Lion Rampant expert
Posted: Thu Mar 02, 2023 8:54 pm
After 6 or so games, this is how I would describe myself. A little vainglorious, perhaps, but then again the game is simple.
Points of Interest after last night's game:
1, We had a game. Mid-week. After work & before work, the next day. And one of our number has to be up at 4 am to get to the job site. So three hours of a game, fought to a conclusion & a following supper & chat allowed for a pleasant and work friendly experience. NB set-up & put-away, done by me outside this 3 hours was far from onerous too.
2. Horses for courses. The three of us have enough units to allow a certain amount of picking & choosing to suit the specific scenario. I, for example, took 2 Biddower units as they are low cost and gave me an extra unit for 'The Fugitive' scenario - I had to find a hidden priest. We all took as many mounted units as we had as mobility was vital etc. NB, it was also super easy to tweak the scenario to make it a 3-way game.
3. We are sold on the 'house-rule' Activation process. Each unit gets a chance to activate before moving to the next unit.
This still means the odd unit gets left behind after several failed attempts at moving etc.
4. Biddowers are *not* a super unit. One unit was, indeed attacked by heavy cavalry & fired, skirmished & fired again before being wiped out without causing a single casualty on their pesky attackers.
5. Elite cavalry *are* a super unit....if your dice roll well. My single unit always passed their dice roll, moved, charged & fought against odds, ending the game with 2 figures & their Courage intact.
Overall, LR is just a beautifully simple & very playable game, that flows well and produces timely results.
As we work our way through the scenarios in the rule book, we are aware that all of them can gainfully be played several times over but, is there a source for additional scenarios?
donald
Points of Interest after last night's game:
1, We had a game. Mid-week. After work & before work, the next day. And one of our number has to be up at 4 am to get to the job site. So three hours of a game, fought to a conclusion & a following supper & chat allowed for a pleasant and work friendly experience. NB set-up & put-away, done by me outside this 3 hours was far from onerous too.
2. Horses for courses. The three of us have enough units to allow a certain amount of picking & choosing to suit the specific scenario. I, for example, took 2 Biddower units as they are low cost and gave me an extra unit for 'The Fugitive' scenario - I had to find a hidden priest. We all took as many mounted units as we had as mobility was vital etc. NB, it was also super easy to tweak the scenario to make it a 3-way game.
3. We are sold on the 'house-rule' Activation process. Each unit gets a chance to activate before moving to the next unit.
This still means the odd unit gets left behind after several failed attempts at moving etc.
4. Biddowers are *not* a super unit. One unit was, indeed attacked by heavy cavalry & fired, skirmished & fired again before being wiped out without causing a single casualty on their pesky attackers.
5. Elite cavalry *are* a super unit....if your dice roll well. My single unit always passed their dice roll, moved, charged & fought against odds, ending the game with 2 figures & their Courage intact.
Overall, LR is just a beautifully simple & very playable game, that flows well and produces timely results.
As we work our way through the scenarios in the rule book, we are aware that all of them can gainfully be played several times over but, is there a source for additional scenarios?
donald