Following my habit of being at least a couple of years behind the
rule set curve, I returned to Britain in the Dark Age recently. This time the
period from the Roman withdrawal around 410 AD to the end of the 6th century,
using a set of rules from the Too Fat Lardies stable, Dux Britanniarum.
I've been itching to play Dux Britanniarum for a while - it's been around since 2012 - however with Saga all the rage, I couldn't find a local opponent. It ticks many boxes for me; I'm interested in the limited histories and mysteries of the period. It's skirmish level with relatively small forces, centred around a core campaign system with little bookkeeping. Moreover, I can use my Saga miniatures!
After sitting in on a campaign game at the esteemed Falkirk & District Wargames club last week, I was back yesterday evening for my inaugural
game with my seconded Saga miniatures and a brand new (you know that new
book smell!) copy of the core rules and the Raiders supplement, which introduces
the Picts, Scotti and Irish.
So what's it all about? It's D6 based with unit/character
activations determined by a card driven system (Fate deck) where
all units get to act in any single turn. Players also draw their 'hand'
of normally 5 cards from the Fate deck prior to battle which they can use to
apply all sorts of boosts or handicaps to the units in the field. Somewhat
similar to Dead Man's Hand in this aspect.
A typical starter force - the Saxons for example - will
comprise a Lord, his Champion, and two subordinate leaders. These are the
Nobles. Then 3 units of Warriors and two units of Elite warriors with 6 miniatures
in each. Finally a single unit of 4 archers. 38 miniatures in total. Of course,
as a campaign develops new troops may be added as the Nobles gain fame or notoriety!
The Fate Deck |
It's clear that Dux Britanniarum is designed principally
to be played as a campaign, simulating initially either a Saxon or a
Romano-British Lord and their Noble's careers as they fight to expand or defend
their kingdoms, raising their reputations and fortunes. Of course, one-off games are accommodated
too, with a battle and terrain generator system. Included with the
rules are four detailed A4 coloured which together cover Britain, Wales and
lowland Scotland along with an historical background to each kingdom.
I'm a big fan of campaign systems, and DB appears to have
taken many of the most interesting elements and condensed them for easy
management. Skimming through the core rulebook - mine is the 92 page, full colour, soft cover
edition (pdf bundle also available) - you
have everything from character attribute generation, a simple 'filthy lucre'
section covering a campaign's momentary management, career paths and post
battle advancements. It's full of character
and flavour!
Here's an introductory video from Lardy Towers:
What about your game? Well, obstinately ignoring advice from more seasoned DB
players at Falkirk, I opted to jump straight in with a Scotti force from the
Raiders expansion. Inevitably, as with all expansions, new rules and units
types are introduced adding to the complexity for newbie players like me. Nevertheless,
as I already had a painted started force ready to go - my Saga Scots - I couldn't
resist.
My opponent had played a couple of games before, although
admittedly it had been a while. With a borrowed Saxon force, we opted for a
Raid scenario on a farm. We kept things simple. We forewent the campaign Pre-game event phase where players can roll to enact one or four possible
events that help their forces psychologically prepare for the forthcoming
rumble. Such as making a rousing speech or providing copious amounts of mead.
Saxons (foreground) routing the Scotti Raiders (background) retreating back to the farm |
We then set the Force Morale Level, which is between 6
and 9. This is an indication of the punishment each force can take before losing
cohesion and making a strategic withdrawal, more commonly known as losing! It's
critical to the Battle or Raid, with combats on the field impacting this
counter.
With this being a one-off Raid, no character generation
was required. The scenario had my marauding Scotti (bloody type-cast again!) rolling luckily three turns of movement
as a head start to get to the farm before the Saxons turned up. Great I thought!
With my Scotti force having two mounted units I soon had them galloping up the field
and in amongst the farm buildings. Except they couldn't 'search' for loot -
that had to be done by the footsloggers.
Scotti Raider unit led by a Noble (foreground) with apparently supporting cavalry, facing the Saxons |
Since the Scotti scouts knew where the Saxons were likely
to turn up, their Lord and one of his Nobles sent all the warriors off to head
off the Saxons whist the skirmishers had orders to rummage around the farm. The
unit of slingers cunningly used the cover of some nearby woods overlooking the anticipated
Saxon line of march. Not without much grumbling
as they'd been seconded from my Saga archers.
Eventually a group of Saxon
archers turned up who nonchalantly ignored the Scotti slinger's pathetic attempts
to fling rocks and lead shot and instead started to tickle the ranks of
slightly hungover Scotti warriors. Look, this type-casting is getting ridiculous now!
Soon enough the Saxon archers were joined by their warrior
brethren and a fierce clash between the Scotti Raider units and the Saxons ensued.
Now, the Scotti Lord had hoped all he needed to do was hold of the Saxons long
enough for the skirmishers, supported by the cavalry, to loot the farm and withdraw.
But unfortunately the skirmishes evidently found themselves a large stash of
mead and spent the entire raid cajoling in the farm. Meanwhile the Scotti warriors
were being battered by the closed Saxon ranks.
The Scotti skirmishers can't be STILL searching the buildings?! |
This is where the Fate deck (or in our case, using plastic
'chits' in a bag) to provide random unit initiative came into play. I really could
have done with the skirmishers activated, but Fate decided that the clash of
the warriors was far more interesting! After playing a few cards from our Fate
hands to bolstered our forces, the Scotti started to lose too many men and
after three turns they finally broke.
The losses meant me nervously rolling for Force Morale
deductions and, as anyone who plays me knows, I mostly roll exactly the opposite
of what I need in any given occasion! The Scotti force cohesion crumbled and they
soon routed. Except the skirmishers. They were still senseless in the farm.
As usual with a new system, the first few turns took a
bit of getting used to, but with my opponent having some experience and plenty
of guidance from regular players on hand, I soon got the jist of the turn
sequence.
And I loved it! There is so much more to learn, but this
one-off game has just reinforced my enthusiasm to embark on a campaign in Dark
Age Britain!
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