Samstag, 22. Dezember 2012

From DUX to Duke and Daimyo

When contemplating the year 2012 (which thankfully has not ended yesterday - along with the whole earth), one of the best hobby-related things for me in the last months was the release of DUX Britanniarum. With its very accomplished synthesis of game, simulation and story-telling, it hit the bulls eye. There is only one quarrel left (which can be considered a minor one): The Arthurian era is not one of my favorites. Yes, I have figures and yes, I like them, BUT it would be so much more fun battling away in Outremer, 14th century France or Feudal Japan. There is hope for offical supplements, but I think I don't think I can wait that long.

So, my new years resolution for the hobby does include many things DUX-related. While my basic armies for the Britons and Saxons are finished (just have to take pictures which will happen soonish), they will need to be reinforced. But in addition I also want to adapt the rules to other periods. And here the big challange is to keep the balance of the game.

Therefore I have tried to deduce a point-system for DUX, which for me looks rather balanced and rates both official DUX-starter armies at the same point value of 70 points. Here's the point-system I came up with:

Point System for DUX

Let me explain how it works: The point value of each unit is calculated by the number of figures, their quality and the fact whether they are mounted and/or have ranged weapons. Thus a 6 figure unit of elites comes out at 10 points (6 for the figures, 4 for being elite). A unit of 4 bowmen counts 6 points (4 for the figures, 2 for ranged weapons). I also had to make the destinction regarding unit-size in order to adjust the quality-costs to the number of figures. A normal unit for foot is 6 figures, a small one 4 and a large one 8. For mounted troops a normal unit is 4, a small 2 and a large 6. Thus a mounted unit of 6 elite shock troops costs 14: 4 figures + 4 elite + 4 shock horse + 2 large unit size.

With this system it should be possible to adjust the game to any setting mentioned above. Flavour of the period will have to be added by the card-deck as well as by (very few) additional rules. Talking about tinkering with the rules - you will notice the term "B&M Group" in the system above. This is a group of bannermen, standards and musicians which is indispensible in every feudal army. It works as follows: The force moral level for a battle with the basic army is 6 + 1D3 (meaning on a pip of 1-2 the level will be raised 1 point, on 3-4 it will be raised 2 points and so on). Thus this can be adapted for larger games as 0,5 force morale points per levy unit, 1 per warrior unit and 1,5 per elite unit present on the table plus the additional D3. The new B&M group will count as an elite unit (thus being a very cheap addition to the force moral level - analogous to baggage in DBMM) AND allow one re-roll of the D3 when first determining the force moral level. As a downside it will fight like levies (being encoumbered with all those flags and gear) but die like elites - with a potential loss of 3 morale points. I think this might work well and will also make for a beautifull addition to the army on the field.

You may also have noticed that bowmenship is not available for levies - that is because levies trained with ranged weapons will fight as missile troops or skirmishers in feudal armies. Experts of shooting belonging to the elites shoot better (thus the higher point value). When checking for hits they treat their targets as one quality level lower then they actually are (thus elites shot at by elites use the warrior-outcome). In addition, elites don't have to shoot on the nearest target (yet they still are not allowed to target commanders).

That's enough of special rules at the moment, now let's have a look at the 100p Samurai army I'm planning to field 2013:

100point Samurai army for DAIMYO (aka DUX)

In the same way I'm going to build up a Korean force. I will report on the progress. Enough of planning ahead, now let's enjoy the last remaining days of 2012. Happy Holidays and Merry Christmas to you all!

Very best regards,


  1. I was just talking to a buddy yesterday about these rules - I wanted to know how he thought it compared to SAGA. I'm looking forward to seeing your Daimyo project. Warm Regards and Happy Holidays, Dean

    1. Many thanks, Dean. In my oppinion SAGA is much more a game than a wargame - the armies virtually fight until the last man is dead and there are many aspects that makes for a good lough and great fun, but it also tends to repeat itself. In contrast, DUX places much more focus on command, friction and "fog of war" and thus - while still being a fun game - is much nearer to a simulation. In my oppinion it is a fantastic fusion of everything I like in a wargame.

      Happy Holidays and all the best for you and your Dear ones, Tobi

  2. Very, very creative Sir Toby! I'm really looking forward to seeing your Samurai project develop!


    1. Thank you very much, Christopher. I will report on the project - maybe one day you'll try DUX (even if it is a skirmish game).

      Merry Christmas and all the best for you and your family, Tobi