Dux Dalmor – Fantasy Dux

As I mentioned earlier, I have a plan to run a Dux Britanniarum in my world that centres around the Daughter of Rovas and the land she disappeared from hundreds of years ago. My RPG/Wargame went well, but life is making it hard to keep a consistent schedule for an RPG. So, I’ve made up a few changes to Dux and am going to run a campaign. As people are able to come over, we’ll run the game and see if the Iron Band can continue to expand under the guidance of our erstwhile heroes.

The area that will be fought over. Note that the Dalmorian names are in the south, where our heroes are starting

The Gardal

A rich area at the northern end of the Burway, the area is almost all farmland, with few pockets of wilderness left. Market towns dot the area, and there is little evidence of the collapse of the Rovians except further north near the plains where ruins poke up from under bushes and are turned up by plows. To the west, the Dunwood is known to have many gobblins, so-called eaters of the dead. They dislike water, so are mostly seen in Grontoft and Grongard. The Greenwood to the east is known to lead people astray, and there are stories of walking trees and the dead following the flutes of majestic creatures. Shren Nesna is a hilly area full of ruins that is the biggest reminder of a fallen civilization. No one claims it, and strange magicks are often attributed to it. The tower near the Greenwood in Markadal is the ancient tower of Con Adoran, one of the few active towers of the Dal-Amach, the Blood Mages. Thus far the Dal Amach have not entered into the fighting.

Campaign Overview

The Iron Band has proven its worth in pacifying the lands beyond the river Celental. With the departure of the Southern Banner forces of the Rovians, the King of Dalmor’s control is uncontested. Or it should be. The Duke of Florick has finally risen in revolt. The Earls of Steirlund have declared their fertile land off limits to either group. Local lords and rebels north of the river Tula, ostensibly not under the control of the Regent of Rovas, are hiring mercenaries and attacking Dalmorian forces belonging to anyone. At the same time, the Alfar, the faerie folk, have been angered by the disregard of the Treaty Stones. Gobblins and worse have attacked farms but have so far refrained from open conflict. In order to calm the situation, the King has ceased his push north and is moving the bulk of his forces south. He has commissioned the Iron Band to hold the area north of the river Tula while his loyalists fight the rebels in the Kingdom.

Campaign Objective

The Lord Commander has assigned small forces under your command to hold the Burway north of Tur Malen, a fertile area known as the Gardal. You are to raise your own forces and, if possible, expand the areas under the Iron Band’s control. Your centre of effort should be to push the Rovians back and take the key city of Athramere and then threaten Tur Heva. With the Gardal secure, the Rovian forces will be forced onto the plains of Mag Ushil. Once your forces are robust enough, you will be directed to take Tur Heva. Then, the eastern flank of the Kingdom will be secure. As you become more successful, you will rise in the ranks and gain more wealth and power. Note that taxes of a Beggar’s Bowl are due to the Iron Band every year. This is can be offset by the natural wealth of the Gardal. Every year, roll 1d6 per province you hold. On a 6, you gain a beggar’s bowl worth of wealth.

You and your peers will each have one province to start from: Grondal, Rikdal, Wegrik.

Procedure

At the beginning of each month, declare if you are going to be raiding, resting, or contesting ownership of a province.  Your starting forces may seem large, but due to the tense situation they are required. You must declare how many troops you are leaving to guard your lands from others including the Alfar. Any troops left behind will be led by your lieutenants and subordinate leaders.

Raiding

Declare which province you are raiding. Consult the Table of Raids, set up the table and fight!

Resting

If you are not engaging in conflict, you can build up your forces. If the Alfar attack, your whole force can be used against them.

Contesting Ownership

This most likely means a battle and can only be done at the rank of Captain or higher for the Iron Band. If the enemy forces are weak, they may retreat behind their walls and remain under siege. If friendly forces arrive to engage the besiegers in battle, the weaker forces can join in. If the siege is not lifted by friendly forces, the remaining enemy will surrender when the siege ends. Note that if we get large enough forces, we may use Hail Caesar for battle resolution.

Alfar Interference

Every month, after you have decided your action, roll 1d6 per province you hold. On a 1, the Alfar will conduct a raid on that land, regardless of what your forces are doing.

Forces

Most of the professional soldiery of the Iron Band are tasked elsewhere. Your starting forces are as follows:

Leadership

Status III Reeve
4 Status II Lieutenants (you can only bring 2 with you on a raid)
1 Champion

Foot:

Elite – The old “heavy company” of the Iron Band. These warriors are experienced and well armed and armoured. You begin with 1 group of 6 Heavy Company fighters.
Warriors – The bulk of your forces. You begin with four groups of 6 warriors.
Levy – Scarecrows. Following the traditions of the Iron Band, the newest recruits are called Scarecrows and classed as Levies. You begin with two groups of 6 Scarecrows who are just learning their way.

Cavalry:

Shock Cavalry – Heavy, armoured warriors. As you become more successful, you can gain some.
Light Cavalry – Light cavalry armed with bows. You begin with 3 of them.

Skirmishers:

Archers – You have 5 Iron Band Archers who are unique as these troops can be used in combat as Levies. They are difficult to train, and take 1 additional month to replace compared to the type of losses incurred.

I have the career progression for the players updated, it is right  here.

In any event, those are the instructions to the players. I intend to post the outcomes of their campaign on here. Next weekend I’m hoping to bring some of the guys together and experiment with a battle or raid and then kick this off.

Project Planning – Fantasy

I’ve not only got plans for WW2 and Napoleonic, but also fantasy (with some history thrown in for good measure).

Dux Britanniarum – TFLs ruleset for skirmishes and battles with a campaign system baked in. I’m hoping to use this for an Arthurian campaign with full on Sub-Roman Britain with heavy cataphracts riding down Saxons, raids on the Saxon shore and all. I’m happy to play some of this solo to keep the story moving but while I have some bits standing by in the lead pile, this project is a ways out.

Daughter of Rovas (DoR)  – I have been slowly building a world for RPGs/fantasy wargames. It’s low magic, a bit gritty, and fun. But I’m biased. I’ve run an RPG campaign in the world, with the players part of a mercenary company, “The Iron Band.” This was modelled loosely after The Black Company, by Glen Cook. In between adventures there were battles (using Hail Caesar or Dragon Rampant). The adventures fed into the battles, and vice versa. It was an experiment and was fun for all. Due to life, the campaign is on pause, but we will be restarting soon with a Dux style system before warping a few hundred years into the future for an RPG set in the world that the players have helped shape.

King’s Stone – DoR – In the campaign world set above, I have a cunning plan to run a convoy escort over several terrain boards. I’ve got the rules I’m going to use already modified, the forces are partly painted, and next is the construction of the terrain boards that will include a night battle with (electric) bonfires! This particular project keeps me smiling as I think of it.

LOTR – No idea which ruleset, but maybe use a Dux system with the Enemy being the Saxons and the others being the Britons. I have a large number of LOTR figures and this one sounds like a good way to have some fun.

WAT – Thoughts

Earlier, I had put forward some thoughts on TFL’s What A Tanker and I’ve taken some time to develop them a little bit. Essentially, my unhappiness with the rules centres around the luck and lack of skill required. The rest of the TFL’s rulesets are all about making command decisions, not luck. In order to improve the rules and really bring out the goodness in them, I’ve adopted a 2d6 concept as the math is simple and elegant. So here are my thoughts (you will likely see them in action this week):

Initiative is unchanged. On your initiative, you roll 2d6 plus/minus modifiers.

Modified Roll          Result
2                                   1 action, -1 to next round initiative
7                                   2 actions
10                                 3 actions
12                                 3 actions, +1 to next round initiative

*On a natural 11-12, you gain a wild die. Wild dice no longer shift actions or add actions, but otherwise are unchanged.

Modifiers

+1: experienced
+2: veteran
+3: ace
-1: per point of damage incurred
-1: 2 man turret
-1: conscript
-2: 1 man turret

A conscript T-26 would have a -3, while a veteran Pz IV would have a +2.

All actions cost the same

This means that if you get 2 actions, you can move and reload. Or aim and acquire. Up to you.

Damage

Instead of losing CoC dice, you suffer -1 to your activation roll.
At a total modifier of -5 (including your training/tank layout) your crew bails. A poorly designed but tough tank may be hard to knock out, but easier to force the crew out.

Each tank card/sheet, will have a slider for activation modifiers vs Chain of Command dice.

That’s it! I think it’s a simple but effective mod to make WAT so much better. These changes should make the early war combat a bit more compelling as the Germans will be able to out-do the tougher French tanks much more easily, but the Germans will also suffer when up against better trained or combat experienced units.

As always, thoughts are welcome!

Project Planning – Napoleonic

My wargaming plans are not confined to WW2, not by a long shot. For my Napoleonics here was we’ve got slowly working towards fruition.

Kiss Me Hardy rules, 1:1200 scale. These rules are going to be the analogue to Wings of Glory for us. They will serve for quick games, though we would like to run a bit of naval campaign at some time in the future.

Denmark Campaign, General D’Armeé rules, 15mm. We are working on building up a fictional scenario, not long after Jena and Auerstadt. The British, worried about the developments in the area, invade Denmark. The French dispatch a corps to the north, their timeline for seizing the Danish fleet being correspondingly moved up. The Danish caught in the middle, will be holding Copenhagen (with their fleet). We are hoping to have a naval aspect with the outcome of naval battles influencing reinforcements and supplies available.

Peninsular War,General D’Armeé rules, 15mm/Sharp Practice 28mm. After the securing the Baltic, our attention will shift to the Iberian peninsula. We are hoping to do a campaign in 15mm, marked with 28mm Sharp Practice skirmishes and raids (that may involve a certain captain in the 95th rifles). Between L and I, we have a good start on collecting the 28s, but we have so very, very many 15mm to paint up that the plan for this is very much in the future.