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.
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) |
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?
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.
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.
ReplyDeleteOne more choice for players and sometimes can avoid an untimely premature end as long as its not overdone.
DeleteIt may confuse the players but it looks great
ReplyDeleteWell, they were supposed to be confused.....
DeleteAlways 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 :)
ReplyDeleteOnly one per player in hopes that less is more.
DeleteLooks like a great game! Well done.
ReplyDeleteAlways good to get in a game with old freinds.
DeleteIt 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.
ReplyDeleteI 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.
DeleteI think I'll replace the armour classes with 'saxon warrior', 'Roman infantry'
Of course 2 GMs would balance the larger size as well.
This comment has been removed by a blog administrator.
ReplyDeletevery nice post
ReplyDeletexyore