Friday, 7 November 2025

Grail Quest (ish) Lion Rampant and Dragon Rampant V1.

 

First game and same set up for next batch.

Lower left townsfolk led by O'Tim.

Lower right the Knights.

Upper left Scots

Upper Right Vikings.

Apologies!  I took crap pics and not enough, so I cannot do justice to this set of 4 games.

The Scots spread out, leaving the Vikings to spearhead the assault.  Scots skirmishers seen off the Knights, killing their leader.  A good scrap on the bridge with the Pictish skirmishers doing a good job of whittling.

https://www.youtube.com/watch?v=_Em1_eeGTas

The search for the Grail seems to have been a particularly anglo-British obsession.  Of course we know that god chap for all his middle eastern pretensions is essentially British, so that makes sense.  What?

More historically accurate than the normal History Channel production, Monty Python's Holy Grail surmises a Scottish castle as its final resting place but at least with a proper Normal lord so that's all right then.

I've taken inspiration from this account and the Anglo Saxon (or Viking Saxon) involvement in the succession prior to the Norman Annexation.  What if this involvement was a ruse to raid and capture the Grail?  You could take it further with a Scots & Saxon alliance, united behind the Grail (as with the holy lance of the Crusades) fighting off the Vikings at Stamford Bridge whilst a fresh and larger army faced William down south.

https://www.bbc.co.uk/history/historic_figures/macbeth.shtml

Thus my Lion Rampant selection reflects this.  I've given several choices.  Keeping 24 points means quick games allowing players to do swapsie.  All armies are straight out of the book.

`

V:1 Viking Sea Raiders




2 elite, 2 vet HI 






6p Elite Infantry   6 figs. 


Move 5+ 6”


Attack 5+  Attack V 3+ Defence V 4+

Courage 3  Armour 4


No shoot


Flexible.  Normal attack/defence in rough.






6p Vet HI 12 figs


Move 5+ 6”


Attack 6+  Attack V 4+ Defence V 4+

Courage 4+  Armour 3


No shoot


No wall of spears.






OR Islemen




2 Elite 2 Warrior 1 Archer 






6p Elite Infantry   6 figs. 


Move 5+ 6”


Attack 5+  Attack V 3+ Defence V 4+

Courage 3  Armour 4


No shoot


Flexible.  Normal attack/defence in rough.






4p  Warrior Infantry 12


Move 6+ 8”


Attack 5+  Attack V 3+ Defence V 6+

Courage 4+  Armour 2


No shoot


Flexible. Wild Charge.  

Counter charge vs Infantry 






4p  Archers 12 figs


Move 6+ 6”


Attack 7+  Attack V 6+ Defence V 5+

Courage 4+  Armour 2


6+ Shoot 5+ 18”








V2: Raiders Army 

2

Scottish


2 Heavy Cavalry. 3 LI Javelin. 2 Skirmishers

4p Heavy Cav   6  figs


Move 5+ 10”


Attack 5+  Attack V 4+ Defence V 5+

Courage 4  Armour 3


No shoot


Countercharge






4P LI Javelin 12

3

Move 5+ 8”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+ Armour 2 


6+ Shoot  5+ 6”


Wall of Spears 

move action to form.  Gives +1 armour in defence






2p Skirmishers  6 

2

Move 5+ 8”


Attack 7+  Attack V 6+ Defence V 6+

Courage 5+ Armour 1 


Shoot 7+ 5+ 12”


Hard to target. Shot at: Arm =2 and max 

range 12”  

Skirmish 7+  Once per turn.

Shoot/half move at 6+ either order.

Evade7+.Shoot 6+ then move half.  

May evade multiple times.

Fast.  No half speed in rough. 






V3: Raider Army 2 


Late Anglo Saxon


2 Vet HI.  1 HI. 2LI 1 Skirmish

4p Heavy Cav   6  figs


Move 5+ 10”


Attack 5+  Attack V 4+ Defence V 5+

Courage 4  Armour 3


No shoot


Countercharge






4p    HI   12

1

Move 5+ 6”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+  Armour 3


No shoot


Wall Of Spearsmove action to form. 

Gives +1 armour in defence






3P LI 12

2

Move 5+ 8”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+ Armour 2 




Wall of Spears move action to form.  

Gives +1 armour in defence






2p Skirmishers  6 

2

Move 5+ 8”


Attack 7+  Attack V 6+ Defence V 6+

Courage 5+ Armour 1 


Shoot 7+ 5+ 12”


Hard to target. Shot at: Arm =2 and max 12”  

Skirmish 7+  Once per turn.

Shoot/half move at 6+ either order.

Evade7+.Shoot 6+ then move half.  

May evade multiple times.

Fast.  No half speed in rough. 

Defender 1 Tim


Pictishish.


2 LC. 2 LI. 1 Warrior.  3 Skirmishers

3p  LC Jav.  6

2

Move 5+ 12”


Attack 6+  Attack V 5+ Defence V 4+

Courage 5+ Armour 3


6+ Shoot 5+  6”


Skirmish.  Evade.






4P LI Javelin 12

2

Move 5+ 8”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+ Armour 2 


6+ Shoot  5+ 6”


Wall of Spears move action to form. 

Gives +1 armour in defence






4p  Warrior Infantry 12

1

Move 6+ 8”


Attack 5+  Attack V 3+ Defence V 6+

Courage 4+  Armour 2


No shoot


Flexible. Wild Charge.  Counter charge vs Infantry 






2p Skirmishers  6 

2

Move 5+ 8”


Attack 7+  Attack V 6+ Defence V 6+

Courage 5+ Armour 1 


Shoot 7+ 5+ 12”


Hard to target. Shot at: Arm =2 and max 12”  

Skirmish 7+  Once per turn.

Shoot/half move at 6+ either order.

Evade7+.Shoot 6+ then move half.  

May evade multiple times.

Fast.  No half speed in rough. 






Defender 2 Knights 

of Nee


“Adapted” British 


1 Elite cav.  2 HC.  LI.

9p Knights Elite Cav  6

1

Move 7+ 10”


Attack 5+  Attack V 3+ 6=2.  Defence V 5+

Courage 3+ Armour 4 




Wild Charge.  Counter Charge.  Bloodthirsty 






6p Heavy Cav   6  figs

2

Move 5+ 10”


Attack 5+  Attack V 4+ Defence V 5+

Courage 4  Armour 3


No shoot


Countercharge.  

Fearsom  Courage attacks caused at -1






3P LI 12

2

Move 5+ 8”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+ Armour 2 




Wall of Spears move action to form.  

Gives +1 armour in defence


For once my dice rolling wasn't below average!





Almost complete Anglo Saxon.


The townspersons of Oh Tim

All the buildings used here are from the RPE kickstarter.  Lot frailer than their Blotz counterparts.  The path leads to the Grail Trail, first cometh the restaurant and first gift shop before the bridge perilous and the Castle.


The Knights of Nee.

Stonybridge, the bridge of doooooom.

In serious and complicated games, having the correct Duck of Initiative is an essential tool.  Here the Vikings take the bridge whilst the rearguard comes under javelin storm from the light cavalry.

Yes, one day I will do more painting of this lot!

With their leader having retired with his elites off table, the Knights of Nee (other ranks) form up to defend the entrance to the Grail Trail.  But alas they are broken and scattered.

V:1 Norse Raiders




2 elite, 2 trolls

6p Elite Infantry   6 figs. 


Move 5+ 6”


Attack 5+  Attack V 3+ Defence V 4+

Courage 3  Armour 4


No shoot


Flexible.  Normal attack/defence in rough.






6p Offensive HI Trolls 6=12 


Move 5+ 6”


Attack 6+  Attack V 4+ Defence V 4+

Courage 4+  Armour 3


No shoot


No wall of spears.






OR 




2 HI. 2 Wolves 1 Valkyrie 

4p    HI   12

2

Move 5+ 6”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+  Armour 3


No shoot


Wall Of Spears move action to form.  

Gives +1 armour in defence






4p  Lesser Warbeast Wolves 3 as 6

2

Move 6+ 10”


Attack 5+  Attack V 4+ Defence V 6+

Courage 4+ Armour 2




Flexible. Wild Charge.






8p   Valkyrie HI    6 as 12

1

Move 5+ 6”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+  Armour 3


No shoot


Offensive - no Wall Of Spears

Flying - must retreat full move






Raiders Army 2

2

Scottish


1 Heavy Cavalry. 2 HI 1 Bel 3 Horde  

4p Heavy Cav   6  figs

1

Move 5+ 10”


Attack 5+  Attack V 4+ Defence V 5+

Courage 4  Armour 3


No shoot


Countercharge






4p    HI   12

2

Move 5+ 6”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+  Armour 3


No shoot


Wall Of Spears move action to form.  

Gives +1 armour in defence






6p Shiny Bellicose Infantry 12

1

Move 6+ 8”


Attack 5+  Attack V 3+ Defence V 6+

Courage 4+  Armour 3


No shoot


Flexible. Wild Charge.  

Counter charge vs Infantry 






2p  Horde 12  

3

Move 6+ 6”


Attack 7+  Attack V 6+ Defence V 6+

Courage 5+ Armour 1 




Wild Charge vs hated.






Defender 1 O Tim


Wabbitii


Tim.  Big.  2 Wabbits. Exploder

4p  Tim  Heavy Missile 

1 as 12

1

Move 6+ 6”


Attack 7+  Attack V 6+ Defence V 5+

Courage 4+ Armour 2


6+ shoot 5+ 18^







6p  

6p  Big Wampant.Warbeast 1 as 6

1

Move 6+ 10”


Attack 5+  Attack V 3+ Defence V 6+

Courage 3+ Armour 4




Flexible. Wild Charge.






4p  Lesser Wabbits Beasts 3 as 6

2

Move 6+ 10”


Attack 5+  Attack V 4+ Defence V 6+

Courage 4+ Armour 2




Flexible. Wild Charge.






6p Exploder!  As Above 3 as 6

1

5+ Bang. Fail Implosion, no damage any other unit.


6^ radius,  1 Shoot action 3+ 






Defender 2 Knights of Nee


“Adapted” British 


1 Elite cav.  1 HC.  1 Angels 1 LI.

9p Knights Elite Cav  6

1

Move 7+ 10”


Attack 5+  Attack V 3+ 6=2.  Defence V 5+

Courage 3+ Armour 4 




Wild Charge.  Counter Charge.  Bloodthirsty 






4p Heavy Cav   6  figs

1

Move 5+ 10”


Attack 5+  Attack V 4+ Defence V 5+

Courage 4  Armour 3


No shoot


Countercharge






8p   Angels HI    6 as 12

1

Move 5+ 6”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+  Armour 3


No shoot


Offensive - no Wall Of Spears

Flying - must retreat full move






3P LI 12

1

Move 5+ 8”


Attack 6+  Attack V 5+ Defence V 4+

Courage 4+ Armour 2 




Wall of Spears 

move action to form.  Gives +1 armour in defence

The objective of this game was to introduce 2 old-everywhere else, but new here to both Lion and Dragon Rampant.  Didn't quite work out like that, but we have a lot of fun along the way.  

https://www.youtube.com/watch?v=E630wR0cP2M



I have to put the blame squarely at the knees of the person responsible.  It was 'ee wot made me do it.  Society is to be blamed and charged later.

Mr Gavin of Alternative Armies (being Scots, so---)  didst, with malice of forepaws bring out a giant wabbit.  Couldn't be helped.  The dice was cast.  Oh Tim  a certain evil Space Emperor and a swathe of fantasy scenics to finish off---.

The rabbits.  If you ever want your sanity to slide like Cthulu before the first coffee, look up cake toppers on Amazon.

Yes, those with smoking exploding carrots--.  Here's a hint.  Same with wild charge is - interesting.














Knights who say Nee! and gratuitous shot of fluffy white tail.



Exploding Wabbits vs Trolls.  Your games not like this?  OK.


Ragnarok with Wabbits!



A quick summary.  Rather than 2 per side we added a third attacker and added extra to the 2 defenders.  The middle force, being the more normal Scottish side was co-hosted.

The Valkyrie/Saints winged HI were deemed too slow.  Wolves and trolls worked well.

I thought the Wabbits would go in a blaze of furry in 5 minutes, but they held on and did respectfully well.

O Tim as a heavy shooter stood up to half the Vikings until he was pushed off the board.

Every incarnation of the Knights who say Nee!  lost their leader and just failed in their promise.

Still, as I said above it was a cracking series of fairly quick games with players experiencing at least 2 different forces each.