by Orc standards, but they normal appear in huge numbers, although not in my army yet. I really need a lot more Goblins! Although there are only 13 of them, I could use spacer bases to bulk them out to a unit of 15 to 20, but then they would look even weedier than they do now.

Tally: 13

Goblin archers

Speed bumps? If they get lucky, they can still cause you to have a bad day. There are 13 goblins here. I reckon that fielding them using spacer bases to bulk the unit out to 15 to 20 archers would make it look like a skirmish unit, which might not be too bad for these guys.

Tally: 13

Knucker

The knucker is a giant snake with poisonous breath. Here I am using a 28mm DDM Naga figure.

Tally: 1 Knucker

Trolls

Trolls are some of the larger and more feral of the fey types.

Tally: 6

Harpies

Aerial support for the Orcs. I am using the Gargoyle stat line for these fine ladies. Although I only have 10 of them, they look ridiculous when fielded as a unit of ten because of their big wings, so I use unit spacers to make them look less ridiculous and to field a larger unit while simultaneously cutting down on painting time and saving money. Win win!

Tally: 20

Giant Spiders

These are in the Elf terrain selections, but I just associate giant spiders with Orcs and Goblins from reading The Hobbit when I was wee, so they are in the Orc list for now. I have more if the Elves want their spiders back.

Tally: 6