Monday, 9 November 2026

Dragon not Lion Rampant Age of War Japanese

 

Oh my gossips, I have been remiss and negligent in my offices.  I have done things, painted and played without due regard to you, my reading public.

Since the death of my friend Tony there have been areas that I skirted.  Well, there's lots out there and I do have some small collection of Stuffe.

I got nagged to sort my Medieval/Fantasy Japanese stuff.  I sold a wad of my older, near-true 15mm to Matt.  In return I hoovered up Samurai and more bandits from Dragonfrog the remainder of the kickstarter from way back.

Apologies for being partially unpainted.  One day!


Lion Rampant will cover the earlier Samurai style of warfare fairly easy, particularly if you add some fast running followers to your elite cavalry and lots of rabble-.

Once you get to European influence you're going to need Dragon.  Missile troops came in 3 types:  Ashigaru often used inferior bows and faster movement to fit into light shooters.  Samurai and Monk shooters can be heavy infantry with shooting or heavy shooters.  Same catagory fits arquebuses if given shorter range.  I'd give fear for their disruptive effect.  Ashigaru running with pikes.  Lancer armed heavy cavalry.


My building collection is a mix of Peter Pig, Alternatives armies and Blotz, from whom I'd got a lot of fencing.


We have been doing a LOT of Dragon Rampant recently, but I haven't recorded them.

I've included skirmishers as this is a peasant and bandit force rather than Samurai.

More to come!


Here is a simple scenario, the Ikko Ikki villagers have gathered their crops and now seek to deliver them.

4p Bandit H Cav  6

2

Move 5+  10”


Attack 5+ Attack V4+ Defence 5+

Courage 4  Armour 3


No shoot


Counter charge






4p Bandit W Inf  12

3

Move 5+  10”


Attack 5+ Attack V4+ Defence 5+

Courage 4  Armour 2


No shoot.


Flex. Wild charge. Counter charge fast






2p Skirmishers 6

2

Move 5+  8”


Attack 7+ Attack V6+ Defence 6+

Courage 5  Armour 1


Shoot 7+ 5+ 12”


Hard to target, Skirmish. Evade.  Fast











6p Monk W Inf  12

2

Move 5+  10”


Attack 5+ Attack V4+ Defence 5+

Courage 4  Armour 3


No shoot.


Armour Flex. Wild charge. Counter charge fast






4p  Locals LI. 12

3

Move 5+  8”


Attack 6+ Attack V4+ Defence 4+

Courage 4+1   Armour 2


No shoot


Wall of Spears.  Special Character. Test as leader.



Opposing them are the forces of the Ikky Itchy.


3p  Goblin L.Cav  6

2

Move 5+  12”


Attack 7+ Attack V5+ Defence 6+

Courage 5  Armour 3

1

Shoot 6+  5+ 6”


Skirmish Evade 7+  Short range 






4p Oni Bel, Ft, 12

2

Move 6+  8”


Attack 5+ Attack V3+ Defence 6+

Courage 4  Armour 2

1

No shoot


Ranger/fleet.  Wild charge Counter charge 






5p Goblin archers L.Sh. 12 

2

Move 6+  6”


Attack 7+ Attack V6+ Defence 5+

Courage 4  Armour 2

1

Shoot 6+  5+ 18”


Fleet foot.  






9p Cent/Spider HI 6 as 12

2

Move 5+  6”


Attack 6+ Attack V4+ 6=2 Defence 4+

Courage 4  Armour 3

1

No shoot


Offensive Venom 






5p  Goblins 12

2

Move 5+  8”


Attack 6+ Attack V4+ Defence 4+

Courage 4  Armour 2

2

No shoot


Offensive






6p Spiderbull

L War.  6

1

Move 6+  12”


Attack 5+ Attack V4+ Defence 6+

Courage 4  Armour 3

1

Shoot 6+  5+ 12”


Ranger Fleetfoot

The Game.

The locals start at the villages and must make their way across the table.  Each light infantry 
force hosts baggage.  This is left behind if they are broken or forced into rough.



All is well, but the forces of naughtyness await!



Monks vs Bakemono and Oni!


The monks win, but now it's the Spiderbulls.



The left wing proves surprisingly shy and goes back before the column.


Standoff, some manoeuvring.


The central unit of the Itchy is the commander, who broke. 



Archer skirmishers prove to be the winning factor


Meanstwhile the other flanks are a stalemate.


Both sides get a pummelling.  


The general goes and the goblin morale plummets!


Game 2.  Easton and I did swapsies.  He decided to mass all the baggage into one and barrel through the middle.



Here comes the tsunami breaking everything I throw at it




General vs General!


This was a grinding bloodbath!


Dangerous!


My General is near half strength and broken!  I need her away from the skirmishers--.


And that was not what I wanted to roll!  One gone General!  Good games!