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

Saturday, May 23, 2015

Saxons for Dux Bellorum



I've been steadily chipping away at a couple of projects this week, and have four bases of early Saxon warriors to show for it.



As with my Romano-Brits, these are based on 120 x 50mm bases so that I can use them in Dux Bellorum, Impetus and Sword and Spear.



Figures are a mix of Gripping Beast metal and plastic and Musketeer Miniatures. Shields are hand painted, as usual, although only the wealthier-looking warriors got much in the way of designs.

Saturday, May 2, 2015

More Romano-British Shieldwall



Phew! I have a lot on the go on the painting table at the moment, so I'm experiencing an extra glow of satisfaction when I get something finished. This week I managed to complete another dense shieldwall unit for Dux Bellorum. Figures are Black Tree Design, Gripping Beast plastics and Artizan. The shield design is hypothetical, representing a unit of Limitanei from Britain in the C5th.

Monday, April 20, 2015

First Game of Dux Bellorum

I've been excited about playing Dux Bellorum for ages, but it took me until last Friday to finally get in a game. So was it worth the wait?



Dux Bellorum, by Dan Mersey, follows the usual format of Osprey's series of wargames rules, providing a self-contained set of rules in 64 pages, lavishly illustrated with Osprey art and photos of miniatures. They scope of the rules is unapologetically narrow, focusing on late- and post-Roman Britain from AD 367-793, evoking the early 'dark ages' world of Nennius and Gildas. The rules are well laid out, clearly explained and really quite straightforward, making this a great little game to give to someone who has had no experience with tabletop wargaming. I will be getting a copy for the school library.

Dux Bellorum also has a lot to offer more experienced gamers. Most of the rules are basically familiar to people who have played games like Impetus. What makes them special is the system Dan came up with of Leadership Points. These are basically a finite resource of command and control that each general allocates to different units under his or her command at the start of a turn. Unlike, say, SAGA, these aren't necessary to activate a unit, but they can be used to boost a unit's combat effectiveness, help it cancel hits, allow it to interrupt an enemy unit's move or make activating a unit possible if it fails the basic Bravery Test required by any unit to allow it to move.

Army lists are straightforward, with each army generally comprising 32 points. On Friday I fielded a Sub-Roman British force of five units of Ordinary Shieldwall, a unit each of bowmen and foot skirmishers, a unit of Ordinary Riders and a mounted general with his retinue. This left me 5 points, with which I purchased an additional Leadership Point (giving me 7 in total) and a 'Strategy' bonus that equipped my Shieldwall with hurled weapons, making them stronger in defenece. My opponent Lawrence fielded a Saxon force of foot warriors, come Ordinary and some Noble (although I can't remember the exact mix).



The British shield wall



Lawrence trying to look like a fierce Saxon

The game played really well, despite my tired Friday night inability to comprehend some simple rules and despite us getting a couple of things completely wrong. I rapidly realised what an interesting and subtle mechanic the Leadership Points are. Deciding when and how to use them is the core of this game, and I think Dan has done a great job of using them to evoke the role of strong leadership in these dark ages battles of limited manouevre and much shoving.



Vikings pretending to be Saxons

I also learned from defeat that lines of Ordinary Shieldwall are quite vulnerable, and need the leavening of some superior troops if they are going to pull their weight!



British cavalry and Saxon warriors locked in combat. The counters represent Leadership Points

All in all, I loved this game, and so did my opponent. I'm really looking forward to giving it another go, especially now that we've cleared up a couple of misunderstandings. Congratulations Mr Mersey!

Sunday, April 19, 2015

Dux Bellorum with Dux Homunculorum



I can't believe it's taken me this long, but I FINALLY got to play a game of Dux Bellorum on Friday night. I'll write up my thoughts on the game properly, but for the moment suffice it to say that the game gets two enthusiastic thumbs up from me.

With the game coming up I had good reason to make a major push on finishing some more units for my Romano-British army. I've been trying as much as possible to make densely packed units with 14 figures in two rows on a 120mm frontage base. However, I also have a bunch of figures individually based on 20mm round bases for Dux Britanniarum and other skirmish games. A while back the good people at Warbases made me some custom movement trays, allowing me to get 10 individually based figures into a 120mm unit, with the slots for the figures being as irregularly spaced as possible. The problem is that on 20mm bases the figures are pretty top heavy, and kept falling out. So last night I set about mounting a rare earth magnet in each of the slots on the movement trays.



Don't forget the dust mask when drilling MDF. And note the awesome pink power drill I won in a raffle raising money for breast cancer



Each of the individual figures has magnetic strip stuck on the base, so this does help the figures resist some amount of wobbling, although certainly doesn't solve the problem entirely. With all the figures based, I now have a pretty reasonably sized force; more than enough for Dux Bellorum, especially when adding in the cavalry and skirmishers that aren't pictured here, and looking pretty good for Impetus and Sword and Spear as well.



One of the nice things about making a sub-Roman army is how well the figures from different ranges match, allowing units with loads of variety. Mine include Westwind, Black Tree Design, Artizan, Gripping Beast metal and plastic and Crusader miniatures.