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News from a wargamer with a special interest in the military history of the Balkans. It mainly covers my current reading and wargaming projects. For more detail you can visit the web sites I edit - Balkan Military History and Glasgow & District Wargaming Society. Or follow me on Twitter @Balkan_Dave
or on Mastodon @balkandave@mastodon.scot, or Threads @davewatson1683
Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Wednesday, 5 August 2026

Pillage

The skirmish game, Pillage, is very popular at my wargames club.  I have resisted the temptation, taking the view that I have plenty of skirmish games for the Dark Ages or Early Medieval: Lion Rampant, Saga, etc. However, these are really small battles, and I can see the merit in a genuine skirmish-level game that can be played quickly. So, after an introductory game at the club, I picked up a copy at Claymore, and we pitched in last night for the midweek game. 


  As the name suggests, this is a game about raiding, using 10 to 20 figures, more if you want. The aim is to pillage the village, which will be defended by the villagers or other armed forces. The booklet is pitched at the Viking years, but there are free downloads for other eastern European armies, and a generic list which can be used more widely. You will need plenty of scenery to make it a more interesting tactical game, and some pillage, like animals, is useful. It is a D6 game, and you can use any figures you want. Victrix sell it in the UK, and they have all you need if you don't have suitable figures.

The basic rules are very simple. You roll for initiative every turn, then move one of your three types of warrior: light, some armour and full armour, plus cavalry. Movement is in any direction, with a bonus for charging, and the usual terrain rules slowing you up. I liked the swimming rules!

Shooting and combat are a simple hit number depending on the weapon and armour, followed by a defence roll. Most figures have one life, but chieftains have three. There are a few factors around ranges and weapons, and the number of shots, but nothing that you can't remember. You will be on the QRF very quickly. There are a few extras if you want them about supporting figures with a spear, defending obstacles, multiple combats, but again pretty straightforward. Once you have lost your chieftain, or 50% of your figures, you have to start morale tests.

You don't need to use the pillage rules, but it adds another level to the game. You can start searching buildings during the game and carry them off the table. Tricky if you haven't killed off the enemy, but perfectly possible. 

There are army lists for the main factions, with plenty of options for weapons and armour. Each faction has a special ability, although why Anglo-Saxons ignore fog is beyond me! You can tell a Frenchman wrote these rules๐Ÿ˜‚. You can also buy some special figures like berserkers and huscarls, and equipment like banners and warhorns. The rules are well laid out, with little need to scuttle back and forth, and helpful graphics, not just eye candy. Decent value for the £26.00 I paid. All in all. Highly recommended.

My bedtime reading is the latest book in Matthew Harffy's Bernicia series. This is pre-Viking, but with similar troop types. In our game, the Picts are invading Bernicia (roughly Northumberland). The Picts won the game, although they did lose their chieftain. We will try some Balkan armies next.





Friday, 29 May 2026

The Highest Throne

 This is a new supplement for Warlord Games' Pike and Shotte rules for the 16th and 17th centuries. I don't play with these rules much, but a supplement on the Ottomans is a no-brainer purchase at £25. It is down as a pre-order on the website, but I picked up a copy at Partizan, with a nice model of Kara Mustafa. Written by Luke Alvin, this is clearly a labour of love, and he has done a good job.

The core of the book includes an introduction to the Ottomans and their adversaries during the Renaissance period. I'm more of an old-school George Gush fan, so I prefer to refer to this period as the Renaissance rather than 'early modern.' The book covers all the significant opponents, including the Poles, Habsburgs, Spain, Venice, the Hospitallers, and Hungary, as well as the less obvious inclusion of the Portuguese. Each chapter provides a historical overview and highlights some of the key figures from that era, as well as crucial army lists. While I might have some minor disagreements about certain details, this isn't meant to be a competition set of rules, so you can easily tweak them to fit your own preferences. The Ottomans are notoriously difficult to integrate into any set of rules due to their wide variety of troop types. I particularly appreciate the 'Why Collect' section, which aims to inspire gamers to build their collections.

The book includes 12 scenarios, five of which focus on the siege of Malta. There are rules for siege warfare, which can be tricky to simulate on the tabletop but were an essential aspect of Renaissance warfare. Additionally, there are some beautifully illustrated colour flags.

Feeling inspired, we decided to use these rules for a midweek game featuring the Ottomans against the Polish-Lithuanian Commonwealth, utilising 15mm figures. Since the rules are not drastically different from Black Powder, we were able to pick them up quickly and with little trouble.




The Ottoman left wing smashed the Polish right, while the action on the left was more balanced. The infantry centres ground towards each other. However, by the time they reached firing range, the Ottoman cavalry was turning into the Polish flank, and from there it was game over. Short and sharp, but worked well. I might be a bit biased, commanding the Ottomans!





Thursday, 14 May 2026

Scourge of Princes

 I have long convinced myself that I need a decent set of Renaissance battle rules. A cursory glance at my rules bookshelf will tell you that this is nonsense, but what can I say? I'm a wargame butterfly. And yes, I will almost certainly buy the Pike and Shotte supplement on the Ottomans at Partisan on Sunday. I have been hooked on this period ever since being introduced to it by the sadly recently departed George Gush. His book and rules dominated my gaming for a long time.

Into my mythical void comes Scourge of Princes by Sam Mustafa and John Holly. It covers the whole period from Machiavelli to Cromwell. My first reaction was that it looks like Blucher, but it also has features from his other rules, particularly Maurice. I am a fan of Sam's rules and have many of them. Some I even play regularly, particularly Blucher. So, despite the price, even the PDF isn't cheap, I went all in. In fairness, you don't have to buy blind. Sam's introductory YouTube videos are excellent; there are free downloads of a chapter, QRS, scenario and army lists. And no expensive cards to buy.


For this price (£37 for a printed copy), you get 118 pages, Osprey size, in colour. The Amazon print binding isn't ideal for rules, but after a few games, you won't have to refer to it often. There is limited 'eye-candy' padding, and as ever with Sam's rules, they are a model of clarity and layout. Unlike others I could name, there is very little need to go backwards and forwards to find an explanation. The language is concise, supported by clear diagrams. 

Sam usually names his rules after a key general in the period. He didn't this time because he felt there were too many. Of course, he is completely wrong about this. He should have named it after Suleiman the Magnificent (Lawgiver)! The Magnificent would be a great name for a set of rules, even if his Dad, Selim I, arguably did more to expand the empire. However, a ruleset titled The Grim doesn't quite have the same marketing vibe!๐Ÿ˜‚

There is a free download of the basics, which reassures you that no rebasing is required. Although not explicit, it is based on 28mm, but you can use any scale, and there is a section on how to play smaller games than 6' x 4'. We used 15mm figures at full scale, and it worked fine. The core rules are 30 pages, clearly sequenced, followed by advanced rules, an open architecture to create your own army lists (the main ones are available for free download), and a campaign system. There is even an index, hurray!

I won't give a detailed account of the rules, as the YouTube videos do a better job than I could. It's an IGO-UGO system based on Momentum (MO), which you dice for each turn. You get one MO for most units, unless you roll one on the dice. This sounds fine until you realise that most moves require two MOs or more. The exception is when you place your commander within earshot (4") of a unit when it requires only one MO. This is not as random a command mechanism as, say, TtS, and is intended to allow you to concentrate your effort where it is most needed. The downside is that half your army stands still every turn. This is what happens in Maurice, which is why I don't play it often. In our trial game, it was less of an issue as the game developed, because you are likely to be defending somewhere on the battlefield. MO is required only for movement, not for shooting. It can be argued that this reflects the reality of command-and-control in the period, but I can see it irritating some players at my clubs. The earshot distance is quite short given the size of the units, and I might consider tweaking it or adding just a bit more MO. 

Movement distances are quite long (12" for cavalry and 8" for infantry), which means the armies get stuck in quickly, assuming you can move the units. The shooting and combat rules are simply elegant. Blucher players will be at home with them, split into skirmish and volley fire. Skirmishing is more likely to slow up command than inflict casualties, which is sound. There are only a few plus factors which make for quick play. The combat system is a little more complex, but again is not bogged down by too many special rules and factors. As you complete a full turn with each unit (move and shoot or charge), it means you can soften up a target before charging in. This is as it should be. The downside of the long movement distances is that shooting infantry doesn't get a round off before cavalry charges in, and there is no defensive fire before combat. It is presumably factored into the combat factors.

There are advanced rules for brigades in the later period and adjunct commanders, which might help with the MO issues. There are rules for field works, commanded shot, war wagons, caracole and others. I had a few issues with the Ottoman army lists, no change there, but the open architecture allows you to tweak them to your own historical view.

For the trial game, we played Ottomans v  Holy Roman Empire in 15mm at full scale. I would recommend the latest edition of the Prime and Load podcast for a discussion on the Holy Roman Empire. Although I am not convinced about the USA analogy. I still think Voltaire got it right: "the Holy Roman Empire was in no way holy, nor Roman, nor an empire."


We should have used the points system as the Ottomans were a bit outgunned, but it was a good trial. I am also off to Serbia next week, so a battle there was appropriate.

The Ottoman left wing charged across the table, while the rest of the army stood still. My opponent did the same on his left, unhindered by my daudling Tatars and segbans! Even my elite Kapikulu cavalry bounced off the cuirassiers. The Imperial left broke through my right centre, and what was left of the Ottoman army was flanked on both sides. Back to Constantinople and come again for me.




I will be playing more of these rules.

Thursday, 19 February 2026

General d'Armee 2

'I need a new set of Napoleonic rules like a hole in the head' was my first reaction when a couple of GDWS members were trying out David and Chris Brown's General d'Armee 2 rules at the club. I hadn't played the first iteration, but like the hopeless wargames butterfly I am, the mechanisms looked interesting. At the York show the following weekend, I gave in.


This is a division-sized game that can be scaled up to corps and, for me, might plug a gap between scuffle games like Rebels and Patriots and big battle rules like Blucher. I typically use Black Powder for this size of game, but it's not without its problems, and I am open to trying something else.

In our first game, we appreciated the rules layout, which includes plenty of examples and tips without overdoing the eye candy. I particularly liked the laminated QRF that comes with the rules, rather than the usual download-and-do-it-yourself approach. No rebasing is required, and unit/figure sizes are flexible. Anything from 12 to 36 figures per battalion. My 28mm figures are mostly based for 18 figure battalions, so that's all good. There are some unusual features. You will need separate skirmisher bases, as they play an important role, rather than being abstracted as in other rules.

The troop types have some original names, but are pretty standard. Casualties are shown by a marker rather than figure removal, and the strength levels are quite high, representing a more attritional game. Initiative is limited by the number of ADCs the commander has. This depends on the number of brigades, the ability/national classification, and a dice roll. Again, the nomenclature differs, but the mechanisms are similar to those in other rules. Unusually, there is a role for caissons in replenishing ammunition and supporting artillery more generally. I will need to dust mine down.

The deployment stage is more complex than other rules, with dummy deployments, hidden brigades and scouting rules, but it adds something to the game. The game turn starts with initiative, which is determined by dice, then charges before normal movement. Firing and combat are after that. Initiative is determined by the number of ADCs, and the tasks they can order have different costs. They are not just movement tasks; they can also strengthen the fire and combat capabilities. It allows the commander to focus on a particularly crucial part of the battlefield. Firing and combat rules are fairly conventional, as are discipline (morale) tests. A double six throw introduces the Destiny rule, which introduces some exceptional, but not overpowering, additional effects.

There are some national characteristics that are always much debated. However, they look generally fine to me. The focus is on Europe, ignoring the Ottomans, Persians, and others. There are a few army lists and an introductory scenario, but the book focuses on the rules. My initial reaction is that the rules add more complexity than necessary. This includes playing stages that could be abstracted and numerous modifiers. However, the rules are well laid out, and we found everything quite quickly. I am not yet sold on these, but I am prepared to persevere. The Napoleonic crew at Irvine were giving them a go last weekend, French v British. Again, mixed views, but they will also give them another go.


Our trial game was a small divisional battle with three brigades on each side. The War of 1812, in which the US invaded Canada. The US left flank collapsed, giving the Brits a marginal win by the end of play.




Friday, 14 March 2025

Midgard Heroic Battles

My first reaction to the 'new guy on the block' ruleset was, do I really need another set of ancient/fantasy rules? Is there really going to be anything here that I can't get from Dragon Rampant et al? However, after watching several games using the rules at Hammerhead, I gave in and bought a copy, plus markers and movement trays from Warbases.


It wasn't cheap, at £30, but the production quality is excellent, and it even has an index! Unlike Saga, which has a similar feel, you don't need special dice; the markers are optional. I was going to get the measuring sticks and tokens from TFL, but I do object to £5+ postage. I'll pick them up at Salute if I go down.

The unit types are generic, with no more complexity than necessary. The focus is on heroes that come in four levels. I used to play a lot of Warhammer Ancient Battles (WAB), and it does have a similar feel. The profiles have the usual factors based on the number of dice to be thrown. Yes, this is another buckets of dice set, which are popular. The key difference is that 'reputation' is all, and the loss of units and the actions of heroes determines the outcome of the game. The victory points token system is like To the Strongest, although you can gain as well as lose them.

I like the simplicity of the command tests required to take most actions. One or two fails with no long list of factors. Similarly, shooting and combat are generally based on a roll of 5 or 6. The turn sequence is IGUG, with an interesting tweak around shooting for skirmishers. Heroes can influence actions, including combat, by expending 'mighty deeds' tokens each turn. This is powerful but not overwhelming. 

Movement is in two actions, which might not happen depending on a dice roll and stamina levels. It felt a bit clunky and untidy at the start, but a 'get in' rule tidies up the battle line when units make contact. Heroes can do single combat, which again reminded me of WAB. Melee has primary, secondary and supporting units, which is a bit like Hail Caesar and encourages a proper battle line. I have a low tolerance for ancient rules that have units spread around the battlefield. Factors are kept to a minimum, which again is welcome. Units and heroes can also have special traits, which again will be familiar to Hail Caesar players, although I have a terrible habit of forgetting to use them!

There are some extra rules for fantasy games using flyers and sorcery. We didn't use them, but they look pretty standard. The rest of the book provides basic scenarios and force lists for classic fantasy and heroic encounters. There is also a chapter that helps players to develop their own lists. We didn't use the QRS, but it looks comprehensive, and after a few games, it's probably all you need.

So, on to the tabletop. We decided on a reasonably small encounter with just one hero and 160 points a side. Arthurian Britons v Saxon raiders. This takes me back to a fun Arthurian WAB campaign we ran at the club many moons ago. My Arthurian cavalry was not quite the battle-winning unit that I had expected it to be. They were dispatched quickly, and the spearmen saved the day. We quickly picked up the rules with very few queries, which indicates that the rules have been adequately play-tested. Overall, for games where heroes should play a key role, these are very good and we will play more.

The initial line up.


The left wing cavalry didn't last long .

A similar story on the right, with the Saxon slingers on the hill proving resilient.

But my war leader and the spears came up and saved the day in the centre.

Friday, 7 February 2025

Rapid Fire Reloaded

 I used to be a regular Rapid Fire player, using the 2005 version, which I still have, along with some additions for modern warfare. I'm not sure when or why I drifted away, but suspect Bolt Action took over my WW2 playing pals. 

I picked up a copy of Rapid Fire Reloaded at the York show and we had an opportunity to give it a go in the midweek game.


The first thing that struck me about the new version is the size of the rule book. In a period when rule books are typically hefty books with a price to match, this is a joy. It is just 12 pages in A5 while losing nothing in production quality. The 2005 version was 120 pages. Admittedly, there is only one scenario, army lists are free downloads, and there is another supplement for the less frequently played WW2 elements. However, all the basics are here and only £5 as well.


The rules are also well supported, with an excellent website, lots of free downloads, and regular new supplements.


For those not familiar with the rules, they operate at a higher level than Bolt Action, with a model representing 15 men or 5 guns/tanks. This means we are deploying a battalion combat group on the tabletop. The booklet includes a couple of example forces. Basing isn't a problem, and you can use whatever you have. There is a simple points system for those who want it.


It is a you-go-I-go system, although the ambush rule allows for interrupts. I like the Bolt Action activation system, so I might try incorporating it. The return of 'can you see the enemy?' dicing is interesting, one of the less good parts of Bolt Action. Movement is again straightforward, with deductions for turns. Firing is generally by the number of dice you roll, which depends on the number of figures left in the unit, with outcomes based on range and cover. Hits on vehicles are more complex, involving morale tests. Close assault is a simple dice throw added to numbers with a minimal number of factors. It really could not be simpler, and we were going well after a couple of moves.


So, onto the tabletop. I was keen to get my new Swiss force onto the table. They were set up to defend a mountainous position next to a pass. The German Gebirgsjager were tasked with capturing the high ground while the panzers made for the pass. 



The Gebirgsjager took casualties as they crossed the open ground, but made good progress up the hill side. 


They captured the hill and the panzers rolled in, with light casualties.



On reflection, the Germans were too strong for a balanced game, even if it was probably historically accurate. However, the rules played really well and I will certainly return to using these.


Thursday, 12 December 2024

Conquest: Alexander and Hannibal

 Strength and Honour (S&H) is my favourite ruleset for big battles in the ancient world. One of my wargaming pals finds this ironic as he reminds me of the grief we gave him over a France 1940 game he organised in 3mm. In my defence, we spent most of the afternoon trying to identify the type of tank firing! Whereas the 2mm figures for S&H are mounted on large bases and labelled.

 The main rules mainly cover the Imperial Roman world. Mark has written a new supplement covering earlier conflicts, including Alexander, the Successors, and the Punic Wars. I dabbled at this with my Young Alexander in the Balkans campaign (published in Slingshot), but this allows me to extend the campaign to the Persians. I have always fancied a Persian army, and in 2mm, it is quickly completed. I also have a soft spot for the Carthaginians because they were my first wargame army, in 25mm using Warrior Miniatures. I will need some 2mm Romans in manipular legion formation, so another order is off to Martin at Warbases.


The supplement provides some new rules for the period extension and some tweaks based on feedback. There are 12 new army lists covering this earlier period and 20 scenarios. It all comes as a PDF download, which makes sense. I prefer a hard copy for rules, but a PDF is easy to use and a significant cost-saving, particularly for colour printing. I did the same with my new Cyprus 1974 guide for wargamers. I have printed off the new rules I will likely use, which are just a few pages.


Onto the tabletop for the midweek game last night. Alexander has crossed the Hellespont and faces a Royal Persian Army.


It went badly for the Persians from the outset, with both flanks driven in.


The centre held up better, with the mercenary hoplites doing a good job for the Persians. However, Homunculus Est! was called successfully with only a handful of setback cards in the Macedonian pile. I was a bit short of cavalry for this game, which may have helped the Persians, and some more archer units might have slowed up the Macedonian phalanx. We will have another go after Christmas.


When a giant cat arrived on the battlefield, Alexander was pleased to see it was a Moggie, not a Persian ๐Ÿ˜….


Wednesday, 4 September 2024

DBA Revisited

 A visiting friend is big into the ancient and medieval rules De Bellis Antiquitatis (DBA). I have a copy of the latest version (V.3) but have rarely played with them since they came out. I used to play DBM, but like others, it didn't feel much like any ancient battle I have read about, and we all moved on. However, a post-dinner game beckoned, so I decided to dust them down.

They are an elegantly simple set of rules, played with just 12 elements, which means a game can be set up quickly and played in about 90 minutes. However, I had forgotten just how badly they are written and presented. Phil Barker is a brilliantly innovative rules writer, but the presentation is far short of modern standards. So, I struggled with several sections of the rules but got there with the help of another pal who plays on the DBA circuit and a couple of YouTube videos. I recommend downloading the excellent Society of Ancients quick reference sheet. I see on the Facebook page that a new edition is planned to not change the rules but to improve the presentation.

The other attraction of playing DBA was an excuse to dust down the many 15mm ancient and medieval armies I have, which are, needless to say, mostly from the Balkans.

I started chronologically with my Assyrians and Greeks. I painted up the Assyrians after seeing the British Museum special exhibition, but they have yet to see much action.


This was followed by an unlikely and successful Assyrian invasion of Rome.

The Romans haven't had much luck on my tabletop, as in the next game, the Ancient Britons crashed through them. Blades are powerful but brittle against warbands.

The terrain rules are important in DBA, mainly if you are the defender. The Slavs only appear on a few wargame tables because you need a lot of rough terrain to give them a chance. I lost my general, which didn't help, but the rules gave the poor old Slavs a fighting chance.

The Bulgars got some decent terrain for their fight against the Byzantines next. However, it was not enough to avoid a trip to Specsavers!

The Ostrogoths had more success against the sneaky Byzantines.

After my trip down south, we returned to DBA for the midweek game. This year is the centennial anniversary of the end of the Serbian-Bulgarian War of 924 - OK, pretty obscure even for me! The Bulgars won this time as they did historically.

Having enjoyed our games of DBA, I thought we might try out DBA Renaissance. There are a couple of versions knocking around, but I went with Stephen O'Leary's adaptation, published some time ago in Wargames Illustrated. My bedtime reading was Tranter’s Rough Wooing, which involved Henry VIII sending his minions to burn the Scottish Borders. Not this time, he was sent back to think again!

Having mastered the rules, I have enjoyed the games we have played. They work really well for a quick evening game. The system is simple but with plenty of subtlety in the gameplay. 


Wednesday, 27 December 2023

Shot, Steel and Stone

 Henry Hyde has published his Shot, Steel and Stone rules as a stand-alone set, an outline was previously published in The Wargaming Compendium. You can download a summary, more than a QRS, and a play-through at his website. It's a reasonably short, almost old-school rules booklet that keeps the price down compared to modern sets.

The rules are designed for the Horse and Musket period, roughly 1685-1850. They are an interesting mix of old-school systems and more modern friction rules. Basing and scale are flexible, so there is no need for rebasing. Typically, a close-order base is six figures in two ranks, which is standard, and measurement is by base width. While you can play small battle games, as I did for the playtest, it is aimed at bigger games with larger units than you might typically see in modern rules. 

The introduction could do with a more precise explanation of the turn sequence. For example, it is unclear if both sides shoot each turn or just the side with the initiative. Movement depends on leadership with a Black Powder style leadership roll. However, the impact is softened by small failures that still allow for some movement. This is a definite improvement on the Black Powder approach, which can leave units stranded for several moves. The rules are old-school when it comes to modifiers, with more than you might see in other rules today. In part, this reflects the broad time period, but the length of some tables can result in players missing one or more factors, as we did!

Shooting and combat uses multiple dice to hit and saving throws. This is popular and works well, with a few good tweaks to the system. We didn't use artillery, but that is a little more complex and old-school than you might typically find today. In our playtest, the approach and outcomes were historical, which is always a good test of rules. Check the inevitable list of typos on the website before playing; we spent ages trying to work out the full impact of a retreat outcome because it got missed out.

The reaction test and modifiers are again a bit more complex that you might find today, although I liked the table format, which made it easier to follow. However, adding a relatively lengthy list of disruptions is unnecessary. 

A chapter on additional rules for colonial conflicts includes elephants and exotic add-ons like naphtha and flaming pigs. Plus, there are some special rules for native troops that look interesting.

Overall, there was a strong element of nostalgia for me playing these rules. My younger opponent found them hard work, but I enjoyed the old-school feel. I say feel because this isn't the Bruce Quarrie level of detail, and Henry has adopted several modern approaches to rule writing. I doubt these will replace my favoured rules for this period, but these will get dusted down when I get around to my planned imaginations campaign.  

Our playtest was a 1745 Jacobite rebellion game in 28mm. The Jacobites are landing supplies on my lovely new beach mat Xmas present. Two units of Highlanders and a cavalry unit cover the landing when three units of redcoat infantry make an unwelcome appearance.


The government troops advanced in line and started to volley fire. The Highlanders responded with the inevitable charge. They broke through in the centre but were beaten back on both flanks. Time to skip away and try to land somewhere else!




Thursday, 31 August 2023

Strength and Honour

 These are the new rules by Mark Backhouse for fighting the epic big battles of the ancient world. I played these at Partizan in a refight of Cannae. The outcome of using Hannibal's tactics was historical, and it was the first time I felt this classic battle had been faithfully reproduced on the tabletop. The downsize (pun intended) is that the game is designed to be played with micro armies (typically 2mm). My experience of playing 3mm WW2 games has not previously encouraged me in this direction. However, here, the unit blocks are placed on a large base, which is easy to identify and label.

So, I bought the rules and a batch of figures from Antonine Miniatures (Warbases). My first matching armies were the Dacians and Romans. At this scale, the Dacians will do for almost any warband army of the period. I also bought some pike blocks intending to do some of Alexander's early battles as well.


This was the first batch of painting. I glued the metal blocks onto the bases, which are standard and a little deeper for the Roman legions. The warbands looking suitably irregular and the Roman ten cohort legion supported by auxiliaries. After priming them in brown I painted the legions in red around the edges and the auxiliaries in blue. Then dry brushed the helmets with a few crests for officers. The Dacians got dabbed a range of colours. Then a fine sandy base mix, followed by a green foilage mix. 

The same approach for the second batch, which includes cavalry, two camps and skirmishers. I also bought some scenery pieces from Warbases.


On to the tabletop, meant reading the rules. Much helped by my memory of the participation game at Partizan. Everything you need is in the nicely laid out booklet, plus a downloaded QRF and command board from the Two Fat Lardies site. The game is played on a grid, typically 75mm, so I used my 150mm To the Strongest mat.


You dice for command points and allocate them to the command board. I'm embarrassed to say we largely forgot to use these, but they give various benefits, although you can only use a point once. It doesnt seem to overpower the game as sometimes happens in other rules. 

The key mechanism is activation, which includes movement, combat, charge, shooting and reform. A roll on a D6 means variable movement, which, as I discovered, makes it difficult to keep a neat battle line. This matters as isolated units can come up against supported enemies. Manoevre, which means anything other than straight ahead also has to be diced for and failure means the end of your turn. So, do it last. It also discourages unhistorical dashing about the tabletop, which is all too common in osome other rules.

Combat and shooting is straightforward, based on a unit combat factor with typical modifiers. If you lose then the combat result table can result in a pushback or worse. You are also likely to attract setback or disaster cards which are drawn from a pile and placed face down. These have numbers which added together can reach the break point for the army. We didn't reach that when we had to call it a night, but my Dacians were losing heavily. Never mind, wait till the Romans get into the mountains!




The book has army lists and scenarios as well as some basic campaign rules. Overall, we had a good game and will certainly return to these for when the big battle itch has to be scratched.