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Post by stevie on Dec 30, 2016 11:29:28 GMT
I assume that city and fort garrisons, as well as civilians such as city denizens and camp followers, must be assigned to commands. Otherwise who pays for their PIP costs if they sally?
But what happens to these garrisons and occupying troops if their command becomes demoralised?
Do they flee from their defences, just like other troops, unless already in combat or if their owner pays a PIP to hold them in place?
Do garrisons flee through their gates? Do camp followers abandon their camp? Do city denizens gather their families and belongings together and load them onto carts and horses, then try to flee the city, in the middle of a battle!?
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Post by lkmjbc on Dec 30, 2016 22:26:34 GMT
I assume that city and fort garrisons, as well as civilians such as city denizens and camp followers, must be assigned to commands. Otherwise who pays for their PIP costs if they sally? But what happens to these garrisons and occupying troops if their command becomes demoralised? Do they flee from their defences, just like other troops, unless already in combat or if their owner pays a PIP to hold them in place? Do garrisons flee through their gates? Do camp followers abandon their camp? Do city denizens gather their families and belongings together and load them onto carts and horses, then try to flee the city, in the middle of a battle!?1. Yes. The commands to which they are assigned pay the pips. 2. If outside the city/camp... they receive a -2 tactical factor in close combat and you must pay pips to hold them. 3. Garrisons flee through gates. 4. Camp followers abandon unless held. 5. Unclear... I would say no. Denizens really don't exist as elements until they leave a city-few build elements for them. Phil only lists two ways for them to leave a City...sallying or being destroyed. In the extreme case of a Big Battle Game where a command is demoralized and the city is still in play, I would not make the player expend pips to hold the denizens (no one would remember this anyway). I have never seen this happen. I have played lots of BBDBA. 6. If cities or camps are assigned to commands at the start of the game... they default to the CinC's command. Joe Collins
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Post by stevie on Dec 31, 2016 0:08:00 GMT
Thanks for your reply Joe.
So basically, all elements, even garrisons and camp followers, must flee (unless currently in combat, or if their owner pays a PIP to hold them in place) except city denizens.
However, I’m not sure about your last point about cities and camps defaulting to the C-in-C’s command. I can find nothing on page 13 saying this... ...and I would sooner have my city/fort/camp assigned to the nearest command or the PIP costs to sally would be prohibitive (1 to move them + 1 for occupying defences +1 for being out of command range).
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Post by lkmjbc on Jan 6, 2017 21:45:42 GMT
Thanks for your reply Joe.
So basically, all elements, even garrisons and camp followers, must flee (unless currently in combat, or if their owner pays a PIP to hold them in place) except city denizens.
However, I’m not sure about your last point about cities and camps defaulting to the C-in-C’s command. I can find nothing on page 13 saying this... ...and I would sooner have my city/fort/camp assigned to the nearest command or the PIP costs to sally would be prohibitive (1 to move them + 1 for occupying defences +1 for being out of command range).
Stevie: Sorry... I just noticed this reply... The part about reverting to the CinC's isn't in the rules... It is just a useful game convention as few will remember to assign before the game starts. Joe Collins
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Post by stevie on Jan 7, 2017 7:37:38 GMT
6. If cities or camps are assigned to commands at the start of the game... they default to the CinC's command. Joe Collins Ah, I understand now. You forgot to add “NOT”.... “6. If cities or camps are NOT assigned to commands at the start of the game... they default to the C-in-C's command.” That makes sense. I like it.
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