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"Deus Vult - March to Tiberius" Topic


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carojon08 Jun 2014 11:26 a.m. PST

Hi all,
I played my first game of Deus Vult this weekend in large scenario based on the events at Hattin in 1187.

picture

We had 350 cavalry and 650 infantry on the table and arrows filled the air in this Crusader vs Saracen clash in sunny North Devon.

If you would like to know more then just follow the link to JJ's

jjwargames.blogspot.co.uk

Jonathan

paul liddle08 Jun 2014 11:40 a.m. PST

Thanks for such a brilliant report of a spectacular game.

chasseur08 Jun 2014 11:54 a.m. PST

That was a really nice report. Wonderful figures, table and you fellows are very lucky to be able to play in such surroundings.
We have played these rules a couple of times now and they give a great game.

Great War Ace08 Jun 2014 12:03 p.m. PST

I've played out "Hattin" a few times. The crusaders always lose unless you allow for a change in the weather, i.e. the wind comes from them toward the Saracens, then they don't have quite the adversity with a lack of water. Historically, the crusaders almost made it to the next water source above Tiberias. The fact that they didn't make it is why they lost. The infantry are really suffering from heat exhaustion and thirst and must begin the battle with crap morale. Even with the wind change favoring the crusaders, the Saracens are most likely going to win this one because their morale will hold up while crusader infantry morale can be expected to crumble if they start taking heavy casualties, etc.

Nice sized game! About double the size of anything I've been able to put on. Good coverage of an interesting game. Glad you used 28s….

Ran The Cid08 Jun 2014 12:55 p.m. PST

Pretty remarkable, I had not thought a game of that size was possible using Deus Vult.

carojon09 Jun 2014 8:33 a.m. PST

Cheers guys glad you enjoyed the report. We had a great game and as a first time player, I really like the rules.

Jonathan

BelgianRay09 Jun 2014 11:55 a.m. PST

Are those rules really that good (and playable)?

chasseur09 Jun 2014 1:26 p.m. PST

They are certainly playable. Combat is chart-less, so that speeds up play quite a bit. Like the original poster said, good order is everything in the game, once a unit disorders it is a dead duck if caught before it can straighten itself out.

They are a fun set of rules.

Ray the Wargamer09 Jun 2014 5:48 p.m. PST

I've been looking at Deus Vult…but haven't wanted to pay the $50 USD price tag, yet.

Although there are other ancients rules sets out there, I'm particularly interested in a set that is focused on the period, rather than something more generic. (I'm very interested in taking on a new project, and the Crusader, Islamic, Armenian, and Byzantine states are fascinating.

I am sooooo close to buying them, and this AAR really pushes me closer.

Mr Steve10 Jun 2014 3:28 a.m. PST

We did make a few changes to the rules in order that we could handle so many figures, the commanders had all their ratings increased slightly and we didn't allow leaders to be killed however we kept Duelling in ,fortunately for me as I now have a new footstool. If you want to see one of our previous AAR's which had more emphasise on explaining the rules then see :
link

It should already be on TMP somewhere but I cannot find it for the moment.

Atheling11 Jun 2014 3:04 a.m. PST

Interesting stuff indeed.

I haven't managed to get a game in yet, though my painting is featured in the book (shameless plug)! Maybe I can get some of the chaps at the Durham club to give it a go when i return to the club(?)

Darrell.

Just Add Water II Blog (Painting etc):
link
La Journee Blog (Hundred Years War):
link
Gewalthaufen Blog (Late 15th Cebtury Blog):
gewalthaufen.blogspot.co.uk

Das Sheep11 Jun 2014 3:44 p.m. PST

Ray,
The Warstore has the book for $38 USD in stock at the moment. Still pricy, but as someone who owns it, its a nice book.

I like the Divisions in Deus Vult and the leaders, because it makes it easy for a multiplayer game, just give each person a division or two to control along with their leader, and they are in.

Edit: I like the Disorder rules too because it gives a great reason to have skirmishers and missile troops: You need some to screen your own ranks so the enemy does not use his to disorder you, and you need yours to disorder the enemy so your knights and horsemen can destroy enemy units with relitively low losses of their own.

JC Lira09 Jul 2014 2:34 p.m. PST

I'm really interested in the bases on those "fousands" of Saracens. They're gorgeous.

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