Having played Lion Rampant I decided to give the recently published fantasy version a go. Also an opportunity to dust down my box of fantasy figures.
The essence of the rules are the same, so I won't repeat my explantation of the game mechanics. The rules use the same basic unit structure and game mechanisms for movement, shooting and combat. Retinues become warbands.
In this version you get some additional units, including two sizes of war beasts for those big models. The big addition is a section called fantastical rules. Here you can add hate, terror etc and of course magic. You can pay for different types of spellcasters who can use a range of spells, the more powerful of which require higher dice throws to activate.
As with Lion Rampant, you get a number of scenarios and sample army lists. Although again you are encouraged to make up your own.
So, onto the tabletop. We have an Orc Warband with a Big Boss, an Orc Shaman with a few limited spells, and several units of warriors classed as Bellicose Foot. They all have Wild Charge, so that's what they do once in attack range.
Their opponents are Goblins led by a Daemon Prince, with a Shaman, wolf riders, archers and several units of spear armed warriors.
The Orcs rather predictably stormed across the table, scattering the Goblins whose shooting abilities caused some damage.
The Daemon Prince was left a bit isolated, but difficult to kill. The solution was to use a spell from the Orc Shaman that leaves units 'battered', fighting at reduced strength, and then attack with another unit. With the death of their leader that was game over for the Goblins.
As with Lion Rampant, the rules provide for a quick and enjoyable game. Unlike some fantasy rules the magic element isn't dominant, it provides a bit of longer range artillery and other benefits. You can use any figures in these rules you want and Warbands are limited only by your imagination.
I enjoyed these rules and will certainly use them again.
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