Wow two posts in 2 days.
Last Thursday myself and Adam got in our first game of DuxB. We are planning a campaign, but we felt it was good to get in a couple of practice games first. Adam had never played the ruleset and I had played just two solo games. It has became obvious to me that playing solo is no way to learn a ruleset.
We played the farm raid scenario, with myself taking the Britons and Adam the Angle attackers. Essentially for the Angles to win they had to attack the farm, loot some stuff and then escape unscathed. In the pre game set up the farm was placed half way down the table. My entry point was the farm itself but I only got to bring one unit in on the first turn. Adam got to make 4 moves with his whole attacking force before I even got to place any figures!
|Adam's 4 move headstart was quite successful as you can see as he has entered the farm and actually even has entered one of the buildings. Looking grim for the Britons.|
|The Angles decide that an attack with another group of Duguth, these are driven back as well but my elites take some loss and shock. I must of got excited then as I forgot to take some photos. (Adam has some of this action on his blog, the Fencing Frog. the Angle Gedriht then arrive and defeat my Comanipulares. Very bloody action indeed.|
|The fleeing Angles with their loot, I have sent out my slingers to harry their journey.|
We made a ton of mistakes with the rules, but the game went very quickly and we had a lot of fun. We had several questions after our first game but most were answered by a re-reading of the rulebook, the others were answered on the TFL forum.
I thought I would list some of the points of confusion we had and in which way they were clarified.
- Fate Cards: When a noble is activated he can use the Fate cards of either suit. The suited cards can not be played otherwise. The bonus of playing a suited cards is that it adds +1D6 to the combat D6 total if the Carpe Diem card is played. The unsuited cards can be played anytime ie. as an offense or defense.
- Movement: Unless the group is moving up to a certain point (to include terrain features or joining another group), the full distance has to be taken from the throw of the D6.
- Champion: Is attached to the Lord, if the Lord joins a group for combat the Champion does as well. He can not act independently.
- Groups in Buildings: Do not offer support to other groups outside of buildings.
- Movement through Unbarred Doors and Gates: Costs 1d6.
- Activation: In respect to movement and going into formation, it can be done with one activation but cost 1D6.
- Nobels Movement: Move for free when attached to group, otherwise costs 1 Activation.
- Facing: A group can move in any direction without cost. It justs moves in that direction, it can turn around etc, with no cost. But at the end of movement it ends up facing in that direction. If the group then wants to change facing or go into an allround stance then 1D6 is subtracted from the movement. I had a tough time understanding this but when I got it it was quite simple.
We are playing one more trial game in two weeks and we will then start our campaign in September. I am sure we will have other questions from our next game and I will post them with our next playtest.