Vows of Iron Reviews

Scott Gray: 

April 3, 2016:  Game played great (even though I lost).  It flowed great and took us about 1.5 hours to play.  Overall impression was outstanding.  The rules play well and the table of contents is very well done.   Several times I needed to look up a rule and every time it was listed in the table of contents and it took very little time to find the answer.  Very well done!!!

George Gouveia: 

March 30, 2016:  I got the rules as well, I read them last night. I’m looking forward to trying these out. I like the disorder failure while disordered rules where you loss 2 more points. Makes a game of Agincourt perhaps actually work wit the massed of French Knights tramping over a muddy field out of control to get to the English and getting crammed together to be repulsed by the English and squeeze again into disorder to lose 2 more points.

From Tony Hughes of Tiny Tin Troops:

March 23, 2016:  I only opened it a few minutes ago but sometimes an immediate impression sells so may be worth something to you.  I like the wire binding (its what I used on the heraldry book I did) – shouts ‘quality’ immediately.  QRS is good and really clear for an older gamer like me.  I’d have chosen a heavier font in the booklet. Text is well laid out and spaced for easy reading and quick reference and so plenty of room for a font with a blacker imprint. Again, a factor more related to me and my aging eyes than the actual quality of the product.  I like the table of contents, clear and broken down to quite a low level so an index isn’t really needed.  Colour diagrams are good and clear (personally I think photos in the text are a waste of space but I know I’m in the minority on that so a good idea to add a bit of ‘eye candy’).  I’ve been experimenting with modified dice of the type that you include to produce skewed distributions to replace 2D6 and 1D10 in a set of rules so good to see that someone else has had similar thoughts.  First impression is that I’m impressed – they definitely have an interesting and colourful appearance and the ‘funny’ dice make you want to look closer.

From Clayton Cooper on TMP: 

March 17, 2016:  I received the rules today. For those of you wondering about the “special dice” that come with the game, I can report as follows:
There are two each of 6 different colored dice. Think of them as “ability dice”. The red die is the most powerful and is numbered 2,3,4,4,5,6. The yellow die is the weakest and is numbered 1,1,1,1,2,2. The other colored dice (white, green, black and blue) fall in between the red and yellow in terms of the numbers on them. Each unit type is rated as a particular die color for disorder, melee, shooting and target of shooting. Situational modifiers (uphill, flanked, hit in rear, in cover, etc.) can change a unit’s die color up or down to a better or worse die color. Combat is always based on the difference between opposed die rolls by the players involved. If a unit has such an advantage that its die color is, for example, red die + 2, the disadvantaged player must lower his die type by two colors because the red die is already as good as it can get. The die color chart, best to worst, is: red, white, green, black, blue and yellow. This looks to be a very interesting way of rating units and resolving combat. I look forward to trying them out soon. Since I just got them about an hour ago, I can’t say much else at this point.


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