Saturday, 4 October 2025

Friday Night "Lion Rampant" Reconquista Game.

 John, Andrew, Chris, Julian and I had a Reconquista game at Julians place on Friday, using the Lion Rampant ruleset. Its several years since we last played the rules and we only played a couple of times then, so basically none of us really knew what was going on to start with! Instead of playing UGO IGO by sides, Julian decided to use activation chits a la Sharpes Practice - which I think probably slowed things down.

Three 5-unit Muslim forces took on two 7-unit Christian forces, but with the third Muslim force not arriving till mid game.

Not a hell of a lot happened tactically, so there are not a huge number of pics. Nice figures (many painted by Andrew for Julians collection) but I was not particularly enamoured of the rules (although that might have had something to do with the activation system - there seemed to be a lot of hanging around waiting to get a turn). The individual activation of each unit also caused me problems - my "bidowers" ie skirmish archers - actually never made it onto the table, despite us playing for about four hours and having multiple turns, and I had several occasions where I only managed to activate one unit before failing and my turn ended.

Not the best game I have ever played really but here are the pics :)


My force, two "mounted serjeants" two "yeoman infantry" and the "bidower" archers who failed to arrive at all!


A few close ups of the various Muslim contingents





In theory, the object of the game was a Christian catapult in the centre of the table that was bombarding a besieged Muslim town off table. The Muslims (John and me on the table, with Julian in charge of the third force) were attempting to capture it and the Christians were defending. 


The Christians advanced rapidly to protect the catapult.


Early in the game, I sent my best unit (classed as Mounted Serjeants) against Andrew's crossbowmen, who were able to fire then withdraw if they passed a test (which they duly did!)


Andrew then charged into my cavalry with heavy infantry and inflicted more damage, forcing them back with 50% casualties already


The other Christian force, controlled by Chris, deployed to oppose John AND guard against Julians arrival from the flank.


John managed to do quite a bit of damage to Chris with his heavy mounted troops


Most of the action took place in the centre right (from our perspective) with John pushing hard against Chris. Julians force can be seen just beginning to arrive on the table edge.


Another of Johns cavalry units charge Christian crossbowmen 


My leader led his personal command against one of Andrews foot units which had become "battered" in earlier fighting - but that didn't seem to affect them much in the melee!


Andrew and I both attempted "personal challenges" ie the leaders fighting an individual dual - but both ended in an inconclusive draw. The Christian leader and his household troops then charged my leader.


Meanwhile, Johns mounted unit, having driven back the crossbowmen, fought a series of combats against one of Andrews mounted units, eventually destroying them completely.


His light infantry did not do so well, however - despite charging at Andrews archers, the latter were also able to pull the "fire and retire" trick and with two or three rounds of arrow fire, completely wiped out the hapless Muslim unit


Andrew had basically driven me back to my baseline - my leader is hiding in the woods, needing only one more casualty to be destroyed, and the heavy infantry are about to be assaulted, beaten in combat and forced to retire off the table! The archers to the left are not actually there - they are still waiting to roll a successful activation and get onto the table (which as I mentioned, they were never able to do!)


Action in the centre and to our right as the game draws to a close - John did a reasonable job against Chris, plus his cameo with the cavalry against Andrew, but with 10 weaker units against 14 better ones for three quarters of the game, it was always going to be an uphill struggle for the Muslims. 


Julian arrived too late to help balance things out - if he could have combined with John to overwhelm Chris, while I distracted Andrews forces and died to a man, we might have managed to achieve a win.


But as it was, my force was basically annihilated by Andrew for virtually no loss and Chris was able to contain Julians reinforcements quite easily, so we came nowhere near to winning this game. 


Great to see this beautiful collection on the table and any game is better than no game, but not my finest hour and I wasn't overly impressed by the rules to be honest. Anyway, it gets my post count for October started and I am off to Barrys tomorrow for a Great Paraguayan War battle using Mark's Perry Miniatures collection, so another AAR will be on the cards either Sunday evening or possibly on Monday.

26 comments:

  1. Great looking game Keith, pity about the rules.
    How often you move your toys in a game can really impact the enjoyment and having a significant part of your force not arrive makes things worse even though both of these may be realistic.

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    1. Thanks Ben.....I don't remember disliking the rules the previous times, so perhaps it was just the individual activation process that made it drag? Another point was the size of the forces...as a "large skirmish" level game, 15 units to 14 may have been too many on a 5 x 3 table.

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  2. Lovely collection of miniatures on show Keith and as you say a game is a game, just a pity that the rules didn't work out well for you. Looking forward to seeing the AAR on the Great Paraguayan War one.

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    1. They are nice figures, that's for sure Donnie! Hoping I have a better feeling after tomorrow's outing!

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  3. The figures are beautiful. It is an odd thing returning to rules and not quite liking them as much as previously experienced. Does Rampant have its own a sort of activation system anyway? It sounds like the grafted on system resulted in too much inactivity.

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    1. Hi Norm - yes, LR has a unit-by-unit activation system and it's quite possible to fail the first activation and it be the end of your turn - can be a bit frustrating!

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  4. So many superb figures in this beautiful Reconquista Game, don't know the rules but it looks great!!

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    1. Thanks Phil - they are quite widely used commercial rules I think but I wasn't very impressed with them!

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  5. The game look great, but I moved away from Lion Rampant as it didn't seem to handle multiple player games. The activation system is fine 1 vs 1, but in multi player can leave you waiting around for ages between moves

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    1. Thanks Scotty - that's pretty much what we found on Friday evening!

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    1. Thanks a lot Michal, glad you liked the look of the game!

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  7. Beautify looking armies. It’s a shame the rules and their amendments did not quite work out.

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    1. Thanks Peter - maybe the issue was the one pointed out by Scotty above...?

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  8. Lovely models even if the rules and game may have come up short. I am pulling my Reconquista armies out for a game or two too. Must be something in the air. I have a few units in the painting queue as potential reinforcements to strike why the iron is hot.

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    1. Thanks Jon, it will be good to see your Reconquista armies in action, and the imminent reinforcements!

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  9. Lovely looking game, I've had plenty good games with Lion Rampant and generally the activation issue evens itself out and you can move along rapidly in a two player game, I'm not sure I would choose it for a multi player game, I'd probably go Hail Caesar or similar, still nice figures and you got to throw some dice!
    Best Iain

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    1. Thanks Iain, there seems to be a general opinion amongst those who know the rules that it was how we used them that caused the problems....mind you, the other 4 players may not have had any issue with them!

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  10. Great looking game Keith and a shame the rules didn't give you guys a good game:(. Now I'm a tad biased as I helped playtest the rules, but I think they give a good game. I think the problems in your game came down to using chit activation, having too many units and too big a table. It can take ages to move into contact, even on a 4'x4' table. Personally I've ignored the failed roll ends your Turn, rather preferring to allow every unit to test, which gives a better game IMHO.

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    1. Thanks Steve....you are probably right that it was our tinkering that caused the issues, plus the size of the forces etc. Andrew did mention ignoring the "failed activation ends your turn" rule but we didn't do that in the end....if we had, maybe it would have been a more enjoyable experience for me!

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  11. A very nice looking game - echoing what others have said about the Rampant activation system; it's fine for one on one (allowing for some frustration when a unit fails to activate early and ends your turn). I thought I'd heard that 2nd edition (or maybe the upcoming 2nd edition of Dragon Rampant, the fantasy variant) has a variant activation system that can be used instead of the usual.

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    1. Thanks Bill....I think you may be right about version two...Andrew mentioned some changes had been made to the rules.

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  12. Beautiful figures and nice looking game. Shame about the rules.

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    1. Thanks Richard, we possibly just misused them....and perhaps my views were coloured by my lack of success!

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  13. Great looking figures and game - rules are perfect for it.

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    1. Thanks Dean.....you are obviously a fan of Lion Rampant then!

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