At my first games afternoon with the Conwy Wargames Club I chose to play a Dark Ages game put on by Pete using the Dux Bellorum rules. We were using Pete's figures which were mainly Gripping Beast, and were beautifully painted.
I've never used the rules and had heard good things about them and I fancied trying them out. I confess a great fondness for Hail Caesar and this was the beacon I was comparing these rules too.
Pete had organised an attack defense game or aggressor or repeller in Dux Bellorum parlance. Both sides were roughly equal facing each other over with both right flanks benefiting from an obstacle, the centres an old Roman road and the left flanks a hill.
The opposing armies were:
Barbarian Conspiracy (Picts, Saxon, Irish):
Noble riders Army Pts:5 Move cm:24 Bravery:9 Aggression:5 Protection:5 Cohesion:5
Companion foot warriors Army Pts:5 Move cm:12 Bravery:10 Aggression:6 Protection:6 Cohesion:6
Noble Warriors Army Pts:5 Move cm:12 Bravery:9 Aggression:6 Protection:5 Cohesion:6
5 x Ordinary Warriors Army Pts:3 Move cm:12 Bravery:7 Aggression:5 Protection:5 Cohesion:5
2 x Skirm Army Pts:1 Move cm:18 Bravery:8 (6Mor) Aggression:1(2 bow) Protection:4 Cohesion:2
Romano British:
Mounted Companions Army Pts:5 Move cm:24 Bravery:10 Aggression:5 Protection:6 Cohesion:5
Noble riders Army Pts:5 Move cm:24 Bravery:9 Aggression:5 Protection:5 Cohesion:5
Ordinary riders Army Pts:3 Move cm:24 Bravery:7 Aggression:4 Protection:5 Cohesion:4
Noble shieldwall Army Pts:5 Move cm:12 Bravery:9 Aggression:4 Protection:6 Cohesion:4
2 x Ordinary shieldwall Army Pts:3 Move cm:12 Bravery:7 Aggression:3 Protection:6 Cohesion:4
Archers Army Pts:3 Move cm:12 Bravery:7 Aggression:2(3 bow) Protection:4 Cohesion:3
Monks Army Pts:3 Move cm:6 Bravery:6 Aggression:1(2 Misl) Protection:3 Cohesion:3
2 x Skirm Army Pts:1 Move cm:18 Bravery:8 (6Mor) Aggression:1(2 bow) Protection:4 Cohesion:2
There were 4 players 2 on each side. Only Pete had played before, but Dave had only read through them so we went through the rules steadily. Pete and I took the Romano British. Pete taking charge of the cavalry. Dave and Gaz split the barbarians between them.
The Game
The Romano British plan was to hold on the left with the infantry and attack on the right with the cavalry.
The Barbarians plan was to split the army evenly and attack on their left. (I think because that's what happened).
The armies face off against each other. Romano British on the left and the Picts, Irish and Saxons on the right. |
Arthur and his companions lead the charge. The 3 jewels represent the 3 leadership points given to the unit to aid it either in attack or to avoid casualties. |
Picts |
Saxons holding the stonewalls. The dice represent the number of cohesion points left. Like Hail Caesar's stamina rating. Once down to 0 you run away. |
First clash. Arthur is defeated and pushed back by the barbarian noble riders. |
My infantry are taking a beating but are hanging in their with lots of leadership points being applied. Centre stage are my monks praying up more points to hold back the barbarian tide. |
Top right Pete's British cavalry have lost a unit but Arthur is holding while the nobles position themselves to roll up the flank. |
Gaz's view of my victorious troops |
Pete's British cavalry sweeping all before them. |
I enjoyed the game immensely, and the other players were great sports with the right level of insults thrown at other players misfortune. Very entertaining.
So what did I think of the rules. Well they were fun and easy to pick up. I liked the rule where the monks if not in combat could pray for more leadership points that could be applied to units within 30cnm of them. We no doubt made errors and we were beginners with these rules but I would play them again. The only thing I wasn't sure of was the movement, specifically where a unit pushed back in combat could charge next turn and gain charge bonus, even though they were the loser or swing round 90 degrees and charge another unit.
I look forward to the next games.
Great report and splandid models.
ReplyDeleteThere are, I think, (optional?) rules for following up defeated enemy which stops the charging again bonus.
But you risk breaking your shieldwall if you do that.
Or you can use LP to get the jump on them by interrupting their move.
Tom
That's useful I'll look it up. Cheers
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