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.
Showing posts with label Dux. Show all posts
Showing posts with label Dux. Show all posts
Friday, May 24, 2013
Saturday, September 15, 2012
Other Dux of the Rings Musings
Well, as mentioned previously I do believe that Dux Bellorum presents a pretty good feel for what battles might look like for Lord of the Rings. Obviously turning a rather period specific system into a Fantasy Wargame isn't for everyone, but the goal here is to do so without really changing the rules. More a resurfacing than reinventing.
There are some problems that have come up. This setting requires a few additional Strategy and Tactics, particularly Heroes, the occasional beasty, the occasional flyers, Palantir Intel, etc. This is a quick start for brainstorming.
Rohan-Actually this one doesn't require much, they're Land Raiders, but they lose Chariots and War Dogs. They also gain the Option for Allies: Elves
Elves-Currently I'm viewing these as Allies only, for which they can provide 0-1 Noble Shieldwall @ 5 Pts, 0-2 Bows @ 3Pts ea, and 0-1 Noble Riders @ 5 Pts.
Dwarves-Again Allies Only. 0-1 Noble Shieldwalls @ 5 Pts, 0-2 Ordinary Shieldwalls @ 3 Pts ea.
There are some problems that have come up. This setting requires a few additional Strategy and Tactics, particularly Heroes, the occasional beasty, the occasional flyers, Palantir Intel, etc. This is a quick start for brainstorming.
Rohan-Actually this one doesn't require much, they're Land Raiders, but they lose Chariots and War Dogs. They also gain the Option for Allies: Elves
Elves-Currently I'm viewing these as Allies only, for which they can provide 0-1 Noble Shieldwall @ 5 Pts, 0-2 Bows @ 3Pts ea, and 0-1 Noble Riders @ 5 Pts.
Dwarves-Again Allies Only. 0-1 Noble Shieldwalls @ 5 Pts, 0-2 Ordinary Shieldwalls @ 3 Pts ea.
Isengard Orcs Orcs-Slight modification to the previously created Mordor Orc list. This is an interpretation off of the movies more than the books. In absence of any archaeological evidence feel free to ignore, modify, or burn in effigy.
Aggression +4 Leadership Points: 6-10
1 Foot Companions with Leader @ 5 Pts ea
0-3 Noble Shieldwall @ 5 Pts ea
0-8 Ordinary Shieldwall @ 3 Pts ea
0-2 Foot Bows @ 3 Pts ea
0-1 Mounted Skirmishers @ 2 Pts ea
0-2 Foot Skirmisher @ 1 Pts ea
Special Rules
Allies: Up to 6 Army Points may come from one of the following lists: Easterling, Southron (obviously TBD at this point).
* Foot Companions are Shieldwall
* Mounted Skirmishers should be represented by Wolfriders
* One piece of Terrain if defending
* 0-3 Strategy and Tactics: Ambush, Champion's Challenge, Experienced Warlord, Fanatics, Loyal, Mead (Still a Must), Veterans
Easterlings-Right now thinking a force of ordinary shieldwall, a cataphract, little other horse available, and weak skirmishers.....Nothing really unique and something that could be covered by Late Romans at this point. I will ponder.
Southrons/Haradim-Crux of this force is the Mumak....will they work on a table? Is the scale of battles too small for the uber-Hephalump? Is it just the Stampede Strategy? Not sure yet. Beyond that I'm seeing a number of light horse (skirmish horse) and warriors (close call, could have been shieldwall, really matter of opinion).
Until next time.
Easterlings-Right now thinking a force of ordinary shieldwall, a cataphract, little other horse available, and weak skirmishers.....Nothing really unique and something that could be covered by Late Romans at this point. I will ponder.
Southrons/Haradim-Crux of this force is the Mumak....will they work on a table? Is the scale of battles too small for the uber-Hephalump? Is it just the Stampede Strategy? Not sure yet. Beyond that I'm seeing a number of light horse (skirmish horse) and warriors (close call, could have been shieldwall, really matter of opinion).
Until next time.
Thursday, September 6, 2012
Dux of the Rings?
So... recently there's been the appearance of a number of rules systems from Osprey. It's a simple model, but one I suspect that will work quite well for them in the long run. Dux Bellorum however is a quality product, and brings something I've been looking for out of a system for a while. My problem is simple. I don't paint much quickly, which, when combined with my Gamers ADD, results in mot a lot being available to throw on the table. So that's meant DBA for the most part, which I'm fine with. It's a simple solid system in 2.2 (I'm not touching that whole 2.2+ vs 3.0 mess). But-it's simple, and the forces are always 12 stands on 12 stands, so it's not always balanced.
Dux Bellorum give additional details with a rather specific focused feel for the period. There are a number of fine reviews you can find online, I won't attempt to compete with their efforts. What I can say is that this allows a rather complex game with 8-12 stands on the table....well, at least it appears that way on first read through.
Now I've been a fan of the idea of using DBA (not HoTT) for "Historically Plausible Fantasy Wargaming", whatever that means. In much the same way Dux Bellorum could have a roll in similar fantasy gaming. However, as Dux is, in it's roots, a rule set focused on a particular period, it brings to mind a fantasy derivitive also focused on a particular type of fantasy gaming, in particular Lord of the Rings.
Gondor should be run as a simple Late Roman army List with, as far as I can tell, no changes (though I'm sure some experts of the archeological evidence will argue with me). Mordor Orcs should be an easy translation, which was what jumped out when I first read through the book. Clearly I have problems.
Mordor Orcs
Aggression +5 Leadership Points: 6-10
1 Foot Companions with Leader @ 5 Pts ea
0-3 Noble Warriors @ 5 Pts ea
0-10 Ordinary Warriors @ 3 Pts ea
0-1 Foot Bows @ 3 Pts ea
0-2 Mounted Skirmishers @ 2 Pts ea
0-2 Foot Skirmisher @ 1 Pts ea
Special Rules
Allies: Up to 6 Army Points may come from one of the following lists: Easterling, Southron (obviously TBD at this point).
* If Foot Companions are Selected, they must be Warriors
* If Chariots are selected, only the Leader may select them
* Mounted Skirmishers should be represented by Wolfriders
* One piece of Terrain if defending
* 0-3 Strategy and Tactics: Ambush, Champion's Challenge, Chariots, Experienced Warlord, Fanatics, Mead (all but a must), Veterans, War Dogs (er...Wargs)
Dux Bellorum give additional details with a rather specific focused feel for the period. There are a number of fine reviews you can find online, I won't attempt to compete with their efforts. What I can say is that this allows a rather complex game with 8-12 stands on the table....well, at least it appears that way on first read through.
Now I've been a fan of the idea of using DBA (not HoTT) for "Historically Plausible Fantasy Wargaming", whatever that means. In much the same way Dux Bellorum could have a roll in similar fantasy gaming. However, as Dux is, in it's roots, a rule set focused on a particular period, it brings to mind a fantasy derivitive also focused on a particular type of fantasy gaming, in particular Lord of the Rings.
Gondor should be run as a simple Late Roman army List with, as far as I can tell, no changes (though I'm sure some experts of the archeological evidence will argue with me). Mordor Orcs should be an easy translation, which was what jumped out when I first read through the book. Clearly I have problems.
Mordor Orcs
Aggression +5 Leadership Points: 6-10
1 Foot Companions with Leader @ 5 Pts ea
0-3 Noble Warriors @ 5 Pts ea
0-10 Ordinary Warriors @ 3 Pts ea
0-1 Foot Bows @ 3 Pts ea
0-2 Mounted Skirmishers @ 2 Pts ea
0-2 Foot Skirmisher @ 1 Pts ea
Special Rules
Allies: Up to 6 Army Points may come from one of the following lists: Easterling, Southron (obviously TBD at this point).
* If Foot Companions are Selected, they must be Warriors
* If Chariots are selected, only the Leader may select them
* Mounted Skirmishers should be represented by Wolfriders
* One piece of Terrain if defending
* 0-3 Strategy and Tactics: Ambush, Champion's Challenge, Chariots, Experienced Warlord, Fanatics, Mead (all but a must), Veterans, War Dogs (er...Wargs)
Labels:
DBA,
Dux,
Fantasy,
Orc,
Passing Rule Ideas
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