Showing posts with label Rules Review. Show all posts
Showing posts with label Rules Review. Show all posts

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

Wednesday, 18 May 2016

Border Reiving and Bannockburn

Apologies for the lack of recent posts. My new job as battle coordinator at the National Trust for Scotland's new Battle of Bannockburn Heritage Visitor centre has meant that hobby time has indeed been severely reduced. Ironic that I spend a large amount of my day running wargames for members of the public/talking about the history of the conflict, but hey they are paying my wages. However if you're in the area anytime soon, would like to participate in a light approximation of the battle and see some cool technology at work, please come along, participate and say hello.

The Claymore Rampant day, run by the above manufacturer of all things Scots War of Independence, went very well indeed. Although low on numbers (only about six of us turned up) it proved to be a very fun, laid back and enjoyable event, largely focused on a series of cross border raids in the 1340's. I just fell short of pipping the top spot by half a point, but nonetheless the victor well deserved his position. I really hope some more similar events are run in coming months, I'd certainly be up for them.

Recently my painting efforts have been focused upon painting up Border Reiver's for Glasgow Phoenix Wargamings "Not Too Hot,or Too Heavy" (to quote GM Fraser, who I am reading at the moment as background research) campaign, using Osprey's new set of rules En Garde, the miniatures have been made by Hoka Hey, using the old Graven Images castings and they are very nice indeed. Crisply detailed, with lots of research into period details they almost tick all my boxes. Hard wearing and not prone to broken spears or bent weapons, I also found this was one of the miniatures down points as they must have cast the pewter with antimony as it made them extremely difficult to trim sparing mould lines off. Equally (and this is me just nit picking) there are a couple of instances of belt buckles and baldricks that can be clearly seen below the belt, but do not extend over the shoulder. Now maybe it is just me, or they are meant to be portraying a hanger rather than the above, but it is slightly annoying, but a good bit of modelling putty/plasticard will easily rectify this. A solid 4/5 from me.


Equally, a lot has to be said for the En Garde ruleset, it has the feel of a mix of RPG, a bit of Mordheim with a dash of Dumas. Play alternates via an IGOUGO system, whereby the model/individual in question can do one of a series of action, move, attack or shoot. Very simple in nature, combat is based upon a combat pool, with the individual of the higher rank taking priority. Points in the combat pool can be spent on individual fencing actions that might get an individual out of a sticking situation which is quite innovative. With often only singular attacks available, a clear strategic undercurrent lies in the game. Morale falls after half a side is killed, and indeed in this respect it can prove fast, furious and indeed bloody. Needing only 6-12 miniatures a side at the most, it works perfectly for a quick game or for those strapped for time. I’m certainly going to be using it for the ECW.

I’m certainly now looking at raising a force to act as government march wardens to oppose my reivers, as well as raising my stock of livestock. However focus is very much on getting my ECW collection finished now without interruption. I am hugely looking forward to Bicorne Miniatures/HelionPublishing’s The Kingdom is Ours, so major time is now going to be set on finishing my favourite period. Incidently anyone rearranging their storage facilities for miniatures may well be interested that Poundland is currently selling magnetic tape. I have based about half my collection with it and it works perfectly. Check it out.
More soon.