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Post by greedo on Mar 14, 2019 17:44:35 GMT
Bouncing off the ECW rules being discussed elsewhere on the forum, I thought of an idea for limiting the number of turns for a game. Some ideas have daylight, so specific number of turns, or specific number of turns +/- some random factor.
The ECW rules being discussed had a d6 rolled every 2 bounds, and this number subtracted from 23. When the countdown gets to 0, end of game.
But what about this? Specific number of PIPs per game? Start with say 50, and every bound, you subtract whatever number of pips the player rolled. Every bound. So that when the the timer gets to 0, the game ends regardless of the number of casualties. In the case like this, it's higher casualties loses, or perhaps defender always wins?
This means that even if everybody is rolling 1s for PIPS every turn, you'll still get more turns to do something, on the assumption that fewer PIPs took "less time" to act upon, as opposed to any kind of disorganization on the part of the orders.
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Post by stevie on Mar 14, 2019 23:22:49 GMT
Some interesting ‘outside-of-the-box’ creative thinking there Greedo. Mind you, it does strike me as a bit odd that nobody knows when nightfall will be. “Centurion, it’s midday now, so how long until sunset?” “Well sire, it all depends...could be 4 hours, or it could be 8... ...that pesky sun keeps moving at different speeds across the sky...” Surely there is one thing that every general, every soldier, in every period, knows with absolute certainty... ...and that’s when the sun will go down (even if wargamers don’t! ). For what its worth, here is something in the “Lessons from History” that Primuspilus and I have finished, which contains a downloadable version of the "Sun Clock", and it can be found here:- fanaticus-dba.fandom.com/wiki/File:LESSONS_FROM_HISTORY.pdf -------------------------------------------------------------------------------
You could just keep a note of the number of elapsed bounds on a piece of paper, or by using a stack of coins. But here is a more visual method. The Sun Clock This is a simplified version of this: fanaticus-dba.fandom.com/wiki/File:TIME_OF_DAY_DISPLAY.pdf and is cheaper on colour printing costs (you could print it in black & white, then colour it in by pencil or felt-tip). Just stick it to a piece of stiff card and use a small coin to represent the position of the sun throughout the day.
Using the Sun Clock The sun marker is moved at the beginning of the defender’s bound or at the end of the invader’s bound. The 1st hour, ‘dawn’, is used for terrain placement (while the troops eat breakfast and prepare their equipment). The 2nd hour, ‘sunrise’, is used for deployment (the troops leave their camp and take up their battle positions). The 3rd hour, ‘early morning’ is when a DBA game starts as the troops begin to manoeuvre (but the real start of the battle, actual combat, may take several more hours, simulating engagements that started late in the day).
Night battles were rare, but if a player wishes a die roll of ‘6’ means no time limit due to a bright full moon.
Alternatively If you find that 10 bounds each is not enough and that night is falling too soon for your liking, try the following:- All the terrain placement and army deployment happens before ‘dawn’, so there is 12 bounds/hours each, and have a DBA game beginning at ‘dawn’.
-------------------------------------------------------------------------------Some Helpful Downloads can be found here: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And here is the latest Jan 2019 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2019_1st_Quarter
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Post by greedo on Mar 15, 2019 0:13:26 GMT
Love the sundown clock. I guess the idea behind random turns till dusk is that you may not know how long something will take.. how long does 6 pips of action take to execute? How about 1? What if there’s confusion? I think the game says every bound is roughly 15min but surely reorganizing a broken line will take longer than ordering a formed line to advance? So as a general I know how many hours are left but I don’t know precisely how long it will take for my orders to get executed and the only certainty is that everybody calls it quits when the sun goes down (or do they?? ) Anyho, ‘’twas a random thought cause I love thinking about systems like this!
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Post by nangwaya on Mar 15, 2019 0:22:17 GMT
Love the sundown clock. I guess the idea behind random turns till dusk is that you may not know how long something will take.. how long does 6 pips of action take to execute? How about 1? What if there’s confusion? I think the game says every bound is roughly 15min but surely reorganizing a broken line will take longer than ordering a formed line to advance? So as a general I know how many hours are left but I don’t know precisely how long it will take for my orders to get executed and the only certainty is that everybody calls it quits when the sun goes down (or do they?? ) Anyho, ‘’twas a random thought cause I love thinking about systems like this! A similar method is used in a Napoleonic game that I love playing (Lasalle), ... after so many turns, both players roll for a bonus turn... if both players get a '1', then the game ends, otherwise the game continues for another turn, after that if both players roll either a '1' or '2' then the game ends, and so on. Does add a bit of tension, so I like your idea greedo.
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Post by bob on Mar 15, 2019 0:28:18 GMT
One of the things I like most about DBA is that there is no record keeping from bound to bound. You just have the elements that are lost piling up, and when enough of them are gone it’s over. Still, I like to read about potential house rules, so keep them coming.
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Post by stevie on Mar 15, 2019 0:53:21 GMT
Here’s another one then for you Bob. Very well Nangwaya, if you want a bit of uncertainty about when night will actually fall, and taking into account that generals would not be entirely sure how long actions would take as Greedo says...then how about the following:- ---Using my “Sun Clock”, if either player’s PIP roll is less than 3 the sun marker is not moved--- (in other words, not enough actions have taken place to fill an entire hour)
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Post by greedo on Mar 15, 2019 1:29:39 GMT
Here’s another one then for you Bob. Very well Nangwaya, if you want a bit of uncertainty about when night will actually fall, and taking into account that generals would not be entirely sure how long actions would take as Greedo says...then how about the following:- ---Using my “Sun Clock”, if either player’s PIP roll is less than 3 the sun marker is not moved--- (in other words, not enough actions have taken place to fill an entire hour)I do like that Stevie! Way to "Yes and..." man! Depending on how playtests go, you could change that to 1,2 or 3 to vary the speed of the sun and ensure a satisfying game is usually found, with occasional "ran outta time" surprises. On Bob's note, have people tried varying army collapses? Like as soon as you've lost 4 element equivalents, roll a die, on a 1,2,3, game over, on a 4,5,6 you get to fight a bit more. Basically a morale check. The next element lost, you'd only survive on a 5,6, and the 6 element equiv, you're done. Sometimes 4 elements lost can really feel like "oh is it over already?" Of course, there are other rules around some elements being worth more than others, but that's a different house rule
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Post by primuspilus on Mar 15, 2019 3:58:25 GMT
Here’s another one then for you Bob. Very well Nangwaya, if you want a bit of uncertainty about when night will actually fall, and taking into account that generals would not be entirely sure how long actions would take as Greedo says...then how about the following:- ---Using my “Sun Clock”, if either player’s PIP roll is less than 3 the sun marker is not moved--- (in other words, not enough actions have taken place to fill an entire hour)I like it. A lot! And it need not be an actual full day - the battle could have started any time! But that is a nice marker! DBA in campaigns suffers from the lack of being able to force a fight. Tournament players have to score points to win. But campaign players are devious as all heck. I like the "limited overs" version!
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Post by decebalus on Mar 15, 2019 14:17:19 GMT
Like bob i prefer as few record keeping as is possible. So i like something like that: With the fourth role of a 6 PIP the game is over.
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Post by primuspilus on Mar 15, 2019 15:32:58 GMT
As always, the ideas that sound good when you write them down, just don't work under repeated play. And ideas that sound terrible (like side supoort for Spears) work fantastically well when played.
I can telk you that as a seasoned 2.2 player, I was HORRIFIED at the thought of side support for Spears! Spear formations are about depth! There has NEVER in DBA been any kind of "side" support.
And now we all love it ...
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Post by greedo on Mar 15, 2019 15:45:01 GMT
As always, the ideas that sound good when you write them down, just don't work under repeated play. And ideas that sound terrible (like side supoort for Spears) work fantastically well when played. I can telk you that as a seasoned 2.2 player, I was HORRIFIED at the thought of side support for Spears! Spear formations are about depth! There has NEVER in DBA been any kind of "side" support. And now we all love it ... Although we also have 8Sp now too which I love. Go Thebans!
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Post by j on Aug 7, 2019 15:42:09 GMT
Here’s another one then for you Bob. Very well Nangwaya, if you want a bit of uncertainty about when night will actually fall, and taking into account that generals would not be entirely sure how long actions would take as Greedo says...then how about the following:- ---Using my “Sun Clock”, if either player’s PIP roll is less than 3 the sun marker is not moved--- (in other words, not enough actions have taken place to fill an entire hour)I do like that Stevie! Way to "Yes and..." man! Depending on how playtests go, you could change that to 1,2 or 3 to vary the speed of the sun and ensure a satisfying game is usually found, with occasional "ran outta time" surprises. On Bob's note, have people tried varying army collapses? Like as soon as you've lost 4 element equivalents, roll a die, on a 1,2,3, game over, on a 4,5,6 you get to fight a bit more. Basically a morale check. The next element lost, you'd only survive on a 5,6, and the 6 element equiv, you're done. Sometimes 4 elements lost can really feel like "oh is it over already?" Of course, there are other rules around some elements being worth more than others, but that's a different house rule I have a vague recollection (when playing 2.2 many years ago) of using a variable army collapse but the chances of the game carrying on were related to the difference in losses. The assumption was that, if one side had lost 4 elements & the other 3, they might be more inclined to carry on than if the ratio was 4:1 or even 4:0. This has more to do with varying morale than the countdown clock which I really like the sound of. Regards, j
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Post by greedo on Apr 14, 2020 23:58:11 GMT
Hey Stevie, I thought of an interesting twist to this.
Some armies might actually CHOOSE to attack at first light BEFORE the enemy army has finish breakfast, full deployed etc., so they can get the jump on them before they are ready.
So the army that attacks early gets a full move before the game begins. BUT, to compensate for this, perhaps they give up their ability to lay out terrain or choose the side. Or perhaps they deploy first. Not sure what the negative would be.
If a full move is too powerful, perhaps all elements get a 2nd move (for the cost of 1 PIP) just like Ps for the 1st turn only. So they get to be that much closer to the enemy, and grab good terrain, hill crest etc, but again they would give up something to do with deployment/terrain placement etc.
If both sides decide to get up at first light, then the game just lasts an extra turn on the sundial.
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Post by stevie on Apr 15, 2020 9:57:01 GMT
That’s a good idea Greedo. 👍 So what we want is something simple, plausible, surprising, yet not happen too often. Therefore let’s put ourselves an ancient warriors shoes and look at it from their point of view. Firstly, it’s important not to attack too early. That would catch the enemy still in camp before they had a chance to deploy, meaning scaling ladders and rams will be needed to assault the defences. Camps were difficult to capture, which is why they built them. Better to let the enemy come out. The red army spends the 1st ‘hour’ getting up as usual at dawn, eating breakfast, and preparing themselves. In the dark twilight they see camp fires being lit in the enemy camp and assume they are doing the same. In the 2nd ‘hour’ they leave camp and deploy to their battlefield positions, and expect to begin manoeuvring for battle in the 3rd ‘hour’. However, the blue army got up early and prepared themselves before the crack of dawn. They skipped breakfast and spent the 1st ‘hour’ leaving camp and deploying, leaving behind camp followers and camp guards to light fires so that it looks like they are still in camp and eating breakfast. In the 2nd ‘hour’, while the red army is deploying, the blue army in already in position and begins manoeuvring, catching the red army off-guard and making a surprise attack. The disadvantage to the blue’s for missing some sleep and breakfast?...they’ll suffer fatigue more quickly. And fatigue and morale are closely linked, so they will break and rout more easily (losing a ¼, or 3 elements, of your army is one thing...doing so on an empty grumbling stomach with a lack of sleep is going to be so much worse). So I propose the following (I have now playtested this and added the extra line in blue):- Both sides roll for aggression as normal, The defender chooses and places terrain as normal, The invader picks the base edges as normal, Both sides deploy as normal, Now for the interesting bit... If the defender’s first PIP roll is a 1 or 2, the invader can if they wish make a surprise attack. If the defender’s first PIP roll is a 5 or 6, the defender can if they wish make a surprise attack. If the defender’s first PIP roll is a 3 or 4, then no surprise attack and the battle plays out as normal. The Effect of a Surprise Attack * Your opponent cannot actually spend any PIP’s in their first bound... * Invaders (only) making a surprise attack may move their entire army 3 BW straight forwards for free, so they are touching the table centre-line, before the start of their first bound move phase... * All Littoral Landings are delayed until the next bound (even ships need daylight to be able to keep in formation and not get lost, and to navigate so they can see where the shoreline is). * But those making a surprise attack will rout and be defeated when they lose 3 instead of 4 elements. * And the “Sun Clock” (see fanaticus.boards.net/post/20256/) and the DBA game starts at ‘Sunrise’. Thus we have an advantage (the enemy is frozen for one bound, and invaders start closer to the enemy), and a corresponding disadvantage (your army will be more brittle, so you’ll need a quick victory or else). Thus surprise attacks are simple, plausible, don’t happen very often, and come as a complete surprise. Now then, although you may have the opportunity of making a surprise attack, is it worth it? Is the enemy deployment and the terrain suitable? Or should you forgo the risk and fight as normal? Ah decisions, decisions...
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Post by stevie on Apr 15, 2020 15:31:48 GMT
...and I’ve now done a bit of playtesting and found that the advantage (the enemy is frozen for one bound) is not worth the disadvantage (defeated when 3 elements are lost). The problem is that even with a frozen opponent, an army of mostly slow pondering heavy foot moving only two BW takes too long to even reach the table centre-line, let alone cross it, giving the defender plenty of time to reposition themselves, thus making the surprise attack rather pointless. What’s needed is the following:- The Effect of a Surprise Attack * Your opponent cannot actually spend any PIP’s in their first bound... * Invaders (only) making the surprise attack may move their entire army 3 BW straight forwards for free, so they are touching the table centre-line, before the start of their first bound move phase... * All Littoral Landings are delayed until the next bound (even ships need daylight to be able to keep in formation and not get lost, and to navigate so they can see where the shoreline is). * But those making a surprise attack will rout and be defeated when they lose 3 instead of 4 elements. * And the “Sun Clock” (see fanaticus.boards.net/post/20256/) and the DBA game starts at ‘Sunrise’. That plays better...
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