Monday, March 25, 2019

Cold Wars Photo Dump and a Tiny Batrep

Here are my pictures from the Dux Brit game at HMGS Cold Wars in Lancaster, PA. I ran a raid on a village using my Last of the Romans supplement.

The Franks, led by Clodwig Wodenborn, were intent on looting the village and the Gallo-Romans, led by Malamus Sexus and Maximus Minimus, intent on stopping them. What started as a raid quickly evolved into a pitched battle when the Romans were able to get to the village first and the Franks were forced to dislodge them. After several combats in and around the fenced enclosure, it appeared that the Franks had the upper hand, but upon the arrival of Malamus Sexus and his Warriors on the Frankish right flank as well as the undisciplined charge of Clodwig in the center, which left him isolated behind the Roman main line and heavily weakened, turned what could have been a great victory for the ginger German into an absolute rout of his forces. Leaving over twenty men to the mercy of the Romans, Clodwig fled back into Frankish territory empty-handed and foul-hearted.

Forced to lick his wounds until the next campaign season, Clodwig was barely able to pay King Arnulf the Strange his taxes, but he knew that next year would see his fortunes returned, he just needed more men.










Tuesday, February 26, 2019

The Cards Have Arrived

My first order of cards for Dux Arda and my Franks have arrived from Arscow! They aren't perfect, but thanks to John Cunningham, the only imperfections are my abilities to properly use the Artscow formatter (Or their limited instructions, but who's to say?). I plan on making cards for all of the factions moving forward, and thanks to John, it's just a matter of cutting and pasting for the most part.




Wednesday, January 9, 2019

Dux Arda: Lard of the Rings- Men of the East Force Information


(Just a preface, none of these pictures are my own)


While they have not always been in service to Sauron, the Men of the East have traditionally been enemies of the men of the West. The threat of the Wainriders during the middle of the Third Age is what led to the formation of Rohan and their alliance with Gondor as well as the dramatic decrease in Gondor’s power East of the Anduin as Sauron consolidated power in Mordor. Made up of several tribes and nations, the Men of the East are a varied force, relying on cavalry, chariots, and many types of infantry. However, the true power of the Easterlings’ armies are the cataphracts and heavy infantry of Rhun. The former empire of Kamul, second most powerful of the Nazgul, Rhun boasts the greatest heavy cavalry East of the Anduin and arguably all of Middle Earth. The Men of the East form the backbone of the armies of Sauron, fighting on an equal, or often better, footing than their enemies.

The Easterling player takes the role of an Easterling Captain, commanding a band of raiders, in service to the armies of Sauron. He seeks to slaughter the Men of Gondor and Dale wherever he finds them, and in doing so, advance his position using both loot and the favor he gains through success. Sauron is a harsh master, but he rewards those who please him, and you aim to do so.

Gripping Beast Attila

The troop types of the Men of the East are the same as troops presented for the Romano-British in the main rules and The Raiders supplement with two additional unit types shown below:

BALCHOTH CHARIOTS
The very sight of Balchoth Chariots strikes fear into the hearts of the men of the West, who’s memory of the Wainriders is one of terror. While they are not as well armored as the chariots of the Wainriders, their effect on the morale of their enemies is great. To reflect this, a Group of Balchoth Chariots functions as Warrior Shock Cavalry. However, if they are within twelve inches of an enemy Group or Formation at the start of their activation, they will inflict two (2) points of Shock on each Group within this range.

Gripping Beast

CATAPHRACTS
The greatest heavy cavalry in Middle Earth, Cataphracts are both extremely effective in combat and a fearful sight to behold. Completely covered in armor and riding armored horses, they strike fear into their enemies and form an nigh-unstoppable hammer blow to enemy formations. To reflect this, a Group of Cataphracts functions as Elite Shock Cavalry and die on a 6 and Shock on a 4, or 5. Due to their hulking armor, they also Always count as being in one level of cover higher than they are currently in and they also Always ignore the first kill in combat. However, this protection comes at a cost. Cataphracts do not gain the bonus inches of movement that cavalry typically receives, they may only move 3D6. Also, if Cataphracts are ever forced to take a test for being unhorsed, subtract one (-1) from the roll for each man.

Gripping Beast


Force Rules

Easterling Bows: All Raider Cavalry and Raider Skirmish Cavalry carry bows, rather than javelins. To reflect this, they use the To Hit table for Missile troops, rather than the To Hit table for Skirmish troops.

Gripping Beast Attila


Starting Forces

The starting forces for the Men of the East are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

A Lord may to substitute up to two Groups of six Warriors or two Groups of six Elites, once he has Elites, with two Groups of four Warrior Light Cavalry or Elite Shock Cavalry, respectively. He may also elect to substitute up to two Groups of six Levy for four Raider Skirmish Cavalry. The Lord may select any of these options, or he may elect to keep his men on foot. Men who are mounted will fight on horseback for the duration of the game; they may not dismount.

When fielding mounted troops, the Men of the East may attach any of their Nobles to command the cavalry. If a Lord is mounted then his champion will be too. A mounted noble may only influence cavalry troops during the game.

The Lord may also elect to fight mounted on horseback or on a chariot. The chariot functions the same way as a chariot mounted Lord in The Raiders supplement, but he moves and fights as whichever type of Group he is attached to. If he is not attached to a Group, he functions as Warrior Shock Cavalry. When mounted on horse or chariot, he may only influence mounted or chariot troops.

Property of James Wappel

Led by these Nobles, you will have one Group of Elites, two Groups of Warriors, and three Groups of Levy troops. All of these Groups will be six figures strong. You will also have one Group of four Missile troops armed with bows, and one Group of four Raider Cavalry (From The Raiders supplement).

Reinforcements for the Men of the East are gained the same way as the Saxons in the main game.

Reinforcements which arrive using the reinforcements table as below.

Reinforcements arrive in the order shown, from 1 to 5. The first time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that he will never receive the Group he passes over.



Order
Men of the East
1
Six Warriors
2
Four Raider Cavalry
3
Four Balchoth Chariots
4
Six Warriors with a Status I Noble
5
Four Cataphracts with a Status I noble


Footsore Late Romans

Men of the East Cards

The Men of the East begin the game with one Variags! card and one Darting Blow card. The balance of their hands are dealt at random from the Fate Deck. The remainder of their cards added to the Fate Deck are as follows:

Carpe Diem x 3
Aggressive Charge x 1
Goad x 1
Thundering Hooves x 2
Variags! x 1

Thundering Hooves - A Group of Shock Cavalry moving into close combat may play this card to instill fear upon their target as they see their dreaded enemies charge. Roll 1D6 for each attacking figure before the charge, counting one point of Shock on the front rank of their target for each 5 or 6 rolled. All morale effects will take place before the charge continues, meaning that the target unit may fall back or or before receiving the charge. The charge will then proceed as normal and if they contact a routed enemy cavalry will fight a single round of close combat, doubling the number of dice it rolls. This is a Pursuit Card in Post-Game Phase. (Use unused Saxon or Raider cards to Represent this card, or make your own!)

Variags! - A Group of Raider Cavalry or Raider Skirmish Cavalry may play this card if they are within twelve (12) inches of an enemy Group or Formation and form a shooting circle. By doing so, they fire at a minus one (-1) To Hit. However, what this allows the unit to do is mimic the movement of their enemy, moving the exact same distance as the nearest enemy Group, maintaining the same distance from the nearest enemy Group while still remaining in the shooting circle. They will remain in the shooting circle for this activation and their next activation. The enemy may be stop this action by playing a Carpe Diem card during their activation.

Dux Arda: Lard of the Rings- The Elves of Lothlorien Force Information

(Just a preface, none of these pictures are my own)


The Elves of Lothlorien, or the Silvan Elves, are the oldest and wisest of the races of Middle Earth. Secluded within the mysterious forest of Lothlorien, they tend to stay out of the affairs of Middle Earth as a whole. While they do not take part in much of the warring around them, they still defend their realms with unmatched skill and resolve. The Elves of Lothlorien defend their forest homes and the surrounding area from orcs and evil men from Isengard and the Misty Mountains, killing any who dare stray too close to their realm.



The Elven player takes the place of a Captain of Lothlorien leading a small force of warriors defending the forest. You must protect your halls as well as the frontiers around your secluded home from all threats.

Oathmark Elves


The troop types of the Elves of Lothlorien are the same as troops presented for the Saxons in the main rules.

Force Rules

Immortals: Elves do not sacrifice their immortal lives without great cause. Therefore, they will receive a Force Morale Loss if their Force Morale ever reaches three (3) or less. However, they may use any Retreat cards that they hold, unless their Force Morale drops from four (4) or above to zero (0) in the same activation phase.

For example: The Elven Force Morale is currently at four (4). The Lord and a Group of Elites are attacked by several Groups of orcs and they are killed to a man, including the Lord. The resulting Force Morale roll for the loss of the Elites is a three (3), meaning that the Force Morale drops two (2) points to two (2). The Force Morale roll for the death of the Lord is also a three (3), meaning that the Force Morale drops two (2) points to two (0). At this point, the Elven force has been truly routed and they must sacrifice their Retreat cards for the Post Game Phase.

Skilled Ambushers: The forces of the Lothlorien are skilled ambushers. To reflect this they may elect to use either the Surprise, Feign Flight, or Flank Miracle from the main rules before every game. They do not inform their opponent of their decision to use this ability or which option they select.

Skilled Marksmen: Every elf in Lothlorien is a master of the bow, loosing arrows with unerring accuracy. To reflect this, all Missile troops, including infantry Groups acting as Missiles, attacks with a plus one (+1) on all To Hit rolls. These effects stack with any cards played on the Groups.

Warrior Archers: Elven Missiles are trained to fight in melee as well as with the bow. To reflect this, they may elect to stand and fight when contacted by the enemy. Missiles will fight as Warriors in combat to represent their skills in combat. If they are defeated in combat, they will disperse like standard Missiles troops. However, because these archers are not merely boys learning the way of war, when they are killed or dispersed, they count as Warriors when consulting the Force Morale change table.

In addition, unlike Missiles in the main rules, Nobles may activate and command any Missile troops as if they were standard Warriors.

Missiles: All Elven Groups carry bows and may elect to function as Missile Troops during the turn. If they choose to do so, To reflect this, they are able to both function as Missiles, but with as many figures that are present in the Group, and melee infantry. This means that a Group of six models will use 6D6 to attack, rather than the 4D6 of regular Missiles. If they are attacked, they may attempt to Evade like Missile Troops, but may only evade 2D6 inches. If they are contacted, they will receive double Shock for the first two (2) rounds of combat, and will fight as one (1) level lower in troop quality. For example: If a Group of Elites is contacted while acting as Missiles they will fight as Warriors and receive double Shock and if a Group of Warriors is contacted while acting as Missiles they will fight as Levy in regards to troop quality and receive double Shock. As long as all Groups in a Formation are within two inches on each other, they remain in Formation. However, if any Group is further than this distance, they are no longer in the Formation and must be reattached.The Evade may be stopped if the attacker uses a Carpe Diem card, the same as in the standard rules. If acting as Missile Troops during the turn, the Fleet of Foot card may be used on the Group.

(Author’s Note: The reason that the penalties are so great for being unable to evade are to both reflect the lack of preparedness as well as to prevent this ability to be used for too many shenanigans. This has the effect of allowing all Elves to use bows, which Tolkien described nearly all of them carrying, as well as being relatively accurate to what would actually occur if combatants were forced to drop their bows and fight unprepared.)

Vendel Elves


Starting Forces

The starting forces for the Elves of Lothlorien are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Led by these Nobles, you will have two Groups of Elites, and two Groups of Warriors. All of these Groups will be six figures strong. You will also have one Group of four Missile troops armed with bows.

Property of Dan Mersey

Reinforcements for the Elves of Lothlorien are gained the same way as the Saxons in the main game.

Reinforcements which arrive using the reinforcements table as below.

Reinforcements arrive in the order shown, from 1 to 5. The first time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that he will never receive the Group he passes over.



Order
Elves of Lothlorien
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Six Warriors
5
Six Warriors


Property of James Manto

Elves of Lothlorien Cards

Elves of Lothlorien begin the game with one Bounding Move card and one Evade card. The balance of their hands are dealt at random from the Fate Deck. The remainder of their cards added to the Fate Deck are as follows:

Carpe Diem x 3
Darting Blow x 2
Bounding Move x 1
Peerless Warriors x 2

Peerless Warriors: This card, when played on a single Group of Elites, doubles it’s dice rolled for attack in the first round of combat, as well as doubling any kills inflicted. This is a Pursuit or Retreat Card in Post-Game Phase. (Use unused Romano-British cards to Represent this card, or make your own!)

Tuesday, January 8, 2019

Dux Arda: Lard of the Rings- The Men of Dale Force Information

(Just a preface, none of these pictures are my own)


The Men of Dale are a people who have reformed their kingdom within the last century. Under Bard’s line, the northmen have reforged their alliance with Durin’s Folk after the Battle of the Five Armies. This resulted in great wealth flowing back into the region, drawing many of the scattered peoples of Rhovanian and Dorwinion back to Dale. Due to their close relationship with Durin’s Folk, the Men of Dale are well-equipped for war. When they were approached by emissaries of Sauron, demanding they swear fealty, they and the dwarves turned them away, resulting in an invasion by Sauron’s Easterling allies. While the Men of Dale are well-prepared for war, they are still vastly outnumbered by their enemies, who are often just as well-trained and well-equipped as they are. However, the Men of Dale have known hardship and peril for many years and they will not balk in the defense of their realm.

The Dalian player takes the place of a Captain of Dale leading a small force of warriors defending a region of Dale. The forces of Rhun and the East are marching West, intent on slaughtering your people and taking your homes. You are sworn to stop them.

Gripping Beast Rus

One change from the Romano-British force in the Main Rules is the ability for the Dale Lord to have mounted units exchanged for some of their infantry. A Lord may elect to substitute six Elite foot soldiers with four Elite Shock Cavalry in any game. He may also elect to substitute six of his Warriors with four Warrior Shock Cavalry. The Lord may select one or both options, or he may elect to keep his men on foot. Men who are mounted will fight on horseback for the duration of the game; they may not dismount.

When fielding mounted troops, the Dalians may attach any of their Nobles to command the cavalry. If a Lord is mounted then his champion will be too. A mounted noble may only influence cavalry troops during the game.

The troop types of the Men of Dale are the same as troops presented for the Romano-British in the main rules and The Raiders supplement.

Gripping Beast Rus


Force Rules

Prepared for War: The Men of Dale, have just taken back their homes, are well-prepared to defend it to their dying breath. To Reflect this, at the start of the game, the Dalian player may make a pre-battle speech, even for Raids. When they roll for the results, they add a plus one (+1) to the result. If the player rolls a result of seven (7), rather than just receiving the results listed for a six (6), all infantry and cavalry groups will roll a plus one (+1) To Hit in the first round of combat in addition to the results for rolling a six (6). This modifier will stack with all other modifiers.

Gripping Beast Rus


Starting Forces

The starting forces for the Men of Dale are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Led by these Nobles, you will have one Group of Elite troops, two Groups of Warriors, and three Groups of Levy troops. All of these Groups will be six figures strong. You will also have one Group of four Missile troops armed with bows.

Reinforcements for the Men of Dale are gained the same way as the Romano-British in the main game.

Reinforcements which arrive using the reinforcements table as below.

Reinforcements arrive in the order shown, from 1 to 5. The first time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that he will never receive the Group he passes over.


Gripping Beast Rus



Order
Men of Dale
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Four Warrior Light Cavalry
5
Four Warrior Shock Cavalry with a Status II noble



Gripping Beast Rus


Men of Dale Cards

The Men of Dale begin the game with one Stout Hearts card and one Shieldwall Braced card. The balance of their hands are dealt at random from the Fate Deck. The remainder of their cards added to the Fate Deck are as follows:

Carpe Diem x 3
Strong Arm x 1
Hero of the Age x 1
Aggressive Charge x 2
Stout Hearts x 2

Stout Hearts- This card allows the Dalian player to not roll on the Force Morale Change table if he would normally be forced to do so. However, they may also chose to play this card after losing a combat. If they do so, they reduce the level of defeat by one. For example: If they are defeated by three (3) men killed the player may play the card and reduce the result to defeated by two (2) men killed. This is a Retreat Card in Post-Game Phase. (Use unused Romano-British cards to Represent this card, or make your own!)


Monday, January 7, 2019

Dux Arda: Lard of the Rings- The Men of Dunland Force Information

(Just a preface, none of these pictures are my own)




The Men of Dunland, or the Dunlendings, are a race of middle men who have allied themselves with Isengard against Rohan. Driven from their ancestral homes by the Men of Rohan, the Dunlendings are bitter and willing to take any opportunity to reclaim what is theirs, even if it means allying with the forces of Sauron. Convinced by Saruman that they will be able to kill the “straw heads” of Rohan and take their true homes back, they willfully sold themselves into service of the Dark Lord.

The Men of Dunland player takes the place of a Warlord of Dunland leading a small force of warriors raiding and pillaging the lands of Rohan, the owners of your ancestral home. While your forces are not adequate to challenge the Rohirrim on your own, Saruman is also lending the support of Isengard towards your shared goal, the destruction of Rohan and Gondor.

The troop types of the Men of Dunland are the same as troops presented in the main rules and The Raiders supplement.

Starting Forces

The starting forces for the Men of Dunland are as follows: One Warlord (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Footsore Picts

Beneath these Nobles you will have four Groups of six Raiders, one Group of four Missiles, one Group of four Skirmishers, and one Group of four Raider Cavalry.

Footsore Picts


The Dunlending Warlord may elect to fight on foot or mounted, but must choose at the start of the game and his Champion must follow suit. He may also choose to have one or two of his Nobles mounted, but the number of mounted Nobles, including the Lord, may not exceed two at any point. A mounted noble may only influence cavalry troops during the game. They must remain mounted throughout the game and he may only influence cavalry troops during the game.

Footsore Picts


As the campaign progresses a Dunlending Warlord who gains success in battle will find that
additional followers will join his force. Normally this will be just two additional men
turning up to join your force, but occasionally a significant victory will allow the player to
take reinforcements from the Reinforcements Table as a completely fresh Group of men
join you.

Where two men join a force, these will normally be added to one of the six man Raider
Groups to bring them up to eight men. If this occurs three times then these will be
grouped together to form a new six man Group, with the eight man Groups being
reduced to their original size.

Reinforcements which arrive using the reinforcements table will be as below.

Reinforcements arrive in the order shown, from 1 to 5. The first time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that will never receive the Group he passes over.


Footsore Picts


Order
Men of Dunland
1
Warhounds
2
Four Raider Cavalry
3
Six Raiders with a Status II Noble
4
Six Raiders with a Status II Noble
5
Four Noble Raider Cavalry


Men of Dunland Cards

The Men of Dunland begin the game with one Bounding Move card and one Rage card. The balance of their hands are dealt at random from the Fate Deck. The remainder of their cards added to the Fate Deck are as follows:

Carpe Diem x 3
Strong Arm x 1
Aggressive Charge x 2
This Land is Ours! x 2

This Land is Ours!- This card, when played on a Group or Formation of Dunlending Raiders, Noble Raiders, Raider Cavalry, or Noble Raider Cavalry attached to the Dunlending Lord within 18 inches of an enemy Group or Formation, throws them into a mad rage. The remove up to two Shock per Group and immediately charge forward 3D6 inches. If they make contact with an enemy, the will fight combat with an additional 2D6 dice per Group. If they do not make contact, all Dunlending Formations are broken and each Group takes 1D6 Shock.


Footsore Picts