Martin and I got together to give the Infamy, Infamy! rules a try on Sunday afternoon.
I have read through the rules twice and watched several YouTube videos on the game, but the rules are so complex and (dare I say) poorly-organised that I have difficulty keeping everything in my head. The index does help a lot though. Martin is totally unfamiliar with the rules, but with some quick intro was able to get the gist of it.
I chose the Patrol scenario as it seemed the most straightforward one, and rolled up the terrain based on the 5 x 3 grid area on my mat that corresponded to the playing area in our half-scale version of the game. The first set-up had all the terrain clustered on one side of the table, which would probably have made for a boring game, so I re-rolled the terrain, and ended up with something more interesting.
Martin started the game by sending his two units of Auxilia forward to probe towards my Ambush Points. In response I deployed two units of javelin-armed skirmishers to shoot at them, to little effect. As the second unit of Auxilia got too close to my second Ambush Point, I launched an ambush with two units of warriors, hoping to sweep them off the field before the heavy legionaries have even arrived. But the dice gods had it in for me, and the Auxilia actually managed to hold off my warriors, and indeed push them back - Martin rolled an ungoldy number of 5s and 6s.
Martin then sent his legionaries onboard and quick-marched them to the flashpoint, and saw my warriors off for good.
The legionaries then continued moving against one of my remaining Ambush Points in strength, and that was when I decided to throw in my remaining four warrior units in a bid to settled the issue by force... but the legion movement turned out to be a feint: Martin sent an Auxilia unit down the other flank, and with some good dice (rolling two 6s on movement) captured another Ambush Point, and won the game
I am pretty sure we missed out most of the rules - half the time we didn't know what to do with our in-play Signa cards, but I think we got the core of it, and the spirit of the rules.
The barbarians are very difficult to play, since the warriors are essentially a one-shot weapon. Without time pressure, the Romans can advance very methodically, making it hard for the Germans to wrong-foot them.
The game is intriguing enough that Martin has decided to give the rules a closer look; we thought that we can each study our own side more closely so we can play them optimally the next time. Hopefully my Germans will give a better account of themselves the next game.
1 comment:
Looks a good game, looking forward to getting a copy of these myself.
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