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Post by haywire on Aug 15, 2018 19:15:45 GMT
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Post by nangwaya on Aug 15, 2018 21:22:27 GMT
That was a good read, and a fine looking beverage!
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Post by haywire on Aug 24, 2018 11:24:28 GMT
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Post by nangwaya on Aug 25, 2018 20:24:57 GMT
It has been nice to see neither side just walking away with all the victories, and I am interested to see who ends up on top (I am cheering for the Persians though The Organ Inn looks like a great place, reminds me of the Smuggler's in Blue Anchor. Are you guys able to play at the pub?
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Post by haywire on Aug 27, 2018 15:54:37 GMT
Yes, we play at the pub, normally on Sunday 4 pm to 6 pm, and Monday 7:30 pm to 9 pm. It's a great pub and less than 5 minutes walk from where I live. DBA is one of the few wargames I know of that is suitable for general pub use (we do play other larger wargames there, but upstairs in the meeting room, rather than the pub itself). I guess the other game good for pubs is this: Portable Gladiators
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Post by nangwaya on Aug 28, 2018 0:01:15 GMT
Yes, we play at the pub, normally on Sunday 4 pm to 6 pm, and Monday 7:30 pm to 9 pm. It's a great pub and less than 5 minutes walk from where I live. DBA is one of the few wargames I know of that is suitable for general pub use (we do play other larger wargames there, but upstairs in the meeting room, rather than the pub itself). I guess the other game good for pubs is this: Portable GladiatorsThank you for that link to Portable Gladiators! Brilliant!
Sounds like a great time at the pub, and love your profile pic!
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Post by Vic on Sept 4, 2018 9:52:24 GMT
Hi all,
I have just updated the file to incorporate some of the changes: - Strategic initiative after a withdrawal attempt has been changed as per haywire's suggestion. - The higher chance of survival for destroyed elements (5-6 for the loser, 4-6 for the winner) is added as an optional rule. - Exemption from restricted reinforcements is extended to the space adjacent to a player's campaign track end (so spaces 1-2 for invader and 5-6 for defender are now exempt from reinforcement restrictions). - Slight reformatting and correction of typos.
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Post by haywire on Oct 3, 2018 19:36:51 GMT
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Post by nangwaya on Oct 3, 2018 20:07:40 GMT
Hooray for the Persians!
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Post by Vic on Oct 4, 2018 15:16:02 GMT
I'm glad that you enjoyed it!
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Post by Vic on Oct 22, 2018 10:48:50 GMT
Just a quick update: v4 is now ready (and can be accessed through the same URL). This is essentially a "complete" version and I don't expect to make changes or additions to the rules except for text corrections or to address problems yet to be spotted. Thanks to your feedback, these are the changes over earlier versions that I have incorporated into the rules: - Higher likelihood of destroyed elements returning (4-6 for the winner, 5-6 for the loser) - Optional rule: opponent chooses reinforcements when understrength (thanks Stevie) - An army that successfully withdraws from battle (formerly evasion) gains the initiative, unless the withdrawal attempt was barely successful, in which case the pursuing army retains the initiative (thanks haywire)
Thanks everyone for your comments and feedback and I hope you find the rules entertaining.
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Post by schmee on Oct 27, 2018 10:47:08 GMT
Hello - we played a game of this campaign system the weekend before last using Hordes of the Things (Game of Thrones Wildlings vs. Greyjoys). It worked well - the changes you have made for v4 agree with the discussions we had after the game - i.e., we thought it was quite difficult for the defender to get back into the game after losing the opening battle (especially with the 50% AP army break point of HotT). Looking forward to trying it again!
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Post by Vic on Oct 29, 2018 11:06:27 GMT
Very glad you enjoyed it
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Post by primuspilus on Nov 16, 2018 5:38:10 GMT
After working on a Spartacus Campaign at the beginning of the year, that included marching and maneuvering on an area map, I cam coming around to the kinds of abstractions in these sorts of campaign systems (this one, and Timurialnk's system). Mine was somewhat based on the rules already in the book, and taking that to the next level. I still thin there is a potential system there, but I think for 2-player (which is most of the campaigning I get to do) I think it is really hard to do much more than a linear or mapless system, without a lot of complexity around maneuvering in 2d vs 1d. Bravo for this system. I have been playtesting Caesar in Gaul, with the following tweaks: - The Roman's count space 1 as home, and space 2 and 3 as "borderlands". 4 and 5 are Celtae, and 6 is Belgae. Note the '3' space is still used to count "repulses" for Caesar. If he'd had a second Gergovia, that would have been it for him.
- The Glorious Tenth: Caesar gets one extra Bd whenever he chooses to reinforce in spaces 2-4 - but he never exceeds 12 elements. This means he gets 3 elements, one of which is Bd, if available.
- Legendary Gallic Cavalry: The Celts get an extra 3Cv in their home territories (4-6), if choosing a reinforcement bound.
- Used the wounded generals' rule but only for Caesar. (The Celts seemed to have a bazillion mid-level middle manager tribal chieftains eager to take up arms against Rome)
- Used the Seasons rule (this helps both Caesar and the Celts stay alive for enough years). Don't use the optional reinforcements rule.
We used to think random reinforcements would be a good thing, however if using the Time of Day, as well as the rallying die rolls, the losses are more random, rather than always exactly 4. We are toying with having one LESS reinforcement in winter to reflect troops deserting, and winter attrition and disease. We also found no one ever wanted to do a general rout. Seems way too risky. We thought perhaps the rally die roll could be influenced somehow by the ratio of Cv and LH to the defeated enemy. Then Cv and LH can also screen and cover withdrawals, and conduct pursuit. Very historical.
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Post by haywire on Sept 1, 2019 14:31:09 GMT
I'm thinking of extending this to three players, with three linear campaigns (forming a triangle). So each player would be fighting on two fronts. At the moment I'm pondering how best to link the effects of one front on the other. If anyone has any ideas...
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