The Crusades seem to have been gaining in popularity in
the wargaming circuit in the last half decade.
Games like Dues Vult, Soldiers of God, Saga: Crescent and Cross, and LionRampant have fueled this surge of interest with gamers. In addition, a number of interesting model
lines have also been released. Plus, the
Crusades themselves have a pretty intriguing and interesting history of their
own to draw in players.
Outremer: Faith
and Blood is set during the Crusades.
It is the most recent addition to the Osprey Games blue covered Wargame
Series. Unlike some of the other
Crusade-era games, Outremer is
designed for small scale, model vs. model skirmish action. Each side is between 3 and 12 models. In addition to be a small scale skirmish, the
focus of the game is campaign play. This
type of game is right up my alley and I look forward to digging in closer to
the rules.
Dues Vult!
Things I Liked
This is an Osprey Wargame Series book that takes the
campaign element of their game very seriously.
Most have it as a few page add-on at the end, but this book uses over
half the length of the book on it! Each
warrior in your warband has an experience progression path to become a unique
warrior and part of your Crusading force.
They can gain experience, special skills, buy equipment, gain injuries,
die, be captured, ransomed back, or sold into slavery! To me, a strong campaign element is essential
to a good model vs. model skirmish game and this game delivers. It uses the familiar Necromunda/Mordheim standard set by Games Workshop back in the day. This is the biggest draw of these rules in my
eyes.
Before a model can engage in hand-to-hand, they must pass
a Faith test. If successful, they can
move in to engage. However, if failed,
the model dithers and can not act.
Close-combat is a scary and terrify place to be so I like this way to simulate
a warrior’s hesitation in getting into harm’s way. Plus, it is an easy way to differentiate a
more war-like model such as a Knight of a Militant Order from a lowly peasant.
A simple and obvious touch, but heavier and more armor
makes your model very slow. Therefore, a
heavily armed and armored knight will move 3 inches or so, while a lighter
armed Saracen can move 6. This mobility
makes you carefully think about how you arm and equip your Crusaders. It is a simple mechanic with big gameplay
impacts, and is a great example of using simple rules to add tactical variation
to your games.
From the Outremer Author's Blog: http://outremerfaithandblood.blogspot.com/2018/01/welcome-to-official-outremer-faith-and.html |
Things I Did Not
Like
The game uses a card activation mechanic. Each
model is assigned a card. The cards are
then shuffled and randomly drawn. If a
model’s card is pulled, they can take two actions. Once complete, a new card is dealt and that
model can then activate. This is a
simple method to create activation uncertainty and is a tried and true methodology. Why would I put it in this section then?
First, I prefer to have control over who activates when
as a decision point in the game with a mechanic (like the faith test to engage in
melee) that may limit my freedom of action that I need to decide how to react
to. In such a situation, I as a player
still have the agency and decision making.
Cards activation (and random activation in general) remove that agency
to create a randomize friction. I prefer
friction to occur AFTER I have made a decision.
Secondly, I am not a fan of action point systems. Two is fine, but I prefer players having to
choose only a single action. Again, as
the player I have the agency to decide what I will do but it is limited to
create the friction.
The game uses a variety of dice common to those who ever
bought a Dungeons and Dragons
starter set. You need a d4, d6, d8, d10,
d12, and d20. Typically, I see a variety
of polyhedron dice (some that are rarely used) as a bit of a barrier for entry. D6 are easy for most people to come by and
understand the probability curves for. I
prefer to use dice pools of d6 for skirmish games.
All of these points are clearly my personal preferences,
and the rules as written are perfectly serviceable and work.
Meh and Other
Uncertainties
The game has more skilled models have bigger dice (i.e.
d10 is more skilled than d6), and you typically roll against a target number of
5+. Then, any hits are roll the damage
dice of the weapon trying to get a higher number than the defenders toughness. Toughness is modified by armor with some
armor allowing a special saving throw if the Toughness test is failed. The big innovation here is the varied dice to
allow a greater range of outcomes based on the weapons being used. The process of the mechanics will be familiar
to many of us who have played many skirmish games.
The game has 6 scenarios that are pretty vanilla. Again, if you are familiar with Skirmish
games, you have probably played the scenarios in this book many times. The game also allows for three main warbands
of Militant Orders, Crusaders, and Saracens.
I could see this easily being expanded in supplements or by the author
to include Albigensians, Byzantines, However, the starting ones presented here do
the job that it says on the tin.
From the Outremer Author's Blog: http://outremerfaithandblood.blogspot.com/2018/01/welcome-to-official-outremer-faith-and.html |
Baltic Crusaders, etc. to move beyond the Crusades proper and into other medieval periods and types of crusades.
There is a “Catch-up” method built into the rules. If your warband fights other groups with
superior Reputation, they can earn bonus cash and experience to help them
catch-up. The greater the mismatch
between forces the greater the reward is for playing as the underdog. This is a must have element for any campaign
heavy game.
Of course, the book pulls from Osprey's delicious library of artwork and all of the artwork present in the book is great! The model and terrain pictures are solid as well.
Final Thoughts
The core rules for Outremer:
Faith and Blood are solid and will be familiar with most wargamers. They do not break new ground, but add some variation
with different dice styles and a card activation system. This differentiates it from some of its
competition in the marketplace. Like
many skirmish games, the tactical play is not as developed for things such as
flanking, vision arcs, etc. as the emphasis is instead quick play with a focus
on campaigns.
The strong point of these rules is each model as an
individual unique character. They have
various abilities and skills that you must use together to achieve
victory. I can think of few rules where
a model can become a merchant, craftsman, or scholar and have them be full
tables of abilities themselves. As the
campaign progresses, each model will have a key role to play in the warband and
their loss to capture or death will be keenly felt. This book will become a go-to source for me
as I develop and build my own campaign based games.
If you like skirmish campaign games, I would recommend
checking it out. This is the best “Campaign”
of any in the “Blue Book” Osprey Wargame Series.
From the Outremer Author's Blog: http://outremerfaithandblood.blogspot.com/2018/01/welcome-to-official-outremer-faith-and.html |
Thank you. I've got the book, but not played it yet. It is helpful to get someone else's take on the rules.
ReplyDeleteI am interested in hearing your thoughts.
DeleteI think the point buy prices for starting soldiers and equipment were completed hastily, with insufficient calibration. For example, consider the two leader-types on the Saracen list. The Sub-Arif is 58 points while the Arif is 80 (standard game starting pool is 750). For essentially the price of a small shield or leather armor for one character (20), the Arif's stats are higher in 6 of 8 attributes! One attribute difference alone, toughness +1, is the effect of wearing aforesaid leather armor (except the armor slows your move 1")!
ReplyDelete@B Harmon, We saw this flaw too and houseruled that you can only have 1 Leader of the Highest rank (Arif), and only 1 secondary Leader (Sub-Arif), the rest must be henchman
ReplyDeleteOh and you are allowed a single Holy man of course.
ReplyDeleteWe have more problems with the wide powerrange of the randomly rolled skills. Some skills (an additional Wound) are so obviously more powerful than others (reroll the Toughness test when falling).
This comment has been removed by a blog administrator.
ReplyDeleteThis comment has been removed by a blog administrator.
ReplyDeleteHello. If I may ask, how fair is the book to the muslims? Is it written from a "Dues Vult" mindset or does it treat us as a normal people? I ask because I read Osprey's "The Men Who Would be Kings" and the way it was written (super old school pulpy seeing the native forces as inherently inferior and indulging in the haughty British attitude) was quite a turn off that just drove me away from it.
ReplyDeleteThis comment has been removed by a blog administrator.
DeleteWELCOME Atherion!
DeleteIt has been a while since I read it. I do not recall a bias towards the Crusaders in the rules.
The Muslim forces play differently, as they are typically lighter and more mobile than the Crusaders. In fact, a full armored Crusader soldier can move very slowly compared to everyone else. 3 Inches I think compared to the usual 6.
In the campaign phase, each Muslim soldier has just as much chance to improve and specialize as the Christian equivalents. There are some really cool "paths" the models can take for advancement too.
Tone wise, I seem to recall it being more Neutral in the discussion than The Men Who Would Be Kings. TMWWBK was written more like a 40's adventure pulp starring Sabu Dastagir. Outremer does not use a similar writing conceit that I recall.
Hope that helps!
Thank you! It does help as I am looking to go into historicals and this one intrigued me a good bit. I like the asymmetry you speak of and appreciate you responding to a comment on an old post. If you have any other reviews of crusades game I'd appreciate it.
DeleteThe Lion Rampant series came out with a well regarding Crusader States supplement. I like the Lion Rampant rules a lot, and a 2nd edition hard cover will be coming out from Osprey soon. I am not sure if it will have the Crusader stuff in it though. You can find my review here:
Deletehttp://bloodandspectacles.blogspot.com/2016/12/review-lion-rampant-osprey-wargame.html