Showing posts with label Dux Bellorum. Show all posts
Showing posts with label Dux Bellorum. Show all posts

Tuesday, 12 August 2014

Wargaming Overload Part 2

I'd been looking forward to getting more figure gaming done after the move and I haven't been disappointed.

I've had a large 28mm ACW game using Black Powder which was fun but it confirmed my suspicions that Black powder isn't for me. It's great for getting large battles played out in an evening but the mechanics just don't appeal. I'm hoping that Longstreet will fulfil my ACW needs and I've taken the plunge and I'm getting two Pendraken 10mm armies professionally painted. I'll post some pictures of them once they're done.

Action on the left flank of the ACW game.

Although I've always enjoyed ACW, ancients is my first love. So I was really pleased to not only try out the full Impetus rules but also give Sword & Spear a go. I've played a few games of Basic Impetus and although I've had the full rules ages I've never been able to try them out. Luckily there's a few Impetus players locally so I've managed to play some games. The full rules are better than the Basic set but the combat is more or less the same. And that's the problem I have with them, for me the archery is just too powerful. There's a lot I like about the rules and I'd recommend giving them a try if you haven't already but they're not for me.



That brings me nicely onto Sword & Spear which has been generating quite a bit of buzz lately. The rules have lots of interesting mechanisms and require quite a bit of tactical thought which is a good thing. Plus the PDF is only £6.00 so you can't go wrong. The rules read quite well and it's quite easy to pick up the basics but there's a few wrinkles that you only noticed after playing. But that's no different from any ruleset, as you always get things wrong and miss things in your first few games. Overall I think they're a good set that can give you an enjoyable game and again I recommend giving them a try. But what I have found is that you concentrate on moving the individual units so much so that it feels a bit like you're moving chess pieces around a board rather than managing the massed ranks of an ancients battle. But I'm sure that many people will love these rules. Unfortunately my search for the perfect ancients rules goes on especially as we all know there's no such thing. I'm planning on going back to take another look at Dux Bellorum as I enjoyed the rules and I've found some variants to expand them into other eras. I particularly enjoyed reading about the Sumer to Sargon variant 'Warrior Kings'. At the bottom of the rather long page is an excellent AAR showing them in action.


Tomorrow I'll take a look my venture into Napoleonics using the 'Napoleon at War' rules.

Saturday, 8 September 2012

Dux Bellorum: First Games

Following on from my first look at Dux Bellorum, which can be found here, Monday night saw my first games with the new Dux Bellorum rules. I hadn't managed to finish painting up two Dark Age forces in time so I proxied some 15mm figures I use for Impetus. This meant that I had to pick armies that would fit with the figures I had available. I went with a Late Roman army vs a Romano-British army at 27 points giving us room to use the special rules or buy extra Leadership Points (LP). The lists are shown below.

Romano-British 27pts
General with Foot Companions
Ordinary Shieldwall x 5
Bow
Mounted Skirmishers
Foot Skirmishers x 2

Late Roman 27pts
General with Mounted Companions
Noble Riders
Ordinary Riders
Ordinary Shieldwall x 3
Bow
Mounted Skirmishers

Here's a photo of the initial layout. I was the defender and selected a couple of hills as my terrain choices.


Here's a close-up of my Samurai pretending to be Late Romans.


And my Arab Conquest figures pretending to be Romano-British.


I got so caught up in playing and trying to explain the rules to Matt that I forgot to take any more photos.

The rules recommend a 32 pt game but we decided to not bother spending our spare points on the special rules to keep things simple in our first games. We also decided not to use any of the scenarios that come with the game and just had a couple of knock down drag out fights. Although some of the scenarios do look interesting.

So onto the game. First thing to say is that we both had fun and managed to get in two games despite having to flick through the rulebook all the time to answer queries. Next thing to say is that the rulebook could be set out better. It was tricky to find some rules as they weren't where I expected to find them. But these are minor niggles and after a few games you'll have the rules sorted and won't need to refer to the them.

So how did it play? Well the Leadership Points (LP) mechanism worked as well as I thought it would. Having to plan out how to use your LP added a nice tactical extra dimension to the game. Having your LP reduced each time you lose a unit also makes it much harder to work out where you use them as the game progresses. The surprise for me was the effect of the Bravery rolls. Before you can move a unit it has to pass a Bravery test. Situations where a unit had defeated an opponent but taken losses and failed a bravery roll to charge into a fresh unit felt right. We could imagine a unit of knackered warriors saying 'hang on a sec, lets get our breath back first before we go charging off again'.

We did find that the Late Roman cavalry proved decisive in each game. Their speed and manoeuvrability meant they could easily get flank and rear attacks on the infantry which made all the difference. Also melees tended to develop into very messy affairs with units coming in at all angles. Missile attacks could be very effective but we found it difficult to keep the skirmishers alive as what LP we had were needed elsewhere.

The move sequence takes some getting used to (Attackers Skirmishers then Defenders Sk, A's Mounted then D's Mounted, A's Foot then D's Foot) as well as firing coming before moving. This can be a pain for archers as they can't move if they fired, unlike javelin armed troops.

Pros:
Good value
Quick to learn and play
Tactical depth
Interesting game mechanisms
Fun

Cons:
Poorly laid out rules
Limited range of forces (Arthurian Period)

I'm sure we got loads of things wrong in the games we played but these aren't tournament rules and lend themselves to the inclusion of 'house rules'. So when we weren't sure about something we made up a 'rule' and got on with having fun. I'll happily play Dux Bellorum again, hopefully with painted period figures next time, and I have no qualms about recommending the rules to anyone. Buy them play a game or two and have fun after all that's what wargaming is supposed to be about!

You may also like:

Related Posts Plugin for WordPress, Blogger...