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26 lipca 2026

Lion Rampant: Armageddon meets Ragnarok.

It's summer at the club, so we can afford to play much less serious games. This one was inspired by Michael's recent game featuring the Headless Horseman, which created a kind of chaos the players really enjoyed. I decided to build on that idea and take it to another level. I involved a large group of people in organising the game, but none of them had a complete picture of it or knew what it was really about. They could only guess, which made the unfolding game quite a surprise for everyone. I chose the Lion Rampant rules because they're much simpler than the original Hail Caesar system.

I set up a fairly large table for Thursday's game, measuring 12 by 6 feet. I thought it might be too big, but it turned out that everyone fit comfortably, it didn't feel crowded, and everyone had plenty of room to manoeuvre. We'll be using this table from time to time in our Thursday games, especially when we have larger numbers of miniatures.













SCENARIO: Bartek Żynda
UMPIRING:
Bartek Żynda
SCENERY: Michael Schneider, Bartek Żynda, SESWC
FIGURES & MODELS: Campbell Hardie, Peter Mearns, Michael Schchneider, Alasdair Watson, Bartek Żynda


1. Forces.


The game initially featured several factions: three Viking jarls on their longships: Jimmy, Mike, and Peter; two rival Norman dukes: Tim and Gordon; and a band of Norman mercenaries hired by the abbot: Alasdair and David. Each of these sides commanded forces worth 18 points, with the difference that Alasdair and David together formed a single unit.

There were three objectives: an abbey, a fishing village, and a castle. The Normans were tasked with defending them, while the Vikings aimed to capture and plunder them, or at least, that's how I presented the situation at the start. The players had no idea there was another faction waiting to throw the entire game into chaos.

In a remote village stood a solitary hut, surrounded by scantily clad women.









2. The Game.

Before the game began, I asked the Viking players to raise a toast to a Norse god. Mike chose Odin, Jimmy chose Thor, and Peter chose Loki. The Norse chieftains were asked to do the same, except they could choose from among saints or angels. I don't remember whom Gordon and Alasdair chose, but Tim chose the Archangel Michael. I announced that Tim and Peter had chosen well; the rest would be unlucky—but they would find out soon enough.

Meanwhile, the Viking ships headed for shore. The ships could only land on beaches, with the proviso that they couldn't do so on a small island. The abbot's mercenary ship sailed out to meet them, clashing with Mike's ship. I then asked all the players—except Peter and Tim—to roll the die. Mike rolled the lowest and had to face Loki. I took on that role. The duel worked like this: to defeat Loki, you had to roll more dice than he did. A draw meant he didn't do anything; a loss meant something bad happened. One note: Loki had a magic die that rolled a 6 nine times out of ten. I'd taken this die during the last Carronade, where one player had used it against me. Now it was being used properly; the players were aware of its properties. Mike, of course, lost, and his ship was attacked by a sea monster.







The monster's appearance didn't change the behaviour of the other factions, so from then on the turn proceeded as follows: the Vikings took their actions first, then the Normans, then Loki's children. Finally, everyone was forced to roll again to determine who would have to face Loki. The only difference was that if Tim or Peter had the lowest roll and someone else rolled the same result, Tim or Peter would be excluded from the roll-off unless they chose to participate anyway. Meanwhile, the Vikings slowly made their way toward shore. Mike kept fighting the monster and eventually lost all his oars. As soon as the monster appeared, I announced that there were two ways to kill it:

  1. Attack with the entire force. In this case, the monster had armour 6 and 12 life points.
  2. The leader of a given faction could face the monster alone by sacrificing their life. In that case, the leader would roll a die: on a 4–6, the monster would die along with the leader; on a 1–3, only the leader would die.

Mike decided against the sacrifice. He first lost all his oars, and then the monster sank his ship along with his entire crew. Mike was eliminated from the game.






Despite this, the two sides continued to fight, even though the Normans had already concluded a non‑aggression pact and begun to cooperate. Just then, another monster appeared in their territory: Cerberus, the hound guarding Hades. It quickly attacked the Normans. Tim managed to confront the beast, and his sacrifice removed the dog from the game. The humans achieved an initial success, but two more monsters soon emerged: a dragon and a giant octopus. Meanwhile, the first sea monster sank David's ship along with its crew, while Peter and Jimmy managed to reach the shore safely. As Alasdair and Tim greeted Jimmy with a hail of arrows followed by a charge, Peter reached an agreement with Gordon, and the two of them set off toward the abbey.







Gordon managed to win the test against Loki and was the first to be given the chance to exchange all his bonuses for a clue. In fact, if Loki had lost the die‑rolling duel, each player would have rolled again, and the result would have given them the number of bonuses they could use on any roll—whether in combat, for activation, or even during the roll against Loki himself. At first, the players didn't use this knowledge very wisely, and only Gordon, followed by Tim, decided to take proper advantage of it. Both of them secretly received word that the abbot knew how to defeat Loki. All they had to do was go to the abbey gate and ask him—which meant passing the courage test.




Gordon managed to obtain a clue. It turned out that the abbot possessed a book that not only held a hint about how to defeat Loki, but also protected everyone within an 18-inch radius of the bubble from Loki's actions. The book contained the following information: it told the story of how the gods captured Loki and explained that everyone had to act as one, following the principle: divided we lose, united we conquer. At last, the people began to act as one. Most of the troops moved toward the bubble, while several others decided to acquire a net to capture Loki. Tim headed to the fishing village, but as soon as he arrived, a group of fishermen leapt out and chose to fight for their nets. Tim managed to defeat them and now had to face Loki—but something else happened. Ever since the book had been revealed, a new rule had been added to the roll against Loki: on a roll of 1, something would happen. And it did. The Four Horsemen of the Apocalypse and the serpent Jormungandr appeared on the scene, heralding the end of the world. I rolled the die, and the players had six turns left to capture Loki.








With two nets, they had two chances to capture Loki. By then, the players had forgotten how Loki's capture had originally unfolded. Thor had played a significant role in that event—a name that had already come up during the game. Jimmy chose Thor as his patron, which should have given him an advantage in capturing Loki. Yet whether it was the chaos that erupted during the game, their unfamiliarity with Norse mythology, or simply the passage of time, it was Tim who attempted to capture Loki instead. He tried twice and failed twice. Loki managed to bring the matter to a close and emerged victorious—though at the cost of the entire known world, which came to an end as Armageddon met Ragnarok.





3. Links.


12 lipca 2026

Black Powder: A very different game...

This time, Michael suggested a game using the Black Powder rules, and what followed surpassed our wildest expectations.





SCENARIO: Michael Schneider
UMPIRING:
Michael Schneider
SCENERY: Michael Schneider, Bartek Żynda, SESWC
FIGURES & MODELS: Michael Schneider


1. Forces.



UNITED KINGDOM
(Mike, Peter, Tim)

1st Brigade

CinC (8)
1 x Grendiers
1 x Line
1 x Gun (1 ammo)

2nd Brigade

Brigadier (8)
1 x Light
1 x Line

3rd Brigade

Brigadier (8)
2 x Line
1 x Skirmishers




COLONISTS
(Bartek, David, Michael)

1st Brigade

CinC (8)
2 x Continentals
1 x Gun (5 Ammo)

2nd Brigade

Brigadier (8)
2 x Continentals
1 x Skirmishers

3rd Brigade

Brigadier (8)
4 x Militia







2. The game.

The task seemed straightforward. Somewhere along the northern front, two groups of troops were moving in search of supplies—mainly gunpowder. Both sides were closing in on a village where we thought we might find some. A band of Hessian deserters was holed up there. They might cause some trouble while we searched, but I didn’t expect any serious problems from them. Our plan was simple: David would take two houses on one side of the street, and I would secure the remaining two on the other. The militia would cover us. Once we had the supplies, we were to withdraw. That was the plan... The British seemed to have a similar plan: Tim and Peter would explore the village, while Mike would move around it and attack David.







David was the first to enter the village, seizing the first two buildings, and that's when things started to get complicated. It turned out the Hessians were not only deserters but also zombies! Moments later, a Headless Horseman burst out of the forest at Peter! I was honestly stunned. I halted my units, ordered the Militia to stay clear of the village, and assumed a defensive position. Meanwhile, the zombies' main force turned on the British. After some brief skirmishes between Americans and British, we decided to disengage and focus on fighting the zombies and the Horseman instead.









A chaotic battle broke out, but the human forces soon gained the upper hand. David cleared two houses of zombies, and Tim cleared one. Then Tim headed for another special house, where, after wiping out the zombies inside, he discovered both gunpowder and a map marking the location of The Headless Horseman’s head.





In that moment, it was clear that victory was tipping in the British favour. Tim ordered Mike to find the head and take control of the Rider, which saved Peter from total destruction. Although they were unable to kill the Rider, his unit survived the entire battle against the monstrous creature.





I decided to at least seize the gunpowder, and maybe even the map. I led an assault on Tim’s building with my troops and even managed to get inside, but then a series of unexpected events unfolded. All the zombies turned on me, and the gunpowder somehow teleported to the British cannon. There was nothing I could do about it.

In the end, the Headless Horseman—now under British control—would attack me on the next turn, so I’d have to flee. I can’t help wondering what the American command would say if I actually managed to report back from a battle like that. They’d probably have me strapped into a straitjacket...


3. Links.


28 czerwca 2026

Lion Rampant: Viking Raid.

Today’s report covers a game that resulted from Michael’s year-long preparations. He had long planned to create a fleet of Viking ships, and that dream has now come true. His brand-new ships — several of which had already appeared as scenery in one of our previous games — were finally able to take part in the action. Michael also painted a new group of Vikings, so everything felt fresh, including the additions to the Lion Rampant rules. For this game, we used a modified version of the first edition of the rules. 





SCENARIO: Michael Schneider
UMPIRING:
Michael Schneider
SCENERY: Michael Schneider, SESWC
FIGURES & MODELS: Michael Schneider


1. Forces.


Each side had identical forces: a unit of the Healthguard, a unit of Berserkers, a unit of archers, and three units of Bondi. Additionally, each side had a large boat capable of accommodating three units. Two boats were left to be divided: one large, into three units, and one small, into two units. I became the leader of the first group, and Tim the second. David and Jimmy completed their group, while Andy and Ben fought on my side. Tim chose the larger boat, while I received the smaller one, but one of my units could start the game on land. This was where the abbey, the objective of the game—or rather, its contents—was located. Whoever held the loot at the end of the game would be declared the winner. On my side, I commanded the largest of our boats, with a Healthguard unit, archers, and a Bondi unit on board. Andy commanded a smaller boat with our Berserkers and a Bondi unit aboard. Ben, along with one of the Bondi units, was tasked with looting the monastery. On the other side, Tim had a Healthguard unit, Berserkers, led by Jimmy and Bondi, and David had the remaining units on the other boat.











2. The Game.


As I mentioned, our plan was to quickly sack the abbey and protect the loot. In the first version, the winner was whoever had the most troops near the abbey, but this was later changed to whoever took the loot off the table. In both cases, my game plan was identical. Andy and his ship were to engage Tim and David's ships, while I was to block off the abbey from enemy ships and provide protection for Ben while he plundered the abbey.





Andy’s suicide mission was a success. Both enemy ships committed to boarding his vessel, while Jimmy’s Berserkers forced their way onto ours. Hand-to-hand combat broke out. Andy fought as hard as he could, but holding off enemies on two fronts was no easy task. Meanwhile, my ship slipped calmly and undisturbed into position, while Ben plundered the abbey without interference. Half of our plan had been accomplished.





Tim then saw through our plan, broke away from Andy’s ship, and steered toward mine. Our bows collided, and hand-to-hand combat broke out. The two kings challenged each other, but their duel came to nothing. Meanwhile, a fierce battle erupted between our finest troops, and before long, Tim’s men began to gain the upper hand. I realised I was in a difficult position and needed to get out of the fight quickly. I managed to pull my ship out of the battle and, using the strength of my oars and sail, headed for the shore to pick up Ben’s men.







Ben’s men boarded my ship with the loot, but I had to leave one of my unit behind on shore, now under Ben’s command. A race against time began. I was sailing against the wind, unable to use my sail and forced to rely solely on the strength of our oars. My opponents were in the same position.

Tim was close behind me. Jimmy, who had meanwhile taken Andy’s boat, posed little threat, as he had only two men left. The only real danger was David, who still had a full crew and was moving much faster than I was.

And so the race began.

Eventually, David caught up with me. Instead of boarding my ship, however, he chose to ram it. The impact could have cost me all my oars, leaving me helpless in the water. Then the other ships would have caught up, and my fate would have been sealed.

But then, a miracle occurred. As a result of the collision, David lost all his oars, while I still had enough left to safely escape the battlefield with the loot.

Victory was ours — although Andy and Ben might have seen it differently.






Michael's special rules for the game.


3. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720334419265