Saturday, October 14, 2017

No Animals Were Injured

It was the King's County Tabletop Game Fall Game Day in Kingston NS today so I took the opportunity to run 40mm Elastolin Late Roman vs Barbarian game using Mildly Modified Medieval Mayhem rules.

The game was played for the fun of a game with friends,  but also to give me some practice for my upcoming Huzzah game which will be a larger multi-faction affair.  
Martin, Mike & Paul early on. The cards in the river mark sections that have been checked for fords but not yet revealed to the enemy. Face cards were fords, a Joker indicated a difficult ford. A short ode please for the brave Saxon warriors swept away....
This game was a 3 sided border skirmish in Northern Britain. Roman, Saxon and Pict all had different victory conditions.  The Romans had to evict all non-Romans from the Roman side of the river while minimizing losses. The Saxons had to establish a bridgehead , minimize losses and get rid of as many Romans as possible regardless of who did it. The Picts were out to bring home some beef on the hoof while minimizing losses.

Bonus points were earned by having your Commander engage in an heroic duel with an enemy Commander.

One of my little modifications was to give each player one die which could be used once to reroll a die for his commander including to reroll an enemy impact die on him. Two were used in the game, one failed, the other helped the Roman commander survive the first fatal blow against him........

The Climactic Moment.
As his Saxon allies waver, Dearg Mor finally lays low Count Martinus
(who stays down this time)
The short version is that we enjoyed the game. It took about 3 hours to play, had some ups and downs in fortune and the winner remained in doubt right up to the end. All in all then, it worked.

However,  the rules were designed for a narrow set of parameters with the intent of being able to read everything off the table as in looking at the table and being able to see what was what. That worked well with the 100 Years context with only a handful of figure types so that it was easy to tell knight from man-at-arms from archer and no units, just retinues.

In this game, with smaller, more fanciful, figures and about a dozen variations of troop type and 4 levels of morale, it was much harder for players to recognize who was what. It also felt odd to me for Roman infantry to drift from unit to unit and so on. The skirmishers and horse archers sort of worked without any special rules but at the same time they didn't really feel 'right'.

I'm also concerned because even with only 3 players I found myself taking rules  shortcuts and being very liberal as to what I allowed in order to keep the game flowing. I have no idea how Rob manages to keep so many single combats flowing with 6 or 8 players. I suspect this may be where having fewer troop types helps?

The end.
The Saxons are clinging to a bridgehead but have lost 50% including their Earl, and will no longer advance. The Romans have failed to evict the invaders and have lost their Count and nearly 1/2 their men. The Picts haven't captured any cows but songs will be written about Dearg Mor's victorious duel with the Count and only one warrior was lost so it was a good day for them. Besides they have to pass the 1/2 empty Saxon camp on their way home, might be a few surplus cows there now...... 

Anyway, my conclusions are that the Mayhem system could work OK for my game, but I would like something which flows faster, less time spent on combat resolution and identifiable units which stay together with separate characters.  Something like what I used  for a 54mm  Prince Valiant game at Cold Wars about 14 or so  years ago.

Needs some thought.

12 comments:

  1. I like the idea a die being kept by each player to do a re-roll at critical moments. I have just started doing something similar to help recognise elite troops without giving them other superhuman rules.

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    1. One more choice for players and sometimes can avoid an untimely premature end as long as its not overdone.

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  2. It may confuse the players but it looks great

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  3. Always a challenge to keep three-way (and more) games moving along, especially given the detail that can come with lower level skirmish. Glad to see that someone got a bonus dice mechanism working in a game this last weekend :)

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  4. It may be fewer troop types; that helps ME read the table as the GM even if the players can't remember what's what. It could also be that I shortcut a bit, too, and the fact that all my figures are on square bases makes some contact adjudications easier.

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    1. I thought about the square bases a couple of times when the fighting got confused with broken shieldwalls and flankers being out flanked so just ruled only 1 per side.

      I think I'll replace the armour classes with 'saxon warrior', 'Roman infantry'

      Of course 2 GMs would balance the larger size as well.

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