A couple of weeks ago, Doug and I had a chat about different types of rules, specifically rules where players need to learn specifics about how the rules work in order to get the most of them, as opposed to rules that are more intuitive. These intuitive rules can be overly simple, and as a result they can sometimes be less effective at representing finer details. Inspired by this conversation, I pulled out Infamy, Infamy from Too Fat Lardies.
TFL's idea in writing I,I was not to present rules for big battles, but instead to recreate the challenges of a Roman centurion or barbarian chieftain in detail, with decisions about when to hurl pila, or how best to inspire the warriors to charge. To mix things up a bit, I decided to change the setting from the frontier of the Roman empire to Middle-earth, and represent soldiers of Gondor moving to challenge an orc raid into their territory.
Arthur and I went through the pregame setup from the I,I rulebook. We chose a village raid by the orcs, set somewhere in 'civilised territory'. The random terrain generation process gave a few hills in quadrants 6 and 3 plus a smaller hill in quadrant 1, a marsh in 3, a big forest across 4 and 5, and a small settlement in quadrant 4.
The Gondorian forces used the Roman Cohors Equitata list, with two groups of cavalry led by a Status II leader (Boromir)
Plus three groups of foot soldiers led by Status III Boromir, supported by Status II Faramir, and a group of archers with a supernumary leader.
The orcs used the standard German barbarian list, with a level III warlord with supporting Level II leader commanding 10 elite warriors and 20 regular warriors, plus a level II chieftain with 20 warriors, plus a group of archers.
The two main warbands moved into the open ground.
The cavalry and archers went for a flanking move through the settlement and around the forest.
The main Gondorian force formed up in close order.
Cavalry continued their flanking move.
We had a back and forth battle between the two main forces, lots of effort for the orcs to build up fervour and spend signa cards on aggressive attack, while the Gondorians used their signa cards to hurl javelins and brace shields. There's lots of stuff to keep track of, and the number of available attack dice (and defence dice too) must be recalculated each turn as fervour drops, conditions like 'braced' and aggressive are removed, shock and casualties come into play. Unfortunately, no matter how many factors are considered, it still ends up being a buckets of dice resolution, and a slow one due to the need to revise the dice count each time.
Anyway, here is a shot of the cavalry lining up a charge against the secondary German force.
The main battle gradually petered out, with Boromir and Faramir still alive (Sean Bean's character going against type and surviving the battle, however!). Buckets of dice visible in the middle of the table, though!
Meanwhile, the cavalry got beat up by the second German force. It was at this time we decided to call it. Gondorian morale was down to three, the forces were badly reduced, and while they could have inflicted some more harm on the orcs, a Gondor victory was probably going to be out of reach.
We had a quick after-game discussion. Arthur, Craig and Doug were all in agreement that the game is not very satisfying, so I don't think I will convince them to try again. At least the lembas bread was popular.