Monday, 15 August 2016

Dux Britannnium Campaign - October 565 AD

Starting positions after deployment


This game was the last of the campaign year and probably the last game of the campaign for the Scots of Cenel Loarn, and this time they were out to raid their near neighbour's, Ian's Picts in Fib.

We randomly threw up (that sounds wrong, but you know what I mean) the Raid on the Church scenario and with the Scot's as the attackers and Pict's defending, the Scots coming on at one end of the table and with the randomly thrown position of the church half way on one side of the table and the Picts luckily (or unluckily as it turned out) randomly deployed on the same position as the church.

The Scots got a fairly low head start roll and only had the minimum two rounds of move before the game started properly.

The game was there after, extremely short lived. Two of the cavalry unit's squared off and fought each other to the withdrawal as a side show behind the church. The main event was the two bands of warriors lining up to the side of the church, four groups of Pict's and three groups of Scot's (though expanded by four warrior's due to previous game advance's). The Scot's got the charge in first as the order of the activation's came out and with a Carpe Diem card and a couple of extra cards charged in and with the same number of dice each in the first clash the Scots got a massive seven kills and a horribly huge number of shock points too, aided by the effects of the cards used.

The Pict's unsurprisingly broke, and with a second round of combat as they fled and were pursued by two of the Scots Warrior groups were practically destroyed and the Pict's were off the table being so close to the table edge to start taking with them their skirmishers who were caught in the Scot's pursuit. Game end with most of the Pict's off table by the end of the third round of gaming.

This bring's the campaign year to an end for the Scot's and with interest waning for the Dux B campaign, the end of the Campaign too.

I quite enjoy the rules to play, mechanic's wise but the randomness of the play/scenario's often has meant the games were often over before they began. A problem to be redressed by only playing pre-set 'designed' scenario's to balance out the games and make things much more interesting.

2 comments:

  1. I think the main problem is the game is designed to be played regularly so that those kind of things will balance themselves out.

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    1. Your probably right Andy. Several games in quick succession would probably work out even in the end but I still think the randomness ends up a trifle irritating. It's good that they are included in the rules as they give you a lay down scenario without pre-planning so allows a quick turn around.

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