Showing posts with label Dragon Ships & Iron Knights. Show all posts
Showing posts with label Dragon Ships & Iron Knights. Show all posts

Friday, 4 September 2026

The Battle of Gate Fulford 1066.




Please note, this game was played with a pre-production copy of the Dragon Ships & Iron Knights game. My understanding is that the now published game is being shipped to Legion Games (U.S.) and that the game should reach them before the end of September.


I am the designer of the Hastings and Stamford Bridge games part of the package - so you won’t be surprised to see that my view of the system is obviously favourable.


The gate Fulford battle has been designed by Geoff Noble and it fully integrates with the system used in the Hastings and Stamford Bridge games.


The main terrain feature is the German Beck, a waterway, that has a ford that can be crossed without penalty, but elsewhere, units entering will disorder on a die roll of 5 or 6. This is a very simple gaming device, but it adds a lot of nice moments to the game and of course you know that your most important attacks will defy that 66% chance of success and get disordered! :-)


The Saxons will score victory points by fighting their way onto the southern side of the beck by the end of turn 3.


The Vikings will score victory points by fighting their way onto the northern side of the beck by the END of the game.


Plus there are the usual VP’s scored by inflicting casualties.


The flanks of the beck rest on the River Ouse at one end and thicket at the other, so this is a game of frontal assault.


At the start of play, the Vikings have Tostig’s force guarding the beck, while Hardrada with a much larger force is on the left and to the rear and about to move up - though his force is not allowed to move on Turn 1. So there is a small window of time for the Saxon to battle with Tostig and get a foothold on the other side of the beck, before Hardrada comes raging into view!


Opening Turns - both Saxon wings cross the beck, the Northumbrians are unopposed at this time, but the Mercians have to fight with Tostig. The Mercians under Morcar get the upper hand and push the Vikings back.


But Tostig counter-attacks and that goes badly for the Vikings, Tostig dies and most of the Orkneymen rout!


There is a short pause, broken by Hardrada bringing up the left wing and crashing into the  Northumbrians.


Mid game - The Saxon army pull back behind the beck and so the Vikings are compelled to advance onto the beck, with some of their numbers disordering, but overall, their attack is successful and the Saxon left flank (Morcar’s Mercians) start to take very heavy casualties and units start to rout.


End game - The Saxon left (Morcar) is seriously weakening, but they manage to hold on, though Edwin’s Northumbrians on the right are having to send men over to the Mercian position to support them keeping the line behind the beck.


Try as they might, the Vikings simply can’t breach the beck. Their right is significantly disordered and as the last turn plays out, both sides hold their respective positions on either side of the beck.


Totting up the VP’s, both sides are within 10 VP’s of each other, which is classed a draw. Looking the situation on the map, I think that is a fair appraisal!


Post Game Thoughts;

That was a very enjoyable game, in which both sides were engaged throughout, working hard to exploit enemy weaknesses, but finding few opportunities! We had a coffee break away from the table, so I think we were probably actually gaming for around 1 hour and 45 minutes, which saw us get right through to the end (Turn 10) with a generally easy pace.


Tostig falling on Turn 1 gave a nice moment of narrative, though it obviously presented the Vikings with problems for the rest of the game. Leader loss generally happens on a die roll of 1. Leaders are a good way to get a combat boost to get the job done ….. but it can be surprising how often those ‘1’s get rolled! 


Morcar was slow in getting back behind the beck and so took unnecessary losses, while the Vikings under Hardrada could have pressed harder on their left. Crossing the beck does run the risk of suffering disorder, but the Hirdmenn morale levels are very high and they can afford to take early losses without the spectre of rout hanging over them - but their attack must then successfully break into the Northumbrian position if any losses (which generate VP’s) are to be justified.


The Vikings have two jobs to do - kill off enemy units and get plenty of good ordered troops over the beck to rack up some VP’s at the end of game.


The Saxons also have two jobs to do - get over the beck with enough good ordered troops by the end of Turn 3 to score VP’s, then they must hold off the more powerful Viking army to stop them getting across to the north side of the beck.


Geoff has done a nice job on the scenario, there is a lot of nuance to it. Now not only does this system offer the three battles of 1066 together, but the games themselves offer three different gaming experiences under the one umbrella system.





Hastings is the grinding battle, you just have to put your back into it and press on and hope that the enemy breaks before you do!


Stamford Bridge, is opposite to that experience, it is a more open game of pure hack ’n slash. The Vikings came in 300 longboats …. they went home in 30!


Gate Fulford is a thinking scenario, not quite a puzzle, but the placement of each unit matters and the randomised disordering effect of the German Beck means that there are no guarantees to thoughtful choreographing!

Wednesday, 11 February 2026

Dragon Ships & Iron Knights


 

Not so much out of the box, as hot off the printers press! I have just received a prototype copy of Dragon Ships & Iron Knights, to be published by Legion Games.


This boxed game contains the three battles of 1066, Gate Fulford, Stamford Bridge and Hastings.


The Heritage of the package is that I self produced Stamford Bridge and Hastings as a desk Top Published effort back in 2000 / 2001. In 2016, Revolution Games picked up the titles and published them as two separate games under the ‘Invasion 1066’ banner.


Legion Games are about to publish a game called ‘1066 Year of Destiny’ designed by Geoff Noble, which is a strategic covering of the tumultuous events of that year. Randy Lein at Legion Games wanted to publish a second game covering the tactical battles of 1066 to compliment Geoff’s strategic design.


The decision was taken to use my two games for the tactical side of things and that Geoff Noble would design the third battle of that year (Gate Fulford) using the same game engine, so that all three games could be presented in a single package and here we are!


I have taken possession of the prototype tactical game to do a thorough final proof read before publication and I must say the component quality is excellent and if you don’t mind me saying, it is just a lovely thing to see your own efforts given this sort of treatment.





The box is 1½” deep. We get three maps, one for each battle, each measuring 17” x 22” (so what are commonly termed half maps) and they are printed onto card. The hex sizes are 1” side to side to accommodate the big counters. 


Each of the battles gets its own rulebook printed on heavy paper with a nice sheen and in two column print format. The Stamford Bridge and Hasting booklets are 12 pages long and the Gate Fulford is set at 8 pages. All three booklets have the same standard rules presented in the first four and a half pages (i.e. the game engine is exactly the same across all three games), the rest of the booklets are exclusive to their relative game and include set-ups, special rules, historical and design notes.


The counters are lovely (by Ken Demyen as are the maps). You get two sheets of ¾” counters depicting units, leaders and rout markers. Some of the counters are shared across more than one battle.


Rounding out the package are three single sided, full colour, player aid sheets (again the work of Ken) on nice weighty card with a sheen to them. The first identifies all of the counter types and shows what the values on the units mean. The second has the charts for close combat, missile fire, reorganization and feigned cavalry attacks. There are also some illustrated examples on there such as charge arcs. The third card holds the terrain charts, movement allowances and the morale groupings that the system uses and again, there are a couple of illustrated examples on there.


So the next job now is to proof read and further play the games to stress test the charts and set-up information etc and make sure that they are right.


I will get some of that play test stuff out so that anyone interested can have a closer look at game parts and the system etc. 


I run a separate web space that is more snippet based than here. LINK;


https://commanders.simdif.com/dear_diary.html