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saxons wargame rules wargaming

Dux Britanniarum Episode 2 Vitalinus catches the Raiders

In episode 1 I set the scene for starting a campaign using Dux Britanniarum.

Two evenly matched small forces are all that are necessary to get started – about 40 figures per side – all infantry. Although in my case that equates to just 7 impetus elements for my Romans and 6 for my Saxons.

Then its character creation with simple Role-Playing Game style giving the forces some particular definition. And if you’re going to campaign rather than play one off battles then a narrative becomes a real benefit. Creating a story from your gaming is one very good reason to wargame campaigns.

I used these rules unaltered except for terrain set up where Mike Smith’s Table Top Battles were preferred.

Next is the campaign start rules. Career paths are provided to signpost your characters development. Quite simply they remind me of the original Levels in 1970’s D&D – each status in the path opens up more benefits and choices – for a price. And that’s where the filthy lucre comes in. You need some bright metal to progress.

The aim of the campaign is that the Saxon player ends up with their own kingdom carved out of the Roman Provinces. Meanwhile the British/Roman player simply needs to retain his kingdom and aspire to either rule it or become the great military power of the whole island itself.

The campaign is not map based. The campaign last 8 months in each year from March to October. Losses are not easily replaced so some months no conflicts may occur.

At the start of the game both sides are minor players so the battle rules can be ignored.

The book of battles does though have the crucial Raiding tables which set out what you need to do to run a raid.

You determine the forces morale based on results of the previous encounter and a random element. So, each game will be slightly different.

For my start the Saxons were on 5 + 2 = 7 while the Romans were on 5 + 3 = 8.

Pre game set up, champions and speeches are skipped as they relate to battles.

The fate cards, which drive yet more variability, are designed to give each force specific benefits. Some cards mutually benefit both sides.

The two forces are dealt a hand of five cards for the raid where two are specified and three are random. Poor shuffling meant that some awful hands were dealt at the start.

I will just show the early “hands”

Ebroin is Saxon Leader One in the small sequence deck – he might go first or sixth or even seventh behind his own missilemen. Garrison Vikings from the 1970’s dwarf the strelets impetus based figures – but somehow feel rights as they convey the “BIG man” idea within Dux Britanniarum.
Saxon Poor shuffling or what! Ebroin will not get much help from this hand in his move
Tiberius is Roman Leader One – its 472AD after all – still 4 years to the end of the Empire. Tiberius is actually played by a Lamming 1970’s Saxon – confused? most dark age battles were fought under dark skies with no LED lighting and everyone wore variations of grey/brown clothing anyway.
Tiberius the Decurion is doing better but needs to ditch the saxon carpe diem card.

In Episode 1 I described the terrain set up. For my “Raiding a Farm or Village” the location was determined using the raiding rules in TDux.

Again fortune smiled on the Saxons.

The Saxons then threw to find out how much surprise they had. The Saxons gained two free moves before the game proper started.

I moved the Saxons and then determined the Roman arrival point. This turned out to be a congested corner of the table which impeded their progress from the start.

The Saxons would win the raid if they left the table with their loot. The scale of their win would be helped by how many men escaped as well plus how many Romans they killed.

The Romans had to stop them taking the loot to win.

I suppose I should say that I have tended to use Romans in this post rather than British or Romano British. Maybe as the campaign builds, they will morph into “Britons”.

Randomly generated terrain using Mike Smith’s Table Top Battles terrain generator meant the Saxons had easy access compared to the Romans. At least there was South ford……… upriver of the marsh. The hills punished any movement while other features impeded movement and/or inflicted “shock” on a group

Rules Digressions

Before I return to the action I have set down some of the rules which I think are notable.

A small set of cards determine the sequence for each turn. Another randomisation. For gamers who like control this is probably getting far too much. For solo play its ideal as “loss of control” is essential to make the game come alive.

A key aspect of the sequence is that controlled forces all activate before the uncontrolled. Using your leaders and their supporting nobles, command range is important. It follows that their position can improve or hinder things.

Each side has three commanders, and the leader has an initiative of 3 while his nobles have 2. That represents their ability to activate. The leader can do three discrete activations while his nobles on their turn get to do up to 2. In one full turn of the card deck the three commanders share 7 activations.

There are various constraints on these leader attributes such as when they are in the heat of the battle or how they have organised their forces. The fate hand cards allow additional activation.

Yet another variable is movement – when activated a group will throw dice to determine their movement. With 3d6 the range is 3” to a staggering 18”. There are quite a few reductions and as you have to move the full amount this can work against your force as its leader loses range control.

Forming shieldwall rightly slows you down and makes you less manoeuvrable. There are the usual terrain penalties for movement. There are some rules for the missile troops and cavalry as well as interpenetration of groups being restricted or having consequences.

Finally, units end up facing the direction they travelled and can only see the 180 degrees to their front. This informs the 4” Zone of influence which a group imposes to its front restricting any enemy entering or leaving that zone. I forgot this rule quite a few times during the heat of battle………..

Firing is straight forward with range limitations and usual “to hit” throws required.

Now we come to impact. “Shock” is what results from missile fire or hand to hand combat. Accumulated shock drives a group back and eventually breaks them. Leaders can rally groups by removing shock through activation.

In Combat once two forces contact each other dice are thrown to hit and for allocation – multiple groups fighting need to know who hit who. Effect is determined as with missile fire consulting a table where the quality of troops being hit affects the random dice outcome.

Leaders are not immune! You can lose a hero.

Shieldwalls stop initial hits and initial shocks so it is a valuable capability for the Romano British.

Unless there is a difference in shock results, the draw means the fight goes on and on for every drawn round of fighting. Only two combat rounds occur before other forces move again. So, more forces might join a combat to shake things up!

“Misplacing ones Amphora” means a group has taken twice as many shocks as there are men in the group and is broken. After uncontrolled groups have moved these broken groups move 3d6 towards any friendly table edge searching for their missing amphora………

So now we come to the force morale mentioned at the start of this post. Each group lost reduces the morale of the force, again randomly influenced by the lost groups type. Losing better quality groups does more harm as you would expect. This variable ensures that you can play the same raid over and over again even on the same terrain and the result will be different.

All this variability means the ruleset presents a vast range of different games to play before any similarity might get seen.

At the end of the game, you count various losses on another table to get a total score. Compared to the enemy score the difference gives a winner/loser combination of outcomes depending on how large the difference is.

Rules then follow for gaining reinforcements and when the next raid will happen. If the Saxon has grown on their success, then the next big step is to contest the province.

There are some tricky annual events to tackle for the Saxon leader, so it is not all one-way traffic to the top!

At 92 pages even allowing for some resource pages plus big FONT, there are lots of rules here compared to the rules I have previously tested the shieldwalls for.

I think it was worth explaining these aspects of the rules up front.

Let battle continue

Now back to the battle where Coenwulf was facing up to some fighting before he could escape with his filthy lucre. Coenwulf wished Gudwal would hurry up and find some coin to make the day worthwhile.

We left the two forces here, except the saxons had done a neat swop with Ebroin taking over the groups holding the bridge while Coenwulf led the saxon group against the sole Roman group approaching the village led by Decurion Silvanus.
The green dice show the “initiative” or activiations available. Crude but effective as the action jumps around it is easy to forget who is next! The Romano British throw in a hero of the age fate card doubling the quantity of dice thrown. In the background the saxons finally turn up a hoard or rather “the only hoard”…….
The Hero of the Age Silvanus was roundly beaten by Coenwulf who promptly retreats to handover the group to Gudwal who is already leaving the village with the filthy lucre. Coenwulf then recrosses the bridge to join the fight on the east bank
The terrain has taken its toll on the Romans arrival, and being strung out they have broken up into single groups. Silvanus leaves the field after being severely mauled by Coenwulf. The saxons have the advantage now
On the Roman right flank those tricky 3d6 movements mean the saxon missile men are caught and driven from the field by Decurion Tiberius
In the centre the first round of fighting at the bridge has driven the romans back and more saxon support is arriving with the very active Coenwulf
The roman group led by Tiberius having destroyed the saxon missile men crash into the saxon left flank group of warriors led by Coenwulf.
Coenwulf is with them and they hold despite Tiberius hurling missiles (no doubt picked up from those fleeing saxons) – the righthand “strong arm card yields 6 extra dice for some loss in movement.
The saxons look in control as they carry off the loot in the distance, the saxons by the bridge just need to execute a fighting withdrawl……ha!

Silvanus has managed to return to the field having been carried off by his fleeing group. He now needs to extract a reluctant group of Numeri from the marsh and go to the aid of Vitalinus
Ebroin is more than holding his own against Vitalinus who curses the mix up at the ford where his Comanipulares are paired with some reluctant Numeri.
The romans are getting roughed up and attempt to rally
Ebroin is still looking for a famous kill
But Coenwulf is struggling to finish off Tiberius
Coenwulf gets some more action though
and promptly disengages
as his loot leaves the table “literally” under the care of Gudwal – oops thats the character who lusts for his own power………….
Meanwhile Ebroin is in a tricky position apparently abandoned by his leader only to find him yet again joining the fray
More moves for the Saxons – the red counter reminded me it was move 8
Coenwulf and Ebroin continue to drive back the Roman line
eventually the Romans get to move but not before the Roman levy have fled the line
Now Tiberius joins in and attacks yet another saxon group – Ebroin’s warriors – third time lucky? The orange dice denote the number of men still effective for rule purposes.
no luck for the romans as they fail miserably. In the background Coenwulf and Vitalinus are toe to toe.
And Vitalinus is thrown back again – his comanipularies are destroyed in the end
The saxons now actually want to be away
having fled to the south ford Vitalinus brings a Numeri group in a wide arc round the wood to return to the fight
Coenwulf (yellow dice) having been attacked again turns to face the late arriving Silvanus (red dice) while the exhausted but victorious Ebroin (bottom left) sees an escape south open up unexpectedly. Tiberius (bottom right) hesitates.
East bank saxons escape
With Ebroin retiring south Coenwulf delivers one more mighty blow on the romans still fighting him. Tiberius looks on confused as Vitalinus appears from behind the wood. The ineffective Roman missilemen head towards the village to check out what damage has been done or rather escape the field of battle
and then Coenwulf disengages
With some sharp dice throwing the saxons head south and escape as VItalinus realises his mistake in circling the wood.

The net result of all losses on both sides was a difference of simply 1 on the raid results table – meagre pickings for Coenwulf and with heavy losses it will be 3 months before the Saxon can raid again. With moderate losses Vitalinus will take 2 months to replace his losses. He will be ready and waiting.

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anglo saxons Book Reviews new additions saxons

More Anglo – Saxon fiction

I have enjoyed the first book so can look forward to many more…………..

Having bought the first book of Bernard Cornwell’s Last Kingdom series and found it an easy and interesting read – so nearly finished in short order – I have bought part 2.

The first book ends with a big battle and the hero? well the storyteller, has gone from childhood to close proximity to the big players of the day Alfred and Guthrum.

Uhtred is used by Bernard Cornwell to observe both sides and he conveniently lives and fights for both. It allows him to comment on a whole range of subjects and this in turn enriches the story. He can also play out the conflict between christian and pagan showing the differences through Uhtreds own eyes.

I have found Bernard Cornwell writes in such a way that you tumble along with the words, sentences and paragraphs aiding rather than hindering your progress. Likewise he pitches the content just right – you want entertainment and enjoyment – not a history lesson.

Yet the depictions of events are sufficiently convincing to make the reading more compelling. I can think of other fiction where a good storyline is hard going precisely because the background material is so jarring.

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anglo saxons metal miniatures new additions saxons wargaming

Heft

Wargamers apparently have adopted this word in the realm of figure quality. Metal miniatures with heft matter. The rise of the plastic miniature in 28mm I suspect is the driving force. There have always been metal miniatures – well since the days of H G Wells and the 54mm lead soldier.

There have been plastic figures since the 1960’s, maybe even before that. Plastic has been the 20th century wonder material that is now the 21st century waste problem. So the appearance of plastic soldiers is from a wider phenomenon.

Heft appears to be a popular north american term for weight and so much more expressive I think. So not just “feel the weight of this I just hefted” said the man from Gloucester (UK) but “feel the heft in these” said the man from Philadelphia (USA)?

Apparently metal wargames figures are so much better in metal. I guess they perform better on the gaming board. Mind you plastic figures can be bought in their hundreds for the price of tens of metals, especially those metal figures blessed with detail from all that valuable tin in them. And then of course there is the quote “quantity has a quality all of its own”; was that said by a certain Mr Josef Stalin?

When it comes to books heft no longer applies to the vast swathe of “E” books. Yet in the realm of the printed book there is still room for heft.

Most of my printed books are paperbacks and they do their job well. Then once in a while you acquire something on a different scale.

This then is heft – John Blair’s Building Anglo-Saxon England published by Princeton University Press.

Anglo-Saxon buildings are rare, raring than Romano-British ones. The simple reason is building material. We are back to the plastic waste problem. Maybe just maybe in a hundred years from now all the metal miniatures might have been melted down and reused while dozens of plastic soldiers survive. Unlikely but maybe. Anyway the lover of anglo saxon buildings is frustrated because they all “rotted” away to leave some post holes and thats it. Except John Blair has published a lavish and I mean lavish, book on the buildings of anglo saxon england painstakingly reconstructing for our minds this aspect of dark age britain.

remember dark age britain on this blog means anything between the 4th and 11th centuries.

The book wins the “heft” competition in my collection!

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saxons

Saxon intermission!

So no normans in this post instead a base of Saxons for your delectation!
These guys have painted up nicely
Strelets do some nice poses and again a suggestion of motion lifts these figures. I need to finish the basing and get on with a few more.