DUX BRITANNIARUM PDF

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Dux Britanniarum is a set of rules for wargaming and campaigning in the Age of Arthur. Covering the period AD to AD the rule book combine all you need . sufrezhusigbe.ga - Download as PDF File .pdf), Text File .txt) or view presentation slides online. >Ronin sufrezhusigbe.ga The Raiders for Dux Britanniarum (Arturian era wargame).


Dux Britanniarum Pdf

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And though the Notitia Dignitatum of CE lists a dux Britanniarum, a comes Britanniarum, and comes litoris Saxonici, within 10 years, remaining Roman. Release day of the TooFatLardies new Arthurian rules Dux Britanniarum!!! Hope I will get sufrezhusigbe.ga file soon sufrezhusigbe.ga file of the rules arriwed at. I have Saga, and like it but I am wondering about Dux Britanniarum, . forward to my first play (just got the hard rules, been reading the pdf).

Salute 2019

Nick: And the Welsh? Rich: No people of this period would call themselves that. The Welsh as we call them today are the original Britons. Nick: So the British are the Welsh?

Rich: Yes, the rules differentiate culturally between the Romano-British who live in the south and east and the British who lived in the mountainous western area we now call Wales and in the North, from the Humber up. The Romano-British are culturally more Roman, the British are more British but they are both civilised Christians who are linked to Rome still through the church.

They both fear and hate the pagans from Germany who they see as simply trashing all things civilised. Nick: What about running large campaigns with a number of Kingdoms, is that possible? Rich: Yes, very much so.

In fact I am going to produce a supplement which provides rules for that and for three new factions, the Scotti, the Picts and the Irish. Real wildmen!

As the rules stand they are designed for a single kingdom to be fought over. If you have more players then by all means fight over multiple adjacent kingdoms, form your own alliances and so on.

There are no rules for that yet, but with a small dollop of common sense it is very achievable. Nick: What is the end game for the Saxons. Historically they just kept coming back for more until they won?

Meeples & Miniatures

Surely the British can only hope to keep the Saxons off their land, they can never reclaim the whole island. The British job is to keep their kingdom secure, and that is enough of a handful without trying to reclaim Kent and the lost lands.

Ultimately the Saxon can be utterly defeated if he loses all of his wealth and cannot pay his tribute to his over-Lord. When that happens he is declared an outlaw in Saxon lands. He can then try in a last ditch effort to seize some of your land, but if that fails his men will disperse and he will be finished.

That is an immensely hard job for the British, but it should be hard, it was in reality. The Saxons have an equally hard job, so it should be a hard fought campaign and a lot of fun. Nick: How many games do you see the campaign lasting for?

If you wanted to play it every week for a year you could, but likewise if you chose a small kingdom with one or two provinces it could be significantly quicker than that. As a minimum a single province city state, such as Verulamium, could provide a campaign with an absolute minimum of half a dozen games.

Dux Britanniarum – the Author Interviewed

Much more likely that would run to ten to a dozen games. I think this is what makes the rules great value for money. The interest level is high because of the campaign. For twenty odd quid you could be getting a year of solid gaming. I think that compares favourably with six pints in my local pub. However, I would say that the system is designed to be picked up and put down, so if you fancy going away and playing IABSM for a few weeks then you can just come back and pick up where you left off with no problems.

Nick: So, how do the rules play on the tabletop? Rich: The emphasis is on keeping the basic game play simple and intuitive, you want a game that flows easily where everyone playing is involved and caught up in the narrative of what is happening in the game rather than the rules themselves.

The turn sequence is dictated by the Game Deck which includes one card for each of the Nobles and one for each of the independent groups of missile or skirmish troops, so quite a small hand. In each turn all of the cards are played and that determines the order in which things happen. Rich: No, I think that in a game where the emphasis is on hand to hand combat rather than ranged weapons that is not appropriate. The use of cards to determine the order of activation provides sufficient variety and potential for friction in this period.

That and the Fate Deck. Nick: Tell me about the Fate Deck. Rich: The Fate Deck is made up of 38 standard cards plus a further six cards which may, or may not, be added due to pre-game events.

Typically each player will have a hand five cards which he may play during the game. The idea is to get the hand which best suits your plans and then play them when you launch your attack to get an advantage over your opponent. So the Saxons tend to have the Aggressive Charge card, whereas the British have the Shieldwall Braced card, the rest are dealt randomly from the deck.

Other books: RED MARS EBOOK

What you are looking to do, especially in the early stages of the game is to construct a plan which your hand of cards will support and provide you with some advantage. You should be looking not to use the cards as the determining factor of what you want to do, but rather to enhance that. These are not totally dominant in the game, they give you a fleeting advantage, but one that can be significant if you plan well and time your attack.

You have Dragon suit cards in there which benefit the Britons, Boar suit cards which benefit the Saxons. Both sides can use these, but if you are British the Dragon cards can, not will but can, give you an enhanced result. You have aspects to the cards which affect the post battle phase, and so on. Typically a Nobles can play one card when he is activated.

If you are still looking to construct the perfect hand you can recycle a card each time one of your Nobles is activated. One of the key cards you are looking for is the Carpe Diem card.

This allows you to play a run of numerous cards and is really the key to getting an immediate advantage.

So, for example, when you are planning your attack at the front end of the game you are ideally looking for one of these so that you can launch your attack with the most power. The big question is whether you use these to gain an immediate advantage or whether you husband your resources a bit more carefully.

It is perfectly possible to plan a really powerful attack, playing all five cards in one go, but the system is designed so that whilst this will tip the odds in your favour it will never be a guarantee of success. Gradually these units will become 8 or 10 and reinforcements will arrive. My advice is to play them both as they are both unique and represent some of the best rules available nowadays.

Thanks, have played quite a few games of Saga and do like it, but from what you describing of Dux Brit I can see where keeping your force more or less intact to fight again sounds good. Most of our Saga games end up being a meat grinder with no reason not to through more into the fight.

Looks I may have to pick up a copy of Dux Brit. I own both sets but having read Saga was left with an "oh well" feeling when I finished it. As a result, I haven't yet been inspired to play, even though I already own more than enough Anglo Saxon and Viking forces. Having bought Dux Brit to see what the fuss was about the same reason I bought Saga , I decided fairly quickly that it was worth the investment and downloadd both starter armies.

I have now played around 7 games of Dux Brit and think it is an excellent system. Perhaps I have been unfair to Saga, but it didn't fire my imagination in the same way, and the difference is probably the Dux Brit campaign system. As far as comparing Saga and Dux Britanniarum go, each is on a similar level but, as WillieB points out, Dux is closely related to its campaign system which generates battles in which both sides pursue their aims.

I would stress taht the campaign system does not involve all the drudgery and housekeeping usually associated with such a thing. It is a very elegant system that doesn't even need an umpire.

The Raiders for Dux Britanniarum

One other difference, and I'm not knocking Saga which I know many people enjoy, is the battleboard — I found and again I stress this is just my personal feeling that the battleboard and manipulating it rather interfered with my enjoyment of the game.

Decisions felt as if they were based on something other than tactical considerations which is not the case with Dux. As WillieB also said, no reason why you can't enjoy both but I would recommend you give Dux a try. There is an AAR of a recent game I put on here this very day.

I agree about the battleboard, it is a nice concept, but it seems that the real game is manipulating the battleboard. I like Saga, and the battlebaords do give each faction a different feel, but I am just looking for something different a little more different. Clarke the payment; that's what I call customer care! The ruleset Dux Britanniarum is a low level skirmish ruleset with deceptively simple game mechanics.

A "standard size" game can be played with about 50 figures per side. Units consist at least initially of six figures each and come in three classes- levies, common warriors and the elite hearthguard warriors. Additionally the players will need at least four figures for their leaders and a champion warrior.

Throw in a handful of skirmishers with bows or slings rounds into the mix and you have all the figures necessary for most games and indeed also for the launch of a full-fledged campaign. The game itself is controlled in usual TFL-manner, with help of cards activating individual leaders. Once a leader is activated, he can use his activation points to manage units within his command range. This basically means that he can order them to move, form up in formations consisting of two or more six-man groups, fight or to rally those units that about to crack.

Movement is handled with another TFL-patented mechanism - up to 3D6 are rolled to decide the distance units will move in a specific turn; movement can be reduced by individual pips or whole dices depending on terrain, formation and morale state of the unit.

Formations are handled in rudimentary fashion - individual units can be brought together into larger bands which require single activation point to act and thus become more manageable. There are two types of formations - massed formation and a shieldwall. Both have different advantages, but they also have adverse effect on movement speeds and maneuverability of units in formation. Combat is handled with 'buckets of dices' vaguely reminding of the Warhammer Ancients mechanism.

Combatants roll a bunch of D6 decided by number of figures participating in combat, attached leaders, differences in troop quality and terrain. High results are considered to be a hit that can be 'deflected' by a subsequent defense roll. Hits that "get through" come in two varieties - direct kills and Shock points. The effect of the first is self-explanatory, accumulation of the later mean all sorts of bad things for effectiveness of afflicted unit.

There is of course a bunch of 'chrome rules' that add complexity and period flavor, but it is clear even after the first read-through of the ruleset that the designer of Dux Britanniarum wanted the combat mechanics to be simple and utilitarian.

If they were all that there was to Dux Britanniarum, one could easily draw the conclusion that it was a ruleset of vanilla variety.

There are however two mechanisms in this ruleset that make it into anything but vanilla. Fate Cards are the first of them.

Before the battle begins each player gets a hand with five of those cards and they can be used during the game to affect the gameplay in a variety of ways. While there is nothing unique with this 'event deck', it works especially well in this setting.It may strike one as a gimmick, but there is however some depth hidden in that feature - a player needs to carefully judge whether he wants to max out the staying power of his troops, as this will mean protracted battle and higher losses, which will then have to be replaced in campaign setting.

Roundwood Report 6. The turn sequence is dictated by the Game Deck which includes one card for each of the Nobles and one for each of the independent groups of missile or skirmish troops, so quite a small hand. When that happens he is declared an outlaw in Saxon lands. On Afghanistan's Plains Agreed about the battleboards in Saga. The full colour rulebook is of a very high quality. We all aspire to take part in one but all too often they never get off the ground or the fall apart due to external pressures taking away too much of our free time.