5.01 25mm demonstration game (with pictures!)
Posted: Fri May 11, 2007 7:42 pm
The rules certainly provide a fun game, but despite the fact that we've been playing with this set (5.01) for a couple of months the game still progresses rather slowly with much rule consultation (we have never yet finished a game!). We therefore decided to play three games in a row using exactly the same forces so that, knowing the troops better, we could get a better feel for the effects of differing terrain and the scope for variability that the rules provide.
The sides chosen were 14C medieval French invading Italy with lists based on the DBM medieval French and Italian Condotta lists, to just over 1000 points. The French knights were superior but undrilled; their Italian counterparts average but drilled. Both sides had a pike block, the Italian Swiss mercenaries being superior. There were assorted crossbowmen both light and medium foot on either side with a few other medium foot fighting infantry. Both sides also had a sprinkling of crossbow armed light horse and the French chose to take an impressive looking Artillery Park.
All three games were played in 25mm scale, the final one at the Weymouth wargame show as a demonstration game. Only the final game is described here (in pictures – follow the link below!) but comments are based on experience in all three games.
http://myweb.tiscali.co.uk/dorchesterwa ... report.htm
Points arising:
Without doubt the rules produce a game that is fun to play, though it will be interesting to see how the skill level required compares with DBM or DBMM. We have never once played a game to his natural conclusion though. Either we are very slow learners or the rules are too detailed. Making them less detailed would presumably increase the fun factor still further. We vote for fun over skill, for what it’s worth.
These appear to be ideal rules for a demonstration game. They do not require nearly as much mental concentration as DBM and it is easy to break off from play, chat to a passer-by and go back to the game without any difficulty. It is not easy to get DBM players to break off from their game to talk to anyone in the outside world. Is this a feature of the rules or the players - who knows? The layout of the troops on the table allows for a much clearer instant understanding for an observer of what is happening, unlike DBM.
There are one or two specific points. In all the games so far which in which we have used artillery (4) it has proved dramatically effective. There may be a clever way of dealing with artillery but we haven't discovered it yet. Was artillery so effective at this time that only skilled opponents could deal with it? Maybe not.
Although the infantry combat was decided fairly quickly, the knights seemed to go on and on without result. They are not allowed a fall-back move against other horse, thus denying them extra impact, and there is no allowance for fatigue. A reasonable supply of generals on either side (4 in our last game) certainly prolongs things substantially.
We had a situation in which a knight base could act as an overlap on both sides. The rules didn't seem to cover this explicitly. We gave the owning player the choice as to which side the knight should employ his dice.
We weren't entirely clear about expanding units already in melee. If the melee is offset on one or both sides can the spare bases on the open-side be moved across into combat, this not strictly being an expansion, rather a translocation:
eg:
xxxx
__yyyy
becoming:
xxxx
_yyyy
This seems desirable to us as it prevents units in melee blocking movement excessively around their flanks even though only one or two bases are in contact.
We presume that this ruleset will be pitched somewhere into the chasm that currently exists between DBM and WAB. It can never be both, obviously. It's not really going to be possible to decide how best to pitch these rules until DBMM has had an airing. To that end we have decided that our next game will be played in DBMM with exactly the same sides as for this game. We will report it on this site as a comparison between the two rule sets.
TTFN
The Dorset Irrregulars
Graham
Roger
Adrian
Martin
The sides chosen were 14C medieval French invading Italy with lists based on the DBM medieval French and Italian Condotta lists, to just over 1000 points. The French knights were superior but undrilled; their Italian counterparts average but drilled. Both sides had a pike block, the Italian Swiss mercenaries being superior. There were assorted crossbowmen both light and medium foot on either side with a few other medium foot fighting infantry. Both sides also had a sprinkling of crossbow armed light horse and the French chose to take an impressive looking Artillery Park.
All three games were played in 25mm scale, the final one at the Weymouth wargame show as a demonstration game. Only the final game is described here (in pictures – follow the link below!) but comments are based on experience in all three games.
http://myweb.tiscali.co.uk/dorchesterwa ... report.htm
Points arising:
Without doubt the rules produce a game that is fun to play, though it will be interesting to see how the skill level required compares with DBM or DBMM. We have never once played a game to his natural conclusion though. Either we are very slow learners or the rules are too detailed. Making them less detailed would presumably increase the fun factor still further. We vote for fun over skill, for what it’s worth.
These appear to be ideal rules for a demonstration game. They do not require nearly as much mental concentration as DBM and it is easy to break off from play, chat to a passer-by and go back to the game without any difficulty. It is not easy to get DBM players to break off from their game to talk to anyone in the outside world. Is this a feature of the rules or the players - who knows? The layout of the troops on the table allows for a much clearer instant understanding for an observer of what is happening, unlike DBM.
There are one or two specific points. In all the games so far which in which we have used artillery (4) it has proved dramatically effective. There may be a clever way of dealing with artillery but we haven't discovered it yet. Was artillery so effective at this time that only skilled opponents could deal with it? Maybe not.
Although the infantry combat was decided fairly quickly, the knights seemed to go on and on without result. They are not allowed a fall-back move against other horse, thus denying them extra impact, and there is no allowance for fatigue. A reasonable supply of generals on either side (4 in our last game) certainly prolongs things substantially.
We had a situation in which a knight base could act as an overlap on both sides. The rules didn't seem to cover this explicitly. We gave the owning player the choice as to which side the knight should employ his dice.
We weren't entirely clear about expanding units already in melee. If the melee is offset on one or both sides can the spare bases on the open-side be moved across into combat, this not strictly being an expansion, rather a translocation:
eg:
xxxx
__yyyy
becoming:
xxxx
_yyyy
This seems desirable to us as it prevents units in melee blocking movement excessively around their flanks even though only one or two bases are in contact.
We presume that this ruleset will be pitched somewhere into the chasm that currently exists between DBM and WAB. It can never be both, obviously. It's not really going to be possible to decide how best to pitch these rules until DBMM has had an airing. To that end we have decided that our next game will be played in DBMM with exactly the same sides as for this game. We will report it on this site as a comparison between the two rule sets.
TTFN
The Dorset Irrregulars
Graham
Roger
Adrian
Martin