Wednesday, 26 November 2025

Xenos/Dragon Rampant/1st Time Wars game Leonid force from Alternative Armies


I MESSED UP this post, so I've revised it.

A Pride.  12 models ideal for Dragon Rampant.  Separate out the shooters for 8 - Bast's army for Of Gods And Mortals.  Each of these has a letter bead for Rogue Stars.

Xenos Rampant 2 teams (packs?) of 5 plus an inferior recon.


Upgrading my Leonid/Bast army for Xenos and Dragon Rampant.

20% off is not to be sniffed at - particularly when you get a free model.  £50 spent, £21 saved.  Proper job, well done Alternative Armies.  Paypal pay in 3 helps as well!

The only non AA units are the (now OOP) lion pride from Battle Valor and a mix of lionesque humans from both Battle Valor and Magister Militum.     

"Good grief Doctor! They're--"  The Doctor pulls him aside.  "As human as you my boy, many of the beings that you humans call gods emit radiation, some dangerous but many benign.  These people have worked near their god and have - changed.  Mostly it's beneficial, they're bigger, more resilient and may live longer, hmmm?."  He glances around.  "But the big - chaps, Doctor?  Surley?--"  The Doctor assumes his teaching pose.  "No, they were genetically altered from European lions thousands of years ago by a lost civilization.  Here, in the service of our host they and the remnants of the science from that time survive."

I have normal Egyptian infantry from Peter Pig that could be finished.  Honest.  No, I really mean it! 

When this range came out I ordered one of everything.  Most got painted and used.  But now I want them for my Time Wars campaign.

Brief overview:

The Recon troops have the biggest upgrade.  Pack of crystal bikes (3)  to convert.

3 packs of single bikes to make dismounted recon, snipers/anti snipers.  Plus 2 of each rifle armed and cannon crew.  

3 packs of female hunters and male pack leaders to make infantry units, about 12 in all.

Males to add to GZG sleds as weapon operators.  Or not, I cannot make my mind up!  There's supposed to be more to include vehicles.

I hope you can follow the process!

A quick note on basing & organisation.  Big stuff on 2p's and regular 1p's.  Doubles on 2p's for gun crew, specialists such as command and recon.  One double removed per 2 casualties.


Support Crystals


Gun & crew


Murder of crystals.






9p  Support  3 as 5  


Move 6+ 6” ignores terrain.


Defence 5+

Courage 4  Armour 2


Shoot Free (7+)  4+ 24” 6’s=2

Armour piercing armour -1


Firefight.  Spotters.  Heavy Weapon. 

Skimmer 






6p  5 crystals   5  


Move 6+ 6” ignores terrain.


Defence 5+

Courage 4  Armour 2


Shoot Free (7+)  4+ 12” 6’s=2

Engulfing - no cover


Firefight.  Spotters.  Heavy Weapon.  

CQ






Skirmishers





4p Recon FS 2 as 5


Move Free 5+ 8” ignores terrain.


Attack 7+  Attack v6 Defense v6

Courage 5  Armour 1


Shoot 7+  5+ 12” 



Firefight Armour 2-shoot and no over 12” 

Skirmish  7+  Fire Support -activation.






3p  Counter Sniper




Targets Hard to target at +12” 






4p  Sniper


Shoot 7+  5+ 24” 


No Skirmish.






4p  Vets.




No reduction in shooting when skirmishing






1P Young Hunters 5 




Green.  No skirmish.






Infantry





7p  General El. 5


Move  5+  8”


Attack (free) 5+ Attack4+ Defence4+ 

Enemy armour-1

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”  6=2


Back into fray. Blades. Open/ranger  

HW.






4p Tribal Bers Leader  5 


Move (Free) 6+  8”


Attack 5+  Attack 4+  Defence 5+ 

Enemy armour-1

Courage 4 Armour 2 


Shoot 7+ 6 12” 


Vet. Blades. Firefight Open/ranger.  

Back-fray.

Counter charge 7+  Wild Charge.






3p  Tribal Berserk  10


Move (Free) 6+  8”


Attack 5+  Attack 3+  Defence 6+ 

Courage 4 Armour 2 


Shoot 7+ 6 12”


Counter charge 7+ Firefight Open/ranger  Wild Charge.






2p  Tribal Shoot LI  5


Move (free) 5+ 8”


Attack 6+  Attack 6+  Defence 5+ 

Courage 4 Armour 2 


Shoot 6+ 6  18”



Firefight. Go to ground.  

Guerrillas Soft cover +1 armour






7p  Mix Gd. El. 5


Move  5+  8”


Attack (free) 5+ Attack4+ Defence4

Enemy armour-1

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”


Bladed.  Open/ranger  Back into fray






7p  Male Guard  5


Move  5+  8”


Attack (free) 5+ Attack4+ Defence4+ 

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”  Enemy armour-1


AP.  Open/ranger  Back into fray






9 Bast GZ.  1 as 5


Teleport 2D inches (Doubles 

cause damage)   Free (6+) 10”


Attack 5+ Attack 3+ Defence 5+ 

Courage 3 Armour 4


No shoot


Cunning Open/ranger 

Fearsome - courage attacked-1. 

Regeneration 7+ 1 life  Wild Charge






2p  Militia Followers 15


Move  5+  8”


Attack 7+ Attack 6+ Defence 6+  

Crusaders. Reroll any failed attack roll.

Courage 5 Armour 1 


No shoot


Mob.  Ravenous horde.

Scouts, based on 2p's and in 2's so more open formation and easy recognition.

I'm starting to do command units as a 3 & 2 for the same reason.


Males are big, so a 2p gives a normal looking basing.



For the 1st Time Wars game, see the next post for more details.

The Wall




18, 9, 7, 14, 6 = 61p

9p  Support  3 as 5  

2

Move 6+ 6” ignores terrain.


Artillery Defence 5+

Courage 4  Armour 2


Shoot Free (7+)  4+ 24” 6’s=2

Armour piercing armour -1


Firefight.  Spotters.  Heavy Weapon. 

Skimmer 






9 Bast GZ.  1 as 5

1

Teleport 2D inches (Doubles cause damage)   Free (6+) 10”


Attack 5+ Attack 3+ Defence 5+ 

Courage 3 Armour 4


No shoot


Cunning Open/ranger 

Fearsome - courage attacked-1.  

Regeneration 7+ 1 life  Wild Charge






7p  Mix Guard. El. 5

2

Move  5+  8”


Attack (free) 5+ Attack 4+ Defence 4+ 

Enemy armour-1

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”


Bladed.  Open/ranger  Back into fray






7p  Male Guard  5

2

Move  5+  8”


Attack (free) 5+ Attack 4+ Defence 4+ 

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”  Enemy armour-1


AP.  Open/ranger  Back into fray






6p  5 crystals   5  

1

Move 6+ 6” ignores terrain.


Defence 5+

Courage 4  Armour 2


Shoot Free (7+)  4+ 12” 6’s=2

Engulfing - no cover


Firefight.  Spotters.  Heavy Weapon.  CQ







The Town


Each area rolls 2 D6 P. 1st move


Next moves D6+ D6 if leader not engaged.

2p Recon FS  5 (ish)


Move Free 5+ 8” ignores terrain.


Attack 7+  Attack v6 Defense v6

Courage 5  Armour 1


Shoot 7+  5+ 12” 



Firefight Armour 2-shoot and no over 12” 

Skirmish  7+  

1st deployed Leader =


4p  Vets.


No reduction in shooting when 

skirmishing






2 recon become:





4p Tribal Bers Leader  5 


Move (Free) 6+  8”


Attack 5+  Attack 4+  Defence 5+ 

Enemy armour-1

Courage 4 Armour 2 


Shoot 7+ 6 12” 


Vet. Blades. Firefight Open/ranger.  

Back-fray.Counter charge 7+  Wild Charge.






2p  Tribal Shoot LI  5


Move (free) 5+ 8”


Attack 6+  Attack 6+  Defence 5+ 

Courage 4 Armour 2 


Shoot 6+ 6  18”



Firefight. Go to ground.  

Guerrillas Soft cover +1 armour






3p  Tribal Berserk  10


Move (Free) 6+  8”


Attack 5+  Attack 3+  Defence 6+ 

Courage 4 Armour 2 


Shoot 7+ 6 12”


Counter charge 7+ Firefight Open/ranger 

Wild Charge.






1P Young Hunters 5 


Move Free 5+ 8” ignores terrain.


Attack 7+  Attack v6 Defense v6

Courage 5  Armour 1


Shoot 7+  5+ 12” 



Firefight Armour 2-shoot and no over 12” 

Green - no Skirmish.






Variants










Swap Bast for General, 


Crystal & female guards



7p  General El. 5


Move  5+  8”


Attack (free) 5+ Attack 4+ Defence 4+ 

Enemy armour-1

Courage 4 Armour 2 


Shoot (free)  5+ 4+ 18”  6=2


Back into fray. Blades. Open/ranger  HW.







Any unit for:





2p  Militia Followers 15


Move  5+  8”


Attack 7+ Attack 6+ Defence 6+  

Crusaders. Reroll any failed attack roll.

Courage 5 Armour 1 


No shoot


Mob.  Ravenous horde.






Tribal leader for


Son of Bast


(Still pay points! 1st round only)

10  GZ.  1 as 5


Move Free (6+)


Attack 5+ Attack 3+ Defence 5+  

Armour-1

Courage 3 Armour 4


Shoot 6+  5+ 18” AP-1 armour


Cunning Open/ranger 

Fearsome - courage attacked-1.    

High Blades.  Ranged. 



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