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.