|
Post by primuspilus on Jan 7, 2018 2:57:15 GMT
This is the least "disruptive" in terms of rules overhead. I did support the original rule but against mounted, since Bows already enjoy a a shooting advantage against mounted. They now (unlike in 2.2) outrange Knights and Camels, but are still vulnerable to straight cavalry on the charge.
|
|
|
Post by stevie on Jan 7, 2018 11:24:52 GMT
Oh...one more thing. Medievalthomas in another thread suggested changing the LH combat outcome so that they flee if doubled by shooting bows. This is also an excellent suggestion. At the moment, bows ganging-up on LH at long range have 21 chances out of 36 of killing them (that's a 58.3% chance)...which I think most people would agree is a little excessive! Making doubled LH flee from shooting bows would make it harder to kill them. But they would flee right off the battlefield more often, which is good enough. Later Edit:-As a follow on to the above, here is a snippet from “Lessons from History” (which can be found here: fanaticus-dba.fandom.com/wiki/File:LESSONS_FROM_HISTORY.pdf ) If Light Horse doubled Destroyed in bad going, or by any mounted, Artillery shooting, (remove Bows) if shot in the rear, or by Psiloi. If not, flee. |
Historical justification for the LH fleeing from Bows Three shooters targeting a single LH element has 21 chances out of 36 of scoring a double...which is a bit high. MedievalThomas suggests that doubled LH instead flee from Bows, and this does indeed more closely match the historical accounts, where LH fled from the battlefield rather than being slaughtered by arrows. If LH are doubled when shot in the rear-edge, usually after fleeing last bound, then they will be broken and lost. It’s as if they were already shaken by the first flee move, and another double score turns the flight into a rout.
Note that playtesting shows that if LH were killed when doubled in close combat with Bows, bowmen would be encouraged to charge at the light horsemen...which is not at all realistic (doubled LH already flees from WWg).
You may ask why LH are killed by being doubled by Psiloi in close combat, but they will flee from Bows. Well, a Bow figure represents between 6 to 10 ranks, with the rear ranks shooting blindly using ‘barrage fire’ as they can’t even see the target. Psiloi on the other hand are a thin line of snipers spread out in open order, shooting directly just when their target raises his shield to ward off an attack from another direction, or are deliberately aiming for that unprotected head or that unarmoured part of the light horseman’s body...How Bows can kill LH when LH flee if doubled by Bows:- * make ‘em flee off a table base edge (fleeing twice will do it, or once on a small table if the LH don’t advance). * after fleeing they’ll have their rear facing the Bows, and a double in the rear routs ‘em (and they are then lost). * if while fleeing they hit an obstacle (a Waterway, City, Fort, Camp, or troops they can’t penetrate), they’ll halt and have their rear facing the Bows, and will often still be in range after the Bows advance 1 BW (see above). * if they cannot flee at all because of an obstacle, they'll be lost (see page 12 paragraph 8...so avoid double ranks!).Plus of course there are the usual conventional ways of killing them (hard-flank ‘em, use Cavalry against ‘em, and so on). Try it and see. 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
|
|
|
Post by Simon on Jan 7, 2018 18:27:49 GMT
Oh...one more thing. Medievalthomas in another thread suggested changing the LH combat outcome so that they flee if doubled by shooting bows. This is also an excellent suggestion. At the moment, bows ganging-up on LH at long range have 21 chances out of 36 of killing them (that's a 58.3% chance)... ...which I think most people would agree is a little excessive! Making doubled LH flee from shooting bows would make it harder to kill them. But they would flee right off the battlefield more often, which is good enough. 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
I have just bought Tom's rules and they contain a lot of good ideas. LM(ie LH) and LI (ie Ps) get to flee from cc and shooting rather than being destroyed unless they are in cc v bow armed troops. Cheers Simon
|
|
|
Post by primuspilus on Jan 8, 2018 14:13:07 GMT
Curious, would 3/4Ax still catch LI and LM, or do they flee those as well?
|
|
|
Post by Simon on Jan 8, 2018 17:11:15 GMT
Curious, would 3/4Ax still catch LI and LM, or do they flee those as well? From my reading of Tom's rules, it looks like Light Foot LF (LI/Ps) could not evade Fast Medium Foot (MF) (ie 3 Ax) as their movement allowance is not greater but could evade Normal MF (ie 4Ax) if they were not armed with bows. Light Mounted could evade Fast and Normal Medium Foot if they were in good going and the MF not armed with bows. Hopefully Tom will correct if I have ot his wrong! Simon
|
|
|
Post by stevie on Jan 8, 2018 18:18:25 GMT
|
|
|
Post by Simon on Jan 8, 2018 18:29:17 GMT
In the advanced rules you can also have Medium Mounted with bow. Although these don't actually distance shoot, they also have the evade ability against foot stand unless they have bows.
Simon
|
|
|
Post by medievalthomas on Jan 18, 2018 18:27:37 GMT
A few comments from your demented author.
The rule I settled on for Bow is: LB & CB are +3 v. Foot (at all ranges) (Crossbow shoot only in own bound). Bow remain +2. It seems clear that the main effect of the more powerful Bows was to increase threat to Foot. Missile could be battle winners but smart generals took precautions. Just like combating Knights - with precautions they become less effect - but only if you took precautions. Increases in armor were mostly caused by a reaction to missiles (there is a reason while all armies eventually become missile armed).
Re Evading: generally if your are Lights (LH, PS inDBX speak), you can Evade in Ranged Combat and against anything in Close for which you have a higher MA (in terrain).
For Mediums (Cav, Aux etc.) you can Evade in Close v. Foot (only) if you have a higher MA (generally applies to missile armed Mounted and Aux types - Lance armed Medium Mounted for instance do not Evade).
An Evade converts a Destroyed on Double to a Flee.
A Game of Knights and Knaves is an interactive game (I take feed back). Simon has already been a great help. Currently I'm pondering just giving LB/CB a +1 in TZ rather than all ranges.
Thomas J. Thomas Fame and Glory Games
|
|
|
Post by primuspilus on Jan 18, 2018 20:15:08 GMT
That's great for Medieval. But Classical Indian Lb will now just murder Alexander's Phalanx. Not necessarily an issue by itself, but Alex Mac is really struggling a lot in v3 vs Indians: 2 x HCh, 2 x Cv, and 3 x El is quite an array of Classical Indian death-dealing already.
I wonder if it is time to consider a stand-alone universal shooting "defence factor". +4 against all shooting, if you yourself are not shooting back.
All shooting is +3 vs foot, +4 vs mounted. That nicely shows that Ps are harder to hit since they are dispersed, and Sp are easier to hit, since they are packed densely, and a nice, fat target.
|
|
|
Post by medievalthomas on Jan 19, 2018 18:48:31 GMT
Pike are problematic in DBA for many reasons.
I'm also dubious that classical Indian Bow should count as "longbow" which is more about the quality of archer than just length of bow.
To solve the Pike problem you need points - so Bow cost 3, Longbow 4 and TWO stands of Pike cost 4 - you buy em in pairs (but still as single stands to help with attrition).
While on the topic Pikes have gotten undervalued against Knights. They are (essentially) +5 for 2 stacked stands but 2 stands of Knights will overlap the Pike bringing the combat down to +3! v. +4 - not at all bad for the Knights. A Knight general makes it +4! v. +4 - fantastic for the Knights. (Why not just take more versital Spears?)
My solution (so far) is to use the double point system above and give Pike a universal +2 for Rear Support. It seems to be working as we actually see players taking Lansiter Pike and (almost in my case) winning (instead of whining).
I am by the way very much in favor of mandatory TZ shooting. Its essential for historical simulation value (for which Knights and Knaves is dedicated), no archers are going to ignore the enemies bearing down on them to shoot elsewhere. For the 12 element tournament game I suppose this is not such a central issue.
If you put in the Flee rule for Lights, you do not need to increase there "missile defense" they will behave like Lights and run away if the going gets tough. Its a much better rule and uses standard DBX mechisms.
(If you don't want to jump feet first into Knights and Knaves, D3H2 has a primitive point system to help the Pike and Aux issues and "shooters" to help with missile issues. I cannot recommend strongly enough adapting it as the universal plain jane DBX system.)
TomT
|
|
|
Post by primuspilus on Jan 20, 2018 14:24:31 GMT
Tom, you raise some good points. But while on the subject, I think I have reiterated several times that since there is no hit tracking system, the only way to reflect the accumulating attritional effects of archery fire is to have very occasional kills. The only way you do that reliably is with the mechanic that allows support shooting, to apply the -1 to high CF targets. It has nothing to do with a literal targeting decision by the Bow. We are conflating effects.
I would buy the argument of having to shoot at the closest target, but only if the current shooting dynamic is entirely overhauled, to better allow the reflection of accumulating missile fire.
Otherwise just make a rule that says Bow cannot shoot at HI and save us reams of pointless die rolling, and complicated target priority rules. Heck just give bows a range of 1BW, and the game is orders of magnitude cleaner and clearer.
My suggestion (and I tested this last year, and it worked on my board, but would need wider and more robust testing) is a flat shooting number for foot targets that are not shooting back: +3. Bows shoot at +2 vs foot, +4 vs mounted. Apply a +1 in close range shooting.
Also allow Fast Ax and Ps to flee from shooting.
Otherwise, as we have found, the ganging up mechanism to reflect attrition is not effective if removed for close range shooting. Which in my view is utterly perverse. Bows decrease in effectiveness with range, they don't increase.
By the way, I had also thought depending on one's view, you could allow Bw to flee from HI in good going if doubled. That would move archery against HI more to the harassment and annoyance level, and allow Bow armies a bit more survival if caught in the open.
|
|
|
Post by medievalthomas on Jan 23, 2018 20:38:04 GMT
As a stubborn romantic who often uses HYW armies in DBA tournaments (partially because its the only 15mm army I have), I understand concern about shooting esp v. HF. We tried to make it better in 3.0. But without +3 v. Foot longbow and crossbow (Shooters from HOTT) its impossible to simulate the medieval period. DBA uses an "average" archer and combines the quite different abilties of Crossbow and Longbow - and ends up not really representing any particular historical bowmen - but it has to cover 3000 years of history with the same set of troop types. Keep in mind that due to the longer range you do get many more shots v. HF than in prior DBA versions. We have found the +3 longbows adequate representations for doing HYW battles even with the mandatory shooting.
I put in a mild attrition rule as an option in Knights and Knaves but have not gotten back enough feedback from players (who are excellent playtesters) to determine its value. As the player base grows more players may try the optional rules and I can get more info.
But I do like the +1 for TZ shooting and agree its a necessity with the current +2 v. Foot bow.
TomT
|
|
|
Post by stevie on Jan 23, 2018 22:04:47 GMT
As I like to collect interesting ideas, here is something I thought up some years ago. I doubt that it will be of any use to anyone, but I'll share it here just in case someone is interested. See i.ibb.co/44BSK3p/Fatigue.jpgUnfortunately, my wargaming friends all baulked at the idea of having ‘markers’ in DBA. Still, the concept is sound.
|
|
|
Post by bluestone28 on Oct 4, 2019 7:21:47 GMT
Hi!
relooking at fatigue factors in your doc,
i suppose that a fled unit is considered as fatigued too?
thx
|
|
|
Post by stevie on Oct 4, 2019 8:32:07 GMT
|
|