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

Friday, 27 September 2013

Dark Age Church

One thing that is noticeably lacking from my collection is decent amount of scenery.  To correct that, I've been gradually picking up some pre-painted bits and pieces, primarily dark age buildings.
The latest and potentially final building is this Church or Manor building.

I picked it up on eBay buy a company called PMC Games for a very reasonable price.  It's a fairly hefty chunk of resin with a decent enough paint job   Actually, as the first model was damaged in the mail, so I should point out the excellent service from PMC, who provided an immediate replacement.  Thanks. 
I might do some work on it, as the walls and ground are a bit too similar to my eyes, but it's usable enough as is.  The roof is separate, which is handy for any games that involve entering buildings.
With this, I've now got enough buildings for a reasonable sized game of Saga or Dux Bel/Brit. Still on the shopping list are some linear obstacles (Renedra do a wattle fence sprue which might do) and some areas of rough terrain (which I think I'll try and do myself.)  I'd also like a well for the small village, anyone know of a suitable 28mm scale model? 

Wednesday, 21 November 2012

More Shieldwall WIP




More progress on my first Shieldwall base today.  Managed to get the main colours on and apply some shading.  They're not yet looking quiet how I imagined them, but hopefully they'll even out as the rest of the figures come together.  I'm trying to picture them with their shields on and decide what to do with them, either a bold primary colour or, maybe, a decal or two. Apologies again for the poor pictures, lighting in our room isn't exactly the greatest for taking pics.


I also tagged along to our rematch Saxons and Romano British Dux Bellorum rematch.  Four of use playing with the same sides as last week.  The game went better for the Saxons this week, sneaking a solid win thanks to Ian's phenomenally fluky dice taking out the British warlord.  A win at last!!!


Not a tree or hill in sight.  Or a rulebook for that matter

Considering there were four experienced gamers playing, we managed to collectively turn up without either a rulebook or any terrain whatsoever!  So our battle was fought on the famous sandy plains of, errr, England and between the four of us, we cobbled together a rough summary of the rules.  Still, very enjoyable and we still found time for a pint and discussed what changes to the rules we'd like to make.

Monday, 19 November 2012

Romano-British Shieldwall WIP




Surprisingly for a Monday off, I found plenty of time to get some modelling and painting in. My West Wind Romano-Brits arrived on Saturday and I've managed to prep most of them. The first six have been undercoated, while there are another twelve waiting to get sprayed. Unusually for me, I've done a couple wee conversions with the help of GW's Liquid Green Stuff, a handy little tub.


I've only previously used West Wind's Secrets of the Third Reich range, which suffered from some rather poor quality control.  These guys are to a much higher standard; lots of nice crisp sculpting and a decent range of poses; the only issues I've had are with the shield hands, but as these will be obscured by the shield itself, I'm not to bothered about this. Separate spears are needed, so that bring these up to a reasonable £1 a figure with 20 figures in a pack.



So far I've painted the hands and faces, always the first job on a mini as I hate doing it.  I've also given the chainmail a series of drybrushes with some metallic paints, something I've not used in quite a while.  Next step is to get some proper colour on there, I'm thinking a mix of yellows and greens, and then the detail work.


Any historical project comes with the familiar headache of what basing system to use.  I'm not a fan of individual bases these days, so I've opted for 60x40mm bases with six figures.  If things go according to plan, I'd like to get some games in with both Dux rulesets, so some adjustments may be needed for Dux Britannarium.  We'll see what happens when the painting is finished, I may change my mind before then.

Wednesday, 14 November 2012

Dux Bellorum - A Saxon Day Out



Back to the club this week, originally for a bit of a blether (there's a new project brewing,) but I was pleasantly surprised with the offer of a game of Dux Bellorum.  I've had the rules for a few months, but haven't gotten around to getting a game in.  After reading the similarly titled Dux Britannarium, I ordered some Romano-British figures from West Wind; not with any real agenda or plan, but after this weeks battle I think I've finally caught the Dark Age bug!

The battle saw a Romano-British force confronting an invading Saxon army.  Our umpire, Hugh, set up a fairly neutral table with a couple hills in the centre and some woods and a village to one side.  The Saxons, commanded by Ian (ably assisted by yours truly,) consisted of one huge line of warriors backed up by their Noble and his mounted companions.  The centre of the line held the best quality troops while the flanks consisted of the ordinary warriors.

Opposing them, to our left, was the Brit shieldwall and some foot and mounted skirmishers controlled by Sholto.  The shieldwall was less numerous than the Saxon line and this was due to the Adam's cavalry to our right; the Brit Nobles and two units of ordinary cavalry. Hmmmm.

The first couple turns saw, unsurprisingly, a general advance.  Movement in Dux Bellorum is handled by a simple command test on each unit's bravery stat, pass and you move, fail you don't.  Interestingly, if you group your units together, as both sides did, you use the highest bravery stat in there, representing the veterans (or lunatics) goading their companions on.


The Saxon cavalry crunch satisfyingly into the British skirmishers. 

Combat was initiated by the Saxon cavalry charging into the skirmishers on our right.  This caused a fair old amount of discussion as it involved a charge right across the front of the Brit cavalry, who were unable to block or countercharge them.  It certainly didn't look quite right, but no one was able to point out what was wrong.  Nevertheless, the British Nobles moved in to join the ensuing (lengthy) combat.

On the hill in the middle, the British cavalry moved surprisingly quickly to the crest, discouraging my warriors from charging them.  Attacking uphill is suitably difficult in DuxBel and the Warrior troop type has to test not to charge.  On our left, the big Saxon line steadily ploughed forward towards the opposing shieldwall.

So we arrived at the first combat of the game, the Saxon cavalry against some skirmishers and the British cavalry.  The combat mechanism in DuxBel is really quick and straightforward; both sides attack simultaneously  trying to match the enemies protection value.  That's it, no to-hit, to-wound, saves, cover etc!

What adds depth to combat is the leadership points.  Essentially, each force has a limited number of points to allocate out to units each turn, each leadership point can then be spent in a number of ways, moving before your opponent, rolling extra attack dice or ignoring hits in combat being three examples.  In our first combat, the Saxons wiped out the skirmishers, but took a hit in return from the cavalry.


The two armies, just before the crash of shields and spears!

Over the next couple turns, the two lines of infantry finally made contact.  The differences between the two types of infantry, Shieldwall and Warriors, became very apparent here.  The shieldwall don't really pack much of a punch in combat, but are extremely difficult to wear down.  Warriors, on the other hand, have much more offensive potential, but are a bit easier to damage.  Consequently, we saw the Saxon warriors inflicting gradual damage on the shieldwall, but being themselves were regularly pushed back suffering similar damage.  After each move backwards, the Saxons would then automatically charge back into combat.  This felt really appropriate to Dark Age combat, warriors repeatedly charging a solid wall or spears and shields!

Everyone around the table thought that the shieldwall would buckle, but they kept hanging on, a couple units down to a single cohesion point (think wounds or stamina, no cohesion, unit disappears.)  Still, the Saxons were suffering almost as much damage, to the point that both commanders were using their Leadership Points defensively to ensure their units didn't collapse.  Much the same was happening in the ongoing cavalry battle, both units essentially matched each other's damage point for point, down to two apiece at the end of the game.


The Saxons fail to control themselves and charge uphill at the British cavalry.  Because, yeah, that's a good idea!

In the centre, the Saxons, almost inevitably, failed to control themselves and charged the cavalry facing them.  Although they didn't do too badly initially, they were gradually pushed back until both units were on the brink of collapse.


The main battleline, who's going to crack first?

However, the collapse first struck somewhere else, namely the main Saxon battleline.  One turn there were five units there, the next there were two!  It's easy to imagine a powerful Saxon warrior suddenly falling, shattering the morale of the whole line and sending the remnants running from the field.  At this point, down to half it's starting number of units, the surviving Saxon units had to individually pass morale checks.  Although everyone stuck around the first turn, everyone except the Saxon Cavalry disappeared the next turn.  The Saxon Warlord surely cursing his luck and pledging to avenge himself on the cowardly British!

Despite the defeat (I think I'm on a five game losing run at the club) I had a blast trying a new ruleset.  Dux Bellorum certainly has the core of a great game with a lot of mechanics I enjoy (test to move/manoeuvre, straightforward combat mechanism with lots of choices.)  It even felt like a Dark Age combat, lots of noise and action, the melees getting more and more tense until the point when one army snaps!  Even the hooky charge movements seem easy enough to houserule and correct.  Rumour has it there's a rematch next week, so we'll see if I can't wangle my way onto the winning team.

So finally a thanks to Hugh, Ian, Sholto and Adam for a great evenings gaming. For now, fugite in malam crucem!

Friday, 2 November 2012

Thank Dux that's finished OR Dux me, that was boring.


  
I've spent the last couple of days thoroughly miserable, stuck, as I was, on an interminable course for work.  Sixteen hours or touchey-feeley nonsense "Lets discuss what kind of things a motivated team will say to each other" lead by a completely awful trainer "I know I talk too much, but that's why we're all here, to TALK!"  News flash sweetheart!  If you're always told you talk too much, why not try holding your tongue once in a while you gobby tart.

The journey home was hampered still by missing our planned train, leaving me stuck in wet Glasgow for a further ninety minutes.  I took the chance to head to one of city's wargame shops (name not mentioned due to the staff being god awful) for a wander.  Arriving, I asked if they were still open, only to get a grunt and a "you've got three minutes mate" reply.  Feeling guilty about buying any more miniatures, I headed to the rulebook/RPG isle.

Ten minutes later (I decided to wander around until they asked me to go,) I bought up a copy of Dux Britannarium by Two Fat Lardies.  I've fancied doing some dark age gaming for a wee while, playing a few games of Saga and I enjoyed watching games of both Dux games at the club.  Although I got to flick through the book on the train home, but have yet to get to grips with the mechanics themselves. The campaign rules look excellent though.  I think I'll try and chum up an intro game at the club over the next couple weeks, there are a few Romano-Brit and Pict armies kicking about.