The grandfather's of the hobby were constantly tinkering and sharing and experimenting. We need to shed this obsessive commercial lense, and return to striving for progress and excellence.
"Progress and excellence" only if it leads to greater enjoyment. A lot of progress hits your second point, which is how to suck more money from the punters rather than ostensibly improve the product.
"When experience speaks, let theory be silent". Awesome, never heard it before, consider it stolen. Your desire to push at the boundaries is really refreshing.
The unit fails initiative If the owner wants to get a reroll one mini get some zapped to motivate the troops and they get bonus to the die roll for initiative. Roll again. Fail again. You're done, but you're going to get a negative on any rally attempts in the future
I prefer AoF the optional rule for activation with a draw bag, similar to Bolt Action, rather than Rampant's "failure ends your turn." Ive had too many Rampant games where my entire army sat still because the first unit failed. Xenos rampant alleviated this with some units getting certain actions automatically, provided they weren't shaken. One thing Rampant does better is its simultaneous combat. No I go, you go, just "Let's go!" Since both games force fights to break up, and not remain locked in, i think it would only serve to expedite the violence.
Oh hey, just as I'm working on a rules mash up myself, here comes The Joy of Wargaming with his own. Cool stuff man, your 5 Parsecs from Home/ Void Pirates mash up vids were the second thing I watched on your channel after coming across your Chainmail stuff so this is right up my ally. Can't wait to see you put this into practice.
We use our own mash up of Dragon and Lion Rampant as a useful set for club games 🙂 But we have fudged the activation rules. If a unit fails, it misses its turn. In the proper rules if a unit fails, that side finishes its turn and initiative shifts to the other player
Have tried to mix rules and scenarios and been a victim to other people’s attempts on many occasions. Ultimately, having played each game many times, understanding how each game affects victory conditions is usually needed to tweak the scenario, unless the rules are quite similar. I usually have far more success just bringing over orders of battle and fixing stats, with the scenario tailored to the game being played. Have been a victim of GMs bringing in random scenarios and lists into games they aren’t terribly familiar with and creating a miserable time too often. Tend to pass or quickly excuse myself from those games
Looks like fun, I love ideas like this and constantly mash games together. What I would do in this case, is, roll dice equal to your number of units, then spend those on activating units of matching or better quality. I worry the 5’s and 6’s would never activate in practice otherwise.
I never played Rampant (looks cool) , however the unit activation sounds like they are trying to simulate fog of war. OPR has a few different version of fow that you could add to your game, it's in the adv rules section. One of the best things about OPR is the adv. rules section, cause there all modular, you can mix and match the rules until you have a game worthy of your time.
I played a bunch of Lion Rampant a month or so ago (10ish games in 2 weeks) and found that the missed activations even out over the course of the game. And its not so deadly that whole units can get wiped in one turn unless really focused on. AoF seems much more deadly. I wonder how the lethality will affect the number of turns. For example, your high quality unit activates more but will it get the chance to utilize all those activations before it dies. Especially if it doesn't stay covered because its support units can't activate as often. Would that in and of itself make it less lethal because you have to play more cagey with your meat shield units? An interesting experiment to be sure!
Maybe in number of minis on the table, but the Rampant series only has optional rules for forming ranks, and facing mattering. Movement wise it's still very much about loose blobs of minis.
The grandfather's of the hobby were constantly tinkering and sharing and experimenting.
We need to shed this obsessive commercial lense, and return to striving for progress and excellence.
"Progress and excellence" only if it leads to greater enjoyment. A lot of progress hits your second point, which is how to suck more money from the punters rather than ostensibly improve the product.
“When experience speaks, let theory be silent.” 👈 Yep. I’m stealing that, too. ✊
"When experience speaks, let theory be silent". Awesome, never heard it before, consider it stolen. Your desire to push at the boundaries is really refreshing.
Where did that saying come from? I am intrigued.
I first heard it from the author of "Throne of Bones".
It sure sounds old and mysterious, tho.
That's the benefit of fistful lead. Everybody moves eventually unless you get terminated
As I sit here I am working on a idea
The unit fails initiative If the owner wants to get a reroll one mini get some zapped to motivate the troops and they get bonus to the die roll for initiative. Roll again. Fail again. You're done, but you're going to get a negative on any rally attempts in the future
Yep, FoL just works better. 😉
Interested on how the combination plays out on the battlefield. Looking forward to the play through.
I prefer AoF the optional rule for activation with a draw bag, similar to Bolt Action, rather than Rampant's "failure ends your turn." Ive had too many Rampant games where my entire army sat still because the first unit failed. Xenos rampant alleviated this with some units getting certain actions automatically, provided they weren't shaken.
One thing Rampant does better is its simultaneous combat. No I go, you go, just "Let's go!"
Since both games force fights to break up, and not remain locked in, i think it would only serve to expedite the violence.
I would think a unit would have to pass a quality test to be able to actually light the fire.
Oh hey, just as I'm working on a rules mash up myself, here comes The Joy of Wargaming with his own. Cool stuff man, your 5 Parsecs from Home/ Void Pirates mash up vids were the second thing I watched on your channel after coming across your Chainmail stuff so this is right up my ally. Can't wait to see you put this into practice.
We use our own mash up of Dragon and Lion Rampant as a useful set for club games 🙂
But we have fudged the activation rules. If a unit fails, it misses its turn. In the proper rules if a unit fails, that side finishes its turn and initiative shifts to the other player
Interesting video. You have spent some time thinking about this. Like you I am not sure it would work but it is worth the time to think through it.
Have tried to mix rules and scenarios and been a victim to other people’s attempts on many occasions. Ultimately, having played each game many times, understanding how each game affects victory conditions is usually needed to tweak the scenario, unless the rules are quite similar. I usually have far more success just bringing over orders of battle and fixing stats, with the scenario tailored to the game being played. Have been a victim of GMs bringing in random scenarios and lists into games they aren’t terribly familiar with and creating a miserable time too often. Tend to pass or quickly excuse myself from those games
Looks like fun, I love ideas like this and constantly mash games together. What I would do in this case, is, roll dice equal to your number of units, then spend those on activating units of matching or better quality. I worry the 5’s and 6’s would never activate in practice otherwise.
Id take the opr scenario in to rampant, but your way id possiblely add +1 if in sight of leader or banner/hero
So, in Age of Fantasy, cavalry and infantry both move the same distance per activation?
Mounted units get the fast rule, giving them an extra 2" per move, 4" per rush.
Little anemic compared to most systems cavalry
@@GhouraAgur Thank you!
Yes, but I don't have any mounted this time out. That might change things even more.
I never played Rampant (looks cool) , however the unit activation sounds like they are trying to simulate fog of war. OPR has a few different version of fow that you could add to your game, it's in the adv rules section. One of the best things about OPR is the adv. rules section, cause there all modular, you can mix and match the rules until you have a game worthy of your time.
@@lordnovas I really wish they'd commit to a serious print edition for us luddites. Sounds like they have a lot of great toys in the full version.
I played a bunch of Lion Rampant a month or so ago (10ish games in 2 weeks) and found that the missed activations even out over the course of the game. And its not so deadly that whole units can get wiped in one turn unless really focused on. AoF seems much more deadly. I wonder how the lethality will affect the number of turns. For example, your high quality unit activates more but will it get the chance to utilize all those activations before it dies. Especially if it doesn't stay covered because its support units can't activate as often. Would that in and of itself make it less lethal because you have to play more cagey with your meat shield units?
An interesting experiment to be sure!
Age of Fantasy Regiments would be a closer comparison
Maybe in number of minis on the table, but the Rampant series only has optional rules for forming ranks, and facing mattering.
Movement wise it's still very much about loose blobs of minis.
Mashups are a staple. Rice and beans 🫘 Can't wait for sausage and mustard 😋
British chips and gravy mmmmmm.