In a previous post, I discussed some of my concerns about the rules and my approach to handling them. Let's see how things went.
First, I had to stat up two armies. The first was a Narnian army. From top to bottom, the blocks represent Centaurs (Light Riders), Big Cats (Lesser Warbeasts), Fauns (Light Foot), Dwarven Archers (Light Missiles with the Sharpshooter option), Talking Beasts (Light Foot), and Talking Mice (Bellicose Foot).
The Narnians' opponent was the Telmarine invaders. Their army consisted of Knights (Heavy Riders), 3 units of spearmen (Heavy Foot), and 2 units of archers (Heavy Missiles)
The two armies line up, ready for a do-or-die fight (I played the first scenario - Gory Bloodbath on the Plains of Doom). The objective is to destroy more of the enemy.
Early on, the dwarven archers (green) manage to batter the knights. The knights would rally.
The armies maneuver into position, with the Narnians creating a defensive line in the woods.
The Narnians tried a two-pronged attack on the Telmarine spears near the forest. Both Narnian units were repelled with heavy losses.
At this point, the Narnians grew disheartened and retreated from the field (even though the game was far from over, I had enough and called it quits).
Evaluation
I only took a few photos of the game, but I managed to get a dozen or so turns in. Unfortunately, most turns only involved 1 or 2 (and some involved no) units activating,
What I Liked
What attracted me to DR and made me want to try it was that unit creation is very versatile. There are generic unit categories, and it is fairly easy to fit fantastical units into those categories. For example, my army included a pack of big cats, centaurs, fauns, and berserker mice!
What Surprised Me
I spotlighted a few concerns in my post discussing my preparations. In particular, I worried about tracking casualties, the buckets of dice, and the table size. Well, I used a roster, I was able to scrounge the dice from One Deck Dungeon, and my calculations to scale down the table seemed to work well.
I was also concerned about using my blocks; would I be able to distinguish the different troops? Well, using color coding worked fine. It did not take me long to remember which unit was which.
What Bothered Me
In the course of playing the game, some other concerns arose:
- Activation - I rolled so poorly that in most turns, only a couple (at most) units could move. I found this very frustrating.
- Low Casualty Rates - Most combats seemed to cause only 1 or 2 casualties. Given that foot units could take 12 casualties, it seemed like it would take a lot of fighting to destroy a unit. Because I like short games, I prefer more decisive combat results.
- Too Many Stats - each unit has 10 different statistics (e.g activation values for different situations, armor value, combat to hit numbers, range, and strength points). Because there are so many, I found myself constantly having to check the roster. And I did not even take into account special rules! I understand that the varying stats provide nuance among the different unit categories, but they were just too much for me to juggle.
- Weak Cavalry - I expected the Telmarine knights to run roughshod over the enemy. Then I realized that they were at a distinct disadvantage (6 strength points to 12 which means they roll half the number of dice in combat). I suppose this is more realistic (cavalry shouldn't be able to steamroll steady foot armed with spears) but I'm looking for a more fantasy feel.
Overall Assessment
I know that this was just one game (not even!) and I would get more comfortable with the rules with more experience. However, I just could not get into the flow of the game. I just feel that these aren't the rules for me, and that I should look elsewhere (actually, I am thinking of trying this same scenario using HOTT)