Aerendar Valandil wrote:*I believe there is a (perhaps unofficial) fantasy supplement for Lion Rampant as well.
The official fantasy accompaniment to Lion Rampant -
Dragon Rampant - has been out for a while.
I've talked about it already - larger skirmish size; generic units that might put off a WFB player but also allow for a lot of 'counts as' imagination, etc. But I think the author's explained it well enough:
http://merseybooks.blogspot.co.uk/searc ... ampant?m=0
For mass battles I'm interested in an obscure game called Mayhem:
https://bombshell-games.com/mayhem/
It's promoted for miniature scales from 10-28mm. These days I'm leaning away from 28mm for anything bigger than skirmish - I'm looking at Mayhem more for my Warmaster minis - but might dabble with larger scales. There are three major elements about the game that interest me:
Unit creation rules. Build your unit profiles from the ground up. Start with the three basic stats - movement, combat ability, missile defence - then add unit traits, weapons and armour that create a kind of rock-paper-scissors situation with other units. It's the kind of inclusivity - use whatever models you want - that I like about Dragon Rampant, but with more tinkering and tailoring. The author's provided ready-made army lists and unit profiles that add more of a unique spin to different races and tropes, but I haven't looked at them yet. Haven't felt the need to.
Command and control. I've loved this concept since I was introduced to it in Warmaster. It's somewhat similar in Mayhem but quite different too. Your army has an overall leadership stat, and that, along with the number of characters and standards in your army, determine the type and number of dice you roll for your command point (CP) pool at the start of each turn. These CPs allow your units to perform actions. A simple action like moving can use one CP, but there are factors which increase the number of CPs you have to spend on an action. Proximity to characters is one, which is a little like Warmaster. No blunder rolls, though.
Another is reactivating a single unit in one turn - CP cost rises with each subsequent action. In the book it's called the overdrive mechanic. It means you can (or will) burn through your CP pool quickly, so although the game is IGOUGO, it won't feel quite like that. It makes you think and prioritise your units and actions.
The Versus system. I mentioned 'type' of dice earlier. This is because Mayhem uses a standard set of RPG polydice (d4, d6, d8, d10, d12, d20) rather than just d6s. Stats are presented as die types rather than numbers. Any time an action involves a die roll, the unit can take the default (half the die value) or roll in hope of a better result, risking a worse one. Typically this means combat and shooting is a single opposed die roll - no need for buckets o' d20s - but the die can be improved or added to by several factors: position (flank and rear attacks, supporting units, fortifications, etc.), action (charging, readying), and soft and hard counters provided by unit type, traits and weapons. It's the consideration of risk vs. reward, and the layered tactics in reducing those risks, that I really like.
Some battle reports and further thoughts here:
https://bombshell-games.com/2015/06/10/ ... e-reports/