In this particular instance there is a mechanic somewhat like 'what a tanker', where you need to allocate dice to units to get them to do different actions. You can always choose to 'roll up' the die to a higher number. In the theme of 6's are bad, the higher numbers are generally less useful. One nice aspect of this is you call out over the whole table, 'activate all 4's!' and everyone can move (although technically you alternate each sides activation so I suppose there are two 4's activations).
Units gain BAPs (bad action points) which functionally reduce the size of their unit in terms of effectiveness. Once BAPs get too high any further gains mean that models start getting removed (fleeing I suppose).
Perhaps the most difficult aspect to wrap your head around is that you roll damage on your own unit. If 12 vikings attack your unit, you are rolling 12dice (ish) and hoping you don't roll 6's. You never actually roll to hurt the enemy....you kinda set up an environment where bad stuff can happen to them, and then they roll. It definitely made the rules a bit hard to grok when I first starting proof reading for feedback/understanding.
Seth, James, and Ron all brought up minis and Doug had some as well. The Vancouver Island contingent free loaded on others painted minis. Dark ages minis (and ancients) with metal spears are definitely hazardous to play with and I think a few of us got some decent battle damage to our hands.
Seth had previously run the game at Enfilade this year, and got Ron to design and laser cut all the buildings. They are a clever modular build which allows you to have some fun making them in different ways.
SHAMELESS PLUG: Check out his stuff at 3D-Dzyn . He doesn't have everything up on his website so if you are interested in the buildings just message him (or really anything. He does a lot of custom work). I got him to whip up the blood tokens for me (in acrylic) and happily was dropping them everywhere models died. It helps to show where the action is.
Battle wise the vikings are raiding and pillaging. The angloSaxons (maybe just angles?) happen to have a VIP in town and are defending. The defenders started in a few set locations, and the attackers were coming on at random points. Technically the attackers just want to pillage, but anyone close by wanted to get stuck in a start fighting. Doug and I each had a unit on the far side of the table so were just looting the mostly abandoned houses and fields. The lack of two units was eventually telling, which allowed the defenders to drive off the attackers in a fairly decisive manner.
Movement we decided might be a bit short. And there was one hilarious charge with javelins that vaporized a (small) unit of archers, so we nerfed thrown pointy sticks a bit. Berserkers needed some more tuning as well.












































