Saturday, 31 January 2026

Dragon Rampant 2ed. - Mars 2 British Infantry!



Please note that I'd posted 1st part by accident, now completed.  Apologies!

New edition!  Look at that!  Now to try and break it.

Well didn't break it. Tried--.

The result was a good series of games.  Most of the new stuff, well let's look:

Rules are not designed for colonial warfare.

Colonial warfare rules are not designed for fantasy settings OR for limited scope aimed at specific ranges.


Bodkin.  If you're used to Xeno this is heavy weapons,  Costs a lot but 6's gives you 2 hits.  A force multiplier.  Turns a unit of (say) heavy crossbow into an early machine gun.

Add flying and you've a heavy sled with real punch, but 1/3 of your force.

Add long range and you've got light artillery hitting way back there.

I tried adding Bodkin to mixed light infantry, I want to give this a good go as the ability to form wall of spear - or square needs testing.

95th was simply normal skirmishers with good shots.

Shooting party is your small group of "high tech" and your link to a campaign or RPG.  Add more, good shooter, bodkin and extra range for 2 shooters with reloads and high powered scoped hunting rifles after that T Rex trophy.  Or a group of veteran longbowmen transported to earlier times.

Naval volunteers are the ones who would go through Boxers like a laser through cheese.  Cutlas, heavy pistols and a few good shot marines. 

I got the figures (Irregular Miniatures) on Monday, played Thursday - I got a paint pen and started on webbing that morning. Once again I forgot flying bases and red base cloth.  Next time you see these will be against the dread Baron Greenback!

7p County Inf. 

H shoot 12


6+ 6”


Attack 7+  Attack V6 DefenceV5

Courage 4 Armour 2


Shoot 7+ 4+ 18”  6=2


Bodkin  






4p 95th Recon  6


5+ 8”


Attack 7+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 5+ 12” 


  Hard to Tgt. arm 2- 12”.  Fleet foot

Skirmish 7+  Evade. Good shooters  






8p  Ghurka/Scot Mix LI 12


Move 5+ 8”


Attack 6+  Attack V5 DefenceV 4

Courage 4 Armour 2


Shoot 6+ 5+ 12”  6=2


Mixed weapons. Wall of Spears.  Bodkin 






2p Shooting party  6


Move 5+ 8”


Attack 7+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 5+ 12” 


  Hard to Tgt. arm 2- 12”.  Fleet foot

Skirmish 7+  Evade. 






8p Naval Vol. HI   12


Move 5+  8”


Attack 6+  Attack V4  DefenceV4

Courage 4 Armour 3


Shoot 6+ 5+ 6” 


Offensive.  Short missile.   Fast 






7p H MG H Shoot. 2 as 12


Move 6+  6”


Attack 7+ Attack v6+ DefendV 5+

Courage 4 Armour 2


Shoot 7+ 4+ 18”  6=2


.  Bodkin






9p L.art. H Shoot.2 as 12


Move 6+  6”


Attack 7+ Attack v6+ DefendV 5+

Courage 4 Armour 2


Shoot 7+ 4+ 22”  6=2


Long R.  Bodkin






10p Fly MG L Shoot. 

1 as 12


Move 6+  8”


Attack 7+ Attack v6+ DefendV 5+

Courage 4 Armour 2


Shoot 7+ 4+ 18”  6=2


Fast. Flyer .  Bodkin







Suggested 30 points





2 County, Scots. MG 29  


3 county MG Party 30.


2 Fly.  Scots or navy. Party  30

Art. Fly. 95, County  30


Mg Flyer. Scots. 95  29


Fly  Art.  MG 95.  30

Young Easton decided to take my plan and try to wreck, um, Zulu it.  Take my Borderers  (see 1st post) and make as many units as possible.  Add skirmishers.

So I ended up with 6 units of foot and 2 skirmishers. Actually worked out to 28 points.


I was facing 3 County infantry units and a machine gun.  8 vs 4.


Matt "negotiated down" trading units to add javelins and skirmishers.  


He faced 2 flyers and naval volunteers. 7 vs 3.


This force was punishing on cavalry, but the flyer and skirmishers routed one flyer and damaged the other.  Naval infantry not so good at fighting cavalry.


One of his units hit a line infantry, did damage and sent them back before the MG opened up-.



Here they come!  My dice rolling was - not good.


Starting to wear them down, I got some damage on the MG but at the cost of both skirmishers.


Just getting there!


The survivors.  All of them!  It was hard pressed and not quite as unbalanced as you might expect.  I can see (say) 1/3 of a force Europeans working well. 



Game 2.  Matt's Reptilians again,  36 points each.  I decided on Scots (2 lines) 95th (red, Mars deployment) Party and 3 County.  How's this for a British column?



Drat!  Matt takes the objective, the Carrot Pile of Carrots.


The lesser warbeasts plow into the Country, cause damage then get shot.  That slows me down whilst his lighter infantry and skirmishers mass on my right flank.



The 95th and the left gets pounded by shooters.  Party and reserve move right.


Everything concentrates on the Scots, now the lead unit and my commander.  And they're gone.  Snake eyes and I lose another unit.  My ability to roll one's is unparalleled today.


Oh good, a big gap.  That should be ideal for my shooters!



Shoot!  A 4.  I need 7.  No command so no reroll and that's turn over.  Oh good.


They're there!  Shoot!  And I do, but I need 4+ Not enough! 1 gone--.


They slam in, NOW I get a good roll.  If that had been the shooting it would have been 4 gone and possibly broken.  That was my last chance--.


Gone gone.


Next.  Get sent back broken.



And that's me done!  Excellent game, well balanced.













Tuesday, 30 December 2025

Xenos Rampant VSF Royal Engineers (and Baron Greenback)

Horses For Courses.  When we stage are wee fights they are normally like for like.  As a wise chap once told me (another old soldier gone now)  A sopwith Camel.  Fast, agile and decent firepower.  Try taking it down with a modern jet fighter.  The missiles won't lock, there's not enough heat or radar return plus the plane is simply going too fast.  A helicopter has similar characteristics but the rotor makes it a big target for heavy machine guns.  


Consider the dragon.  That can go places the others cannot.   https://www.youtube.com/watch?v=TGhGQ4d2xFw

https://www.youtube.com/watch?v=7aXv1J9ewjY

A Knotty Ash Problem!  How many points, pray?  The book says 3-10 units for a 24 point game.  But we're sneaking in more vehicles!  Let's go for 30.

Each British operational battalion then consisted of a staff and eight companies, each with about one hundred soldiers. Each company, commanded by a captain, was divided into two half-companies (50), each commanded by a non-commissioned officer. Each half-company was further divided into two sections (25).

Line company of 2 Sections would then total 6 points and 2 units and 20 figures.  (Damn, I need to paint more!)  Or 1 section of Scots/Gurkhas.
Bung 'em on a lorry!  4p, so we're up to 10 points and 3 units.

Swap for SAS with special insertion and 95th with same.

RE Section  Charabanc with 2 squads making 11p, 3 units and 10 figures.

That leaves 9 points.  Command car is 4p leaving 5 for something interesting of a Tankette and going 1 over!

Now lets consider Baron Greenbacks recent purchases!

Contraptions, Greenbacker and Mechafrog plus 2 units of cultists = 31 points, 5 units. 

I've trod this road affore:
https://unitrecon.blogspot.com/2018/08/fl-battle-of-stackedon-trestle-elvira.html
https://unitrecon.blogspot.com/2018/08/ww1-parade-of-vehicles-bovington-tank.html
https://unitrecon.blogspot.com/2018/01/fl-mercenaries-of-mars-1-world-of-hurt.html
https://unitrecon.blogspot.com/2017/02/flying-lead-fowl-things-afoot-in.html
https://unitrecon.blogspot.com/2017/02/royal-corps-of-engineers-1899-yorkshire.html

First up the Special Aeronaut Section.  An elite force using cutting edge technology such as liftwood buoyancy aids and jetpacks to achieve mobility and the ability to jump from aeronefs or balloons.  Using such around vehicles is dangerous, thus an open truck for mobility.

7p  SAS 5


Move 5+ 12”


Attack Free (5+)  Attack V4 DefenceV 4

Courage 3

Armour 4


Shoot Free (5+) 4+ 18”


Back into Fray.  Firefight.  Ranger.  Mobile.  

Special Insertion +1






4p  Lorry, Track  1 as 5


Free (6+) 8”


Attack 6+  Attack V6 DefenceV 6

Courage 4

Armour 3


Shoot 7+ 6+ 6”


Slow.  ATV Transport 15p.  






3p  Lorry, wheel  

1 as 5


Free (6+) 8”


Attack 6+  Attack V6 DefenceV 6

Courage 4

Armour 3


Shoot 7+ 6+ 6”


Slow.  Transport 15p.  

 
Now the rest of mine.  Charabanc is an APC.  A coach built (wood frame) covered lorry.

4p Command Car 1 as 5 


Free (6+) 10”


Attack 6+  Attack V6 DefenceV 6

Courage 4

Armour 4


Shoot 7+ 5+ 12”


ATV.  Imp. Armour.  CQD 

Engulfing - Tgt no cover 






5p Charabanc

1 as 5 


Free (6+) 8”


Attack 6+  Attack V6 DefenceV 6

Courage 4

Armour 5


Shoot 6+ 5+ 12”


ATV Slow.  Transport 10p.  






3p RE H.I  5


Move 5+ 6”


Attack 6+  Attack V4 DefenceV 4

Courage 4

Armour 3


Shoot Free (6+) 6+ 18” Tgt-1 arm.


  Firefight.  Go to ground.  AP







6p Tankette 

1 as 5


Move Free  (6+)  6”

Line Breaker not slowed barricades


Attack 6+  Attack V6 DefenceV5

Demolition vec’s half armour.

Courage 3

Armour 6


Shoot 6+ 4+ 18” 

AT vec’s half armour.


  ATV 



Here's a few others.  Kipling had a very poor opinion of County regular line infantry.  I've included a few others:  
Shooting party.  Possibly civilian adventurers or a bunch of chaps after bagging a tiger.
Volunteers will also fit dismounted cavalry.
Naval volunteers could be a semi military group such as a ships crew after, say, a big ape.

3p County LI  10 


Free (5+) 8”


Attack 6+  Attack V5 DefenceV4

Courage 4 Armour 2


Shoot 6+ 5+ 18” 


  Firefight.  Go to ground.  Increase squad.






2p 95th Recon  5


Free (5+) 8”


Attack 7+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 5+ 12” 


  Firefight.  Hard to Tgt. arm 2- 12”.  

Open order.

Skirmish 7+ ½ move shoot 6+






6p  Ghurka/Scots HI 10


Move 5+ 6”


Attack 6+  Attack V4 DefenceV 4

Courage 4 Armour 3


Shoot Free (6+) 5+ 18”


  Firefight.  Go to ground.  

Assault doc. Increase squad.






4p Shooting party  5


Free (5+) 8”


Attack 7+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 5+ 24” 


Firefight.  Hard to Tgt. arm 2- 12”.  

Open order.






4p Volunteer Raiders  5


Free (5+) 8”


Attack 7+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 5+ 12” 


  Firefight.  Hard to Tgt. arm 2- 12”.  

Open order.

Skirmish 7+ ½ move shoot. No- Vet.

1p Militia/Askari  10


Free 6+ 6”


Attack 8+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 6+ 6” 








3p Naval Volunteers  10


Free (6+)  8”


Attack 5+  Attack V3 DefenceV6

Courage 4 Armour 2


Shoot 7+ 6+ 12” 


Wild Charge.  Countercharge. Firefight.

Open/ranger.  Inc sq.






2p Mob  16


Free 6+ 6”


Attack 8+  Attack V6 DefenceV6

Courage 5 Armour 1


Shoot 7+ 6+ 12” 





Here, finally is my recent take on these Alternative Army offerings!  Other cultists are available!
Greenbacker.  Personal vehicle of The Baron!  https://www.alternative-armies.com/products/as033-dominator-sphere-any-scale-use

Contraptions  https://www.alternative-armies.com/products/hof155-dominator-spheres?pr_prod_strat=jac&pr_rec_id=fb532e6e5&pr_rec_pid=6006065594561&pr_ref_pid=15150959133058&pr_seq=uniform

Cultists  https://www.alternative-armies.com/products/hof56-cultists?_pos=2&_psq=cultists&_ss=e&_v=1.0&variant=37470681418

OK, I admit that I'm toying with redoing this one:  
https://unitrecon.blogspot.com/2021/02/flying-lead-clacking-contraptions-of.html?fbclid=IwY2xjawPBAIJleHRuA2FlbQIxMABicmlkETFEd0lBVmw3MHZzeTdQTlQ5c3J0YwZhcHBfaWQQMjIyMDM5MTc4ODIwMDg5MgABHuT-TwC3-Cd70eCl217RCB4oJ3wWOt2jsgo-Clo0FaPMluZOuKvERsF8QZqO_aem_cbgwf8JU6_N6QN9R_F498Q


9p Contraption 

2 as 5


Free (6+)  12”


Attack 5+  Attack V4 DefenceV6

Demolitions enemy vec half armour

Courage 4

Armour 4


Shoot 7+ 6+ 12” 


Wild Charge.  Countercharge. Firefight. 

Open/ranger. X armour. Mobile






8p  Greenbacker  

1 as 5


Move Free  (6+)  6”

Line Breaker not slowed barricades


Attack 6+  Attack V4 DefenceV5

Blades Armour-1

Courage 3

Armour 6


Shoot 6+ 4+ 18” 

AT vec’s half armour.


  ATV Walker 






3p Cultists  10


Free 6+ 6”


Attack 8+  Attack V6 DefenceV6

Courage 4

Armour 1


Shoot 7+ 6+ 6” 


Fanatic discipline






8p  Stiletto’s mechafrog Support  

1 as 5  


Move 6+ 6”


Defence 5+

Courage 4 

Armour 2


Shoot Free (7+)  4+ 24” 6’s=2

Engulfing.  No cover bonus


Firefight.  Spotters.  Heavy Weapon.