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"Hail Caesar/Lion Rampant" Topic


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chriscoz Supporting Member of TMP02 May 2025 11:47 a.m. PST

I play Armati and Triumph! But want to put together a scenario game for my club (I don't play either set of rules with the club; they tend to play more skirmish-type games). I've seen the Lion Rampant Acre video on Little Wars TV (https://www.youtube.com/watch?v=UKjBnTJWimA). And I know those rules would work (I have the figures). But I read a lot about Hail Caesar.

Suggestions/opinions for running an Acre scenario for 6-8 players?

Personal logo ochoin Supporting Member of TMP02 May 2025 12:23 p.m. PST

We play both sets of rules & like both sets.

For us, its a question of scope & complexity – HC is for big games &, often, more players, LR is for large skirmishes & fewer players.

I've seen the LWTV Acre, where they upscaled the LR rules & we actually plan to do a 4 player "big" game (say 50 points a player) later in the year.
Undoubtedly, even a bigger game will be simpler than HC.

So, to answer your question, go with LR. Even with experienced gamers & you refing, a big game of HC will be more difficult to run, potentially less fun. In my experience, your friends will not read the rules beforehand so it'll be down to you to supervise & guide a lot of players.

chriscoz Supporting Member of TMP02 May 2025 2:57 p.m. PST

Thanks. They definitely will NOT read the rules. So I think LR will be the way to go. Plus I have a little more experience with it. I wish I could do it with Triumph!, but since they are so immersed in skirmish-type games, I don't think the group will handle it well. A couple of these guys have played Triumph! with me and they agree I should go the skirmish route.

Personal logo ochoin Supporting Member of TMP02 May 2025 3:20 p.m. PST

There's nothing like the spectacle of a big battle:

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And HC does BBs very well. But maybe that's something to work towards.

Personal logo Extra Crispy Sponsoring Member of TMP02 May 2025 5:40 p.m. PST

Lion Rampant is much easier to teach but needs to be tweaked to run a multi-player game. You really just end up with 3 parallel games side by side. For example, the move rates are so short you can't really move a reserve from left to center. So our club has a "double time" rule to handle this.

We tried HC but found it really, really bogged down in combat. We played 3or 4 games and moved on.

Personal logo ochoin Supporting Member of TMP03 May 2025 1:58 a.m. PST

Played a 500 point (3 divisions – medium sized game) HC game today in just over 3 hours.

TMP link

One player had two games under his belt, another had never played it. This seems pretty slick to me but YMMV.

Fitzovich Supporting Member of TMP03 May 2025 2:34 a.m. PST

I play HC generally every week with a fellow locally and have gotten used to it. Generally comes down to who has the best dice 🎲 that day and very little else. It isn't a bad set of rules, it isn't a great set of rules. Advantage with the sets by warlord is that they are somewhat universal in that folks have at least heard of them. Disadvantage is expense. I have shifted from Black Powder to the free sets Valor and Fortitude and to the ACW set by Wofun., both are very easy to both play and teach.

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