Spend the last weekend playing games of Lion Rampart. Here are some general impressions:
Interesting concept of activating units. You must roll a certain number or higher on 2d6 to a get a unit to do something. The difficulty varies depending on how likely a unit is to do that action. For instance crossbows are less likely to shoot then bows do to the reloading factor. As in Crossfire failure shuts down your turn (in most cases).
Your chance to hit varies in combat depending on whether you are attacking or defending – foot spears for instance are better at defending; knights at attacking. Oddly in a 1-1 game the number of attacks per unit is absract and stays full until a sudden drop when a unit reaches half strength.
More weirdly damage is cumulative; you must do a certain number of hits to get any result at all.
Other than the ingenious activation system there is no command control and units can wander off on missions of their own with not regard to the retinue leader. Thre is not way for the Retinue leader to issue a mass order.
There are no formations other then amebia so consequently no flanks rear etc. A head on charge is just as effective as a rear charge.
Leaders get a personality traits which can be quite important but is decided randomly. If your leader rolls a bad one and the other side gets a good one, this can have severe play balance implications.
We tried out several of the scenrios and found all to be good games though most were in the end decided by who got the best leader trait.
We all felt it was refreshing to play a game with an actual design rather than the typical: Side A moves rolls a bunch of d6s hoping for high numbers; Side B moves rolls a bunch of d6s hoping for high numbers. New turn. Any figure costing more than $50 USD gets a +2. (I've saved you from having to bother purchasing most games "designed" in the last 10 years).
The activation system was the games strongest aspect; the lack of formed units its weakest turning into more of an post apocalypse gang war than a battle between medieval retinues. (Shield walls and formations were used at even the lowest level and disorder was avoided, well like the plague, even amongest small groups as it often lead to swung weapons hitting as many friends as enemies.)
So if you like the basic concept of Lion but want to get more medieval and less Call of Duty here are some suggestions:
1. What you see is what you get. Just roll a number of dice fro attacks equal to your unit's current size (6 figure units count figures X2 except bidowers who still count 1:1).
2. Formed units. Any unit except bidowers on a Move Order can form. 12 figure units form in two as equal as possible ranks, base to base. 6 figure units form a single line (stirup to stirup). Unformed units count half figures (round up) when attacking/shooting (except Bidowers). Formed units can only move to their front, wheeling to change directions. Deduct 2 inches from formed foot, 3 inches from formed mounted when moving. Formed units contacted on rear or flank imdediatly become unformed. Units that Retreat from a Courage test or Battered units are always unformed.
3. Banners Advance. Provided you have created a nice banner figure and they are next to your Leader. The Leader may announce Banner's Advance! If the leader makes a successful Move Order then all units within 12" of the Banner get a Move Order (they cannot refuse the order and attempt to do something else but don't have to move – this counts as their activation).
4. Armor. To get rid of the "battleship" effect of accumulated hits. Just use the armor numbers as damage numbers. A roll higher than the armor number equals a kill (so you need to roll a 2+ to kill a serf; a 5+ to kill a knight).
5. Missile v. Mounted. To reflect the greater effect of missiles v. mounted give missile troops a +1 to Hit mounted unless the mounted have full metal barding (War of the Roses/Burgundian war era).
With these additions you should be able to get a very nice medieval skirmish battle.
Can easily be adapted to an Ice and Fire setting even without the forthcoming fantasy version.
TomT