John Nebauer and I played our first game of Demonlord on Friday. This is one of the series of now-downloadable microgame from Dwarfstar Games. Designed by Arnold Hendrick in the early 80s, with Dwarfstar's usual very nice and colourful map and counters. This was my first try at one of their two-player games, but like their solo games I've played in the past (Barbarian Prince and Star Smuggler), this one proved a very enjoyable experience. The game is set at strategic level, with units rated for movement type (foot, cavalry, or wings), missile and melee combat strength, morale, and actual movement rate. Characters (leaders) which are needed to make a force march at full speed, have the same two movement ratings, a battle morale modifier and, if they are capable of magic, a level of magic power and a range at which they can project it on the map, ranging from dabblers like Prince Timur who can apply strength 1 in his own hex, to the Wizard of the West who applies strength 4 up to 7 hexes away, essentially covering up to a quarter of the map, or the Demon High Priest with strength 5 up to 4 hexes away. Both sides also pull a semi-random set of special spells at the start of the game that can be used in different situations. In his turn, a player moves, invokes magic, fights battles or (if the non-phasing player hides in a fortress or castle) sieges. Sieges are decided by a slow process of mutual attrition (with the level of magic and army leadership you can bring to bear playing a role). In battle, you line units up (with the width of the line being determined by the terrain, a really neat mechanism) and then both sides simultaneous fire (magic or physical) missiles, followed by melee. The basic mechanism is the same, you roll against your strength, and if you hit, the enemy unit tests morale to see if it routs, dies, or survives unhurt. All this modified by a number of simple and sensible modifiers based on terrain and other factors. Units that are free because their opponent died can then be redeployed to double up (you can also bring in units from the reserves that had no space in the battle line). It's the doubling up that shows who is starting to have an advantage. A battle can end by annihilation or more likely by one side withdrawing, which means troops roll against morale to get away and all your troops routed in the battle become prisoner (which may possibly be exchanged later). Interesting in light of the discussions here is that the penalty for withdrawing, while real, is usually light enough that one prefers getting away to making a last stand while causing losses. There is a host of interesting neutrals with special units and abilities (dwarves, the lizard race of "The Ancients", different types of forest and mountain dwellers, and the zombie- and dragon-leading "Cloud Prince") that one can try to ally with. Depending on the outcome they may become your permanent ally for the whole game or temporary, until they suffer some reverse in your service. (Of course if you attack them while neutral they join the other side permanently.) Victory points are scored for killing units, having fewer (!) allies than the other player, delaying a call for reinforcements (in the event neither of us used them), having more fortresses, and individually for each enemy city you conquer. The game length is uncertain, but essentially a player can call for a truce (normally this attempt will be made by the one who is ahead :-), and if he rolls a 6, negotiations have started and the players roll again according to some formula to check for the end of the game (which even if it occurs, is then still a number of turns in the future). When we started to play, the Hosars (humans - there were various jokes of why the demons were not named Gozars or the Hosars led by Yossarian), who move first, moved the Duke d'Ansar quickly to forge an alliance with the Dwarf King (that worked), Prince Timur to ally with the Cloud Prince (that didn't) and the Wizard of Rabat to sway (by remote magic) the Forest people (this was a disaster and sent the Forest people into the enemy camp). In return the Demons allied with the Cloud Prince and also the Ancients. We decided this last actually proved their undoing as the Ancients are not that strong and since they were the Demons' third allied group, they consistently leached 1VP/turn away from the Demons for the length of the game. After the Cloud Prince allied with the Demons under Lord Erush, Prince Timur decided that it would be a good idea to strike them quickly while he had slight superiority in numbers and moved on their army while in the hex of the Cloud Prince's fortress, Lyung. The Hosar High Priest meanwhile distributed garrisons among the hinterland towns and collected a sizeable force in Timur City (including the Gunthoz militia) in case of a swift strike by any flying demons. Unfortunately Prince Timur's force had slightly worse morale overall than his foes (did I mention that the game also has a nice but effective fog of war rule, of course negatable by a magic spell?) and his morale rolls were abominable, so in a major battle before the walls of Lyung castle he was forced to withdraw. Losses were 2:1 in the demons' favour and he left a number of troops behind as prisoners as well as the Wizard of Rabat. With the Hosar position thus demonstrated as quite weak for the moment, Timur fell back towards the approaching Dwarf army. A slight relief was that meanwhile the Duke d'Ansar had allied with the Altu'Han people in the far north (spelled as "Aleutian" in one place in the rules :-). Having their support, he immediately raced eastwards to fall on the Ancients at their temple. The Ancients hadn't had time to invoke their leader, the Old One. Most were taken prisoner, the rest ran away and were mopped up the next turn. The first Hosar battle success! Lord Nish, coming up from Nisshar, was too far away to give support to the Ancients. In the south, Baron Barthek moved eastwards to help the Count of Lojar defend his exposed castle. The Spirit of Light was invoked at the Southern Temple of Hosar and by casting a Rain spell, was able to make the nearby river impassable and so prevent the forces of Lord Taegul from crossing before Barthek had reached Lojar. With Taegul then moving slowly along the edge of the steppe, Barthek then (hearing of Timur's devastating defeat) took the gamble of crossing the river to attack Taegul's forces in the steppe. Initially the battle did not seem to go too well with the superior Hosar missile fire failing to have any effect and in fact a Hosar cavalry unit being the first to die, but then some of Taegul's unarmored units died enabling Barthek to engage in some doubling up. Lord Taegul eventually had to withdraw with a shadow of his former force, leaving a sizeable number of prisoners behind. Barthek used this to march forward and invest the fortress of Q'pika, something that kept him busy for the rest of the game. It depleted his force but Taegul was in no position to sorties from his citadel across the river again. In the meantime the Worm Lord who had been invoked at the Temple of Ninnghiz had, with most of the Demons' winged forces, started a campaign deep into Hosar territory by laying siege to Rabat Castle. Despite the failure of the High Priest in Timur to open a Spellgate so he could move forces into the beleagueared castle, the siege was given up when besieger losses mounted. (Around this time, roughly turn 7, a truce roll indicated that the game would be over at the end of turn 11.) The Demons now switched to assaulting fortresses and began seriously gobbling up Hosarian strongholds in the north and center of the map. In doing this they had not joined up the armies of Lords Erush and Nish, and Prince Timur, having joined the dwarves and Duke 'han, sent his fast forces ahead for a surprise siege of Erush. In the north the Mines of Ula fell to the Demons making both sides equal in fortresses. Altu'han was too close to the now quite large army under Prince Timur, taking a central position between Lord Erush's and Lord Nish's forces, and so Lord Erush moved to assault D'Ansor which fell quickly, next taking over Gunthoz Keep. (The Hosar never managed to cause more than 1 unit loss in an Assault despite good chance to roll up to 3 losses.) He did not dare to besiege Timur though. In the second attempt in the center, Castle Rabat fell to an assault led by the Worm Lord and the Beast God, and the Worm Lord moved on to besiege Barthek (the city not the Baron - a siege that was still in place at game's end). Castle Lojar was weakly defended but never threatened. By now Q'pika had fallen to Barthek and the Spirit of Light had joined the Hosar forces there. With the fall of Erush to Prince Timur in the far north (the first siege that lasted 5 phases) the balance in VP gains per turn was restored and while Prince Timur was too far from Nisshar to threaten the Demon capital, an attack on Lyung (risky - it's the toughest fortress in the game), a pursuit of Lord Nissh's weaker army, or even a splitting up to regain some of the Demon conquests would have been possible to the Hosars. However none of these would have had a swift effect on the VP situation. The VP difference which had opened as far as 7 in the Hosar's favour at some point had now been reduced to 4 or 5 but even a quick end to the siege of Barthek (where the besieging force had been whittled down to two units) would not have brought the Demons to the same VP level within two turns so with one or two turns still to go we decided that the Hosars would carry their lead through to the truce to win. As an aside, the available reinforcements initially didn't look that impressive to me, but given the semi-depleted stage of both sides (there were still a few large armies around but Barthek's, Taegul's, and the Worm Lord's had been almost ground to dust) certainly would have made a difference in a later stage of the game. Each side had about 10-15 units destroyed and about 10 total had been taken prisoner. Overall, a very cool and tense game, quite engrossing with the occasional delightful touch of chrome. Didn't check time but it must have taken us about 3-4 hours to get through the game (apart from the initial rules reading). Neither of us had really read the rules before, there were a few things we had to rethink during play, and the redeployment rule in battle is both strange and hard to adhere to (requiring players to keep track of which units were not in the battleline at the start of the battle), but we were off and playing very quickly and it was probably the most enjoyable experience with a "new" game I've had in months, with perhaps October War coming close. I think we may come back to this one again, but we're now also looking forward to trying Goblin and Grav Armor. And I think I want to dig out my (purchased, not downloaded) copy of Star Viking whenever that opportunity arises this year. Markus Last 3 games played: Pacific War, October War, Demonlord --------------- http://www.dbai.tuwien.ac.at/user/mst/games/ --------------- "Bakayaro! Bakayaro!" ("Stupid Bastards! Stupid Bastards!") -- Admiral Aritomo Goto's last words to his staff, October 11, 1942