An Old Midlish Rhyme
The wind from the North sings of heroes of Olde
The wind from the East makes our blood run Cold
The wind from the South smells of Spices and Gold
But the wind from the West tells of warriors Bold.
Showing posts with label dragon rampant. Show all posts
Showing posts with label dragon rampant. Show all posts

Friday, May 25, 2018

The Dragon Host in Battle

As I feared, after 2 multi-player games and having watched a multi-player Viking vs Saxon  Lion Rampant game, the rules weren't as bad as they appeared in my solo games. I'm not tempted to adopt them but I'd be willing to play if the occasion presented itself.


My Men of the Sea gave a good account of themselves but the poor Black Cauldron force were pushed aside and demolished by heavy cavalry on both games. Their deadliest enemy!


Right!  1/72nd fantasy interlude over, time to brush the dust off some 25mm's.

Sunday, May 13, 2018

A Magic Cauldron is no match for a Good Blade

Today I took a short break to blood my 1/72nd Dragon Rampant armies.


Given that I'm  still pretty green at this, I just did an equal points encounter on random ground. A toss of the die indicated that the Lord of the Black Cauldron was the Attacker. He himself was rated as an Elite Foot Minor Magic user with the Dragon's Breath, Heal Thyself (aka "back in the cauldron buddy") and Befuddle them spells. His army consisted of a unit of Scouts, a unit of Heavy Horse, a unit of Bellicose foot (led by a Chieftain in a chariot)  and a unit of undead Cauldron warriors, Bellicose foot (which I just realized were supposed to be Elite foot, slow and reluctant to die. Damn!). Their plan was to send the cavalry forward up the right with an attack en echelon while the magician used dragon's breath to protect his army from catapult fire until they got into range.

The enemy under the Sea King, himself Heavy foot, were the men of the sea with a unit of scouts, a unit of Giants (Elite Foot), 2 units of light spearmen with short range missiles and a catapult (Heavy Missiles). Their plan was to make as tight a shieldwall as possible while pounding the enemy with BIG rocks.

About turn 4, just before I realized that I'd forgotten the 3 inch "no go" zone around each unit. No wonder the armies were so hesitant to advance! All of the Celts have advanced at least once in 4 turns while only 2 of the Saxon types have.
After a shaky start the armies started to get together. The magician's first attempt at Dragon's breath was a small puff of mist which didn't stop the catapult from nailing a few zombies. The second attempt was better but the Zombies were already dashing ahead full speed regardless.

The Giants and their little friends see off the first wave of Cauldron warriors.

The wild tribesmen rushed in and then rushed back out even faster, those Giants are TOUGH!   A second attack by the Zombies ended with the last standing giant sending the last standing Zombie running back to the Cauldron to jump in and hide. Apparently even fearless undead aren't happy with a morale result of -4.
With 2 units out of it, it was the cavalry's turn and after all, this was only a handful of light foot, what had they been baulking at? The spearpoints and Shieldwall apparently. After handily repelling the cavalry charge  the spearmen followed up with a barrage of javelins and arrows at the retreating cavalry and the game was over.

So there we are. I think I am starting to get a handle on these silly rules and can see how some one well versed in the system could develop various valid game tactics (as opposed to ones inspired  by either fiction or history).

My 2nd star of the game (after the Giants). It rattled the Wizard a little by squashing one of his acolytes and squished a few zombies in between attacks thus hastening their return to the nether world.
The catapult came with my Marx Knights and Vikings set and with a new elastic in place showed itself still capable of throwing a missile across the room.

Luckily, after next Saturday's game, which I hope is exciting and fun for all who take part, it won't be any of my business!



Monday, April 23, 2018

Small Dragons Rampant

Rob  (Sharp End of the Brush blog) will be running a multi-player 1/72nd Dragon Rampant event at Huzzah and I have agreed to bring 2 armies and be assistant GM.

Today I flocked the last of the new additions that were needed and I'm ready to go.

The first army is based around a box of Ancient Britons picked up on a nostalgic whim a decade ago. The Cauldron part was inspired by a child's book I read 45 years ago crossed with the wounded Briton and a stray cauldron from a Barzso Daniel Boone set. 

Black CauldronPts
WizardElite Foot10
Spellcaster, reduced model
Cauldron WarriorsBellicose Foot8
Offensive, Shiny Armour, No feelings, Fear
Wild HuntHeavy Riders4
WoodsmenScouts2
HillmenBellicose Foot6Shiny Shields
Ttl24
Hillmen with leader riding to battle in his chariot plus a unit various resurrected warriors.

Cavalry, Wizard and Scouts

The second army was based on a box of Orion Vikings that I bought around the same time because they included copies of my old 25mm painted hard plastic Marx Vikings. One of my original Marx catapults has been included on one of the stands. It'll still send a matchstick across the room!

Men of the Sea
Viking KingHeavy Foot4
shieldwall, reduced model
GiantsElite Foot6
RaidersLight Foot4
short range missiles, shieldwall
RaidersLight Foot4
short range missiles, shieldwall
Thor's ArmHeavy Missles4(catapult)
Odin's EyesScouts2
Ttl24


2 units of Light Foot and some Scouts.

Heavy Foot, Catapult and Giants (Elastolin 4cm)

Monday, January 15, 2018

Prince Valiant and The Relief of Castle Rampant (1)

Having played a first test game of Dragon Rampant, I figured it was time to try it with the Prince Valiant Elastolins.

Having recently de-based the figures the obvious course of action was to make up 6 and 12 figure units as per the rules. It didn't take long to figure out that eight 24 pt armies were going to call for something like 90 cavalry and  240 foot. I might be able to fill that roster if I get busy gluing and painting, and maybe cast up a few Prince August Vikings, but I don't really want to and that is A LOT of loose Elastolins bouncing around far from home.

Luckily I kept the bases and if this test game works it won't take much to restore them. I have trees that need washer bases anyway. The plan is to use 2 bases for each unit, 2 cavalry or scouts or 4 infantry per base with little dice to track hits. 
What the game might look like if no Huns show up.
I find it helpful to try new rules with a familiar scenario to see how the two mesh. Since I've been pondering a larger, more complex, multiplayer castle relief setting for the Huzzah game, I decided to try CS Grant's Wagon Train scenario from scenarios for wargames.

It seemed unlikely that the list of Grant units would smoothly translate into four commands each of 24 points so I wasn't really surprised when it did. I'm used to the unlikely happening!

Here are the 24 point factions:

Roman Castle Garrison:
(only the cavalry may leave the castle)
Heavy Riders: 4 pts
Heavy Riders with Bow: 5 pts
2 Light infantry, mixed bow and spear: 10 pts
1 Catapult (Heavy Missile): 5 pts

Allied Relief Force:
Comitatus: Disciplined Elite Riders: 8 pts
Heavy Riders: 4 pts
Scouts: 2 pts
2 Offensive Light Infantry: 10 pts

Hun Attackers:
Comitatus: Elite Riders with Bow: 8 pts
2 Light Horse: 8 pts
Scouts: 2 pts
Offensive Light Infantry Javelins: 6 pts

Rugii Attackers:
Comitatus: Armoured Bellicose foot: 6
2 Offensive Light Foot: 10
2 Light Archers: 8

Now to set up some Glory Points or whatever they are called, for control of wagons, dueling etc . With multiple players I intend to let people give points to other players and strike up deals in the spirit of the times.

Monday, December 11, 2017

The affair of Na dallag naomh

It was a frosty December morning when the Earl of Cowcross gave the order to begin the march home.

Cuan na Banrigh
The Queen's Hound, armed with a sharp, heavy axe and protected by enchanted tattoos and the Witch's Brew

The trip to the secret cave holding the sacred Dallag, whose power was said to hold together the alliance of the People of the  Woods and the Men of the Valleys, had been easy. Too easy  really, and the Earl suspected that the enemy would not let them go as easily.
The march begins. The mounted Foresters with their latches leading the way. The Spearmen on the right are carrying the Chest said to contain the sacred relic. 
It took a bit of time to get the troops moving and the enemy was in view before any but the Foresters had  started on the road home. Fortunately the enemy was just as slow to gather.

Some enemy horsemen showed behind his right so the Earl sent his Lances to see them off and they did so in short order. But the enemy rallied not far away as an unnatural mist rolled out of a small wood heading for the Lancers. As the mist rolled over them there was suddenly a ferocious battle cry followed by the screams of men and horses and a stream of bloodied men and horses fled past the Earl  and disappeared up a mountain glen from which none ever returned.

Cuan na Banrigh, hidden in a magical mist, routs the Midlandish cavalry. 
With the Blood Lust upon him, Cuan rushed through the wood and assaulted the Earl's archers who had been sending flights of arrows in amongst the Old Ones, protected only by their tattoos, plaid cloaks and the trees of the forest.  The archers were of sterner stuff than the lancers though and gave hard  strokes before falling back.

The mounted crossbows spurred ahead to seize and hold the  clearing along the road home.  Out of the  woods sprang a fresh band of wild tribesmen and despite boldly defending themselves, the horsemen were forced to fallback only to be ambushed again and scattered to the winds.
A Raven's eye view of the battle field. The Midlandish forces are down to the Earl's Household and 2 Schiltrons. The West Folk have not lost any units.
No sooner had this disaster struck the Midlandish forces when Cuan struck again, scattering the remaining archers. By now the lead schiltron had drawn near to the final patch of the woods and the Queen and her picked companions could no longer control their bloodlust. Like furies they threw themselves onto the sharp spears of their enemy and drove them back.

Unable to resist the urge to draw blood the Queen's Guard drives the Midlandish spearmen back. 
The Earl decided it was time to lay aside the mantle of command and let himself be a just a Knight. Leading his household companions  forward he dashed into unit after unit of savage warriors, bloodied and tired, they had no answer but to melt back into the woods. Then the Queen stood against him but once again good steel and years of disciplined training at arms was more than a match for the fury of wild beasts and desperate warriors. Unable to come near the Earl and with her devoted Lioness wounded, she called her warriors back into the woods and they faded away leaving the scouts to trail the enemy.
The Earl glares at the enemy scouts as his last unit of spearmen lugs the sacred chest to safety.
(Note: The Clerics and Wisemen of the Midlands will soon be analyzing  the armies and the battle and a summary of their debates will be presented here.)