Over the weekend we had our first go at the Dux Brit rules. It shares the virtues and vices common with other Too Fat Lardies rules. The overall system is intuitive and models a good feel for the period.
However, the rules suffer from poor organisation, it's a nightmare finding things during the thick of battle. Important information is buried in wordy paragraphs when a simple list or table would suffice for easy reference and there are many situations where one just has to apply common sense to address gaps in the rules. We have similar frustrations with Chain of Command but I love the depth of that ruleset.
We played a Village Raid scenario where the Saxons have to loot said village and get away with it before the British stop them. With the Saxons have a generous four turns to saunter into the village before the game started this game was shaping up to be like cops (the British) besieging a bank heist.
I brought my Romano-Brits, which I've nearly finished painting. The prospect of this game was a good impetus to at least block in the base colours on all the figures.
I knocked up some simple magnetic movement bases since I use metal washers to base my minis. I glued magnetic sheet to 6cm wide by 5cm deep MDF. It made for a tight fit. I'm considering making bigger bases to offer more to grip on but 6cm works well for Dux Bellorum and doubling up for Impetus, so I may just keep them and dress up the exposed areas with a bit of grit and flock.
The A Strong Arm card is great! Masses and masses of shock. The Saxons broke not long after.
Them breaking Saxons by the time we called an end to the game.
Very nice terrain and figures. I have a moderate amount of late roman/romano brits. I may use them for Saga.
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