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Post by stevie on Jan 21, 2017 15:48:33 GMT
Players will have a pretty good idea of the terrain conditions when recreating an historical battle. But when playing a random friendly one-off battle, the plough conditions can vary.
The chart below shows the defender’s first bound PIP total required for plough to be rough:-
Normal DBA, with 1 defender command = a 1st bound PIP total of ‘1’ (1 chance out of 6, or 16.7%). Double DBA, with 2 defender commands = a 1st bound PIP total of ‘4’ or less (6 chances out of 36, or 16.7%). Big Battle DBA, with 3 defender commands = a 1st bound PIP total of ‘7’ or less (35 chances out of 216, or 16.2%). Giant DBA, with 4 defender commands = a 1st bound PIP total of ‘10’ or less (206 chances out of 1296, or 15.9%).
(Note that a Giant DBA defender PIP roll of ‘11’ or less would be 310 chances out of 1296, or 23.9%, which is too high)
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Post by bob on Jan 21, 2017 20:53:25 GMT
In a big battle game I don't understand where the seven comes from?
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Post by stevie on Jan 21, 2017 22:50:20 GMT
Oh, just a different way of phrasing things. ‘7’ or less is the same as under ‘8’.
Showing it as "...or less..." makes the sequence pattern more visible. i.e. 1 command is a roll of '1', 2 commands is '4 or less' (3 more than 1), 3 commands is '7 or less' (3 more than 4), and so on. But if you prefer:-
The chart below shows the defender’s first bound PIP total required for plough to be rough:-
Normal DBA, with 1 defender command = a 1st bound PIP total of ‘1’ (1 chance out of 6, or 16.7%). Double DBA, with 2 defender commands = a 1st bound PIP total of under ‘5’ (6 chances out of 36, or 16.7%). Big Battle DBA, with 3 defender commands = a 1st bound PIP total of under ‘8’ (35 chances out of 216, or 16.2%). Giant DBA, with 4 defender commands = a 1st bound PIP total of under ‘11’ (206 chances out of 1296, or 15.9%).
(Note that a Giant DBA defender PIP roll of under ‘12’ would be 310 chances out of 1296, or 23.9%, which is too high)
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Post by medievalthomas on Jan 24, 2017 23:03:39 GMT
Its much easier in all Big Battle Games to just have the captain of the defending team roll 1d6 - the weather die - at the start of the game and on a roll of "1" Plough is Rough else Good Going.
TomT
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Post by stevie on Jan 24, 2017 23:58:32 GMT
Its much easier in all Big Battle Games to just have the captain of the defending team roll 1d6 - the weather die - at the start of the game and on a roll of "1" Plough is Rough else Good Going. TomT That is true... ...but the Big Battle Rules on page 13 paragraph 6 says:- “Plough is rough if first bound PIPs total less than 8.” However, I must admit, your suggestion is much simpler.
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Post by medievalthomas on Jan 30, 2017 21:29:56 GMT
Yes I know the offical rule - but its stupid so I ignore it. I can't remember now if I tried to talk them out of the mensa version - there were many more pressing development problems to deal with so I may have let it go.
Just chuck a weather die and move on (and it avoids the double whamming of low PIP roll + bad weather on turn 1).
TomT
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Post by Vic on Jul 10, 2018 11:47:58 GMT
I think rolling a separate die is much more convenient, but there's a relatively minor thing that is lost: as written, there is a link between a poor PIP roll in the first turn and the roughness of plough. Plough will only be Rough Going in games in which the defender has small mobility on their first bound. I don't know enough about the design process to know if this is deliberate or not, but from the feeling I get (and given that the alternative of rolling one die is very simple and takes almost no time) I suspect it is.
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Post by medievalthomas on Jul 10, 2018 16:15:26 GMT
It never came up. So the effect is accidental. Alternatively you could let the Weather die be the first PIP roll by the "King/Emporer's" command so you would still get a sluggish die roll to muddy the fields (and less the process).
Better rule in any case is that they don't dry out until one of the "kings" rolls a "6" for PIPs.
TomT
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Post by greedo on Jul 11, 2018 19:29:36 GMT
It never came up. So the effect is accidental. Alternatively you could let the Weather die be the first PIP roll by the "King/Emporer's" command so you would still get a sluggish die roll to muddy the fields (and less the process). Better rule in any case is that they don't dry out until one of the "kings" rolls a "6" for PIPs. TomT But if the high die is the King's die, would you need to roll 3 1's to have that result? That's a 1/36 chance! I agree with TomT. Do a single separate roll at the beginning of the game. Always 1 in 6.
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Post by jim1973 on Jul 11, 2018 22:22:51 GMT
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