Friday 1 February 2019

Pikeman Rampant: A Review


https://www.youtube.com/watch?v=oPZ3gXPC6n0 

So don’t say he’s behind the times. Only just got around to having a go with these. Anyway here are my thoughts. 

So to start off with, I expect big things from these. Lion Rampant is certainly my go to set of rules for the medieval period 1346-1530. They are quick, easy to pick up, hard to master, there is a minimum of stress and complicated mechanics, it is very much a set of pick up and play rules, that does get a modicum of period feel (although formations are not part of their gamut-need to look elsewhere for rules on using the herce). That said though, they are a set of pick up and play rules, that require no previous experience to play and can be over and done within a good 2 hours maximum. 

So onto Pikeman’s Lament (and not common campfire song on many an SK campsite). Pros wise, they do what they say on the tin, they are easy to learn, basically transplanting the Lion Rampant rules into the 17th century. Emphasis is on violent, destructive melees and shooting phases. Nothing wrong with that. 

The problem is that it feels like too much of a derivative of LR, without the period feel. In fact, if the player had no feel for the 17th century, it would just be another LR game with different models. While certainly they have tacked on an honour system for your officer/general, allowing him to issue special orders, accrue rank and honour, to match with the common perception of swashbuckling daring doe associated with The Three Musketeers, it might well have just been me, but I felt that while it was nice to have, it did not automatically change the game play at all, and merely felt tacked on to make it a different product. Maybe I just didn’t get a facet of the rules. Whatever the case didn’t really add anything. 

While 12” and 2” command and cohesion radius are applied, little is given over to regimental rank and file tactics of the period. The rules on just looking at the cover, do not make it 100% percent clear it is a skirmish set. From the size of the rules, I would put it as large skirmish, or company scale. As such, bodies of pike and shot are required to choreograph in cadence, according to a set order of battle, or dignity, so your most experienced soldiers, file leaders/markers, are on the right, all other companies dressing off their example. There is no concession made to this-it would certainly make a clear difference to command and control at this scale, placing it apart from its rules counterparts. 

As well, where cannon and musketry come into play, the rules make no concession for the difficulties of rain, user error, smoke, or other reasons why such weapons wouldn’t go off. Indeed it felt little different than dealing with archery in LR. Artillery is just put into the rules, without covering how they limber, unlimber, reload, crew error, or use of hail shot. These are the things that make Pike and Shot warfare tick. 

Now I am not saying the rules are bad. It’s a tried and tested system, it is easy to learn and for someone starting off in the 17th century, it’s a jumping off point. Personally though, for anyone tried and tested in the period though, I found myself tacking on rules from WECW, Pike and Shotte and The Kingdom is Ours, which shouldn’t be the case. All rule sets are meant to be guidelines, but certainly further concession was needed to make this a true 17th century rule set. Might have to go and have a look at Sharp Practice’s derivative. 

Now have still to try out rules for pike, that weight for my next Solo campaign game on 10th, (another post upcoming soon), but I would argue the rules are very good for small outpost work, and beating up quarters. Certainly not suited for large battle encounters. Will try one more game for Newburn campaign and then might switch to P&S 

Score-3/5

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