My battle reports continue to be rather brief (apologies) as the games are a rather stop start affair as I am referencing rules. So I have not been making any turn by turn notes - only taking photos to remind me.
For this game I went with 29 point forces and thought I would try one side with some additional leadership points. I also tried out limiting the use of leadership points to offset a hit to one hit per unit (an option suggestion in the rules).
- 2 x Noble Shieldwall units (10pts)
- 3 x Ordinary Shieldwall units (9pts)
- 2 x Bowmen (6pts)
- 8 x leadership points (+2pts)
|Saxon forces rolled as the repeller in this game a setup for the defence of a hill|
- 1 x Noble Cavalry (5pts)
- 2 x Noble Shieldwall units (15pts)
- 3 x Bowmen (9pts)
- 6 x leadership points (0pts)
|Norman forces prepare to assault as the aggressor|
|Saxons wait for the advancing Normans while bowmen exchanged missile file|
|Mixed results for both sides as their shieldwalls came to blows|
|Norman bowmen after eliminating their Saxon counterparts move in to support their shieldwall|
|Saxons lose half their units and survive the bravery tests, but the writing was on the wall.|
I have 3 more games to play as part of this particular 6 x 6 challenge. For the next game I am thinking of tailoring or modifying the rules in a couple of areas:
- The use of leadership points (LP) to reduce hits is overly effective when compared to adding 1D6 to an attack with a 6+ hit chance on a shield wall. Even when allowing on one LP to be used for defence you tend to spread single LP across more units. One thought is to do the reverse of attacking LP which adds 1D6. Instead of reducing a rolled hit, a defencive LP reduces the attacker's D6 by 1D6.
- The grid works well for most movement except for retreats from combat which in the rules are 3 inches. The move of one 6 inch square is too bigger step back. Not sure how to deal with this one - possibly there are no retreats. Anyway more pondering to do.
I find it interesting how some rule mechanisms seem to suit me as a solo player. For example, the allocation of LP in Dux Bellorum is great where there is an opponent and you are trying to out guess them. The rule creates a tension, but less so for a solo gamer. Generally I would say I prefer in most cases fast moving rules so when you are playing a solo game you get become more absorbed by the game.