I seem try out a lot of rules that I only play very occasionally thanks to my rules-magpie friends (yes Anthony... I'm looking at you!!) At Eric the Shed's the rules tend to be more consistent and we mostly use the Black Powder/Pike and Shotte/Hail Caesar trilogy as a regular set of rules which has the huge advantage of being able to get the game underway with a varying group of players straight away as we're all familiar with them (although there are enough minor variations between each of these to cause regular confusion) But it's nice to try out rules I might not otherwise have come across
This week Anthony and I played Dominon of the Spear (technically we played Dominion of the Claymore, Tomahawk and Talwar which is one of the variants as we were fighting out a series of Jacobite battles). I'd seen these being mentioned quite a bit recently online but knew nothing about them. Dominion of the Spear ranges from Ancients to Medieval and there are numerous supplements all the way up to 1900 CE
They're an interesting concept with units based in a grid facing each other. There's no movement and no terrain. And games last about 15 minutes. My immediate thought was "oh... this will be... erm... interesting" and I was initially a little underwhelmed but actually the concept is much more nuanced and thoughtful.
Combat is a straight d6 roll-off with the loser being removed. Different troops need different scores, so for example my Elite Highlanders succeeded on a 3+, while the Govt Line Infantry needed a 5+. But the Line troops have the advantage of fighting first... in other cases the combat may be simultaneous and there's a very real possibility of both units wiping each other out! Reserve troops have to be moved in immediately so there is a bit of thinking about which troops you use to plug a gap, and there are some simple rules for flanking. The terrain rules are abstracted and factored into the rating of the troops: so, for example, a unit may be given a defensive bonus to reflect woods or hedges, or an Elite rating to represent a tactical advantage, eg. my Highlanders in the Prestonpans scenario were all Elite to reflect the surprise and confusion in the Government ranks.
And that's about it. Each variant of the original rules adds in a few period specific rules to reflect the setting, and there a few things we didn't try out (Ambushes and troop deployment) as we were playing a series of linked battles in a mini-campaign. And this is where I think the rules have a real strength... because each battle is very short, it's possible to play through a campaign in an evening or to use the rules as a way of quickly resolving battles in a map-based campaign. Each rule book comes with a host of army lists for battles and mini-campaigns with the suggestion that the 1st player to win 2 battles in succession wins the campaign. It would be very easy to tweak this to suit though, and the rules are ideal for solo play
In our campaign we started out with Prestonpans which reversed history with a Government win. We then moved on to Inverurie: a Jacobite victory with Jacobite line troops against government highlanders and finally Falkirkmuir which was another Jacobite win, giving me the overall victory. Had we continued we'd have fought out the battles of Littleferry and Culloden.
The figures are Anthony's lovely 54mm miniatures... lots of conversions and amazing paint jobs and a very shiny 'toy soldier' aesthetic!