
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.
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V:1 Viking Sea Raiders |
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| 2 elite, 2 vet HI |
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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. |
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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. |
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OR Islemen |
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| 2 Elite 2 Warrior 1 Archer |
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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. |
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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 |
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4p Archers 12 figs |
| Move 6+ 6” |
| Attack 7+ Attack V 6+ Defence V 5+ |
Courage 4+ Armour 2 |
| 6+ Shoot 5+ 18” |
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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 |
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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 |
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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. |
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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 |
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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 |
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3P LI 12 | 2 | Move 5+ 8” |
| Attack 6+ Attack V 5+ Defence V 4+ |
Courage 4+ Armour 2 |
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| Wall of Spears move action to form. Gives +1 armour in defence |
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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. |
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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 |
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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 |
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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. |
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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 |
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| Wild Charge. Counter Charge. Bloodthirsty |
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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 |
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3P LI 12 | 2 | Move 5+ 8” |
| Attack 6+ Attack V 5+ Defence V 4+ |
Courage 4+ Armour 2 |
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| 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 |
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| 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. |
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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. |
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OR |
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| 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 |
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4p Lesser Warbeast Wolves 3 as 6 | 2 | Move 6+ 10” |
| Attack 5+ Attack V 4+ Defence V 6+ |
Courage 4+ Armour 2 |
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| Flexible. Wild Charge. |
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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 |
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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 |
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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 |
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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 |
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2p Horde 12 | 3 | Move 6+ 6” |
| Attack 7+ Attack V 6+ Defence V 6+ |
Courage 5+ Armour 1 |
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| Wild Charge vs hated. |
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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^ |
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| 6p |
6p Big Wampant.Warbeast 1 as 6 | 1 | Move 6+ 10” |
| Attack 5+ Attack V 3+ Defence V 6+ |
Courage 3+ Armour 4 |
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| Flexible. Wild Charge. |
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4p Lesser Wabbits Beasts 3 as 6 | 2 | Move 6+ 10” |
| Attack 5+ Attack V 4+ Defence V 6+ |
Courage 4+ Armour 2 |
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| Flexible. Wild Charge. |
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6p Exploder! As Above 3 as 6 | 1 | 5+ Bang. Fail Implosion, no damage any other unit. |
| 6^ radius, 1 Shoot action 3+ |
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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 |
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| Wild Charge. Counter Charge. Bloodthirsty |
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4p Heavy Cav 6 figs | 1 | Move 5+ 10” |
| Attack 5+ Attack V 4+ Defence V 5+ |
Courage 4 Armour 3 |
| No shoot |
| Countercharge |
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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 |
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3P LI 12 | 1 | Move 5+ 8” |
| Attack 6+ Attack V 5+ Defence V 4+ |
Courage 4+ Armour 2 |
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| 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.