The new job, in short, is about two jobs. Not an excuse, rather an explanation. Mainly to Brooks, my own personal Wargaming Jimminy Cricket. But, instead of "Conscience", his badge says "Paint Something". And he's taller.
I'd like to say things will get better, but it won't, not for a while.
So I finally got to get some dice rolled of late. Dux Bellorum against goodman Erik and his fine collection of beer and hospitality, with kind wife Jenny and bashful child looking on. The phone died so no photos (I never foresaw that statement about a decade ago...but that's another story). Only optional rule in play was "no more than one wound could be avoided by leadership". Time was tight.
Game 1-Erik's Early Wild Welsh vs. Sean's Overly Overly Enthusiastic Irish (Is there another kind).
The Welsh were a "I have figures, let me make a last minute 5th army", and one I didn't expect to be effective frankly. Warrior Welsh vs. Warrior Irish with Chariots, with the Welsh foregoing their ambush and holding on to their Javelins. Shockingly, and painfully, effective javelins.
I learned a lot that first game. Mainly I learned the optional rule of "spend one leadership point for avoiding charge" I've since found on the net. Though I outnumbered the Welsh, I didn't out maneuver my foe and was defeated in detail. Once I got within charge range (4 base widths, or over 5" on a 24" table for Chariots), it became a die rolling exercise, with all my forces on auto-charge. In short the Irish were unplayable with Chariots. But not Irish without them. Not historical with them, mind you, but who lets history get in the way of a good wargame. At this point i wasn't sure if this was a game for me. Frankly the game didn't play like it read. I made mistakes, i failed to take advantage on my better speed and didn't focus on one of his two rather divided flanks.
None the less...On to game 2
Game 2-45 minutes on the clock for Dux Erik's Late Romans (Imposing horses and poor infantry) vs. Theign's Sean's drunken Saxon (Mead ability, basically making them orcs).
The time was tight, but while I was slaughtered the first game, it was a good time. Mead is a wonderful rule for a short game (+1 offensive dice, -1 HP per unit). So I had to unleash the Saxons. Things played different. The Romans were a poorer force. Heavy on cavalry in a game in which cavalry is not decisive, and completely hamstrung by no good leadership among their infantry, trailing far behind the battle. If it had been another game, I would not have stood a chance, and if we replayed, I'm certain Erik would have learned and I wouldn't stand a chance.
There is one other optional rule, scouring the internet, is that supporting units add two not one die that must be considered. I'm not sure if it should be 2 for the first and 1 for the second and later, but there needs to be better support. Flanking is rather easy, but i guess that's the way it should be in this time and era. This is a good game to simulate the difference between Shieldwall and Warrior armies, and probably Sheildwall vs. Shieldwall (which I haven't played), but as mentioned before, for warrior vs. warrior, it needs some modifications. This is a great sandbox rule system, good value for the money, but it needs some work in this gamer's humble opinion.
And all that said, if you're interested in the period in an approachable method, I really recommend the British History Podcast which is currently reaching the middle saxon period. If you have issues with Liverpool FC, then avoid, but he's in the weeds on medicine, food, and warfare, bringing interesting scholarship which, if not definitive, is worth listening to.
May you roll sixes, unless I face you on the field of battle. Apparently in latin this is: Sit seni volvere, nisi in facie tua proelio. I think I just found the new phrase for the hobby room door.
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