I noticed Friday that Wargame Vault was having a summer sale and scooped up Dominion of the Spear Revised Edition to try it out with my orcs and lizards.
It was super late at night and I may have missed something in the rules but I wanted to play so I grabbed a small 14.5" table and had at it. I used the basic rules without using any of the options.
The lizards had two Melee Foot, one Elite Melee Foot, one Missile Foot, and one Melee Cavalry.
The orcs had three Melee Cavalry, one Melee Foot with a Defensive Advantage, and one Eliete Melee foot.
Lizards won the roll to be the attacker.
The overhead lighting here is not great for pics of minis at 1AM and I haven't moved my lamps from the old apartment yet. So, apologies for the heavy shadow.
Turn 1.
The battle lines were drawn.
On the left, lizard archers ineffectively rained arrows down on a unit of charging Boar Boyz who were held off by the archers and forced to regroup for another charge. In the middle Geckos and Black Orcs clashed in fierce melee, but neither line moved. On the right, the elite foot of both armies, Gators and Wild Orcs, crashed in a bloody melee, that saw both units devastated and driven from the field.
To replace the Gators, the Skinks were brought up from the reserves. A unit of Boar Boyz rode to the front to replace the fallen Wild Orcs.
Turn 2.
The lizard archers unleashed an unrelenting barrage of arrows on the Boar Boyz before they could make contact, and the orcs were driven from the field. In the center, the Black Orcs were overwhelmed by Gecko ferocity. But on the right neither the Skinks nor the Boar Boyz could gain any advantage.
The Boar Boyz in the reserves charged to meet the Geckos, but their left flank was totally exposed as a result.
The exposed flank would be their undoing. With the orc center gone, the Boar Boyz on the right were now exposed on their flank and the Geckos attempted to take adavantage - but finally some luck went the orcs' way and the attack was repulsed. Their luck did not last long, and though they managed to drive the Skinks from the field, they Boar Boyz were destroyed in the attempt.
I think the game took something like five or six minutes. Certainly fun, but I like the changes that are in Dominion of the Trenches as they give the player more decisions. Those changes are included in Appendix A in this revised edition.
I'll be using "Option C" for determining battle sector (instead of all three every turn as in the core rules) and the Unreliable Disadvantage. Both of those options are standard in Dominion of the Trenches. The Rally and General options in the appendix also look good, and I'll try those eventually as well.
The other thing I like about Dominion of the Trenches is that you bring up reserves to the sector that just fought, and it's not guaranteed, ie. you have to roll for it. So, I will probably use that (it adds a lot to the narrative).
However, I plan to modify the die roll with the same modifiers used for different troop types facing each other. For example, an archer unit in reserve would get +1 to its roll to move up from reserves if it would be facing a Mounted Melee unit. Conversely, a Mounted Melee unit being sent up to face archers would get -1 to move up from reserves, to reflect that extra effort it would take to motivate them to face a rival that has an advantage.
Finally, I'm thinking of stealing Leadership Points from Battles of the American Revolution and givng each side the opportunity to spend 1 point per turn to add +1 to a roll. That one I'm less sure about though. I'll have to try it out a few times. Which means I need to play some games. Boo-hoo!
My favourite battle sector system is the one where you can choose 50% of the time but it's random the other 50%. Gives a nice balance.
ReplyDeleteReserved in the Malburian set are interesting too; you don't have to roll, but can't use them in the turn they move up (can't choose that sector).
That battle sector system sounds like the one used in the 2nd turn onwards in Dominion of the Trenches. I agree, it adds a nice balance (and occasional frustration when you miss out on a flank attack as a result - which is good for the narrative).
DeleteI really like that variant of not being able to use reserves in the turn they move up. I will have to add that to my list of things to try.
Nice little game John and I like your modification ideas too.
ReplyDeleteThe 50-50 random battle sector idea in Kaptain Kobold's comment is also a nice one...
Thanks, Maudlin Jack! I'll be trying various options and posting about them. The speed at which these games play really encourages experimentation - you can do significant numbers of games to play test a change in the time you'd only get in one for other rule sets.
DeleteIt looks like nice rules for quick and easy games. Does these rules have similarities to 'The Portable Wargame'?
ReplyDeleteEven considering the 3x3 variant of The Portable Wargame, other than using a grid (which in Dominon of ... games doesn't even need to be marked out), I don't feel like they have much in common mechanically speaking.
DeleteDominion of ... games are far more abstract than The Portable Wargame.
No minis of any kind, or terrain or even grid is required. I have literally played the WW1 variant dozens of times on the backs of scraps of paper.
As written, the rules have no movement per se - except out of reserve to the Left, Right, or Center.
Because they are abstract and have no movement, on the surface, they don't really support scenarios other than in a narrative sense. Objectives like capture the bridge/town etc. can probably be done, by placing said objective in one of the sectors I suppose and saying whoever has a unit unopposed in that sector controls the objective - but in the end, because there is no movement, visually it would look like "line them up and fight".
There are no hit points (although I believe there are homebrew variants that include them) - for the most part, units are one hit and removed (which I guess is the same as the original Portable Wargame), although some rules may vary that - in Dominion of the Trenches, for example, the initial barrage elite or those with defensive advantage just lose their special status.
There are no ranges for movement or attacks - all attacks are to the opposite enemy unless that space is unoccupied, then a flank attack is possible (but no movement is performed).
Dominion of ... games are intended for solo play and do not take very long to play, even shorter than Portable Wargame games, which in my experience rarely last more than 30-40 minutes if i really ponder things. A 3-5 game mini campaign of Dominion of ... could be completed in the same time!
I haven't seen them go on sale very often - for instance they weren't on sale for the Wargames Vault Winter Offensive, which is that site's biggest sale of the year usually. But I happened to stumble on a sale a few nights ago and grabbed them. When not on sale, they typically go for between $5-$6 USD depending on the exchange rate.
Lots of people far more knowledgeable than I am about Ancients through Late Middle Ages, have reviewed the rules and expressed appreciation for their ability to "feel right" despite their simplicity. I know absolutely nothing of the Dark Ages period - except what Neil Thomas wrote in One Hour Wargames but I was able to model the same troop types nearly 1:1 (NT"s skirmishers being the exception, but Dominion of the Spear explains how to handle them, at least for historical scenarios). From that perspective, Dominion of the Spear Revised Edition is pretty flexible and I had fun, which is all I can ask.
That's probably more than you wanted to know!
Thank you very much for a thorough answer John
DeleteYour games were great John, I really like the Dominion rules, especially Dominion of the Spear and Bayonet! Bob Cordery has some really great videos of these games on You Tube, they are definitely worth a look!
ReplyDelete