Monday, 21 August 2023

De Bellis Fantasiae – ‘The Wars of Fantasy’.  Playtesting 1) First impressions

I've just got a beta test of the rules and thought I'd share my initial thoughts.  

Is this Hordes of the Things on steroids?  Yes.  

Has it been made over complicated?  No.  

What is the average game time?  Definitely, that's wot playtestings for-.

Yes, it's written in clear, precise language.  

Measurements are done in inches and/or BW's - base widths. 

2 things missing!  The One Dice To Rule Them.  

The old 6 segment campaign map.

Most of you, if you haven't existed down the grandma wendy sinkhole, will have used a WRG set or a derivative.  I started with 5th Ancients, Renaissance then 6th.  Out comes DBA and this had, and still does, have a HUGE effect on the wargaming world.  Then Hordes Of The Things does the same for the fantasy market.  It's influence goes far mostly because you could use ANY figures or scale without being demonised.

I'll give you a bit of my history - a campaign:  http://unitrecon.blogspot.com/2023/07/just-dont-move-history-lesson.html

Way, way back in 2016 when we were selected to playtest for OAAH we looked at the current crop of rules - and Hordes of The Things came out on top. http://unitrecon.blogspot.com/2016/01/kings-of-war-vs-hordes-of-things.html

Target audience?  This is a big scale game with (I'm guessing) lots of armies that are semi-historical.  So lots of gamers who want to add fantasy elements or a good dose of "what if" into the mix,  I'm guessing that fielding Leonardo as a magician, a squadron of turtle cars and a couple of flyers are going to become popular--.  Lion/Dragon Rampant players who want to "go large".  Grandma wendy players who are transitioning out.  Same with Kings of War who want to field masses of 10mm figures.

Here goes!  I've put direct quotes in italics:

The standard playing area, “the Battlefield”, is rectangular; with sides 1,500mm/60” by 1,200mm/48” for the larger scale and 1,200mm/48” to 600mm/24” for the smaller scale. Areas bigger than the minimum will be needed for larger point games or be used for fantasy armies featuring significant numbers of Mounted Troops or Aerials.  That fits in well with my carpet tiles, allowing for a quick change of edge.

The average game features around 200pts, though games sized between 100pts and 250pts will play well.  Each Troop type is defined by an Element type, as found in the troop type definition section, and a point cost. The lists will also include a minimum and maximum number of Elements per troop type to purchase for a standard sized game of 200 army points and 1-4 commands. For a smaller game, halve the maximums and minimums (to a minimum of one). For larger games, double the maximum and minimum purchase numbers for the troops.

I've looked at a couple of the army lists and produced playsheets for same below.

Now let's look at some of the troop types.   Some are divided into solid and fast.  No "x" class or other.

Flyers Very big, big and regular.

Pikes AND spears, HOTT lumped them in together.

Bows plus warbows and crossbows.

Characters such as heroes, paladins, clerics and magic users.

Beasts, great beasts (trolls/giants) and behemoths.

Infernal machines, more like your average turtle car or Hussite warwagon.

Terrain choice, one added:

WASTE  Rocky  Dangerous, Marsh, Rough or Difficult Hills, Scrub, maximum 1 Gully

Terrain placing, deployment and all the other stuff is a comfy old slipper, just need to wriggle your toes for a comfy fit.

Magic is just another form of shooting?  Not quite-  Two types of Spells are defined:

A Standard Spell represents the effects of magical missiles, horrible releases of energy, debilitating induced terror or perhaps the creation of more subtle confusion and chaos, that can frighten, rout, or even kill the enemy.

A Ritual is a spell that can have special effects during the game such as changing terrain or summoning creatures from alternate dimensions. These special Ritual Spells are defined in the army lists for various Mages.

Spells are cast using left over PIPs. A player must save some PIPs from the Movement Phase to cast spells.

Spell Casting

In Ranged Combat a Mage can attempt to cast one Standard Spell against one enemy Element or to enact a Ritual if:

(a) The Mage’s Element is not in front edge contact with an enemy Element &

(b) The Mage’s Element is within 5BW (Note: some Ritual Spells may be different) of the target measured from nearest point to nearest point &

(c) The Mage expends PIPs


Up to 2 additional Mage Elements can reinforce a spell at a cost of 1 PIP per additional reinforcing Mage.

For a Standard Spell, the aiding Mages must also be in range (ie. 5BW) of the target. The additional Mages aid the original Mage casting a Standard Spell by inflicting a -1 modifier on the target, instead of resolving their attacks separately.  


Shooting comes down to ranges - dragons are not mobile artillery.

Range

All Bows and Infernal Machines can shoot to a maximum range of 3BW.

Dragons can shoot to a maximum range of 1BW.   

Artillery can shoot to a maximum range of 5BW.  

Combat is as usual, a few things to note here:

Equal Exceptions:  

Dragons v Heroes or Paladins Both Destroyed

Heroes v Heroes Both Destroyed

Paladins v Mages Both Destroyed

Behemoths Flee from Bows and Auxilia

Recoiling Behemoths and Dragons

Behemoths and Dragons are an exception to the normal Recoiling rules. A Recoiling Behemoth or Dragon that meets (ie. touches with its rear edge or rear corner – corner to corner contact does not count) any Element, friendly or enemy, that are not in a BUA or Camp, Destroys that Element and then completes its full Recoil (see Figure 32).

If a Behemoth or Dragon Recoils into another Behemoth or Dragon, both Elements are Destroyed.

A Behemoth treats a Recoil result from Close Combat against a City or Castle as a Destroyed result.

Good news!  (for once) the PDF transferred over to a more basic spreadsheet.  Here's my first attempts for Orcish forces.  I could do most in 15mm by using blue tac or sticky back plastic.  However, I'll probably find and remount my old 6mm orcs - some have the same basing.

Isengard Orcs
Min – MaxCostNo.Total
Dark Lord (Rituals: Fear & Gloom)Mage (Level 5)123123
General (C-in-C)0
The Dark Lord can only be taken if defending. Must be C-in-C.0
Dark Lord gets a Castle, which is placed like a Camp0
The Dark Lord sets up in the Castle and cannot leave0
If the Castle is taken, the Dark Lord immediately loses the game0
0
Lesser Demons (Rituals: Fear & Gloom)Mage (Level 2)10110
Mounted General616
0
WolvesBeasts (Fast)1-44416
Add Goblin RidersBeasts (Solid)0-64624
Great GoblinsAuxilia (Solid) Battle Frenzy2-64624
Fanatic GoblinsWarband (Fast) Battle Frenzy4-104416
Lesser GoblinsHordes Battle Frenzy4-1041040
Goblin ArchersBows (Fast) Battle Frenzy2-64624
TrollsGreat Beasts Battle Frenzy0-2515
Goblin ScoutsSkirmishers Battle Frenzy2-6326
May ride wolvesLight Mounted (Solid) Battle Frenzy0-2326
200
The Dark Lord only appears if defending. He always gets a Castle as his dark tower, which he cannot leave (he does grant the usual +1 for being a General).
Due to the Dark Lord’s ability to use crystal balls, or magic mirrors, his Command Range is doubled (except for Light Mounted).
If the Invader, the Dark Lord sends out his Demon Lord to command his armies, who then becomes the army’s Commander-in-Chief.
Ritual Spell: FearDifficulty 3
If successfully cast, any Recoil result against an opponent in Close Combat into a Flee result instead.
Ritual Spell: GloomDifficulty 4
If successfully cast, the entire battlefield is covered with a gloom that blocks out the sunlight.
All Goblin Elements are treated as Lethal (+1 on winning scores) in Close Combat. This stacks with Battle Frenzy.

How's that on the table?  Our playing width is 1,500mm.  That gives us a  wall-to-wall of 36 bases.   Total is 43.  Divide that into the 2 generals for 2 rows of 22.  
That's going to look impressive!

Aggression: 4 Home Territory: Wastes
Tribal Orc & Goblin
DescriptionTypeMin – MaxCostNumberTotal
Evil Wizard (Rituals: Command Indecision & Wizard BlastMage (Level 4)
General (C-in-C)
122122
If Defending the Evil Wizard gets a Castle, which is placed like a Camp
0
WolvesBeasts (Fast)1-44416
Add Goblin RidersBeasts (Solid)0-4040
Make General (if Ridden)0-1515
Great GoblinsAuxilia (Solid) Battle Frenzy4-84832
Make General0-1515
Give SpearSpears (Solid) Battle Frenzy0-8188
Fanatic GoblinsWarband (Fast) Battle Frenzy2-64624
Lesser GoblinsHordes Battle Frenzy0-63412
Goblin ArchersBows (Fast) Battle Frenzy2-64624
Give CrossbowsCrossbows (Solid) Battle Frenzy0-600
Goblin ScoutsSkirmishers Battle Frenzy2-63618
May ride wolvesLight Mounted (Solid) Battle Frenzy0-2020
Fierce BarbariansWarband (Solid)2-64624
Make General0-1515
BarbariansAuxilia (Solid)2-84624
Make Fast BladesBlades (Fast)0-3133
Flock of Crows/RavensFlyers0-240
200
Special/Optional Rules:
Due to the Evil Wizards ability to use crystal balls, or magic mirrors, his Command Range is doubled if in his Castle as per the normal rules.
Ritual Spell: Command IndecisionDifficulty 3
If successfully cast, the Wizard may designate an opposing General, whose next Command Point roll is at -3 to a minimum of 1.
Ritual Spell: Wizard BlastDifficulty 4
If successfully cast, the Wizard may select one Goblin Warband Element in frontal contact with an opposing Element, Castle or Camp both Elements are Destroyed.

How's that on the table?  Our playing width again is 1,500mm.  That gives us a  wall-to-wall of 36 bases.   12 barbarians looks like a flank force, as does the small warg force.  30 left so that's a few more on the flank plus 2 rows in the centre.  With the flanks and the centre having their own general, more controlled.

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