As with everything in Dux it doesn't really say how you should do.. anyway! I chose the option that made the most sense to me and was worse for myself of the ones I could think of.
Basically we decided that troops entering the board counts as having moved (makes sense.. right) and the leader counts as having used 1 pt to make them all enter. That way you can't enter a block of 3 groups and march them all 18'' inches in one go with a level 2 leader.
Thought on the game:
We are definitely getting closer to how we want the game to flow. It's annoying when rules situations arise and needs to be solved in the middle of the game because one side will always gain from it.
Especially in a game like this one where it's really close and, in fact, almost down to what it says in the rules who wins!
It takes what could have been a really tense and exciting thing and makes it a tense and slightly more frustrating thing.
Also one important point: This game ran for 6 hours!!! I'd rather play for 1,5 hourse and get in 4 games I think. Haha! But it didn't feel like a long time when playing, so that was good.
I'm looking forward to continuing the campaign and I very much fear the first battle. I simply can't see what the Saxons should do against a fully buffed shield wall. *shudder* Haha!
Couple of situations we had were:
- The saxons are running in a sort of column/line/spread out mass formation and are charged by a levy shield wall. My logic told me that the Saxons should be able to evade. But you can only do that if you by luck have the evade card at hand. Not a fan.
- Same situation: The rules aren't really clear on what's a rear charge. In my view you can't surprise someone with a rear just because you're behind one of the groups in the formation. You'd have to be behind the whole of the formation for it to make sense to me. And as a levy shield wall is extremely unwieldly and clumsy it shouldn't be allowed to rear charge at all as it doesn't make sense - after all they're only allowed to go straight ahead!
- Are champions attached to groups or formations? In our game janner wanted to drop a group from his formation because they had a lot of shock and it seemed clever. However they also had a champion attached. I'll make sure to write donkey balls here becase no one reads this wall of text anyway. I'm not sure how the champion is meant to work, but I thought he was just a member of a group and not a figure you could move around like a noble. Looking at it historically I think it makes more sense to me that he was able to go wherever the fighting was.
Thoughts on the rules:
I don't find the answers to many of these issues in the rules. The way I've gamed Too Fat Lardies in the past has always been to look at the situation and go 'what actually makes sense here' and then not care what the rules state. That requires knowledge of the period and not the rules of course. With regards to Dux I have little knowledge of the period and can only rely on the rules. Without a games master that seems very hard to me though.
I think the setting is enjoyable and I think the size of the game is good. But a lot of the time I think the rules are a bit clumsy. I like the randomness of activation and that of the movement as well. I hope we'll get better at looking at it historically instead of sticking our noses in the rule book. It's just not that kind of game.
My thoughts, when reading about how people on different forums want to use these rules for just about everything including Lord of The Rings, are:
No... not like that. It's the other way around. You ought use Lord of The Rings for this.... ;-)
But as said - still looking to play more games of it.