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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.


07 czerwca 2026

War of the Rings: Assault on Edoras.

Last Thursday, we played a scenario prepared by Alasdair, in which Saruman’s forces stormed Edoras, defended by the Rohirrim. We used the War of the Ring rules for this game.





SCENARIO: Alasdair Watson
UMPIRING
Alasdair Watson
SCENERYAlasdair Watson, SESWC
FIGURES & MODELSAlasdair Watson


1. Forces.





ROHAN
(Bartek, Ben, Tim)

Theodred's Knights (Theodred, Standard-Bearer and 16 riders)
Erkenbrand's Riders (Erkenbrand, Standard-Bearer and 10 riders)
1st Eomer (Captain, Standard-Bearer and 16 riders)
2nd Eomer (Captain, Standard-Bearer and 16 riders)
Royal Guard Cavalry (Déorwine, Standard-Bearer, and 10 riders)
Royal Guard Infantry (Captain, Standard-Bearer and 46 soldiers)
Bowmen (40 figures)







SARUMAN'S FORCES
(Andy, David, Michael)

Uglúk's Uruk-Hai Phalanx of pikes (Uglúk, Standard-Bearer,  Drummer and 45 pikemen)
Mauhur's Uruk-Hai Phalanx of Pikes (Mauhur, Standard-Bearer, Drummer and 45 pikemen)
Lurtz's Uruk-Hai Warband(Lurtz, Standard-Bearer, Drummer and 45 soldiers)
Uruk-Hai Berserker Warband (Captain and 15 soldiers)
Isengard Orc Warriors Orc Infantry (Captain, Standard-Bearer, Drummer and 29 soldiers)
1st Isengard Warg Riders (Captain and 9 riders)
2nd Isengard Warg Riders (Captain and 9 riders)
Isengard Battery Ram (4 soldiers, ram)
1st Isengard Troll
2nd Isengard Troll






2. The Game.


In our game, the hosts of the White Hand were set to lay claim to Edoras. First, they must break the mighty walls of the king’s city. To that end, the trolls, with a grim company bearing a great ram of iron, had to win their way to the gate and shatter it. The riders of Rohan were sworn to stand against them and let it not come to pass.






Beneath a brazen clang of horns and the deep rolling of drums, the hosts of war leapt forward to their doom. The Rohirrim, proud horse‑lords of the Mark, swept on like a rising wind over the plain, and soon the space between the armies was no more than a bowshot. Then the air grew dark with feathered shafts; arrows hissed and whistled, and the foremost orcs toppled lifeless to the trampled earth.

Most grievous was the ruin among the wolf‑riders, for the Orc cavalry upon their vile varg-steeds withered beneath the storm of Rohan’s bows. Yet still they pressed on, snarling and shrieking. Then the warriors of the Mark set their purpose in one accord: to cleave a path through the rearward ranks of the foe, to hem them in as with an iron ring, and to leave none of that fell host to trouble the green fields of Rohan again.







Upon the green fields before Edoras, the design of our battle was swiftly undone. On the leftward wing of the Rohirrim, where Theodred, son of Théoden, held command, his household knights rode hard against a second company of orcish riders astride their foul Vargas-beasts. Yet fortune turned against them. Pressed by sheer numbers and black malice, the riders of Rohan were driven back in disorder.

Rallying to their lord’s call, they wheeled about and charged once more. But even as their spears fell, a knot of returning orcs upon Vargas swept in upon their flank, while a grim line of pikemen advanced before them. Hemmed in on all sides, the horsemen found no clear path to break free.

Then, from behind the shielding ranks of the enemy, there came a bitter hail of iron. Arrows from crooked bows and cruel crossbows fell upon the knights of Rohan, glancing from helm and hauberk or finding chinks in mail. Amid the cries of men and the harsh laughter of orcs, the field grew dark with peril, and the fortune of Rohan seemed ill indeed.







Yet the sons of Eorl were not dismayed. More fiercely still did they fall upon the orcs, above all upon the right wing where I rode at their head. I spurred my steed against those foul creatures, and in bitter hand-to-hand strife, we overthrew the black horsemen and broke their mounted ranks. Then the riders of the Enemy were driven back in confusion toward the rear of their own press.

There they faltered and were forced to halt and gather again, and this was far other than the stroke they had purposed. Meanwhile, the riders of my company and of Tim’s swept through the midst and the left, hewing down the orcs without stay. The light waned and time grew short, yet still the gates of Edoras stood fast. Thus, in that hour, the Rohirrim prevailed, and victory was theirs. 









3. Summary


Alasdair hadn’t run many games before, especially not ones this large, but in my opinion, he did quite well.

As for the game itself, I would have let the forces of evil start a little closer to the ramparts of Edoras, so they’d be easier to reach for players who weren’t familiar with the rules; explaining everything took quite a bit of time. Our tactic of breaking the enemy’s flanks was partially successful, but it forced the enemy to stall rather than push forward.

We didn’t manage to kill a single troll, which would have been both spectacular and incredibly difficult. We also didn’t have a single dwarf or elf to help us…

Overall, the game was very engaging, and we’ll definitely return to Middle-earth for another battle.


4. Links.

SESWC:

FLICKR: 

https://www.flickr.com/photos/asienieboje/albums/72177720334067717/