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Post by Baldie on Nov 14, 2017 8:58:04 GMT
Hi All
I have always played that if any part of your base was in terrain the stand was counted as in terrain. If it were in multiple terrain it was in the worst kind.
Bad trumps rough which in turn trumps open ground.
Is that right though
Also spears and other supports can they offer it in terrain or only in open ground?
TVM
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Post by stevie on Nov 14, 2017 16:54:23 GMT
That is a bit of a controversial subject I’m afraid Baldie. All I can tell you is how I interpret things (although I should warn you, just about everything I post nowadays seems to cause arguments!). Yes, what you say is generally true. However, there are a lot of exceptions. (The numbers below in square brackets refers to the page and paragraph where the original rule can be found) Rivers: these only affect movement [6.10], and only if the front-edge is in or enters water [9.2]. They do not affect close combat except for bank bonus [6.10 & 11.3], and BUA’s can also claim bank bonus [7.1]. They do not affect support, pursuit, or recoiling [FAQ], but fleeing troops entering any river are destroyed [12.8]. However, they do affect shooting [10.4]. Camels: these treat Dunes and Oasis as good going for all purposes, including fleeing [6.7]. Therefore, camels must also have a command range of 8 BW even when in such terrain [8.7]. Groups in Bad Going: you can form groups in bad going, but group moves are not possible unless in column or all psiloi [8.12]. Note you can also form groups with mixed allies and non-allies, but again movement will be limited [8.11]. Flank Support: if the troops receiving the support are entirely in good going, and not assaulting, sacking or defending a City, Fort or Camp, add +1 when in frontal close combat against enemy foot [11.2]. Note that the rule does not say that both elements must be in good going, like rear support does, but only those in frontal close combat. Marshes and Gullies: troops partly in a marsh cannot shoot [10.4]. Troops entirely in a gully cannot shoot or be shot at [10.4]. Pursuers will pursue into marshes and gullies [12.9], and fleeing troops will flee into marshes [12.7]. ----and now the controversial bits----Fleeing: troops flee at the speed of the going they start in [12.6], but stop if they meet bad going they are not already in [12.7]. However, fleeing troops that meet a marsh, and fleeing Ps and LH that meet new bad going, do not halt [12.7]. Therefore, any troops that start in good going flee at full speed though rough or marsh without slowing, and Ps and LH that also start in good going flee at full speed through any kind of rough or bad going without slowing. (Yes, I know what you’re all going to say, but read what’s written in the rules)Command Distance: 20 BW if entirely Light Horse. Otherwise, it is 8 BW, but is reduced to 4 BW for troops entirely beyond the crest of any Hill, beyond a BUA or Camp, on a Difficult Hill, or in or beyond a Wood, Oasis or Dunes [8.7]. Now some people don’t apply the word ‘ entirely’ to all the items that follow it. And some people like me do. If you do, then the wording is very similar to that used to describe the PIP cost immediately above it. If you don’t, then just having a corner inside a wood or difficult hill will reduce your command range to 4 BW. It will also do the same if the troops were in good going, but one corner were out of sight behind a terrain piece. Everywhere else in the rules, every other situation is clearly noted as being either ‘partly’ or ‘entirely’ in or out. But the command distance rule on page 8 only mentions ‘entirely’ once in the whole sentence. Make of it what you will. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by Baldie on Nov 14, 2017 17:55:20 GMT
Thanks for that, really appreciate it. Looks like DBA is essentially a set of rules designed to stimulate debate with your fellow club mates.
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Post by macbeth on Nov 14, 2017 22:40:07 GMT
Camels: these treat Dunes and Oasis as good going for all purposes, including fleeing [6.7]. Therefore, camels must also have a command range of 8 BW even when in such terrain [8.7].
Stevie,
I would dispute this assertion - there is nothing in the rules about what type of going restricts command range just a description of what particular types of terrain and the positioning of the elements in relation to those terrain types for the purposes of restricted command range
6.7 Dunes and Oasis are BAD GOING, except to elements of any type with Camels.
8.7 Command distance is 20BW if entirely Light Horse. Otherwise, it is 8 BW, but is reduced to 4 BW for troops entirely beyond the crest of any Hill, beyond a BUA or a camp, on a Difficult Hill, or in or beyond a Wood, Oasis or Dunes.
Note that 8.7 does not say that the command range is 8 BW in GOOD GOING, or that the blocking terrain types are BAD GOING. I would find it very hard to believe that a group of Ps and a group of Cm in Dunes (who move and operate identically) would have differing command distances.
Cheers
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Post by primuspilus on Nov 14, 2017 23:30:15 GMT
Just add: rivers are neither good, nor bad going, nor rough going. So if a "combat influence" (e.g. support, quick kills) requires good going, or bad or rough going, these do not apply for rivers. Also you can't shoot from a river. And they can restrict the trajectory of elements crossing them.
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Post by primuspilus on Nov 14, 2017 23:31:46 GMT
Also, while the FAQs can provide interpretations, they are not the rules per se. That is to say, it is quite possible that they, too, could evolve.
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Post by medievalthomas on Nov 15, 2017 16:59:14 GMT
Terrain rules scattered and cursed with some awkward sentences. Stevie's review seems pretty good, I'm reviewing it now.
RE controversial bits, be aware that rules sometimes don't quite say what they may mean. I'm pretty sure though that for Command Control "entirely" applies (or at least is meant to apply) to the whole list. So if you can see part of an element you can send it an order by some means without spending the extra PIP.
As Stevie notes the Flee rule seems a bit screwed up. I always thought troops should Flee as per the normal movement rules without the odd exceptions. But Stevie seems to have sorted it out as well as possible.
Not sure Side Support was intended to work differently than Rear Support but I'm looking this over now to try and determine what was intended.
TomT
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Post by stevie on Nov 15, 2017 18:58:45 GMT
Ha!…well done macbeth and primuspilus. You both out-manoeuvred me. I was expecting an argument about LH fleeing through rough and bad going at full speed. Or the use of the word ‘entirely’ in the Command Range rule. I didn’t expect a debate about camels and rivers. So let’s start with macbeth. Yes, personally I agree with you about camels having a command range of 4 BW in oasis and dunes. Indeed, that is how I phrased it in those “Detailed Crib Sheets for DBA 3.0” that I put in the Fanaticus Wikipedia. I even added the words “4 BW if sight blocked by…” as I thought that would make things easier to understand. But when I gave a copy of those crib sheets to a colleague earlier this year, he objected and accused me of adding stuff that wasn’t in the rule book. As I remember it, the accusation went something along the lines of rule 6.7 saying oasis and dunes are not bad going for camels, so camels ignore the effects of oasis and dunes, and that means ignoring their command range limitations as well. And if Phil Barker wanted camels to have their command range reduced in these types of terrain, he would have said so in rule 6.7, or in rule 8.7 by saying “…or in or beyond a Wood, Oasis or Dunes, even for camels.” But he didn’t, so I must be adding stuff that isn’t there. And I found this argument very hard to refute. I still think he is wrong…but it has sown the seeds of doubt in my mind that I might have misinterpreted things. Until the FAQ team comes up with a definite ruling, there will be players that interpret this rule differently. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by stevie on Nov 15, 2017 19:11:45 GMT
Just add: rivers are neither good, nor bad going, nor rough going. So if a "combat influence" (e.g. support, quick kills) requires good going, or bad or rough going, these do not apply for rivers. Also you can't shoot from a river. And they can restrict the trajectory of elements crossing them. Actually, page 6 paragraph 10, "Rivers" says:- " For movement, a river is neither good nor other going..." It says nothing about rivers having any effect on close combat (except for the river bank bonus). ----note: I had deleted the following, but primuspilus has responded to my deleted section, so I've put it back in---If rivers stop flank and rear support, they become impossible to cross and are quite unplayable. Pikes, warbands, and auxiliaries attempting to fight their way across will all have a combat factor of 3 against foot. Any blades and flank-supported spears defending the bank will have a combat factor of 6 (unless it’s a paltry river). Even rear supported warbands defending a river bank have a combat factor of 5, and as for defending pikes… 3 vs 6 is 3 chances out of 36 of recoiling the defenders, 3 chances of rolling equal, 21 chances being recoiled, and 9 chances out of 36 of the attackers being destroyed…and that’s not counting all the overlaps caused by so many recoils. Oh, and even if you do get lucky and manage to recoil the defenders, many troops won’t pursue, so you’ll still be in the river next bound. If a river is crossed by a road you might as well roll a die and if the score is more than 2 pack up and go down the pub! Now let’s look at the effect of Kn, HCh and SCh losing their quick-kill against foot because rivers are not ‘good going’. I’ve got an army of mostly Sp/Pk/Bd/Ax/Wb/Hd/Ps, and I don’t like the look of all those Assyrian/Mycenaean/Chinese heavy chariots or those Parthian/Sarmatian/Ostrogothic knights. Oh, I know, I’ll hide in that river. Not defend the river bank you understand, but hide IN the river. His HCh and Kn will only have a combat factor of 3, and no quick-kill. What a brilliant tactic…”head for the water boys, there’s Kn’s about!”…yeah, standing knee or waist deep in water to thwart heavy horsemen is such a clever move that I wonder why there are no records of anyone actually doing it in all those history books… Sorry, but I refuse to believe that Phil Barker ever meant the river rules to be interpreted in this way. Treating rivers as good going for close combat gives a much better and more realistic game. Am I adding something that isn’t actually written down and bending the rules to fit reality? You betcha! Also, while the FAQs can provide interpretations, they are not the rules per se. That is to say, it is quite possible that they, too, could evolve. Good. If the FAQ team thinks of better ways of interpreting the rules in the future then the better DBA will be. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by primuspilus on Nov 15, 2017 19:52:54 GMT
Hey Stevie, I'll celebrate just a wee bit. I don't get to beat you too often! My only comment is: you should have seen how bad rivers used to be under 2.2! It is entirely possible Phil meant exactly what he wrote in DBA 3. Not saying it is great, and you DO raise good arguments. But I would not be shocked by Phil meaning exactly this. The flip side is, I do not recall Kn or SCh being particularly effective in rivers either - horses didn't typically seem to relish charging into rivers, so "hiding" in a river seems an interesting tactic for vulnerable foot to adopt. If I were a Ps or Ax I would definitely prefer to be in a river facing Kn or Cv, than in an open plain. And the issues with moving into/out of rivers would likely encourage any such "hiding" to be limited in number. Again, DBA abstraction at work... Perhaps the "in" vs "on the bank" of the river are not so clearly delineated. By the way, are you saying it was possible for a shield wall or pike phalanx to maintain formation while crossing a river in the face of enemy attack? Parking Pike "in" the river seems like a viable challenge to me. I recall reading that at Issus, Alexander was highly worried about the bowfire of the Persian Takabara or Kardakes. This is an elegant way to simulate the challenges faced by his Phalanx crossing the river. They did eventually succeed, possibly by luck, but it was a tough and costly fight. Of course, when you park your Pk in a river, you better pray my Classical Indians aren't within easy bowshot, as you may be hard pressed to remain in place under a hail of arrow fire. Also, I could use Ps to keep you pinned, and if you try to leave, I can have my Kn ready to ride you down. Mind you, if you leave the river, you are +5 vs Kn defending the bank, so it isn't exactly a slam dunk for me. It is a great tactical issue for you: hide IN the river, and lose bonuses, or defend the river BANK, and enjoy the +1, and have me struggle with maintaining attack trajectory, paying for column moves, etc... Sounds like a fun gaming decision to me. By the way, I honestly am not convinced that forcing a river against opposition was ever very easy. You needed to have a way to pin his key forces in a blockading position, while your scouts try to break across the river ups or downstream, and screw up his defences.
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Post by stevie on Nov 15, 2017 20:15:37 GMT
Actually, page 6 paragraph 10, "Rivers" says:- " For movement, a river is neither good nor other going..." It says nothing about rivers having any effect on close combat (except for the river bank bonus). So I'm not really adding or bending anything after all. (Sorry for being such a slow typer and making a right mess of my last post)Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by primuspilus on Nov 15, 2017 23:32:53 GMT
Actually, page 6 paragraph 10, "Rivers" says:- " For movement, a river is neither good nor other going..." It says nothing about rivers having any effect on close combat (except for the river bank bonus). So I'm not really adding or bending anything after all. (Sorry for being such a slow typer and making a right mess of my last post)Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
Hey Stevie, no need for apologies. It all adds to the brilliance and fun of the Stevie and Primuspilus show! I seem to recall a more general reference regarding rivers being neither good nor bad going in the terrain and deployment section, but I'd have to confirm this.
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Post by bob on Nov 16, 2017 7:10:44 GMT
Rivers are neither good nor bad going for movement. What are they in general? I have always assumed that they are not bad or rough going because of the following rule:
"The defending player chooses and places 1-2 compulsory and 2-3 optional features from those permitted. Those chosen must include BAD or ROUGH GOING (as defined below) or a River or Waterway, . . . "
If a River were bad or rough going, then there would be no need to add them as a separate item in the list. So if not bad going or rough going, they must be good going, except for movement when they are neither good nor bad. However if not good nor bad are they rough? It must be remembered that Phil added the category of rough going after he had written all of the rules, and therefore had to go back and add rough wherever it was appropriate . Perhaps he missed this one? What would it mean if a river were rough for movement? No effect on close combat. Since rivers already reduce movement, no change there.
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Post by primuspilus on Nov 16, 2017 15:01:02 GMT
Bob, if they were rough or bad going, Fast foot would cross at full speed, no? Or was Phil intending to create two categories of bad/rough going? I am pretty sure that Phil did NOT intend Ps to jaunt across rivers at the same speed as they run across rocky ground? That said, it wouldn't shock me to get corrected on this...
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Post by primuspilus on Nov 16, 2017 15:03:18 GMT
I find DBA is like knitting. Far harder to knit the jersey, than it is to just tug on a few threads you don't like, and unravel the whole damned thing!
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