Saturday 28 February 2015

Eagle Rampant - first playtest

I posted this battle report over on the Dux Rampant group as well. No point in re-writing everything.
The two legionary units side by side in the centre. Pretty much where they would be when they were surrounded and slaughtered!

So first playtest last night. Full disclosure - the Romans got trounced! We played bloodbath as a chance to try out the lists. There were two areas of rough ground approaching either flank, one closer to the Roman side, one closer to the Gauls and the Romans were attacking. Romans consisted of 2 units of legionaries, 2 units of Numidian skirmishers, 1 unit of Cretan archers and one unit of Numidian horsemen. The Gauls had 1 unit of Noble cavalry, 1 unit of light cavalry, 1 unit of expert warriors, 1 unit of warriors, 1 unit of Gaestati and 2 units of skirmishers.
The Gallic deployment. Hard to tell what is what in their black undercoat stage, but left to right we have: Gallic Noble cavalry, skirmishers, warriors, Gaestati, expert warriors, light cavalry, skirmishers.

Opposite side the Romans. Left to right, Numidian cavalry, skirmishers (in the woods), Legionaries - 2 of them - Cretan archers, Skirmishers.
Poor activation dice for the Gauls meant that the Romans had a couple of turns of manouevring themselves into position. The Numidian cavalry and the Gallic light horse spent some time skirmishing between themselves. The Gallic light horse armour was at 3 but it is going to be put down to 2 from now on. I think this was a bit of an oversight when I was putting the lists together.
Initial light cavalry skirmishing. About this stage my phone ran out of charge, so sorry, no more pictures.
Things heated up on the other flank when the Gallic Noble cav had to wild charge the Numidians in the woods on that flank. The forest was a bit of a leveller, but the superior armour saw the Nobles beat the skirmishers back and eventually out of the woods where they were effectively ridden down. They did end up below half strength, so in a sense the Numidians offered a pretty effective speed bump.
In the centre the Gallic warriors got themselves into a position to Attack the legionaries. Mike (who was playing the Romans) then decided to charge which negated his drilled and pila special rules. It did mean he caught the Gauls on the defensive though, so his 4+ Attack value outdid the 5+ defence value of the Gauls. The Gauls had to retreat. The other legionary unit stood on the defensive and the pila and drilled rules were effective. The Expert Gauls suffered 3 casualties to the Roman's one. This was pretty much as expected, but if this had happened against the other warrior unit with its 2+ armour half the unit would have been wiped out. It has made me think that when it comes to playing with the stats increasing or reducing armour is a potential game changer and risks unbalancing the game. For that reason the pila rule will be changed to reduce the enemy's Attack or Defence value by 1 - with no effect on values that are 6 anyway. The ultimate expression of the power of armoured ratings was when the drilled Romans carved up the Gaestati, who were able to launch a counter-charge but whose lack of armour saw them cut to pieces. These troops usually spearheaded the charge, but they were the last unit to manage to activate. To order a move will therefore go to 5+. I won't be playing around with anything else here, because the Gaestati did have some rather crappy dice throws, but despite failing their courage test and being routed after one combat they did inflict a decent number of casualties on the legionaries. I guess you could call them 'expendables'. 
The Drilled and testudo rules are about right. The combination of Gallic skirmishers hurling their slingshot and the presence of Gallic warriors was an effective combination. The threat of being charged prevented the Romans forming testudo to more effectively resist the slingers. Those sort of combos rewarding good tactics should be kept in play.
The three remaining noble cavalry charged out of the trees into the Cretan archers, who were hardly even an effective speed bump. They did roll snake eyes for their courage test though. Again, this was probably a side effect of moving them too close to the woods where they didn't have a chance to whittle down their enemies prior to contact.
On the other side of the board the the Gallic light cavalry and a unit of skirmishers combined to to whittle down the Numidian horsemen and then the Numidian skirmishers. The short range of javelins seems to be quite a disadvantage when the have such low armour. The slingers stood off and made large holes in them I'm wondering if the Light cavalry also need hard to hit to reflect their hit and run tactics a bit more?
By this stage only the legionaries were left and although depleted the Gauls were surrounding them. Bombarded by slingshot and charged in the rear by the Gallic cavalry - we decided that this meant that the unit would lose their drilled special rule - the Romans were cut down to a man.
The games was quick, brutal and bloody. The legionaries are hard, but few and the auxiliaries that support them are very fragile. I'm thinking that rather than Cretan archers the Romans would be better off supported by some Gallic Noble cavalry. It is hard to know after only one battle, where the vagaries of dice rolling and inexperience in using units means some poor choices at times. The Romans made mincemeat of the core Gallic foot units, it was on the flanks that they fell apart. New tactics might alter this.

Nate

Tuesday 24 February 2015

Eagle Rampant - Updated Legionary stats

After some feedback here is an updated version of the Roman Legionaries for Eagle Rampant:

LEGIONARIES
Legionaries form the backbone of the Roman army. Well trained, well equipped and well led they are expensive in points but rock solid on the table. As they are a drilled formation they usually fight in a two-deep line with bases touching together, but this affords them a +1 armour bonus when attacked. When in danger from shooting the legionaries can form a testudo, or tortoise, which gives them extra cover from missile fire. Finally the Legions have a nasty surprise for any would be attackers with their pila.
UNIT NAME
Legionaries
POINTS
6
Attack
6+
Attack Value
4+
Move
5+
Defence Value
4+
Shoot
6+
Shoot Value
5+/6”
Courage
4+
Maximum movement
6”
Armour
3
Special rules
Testudo; Pila; Drilled
Models per unit: 12
SPECIAL RULES:
·         Testudo: There needs to be 6 or more models to form a testudo. On a move order form the unit into a three rank formation with equal numbers in each rank or as close to it as you can get. A testudo cannot form in Rough terrain or in cover. Testudos increase their Armour by 1 point against shooting attacks, but decrease their Defence value by -1 if Attacked and contacted by enemy.
·         Pila: All legionaries are armed with two pila that can be thrown at enemy as a shooting order. When Attacked the legionary unit may test to throw its pila just prior to contact as a charge reaction. Pila may be used twice by a unit in a game, after which they are exhausted. Pila may not be used by a unit in testudo formation.
·         Drilled: So long as their bases are touching and they are arrayed in a two deep line legionaries gain the benefit of close order training. This enables them to gain a +1 armour advantage in Attacks when defending as the men protect each other with their shields.
UNIT UPGRADES:

·         None.

Design notes:

  • The unit is back up to 6 points but Attack value is 4+. 
  • Testudos can move, but have a negative modifier if Attacked and a testudo cannot use pila.
  • Pila, which were the most contentious of the rules have been reduced to two shot wonders but kept as a shooting action. This will necessitate some means of keeping track of how many times pila have been used in a game. The range has been confirmed at 6".
This is the list that I will run with when I playtest later this week.

Nate

Monday 23 February 2015

Eagle Rampant - The Gauls

After yesterdays lists for the Romans I thought I would try my hand at the Gauls. I'm not too sure about the points as they stand, but only play-testing will determine whether it works.
Even more unpainted figures...

GALLIC LIST

WARRIORS
Gallic warriors love to get into battle where they can hack and slash their way through the enemy and collect a few heads along the way. They are ralatively lightly armoured – some will have chainmail armour but many will simply have their shields.
UNIT NAME
Warriors
POINTS
3
Attack
6+
Attack Value
5+
Move
5+
Defence Value
4+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”
Armour
2
Special rules
Wild Charge
Models per unit: 12
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         Expert @ 2 points per unit. Attack value becomes 4+.

GAESTATI
These chaps know how to make an impression. Charging wildly butt naked they are a terrifying sight on the battlefield.
UNIT NAME
Gaestati
POINTS
4
Attack
5+
Attack Value
3+
Move
6+
Defence Value
6
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
8”

Armour

2

Special rules
Ferocious; Wild Charge; Counter-charge versus infantry; Fleet Footed
Models per unit: 12
SPECIAL RULES:
·         Ferocious:  This unit uses its normal Attack/Defence profile when fighting in rough terrain. Their Defence value remains 6.
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge against infantry: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge. This rule does not apply versus mounted units. Counter-charge may not be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:
·         None: all they need is to let it all hang out.

NOBLE CAVALRY
The richer sort of Gaul rides a horse and wears good armour. Even Caesar likes to hire these guys to fight for him, so you know they have to be good.
UNIT NAME
Noble Cavalry
POINTS
4
Attack
5+
Attack Value
4+
Move
5+
Defence Value
5+
Shoot
-
Shoot Value
-
Courage
4+
Maximum movement
10”
Armour
3
Special rules
Wild Charge;
Counter-charge
Models per unit: 6
SPECIAL RULES:
·         Wild Charge: If a unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
·         Counter-charge: When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. This is an attack order at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as attacking. If it fails, it stands in place for the enemy’s charge.  Counter-charge may not be used if the unit is Battered.
UNIT UPGRADES:
·         None: They’re pretty hard as it is.

LIGHT CAVALRY
These Gauls can afford horses but like to throw javelins from them and harass the enemy rather than charge headlong into them.
UNIT NAME
Light Cavalry
POINTS
4
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/6”
Courage
5+
Maximum movement
12”
Armour
3
Special rules
Skirmish;
Evade
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 6+, the unit may choose to make a half move and Shoot either before or after this movement takes place. All models in the unit shoot with -1 to their dice scores.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
UNIT UPGRADES:
·         Expert @ 2 points per unit: Will skirmish without the -1 shooting penalty.

SKIRMISHERS
The Gauls have lost of young warriors who like to use bows, slings, and javelins to harass and harm the enemy. Regardless of armament the range remains the same as Gallic warriors do not like standing off too far from their enemies.
UNIT NAME
Skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
7+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:

·         None
   
When I look at this photo it doesn't seem like many figures to paint at all. 1 unit of noble cavalry, 1 unit of light cavalry, 2 units of warriors, 2 units of skirmishers and 1 unit of Gaestati.
  As always, suggestions are more than welcome.

Nate

Sunday 22 February 2015

Eagle Rampant - skirmishing in the Ancient World

I like the look of the Lion Rampant rules. I also like Romans. Since I first learned about these rules, I've thought about putting the two together. So amidst all of the other things I have going on, I've prepped two armies and tried to construct two army lists for the era of the Roman Conquest of Gaul. I figure that there were plenty of skirmishes going on during the occupation, and that these would involve rather small forces comprised mostly of auxiliaries. That is the premise behind these lists.
The Roman warlord, originally put together when I was going to use SAGA as the basis for my rules, now just a superfluity.
I have only created profiles for the units that I have. These are put together for me to play with, but may form the basis of someone else's conversions if people are interested. My design notes are at the bottom of the page.
The Roman force awaiting paint. One Expert Legionaries, one Legionaries, one Numidian cavalry, one Cretan archers, two Numidian skirmishers equals 24 points
LEGIONARIES
Legionaries form the backbone of the Roman army. Well trained, well equipped and well led they are expensive in points but rock solid on the table. As they are a drilled formation they usually fight in a two-deep line with bases touching together, but this affords them a +1 armour bonus when attacked. When in danger from shooting the legionaries can form a testudo, or tortoise, which gives them extra cover from missile fire. Finally the Legions have a nasty surprise for any would be attackers with their pila.
UNIT NAME
Legionaries
POINTS
5
Attack
6+
Attack Value
5+
Move
5+
Defence Value
4+
Shoot
6+
Shoot Value
5+/6”
Courage
4+
Maximum movement
6”
Armour
3
Special rules
Testudo; Pilum; Drilled
Models per unit: 12
SPECIAL RULES:
·         Testudo: There needs to be 6 or more models to form a Testudo. On a move order form the unit into a three rank formation based around a central model; a Testudo cannot form in Rough terrain or in cover, and it cannot move in this formation. Testudos increase their Armour by 1 point against shooting attacks.
·         Pilum: All legionaries are armed with a pilum that can be thrown as javelins. When attacked the legionary unit may test to throw its pilum just prior to contact as a charge reaction.
·         Drilled: So long as their bases are touching and they are arrayed in a two deep line legionaries gain the benefit of close order training. This enables them to gain a +1 armour advantage in Attacks when defending as the men protect each other with  their shields.
UNIT UPGRADES:
·         Expert @ 1 point per unit. Attack value becomes 4+.
      

NUMIDIAN LIGHT HORSE
The Numidian cavalry are some of the finest skirmishing horsemen in the world. Their ability to evade is legendary, usually on the heels of a hail of javelin throwing.
UNIT NAME
Numidian horsemen
POINTS
5
Attack
7+
Attack Value
5+
Move
5+
Defence Value
6
Shoot
6+
Shoot Value
5+/12”
Courage
5+
Maximum movement
12”
Armour
3
Special rules
Skirmish; Evade
Models per unit: 6
SPECIAL RULES:
·         Skirmish: As an ordered activation, successful on a 5+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.

NUMIDIAN SKIRMISHERS
Numidians don’t just ride horses. Some of them run around and throw javelins too.
UNIT NAME
Numidian skirmishers
POINTS
2
Attack
7+
Attack Value
6
Move
5+
Defence Value
6
Shoot
7+
Shoot Value
5+/12”
Courage
5+
Maximum movement
8”
Armour
1
Special rules
Hard to target; Skirmish; Evade; Fleet Footed
Models per unit: 6
SPECIAL RULES:
·         Hard to target: Skirmishers count as Armour 2 versus Shooting and may only be targeted within 12”.
·         Skirmish: As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place.
·         Evade: When an enemy has successfully diced to attack this unit, but before it moves, this unit may test to evade at 7+. If it succeeds, it immediately carries out a skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3” as usual; casualties inflicted in the skirmish action cause a Courage test or Lucky Blow only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the evading unit reducing its armour to 1, and if it cannot contact it must move as close as possible. If the evade test fails, the unit stands in place and awaits attack without moving or shooting, and its armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.
·         Fleet Footed: This unit does not halve its movement in Rough terrain.

CRETAN ARCHERS
These men from the island of Crete were used throughout the Roman world as auxiliary support.
UNIT NAME
Cretan Archers
POINTS
4
Attack
7+
Attack Value
6
Move
6+
Defence Value
6
Shoot
6+
Shoot Value
5+/18”
Courage
4+
Maximum movement
6”
Armour
1
Special rules
-
Models per unit: 12
SPECIAL RULES:
·         None
UNIT UPGRADES:
·         Expert @ 1 point per unit. Shoot value becomes 4+.

Design notes.

  • Legionaries are based on foot serjeants. The extra point is in place for the javelins (pila) and the testudo rule. Drilled is basically schiltron. An extra point buys an upgrade to expert, rather than two points. I did this because nothing in Lion rampant is more than 6 points and because it fit with the 24 point army had the figures for. Playtesting will see whether this assumption is borne out. Edit: The pila range was 12", but I originally had 6" and have now corrected this.
  • Numidian cavalry are Mounted Yeomen with a point taken off for being equipped with javelins and 2 points added on to be expert and lose the -1 Shooting penalty. I've snuck in the 5+ order roll for skirmishing as without throwing javelins the Numidians wouldn't be operating in a very historical fashion.
  • Numidian skirmishers are straight forward Bidowers.
  • Cretan Archers are straight forward Archers.

Please be aware that these are not playtested yet, hopefully I get a game in by the end of the week.
Amongst all of the other painting and gaming projects that I have, I think that this may just sneak its way to the front of the list.

I'll post up the Gauls in the next couple of days.

Nate