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Post by Vic on Sept 2, 2019 13:31:17 GMT
It's an interesting thought; would it be OK for a player to sit the battle out or umpire the game in each campaign turn? If so, here's a quick first draft that you could explore and/or test:
where A, B and C are the respective "home spaces" of the three players (equivalent to the player's "own end" in the 2-player ryles), and "dc" is a disputed centre that brings the same benefits as the home space in terms of reinforcement for whomever player controls it right now (see below). The players' home spaces and the disputed centre are "grey" spaces; the rest are "clear" spaces. Terrain typology for all spaces should be agreed by all three players.
Players either take strategic bounds consecutively, always in the same clockwise or counter-clockwise order, or, if an element of unpredictability is desired, roll for order each round - with ties re-rolled until an unambiguous order is obtained for the three strategic bounds within that round.
Note that armies do not necessarily run into each other now, so it is possible to occupy and conquer a player's home space (or the disputed centre) without actually fighting a battle. I'd suggest having to spend two consecutive turns "pillaging" another player's grey space to conquer it without battle. Otherwise, it will be conquered if a battle is won there against the space's owner (or current controller, for the disputed centre).
Players can take the usual actions (and therefore will fight an enemy army if they move into the space they occupy, etc.), except that the rules for strategic initiative don't apply; the next strategic bound is always taken by the player who's next, irrespective of the action taken. A withdrawing army or an army retreating after losing a battle can only move into 1) a neighbouring unoccupied clear space or 2) a grey space, whether occupied or not, controlled by the withdrawing or retreating army; and never to the space from which the attacked army moved in. If more than one choice is available, it is picked by the moving army, unless it's executing a barely successful withdrawal, in which case the attacker will choose the destination. If the withdrawing or retreating army moves into an own-controlled grey space with an enemy army in it, a battle will immediately ensue. If an army that's been beaten in battle finds itself without a valid space to retreat into, the effect is the same as if its home space had been conquered.
If a player's home space is conquered by another player, either by battle or by pillaging (or if the army finds itself with no space to which it can retreat, see above), the conquered player's army is immediately taken to that home space if it's not already there, and the conquered player becomes a "tributary" of its conqueror. As long as the conquered player remains a tributary, their army cannot leave their home space, cannot reinforce, and will not fight their conqueror's army - so they can only intervene by defending their home space against the third player. While the player remains a tributary, the conquering suzerain can reinforce at the tributary's home space to receive an allied contingent of 3 elements taken from their current standing army - the suzerain can discard any excess element(s) of their own army in the process so that the combined army does not exceed 12 elements.
The tributary has the option of declaring independence again right after each battle that their suzerain loses against the third player, playing normally from that point on. If a tributary is attacked and defeated by the third player in the tributary's home space, they change suzerains, becoming a tributary of their new conqueror instead.
The "disputed centre" is initially neutral, and will become controlled by the first player to pillage it for two consecutive turns or winning a battle there. From that point on, control will be taken over by any player pillaging it for two consecutive turns or winning a battle against its current controller there. All players can move normally through it. If the current controller's army reinforces there, the space is treated as if it were its home space.
Other than the tributary/suzerain system, all diplomacy is non-binding and based only on mutual trust and goodwill.
A very rough draft just to give you some ideas to toy with; let me know what works and what fails.
Thanks!
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Post by nangwaya on Sept 2, 2019 15:19:45 GMT
There is a lot of good stuff in your post Vic.
I especially like the tributary mechanics you have going on.
I have been working on a four player campaign and will be incorporating some of your ideas.
Thanks!
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Post by wyvern on Sept 6, 2019 4:17:10 GMT
All this looks great Vic. Am certainly going to be using the linear campaign.
Cheers, Paul.
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Post by haywire on Sept 7, 2019 16:20:57 GMT
I was thinking of something like this:
O + + + + + X + + + O + + + + O
The Os represent the home territories/capitals (perhaps Medieval France, Germany, and Venice). The + are the usual zones between the capitals. The X represents something impenetrable (Alps, with Swiss). The colours represent the initial territories.
Each player thus fights two linear campaigns, as usual, having one army per side of the triangle. If player A defeats player B, by getting to B's capital, the army of player B that is fighting C evaporates. A can then use B's troops as allies, on the B-C front (as A now fights C on two fronts, closing in on C's capital).
The only thing that I have to sort out is whether to have any cross-talk between a player's two fronts or, for simplicity, to just keep it as two independent linear campaigns.
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Post by vtsaogames on Sept 8, 2019 16:21:18 GMT
Just a thought: rather than pillage an unguarded enemy space, use the siege rules from the original campaign rules?
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Post by Vic on Sept 9, 2019 6:07:35 GMT
Just a thought: rather than pillage an unguarded enemy space, use the siege rules from the original campaign rules?
Brilliant, yes.
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Mr.E
Beneficiarii
New comer to DBA
Posts: 82
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Post by Mr.E on Apr 6, 2021 20:41:44 GMT
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Post by stevie on Apr 6, 2021 22:09:01 GMT
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wote
Munifex
Posts: 26
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Post by wote on Apr 9, 2021 2:36:37 GMT
Wonderful illustration Mr.E, did you draw it yourself or adapt it from somewhere else?
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wote
Munifex
Posts: 26
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Post by wote on Apr 9, 2021 2:43:28 GMT
I wonder, has anybody used this system for a 100YW campaign?
Particularly interested in how a historical invasion route might be mapped onto the six campaign track spaces--particularly given the French and English lists, and much of the territory of France, are arable. Is it "workable" to have six arable spaces, or is it better to find justification for some hills and/or littoral?
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Post by monsieure on Apr 9, 2021 19:17:46 GMT
Hello thanks for the kind welcome and comments. I was a bit workbusy so didn't have time to reply earlier. This map is my handraw and watercolor then scanned then slightly reprocessed using gimp software.
Regarding 100ywi this rule work IMHO as a operation map with a simple goal or picturing a "Chevauchée ". For 100yw full campaign this isn t workable. But better cut it in numerous short campaign and then adding victory point. I was also thinking if king are pressed into battle and died it can lead to a dynastic crisis. How this can be resolved?
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Mr.E
Beneficiarii
New comer to DBA
Posts: 82
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Post by Mr.E on Apr 9, 2021 20:19:05 GMT
I m not so familiar with proboard systems it seems I have 2 avatars.... I will sort out how to delete previous post Regarding 100yw like previously posted this rule work IMHO as a operational map with a simple path or picturing a "Chevauchée " or 6 steps campaign quick exemple: Guyenne theater of operation 1 Bordeaux.(littoral) 2 Conac. (arable 1 difficult hill compulsory ) 3 Saintes (arable river compulsory ) 4 LA Rochelle (littoral) 5 Niort (arable swamp compulsory ) 6 Poitiers (arable)
Others chevauchée can be stylised like this exemple too. In addition could it be possible to design linear map with 7 or 8 segments?
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wote
Munifex
Posts: 26
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Post by wote on Apr 10, 2021 1:02:06 GMT
I was thinking along similar lines for the Crécy campaign. Perhaps something like this: 1. Cherbourg peninsula (Forest: English S route from St Vaast La Hogue to St Lo) 2. Normandy (Arable: English E route thru Normandy including Caen) 3. Seine (Littoral with compulsory woods: English SE route along the Seine between Pont de l'Arche and Poissy) 4. Picardy (Arable: English N route from Poissy to St Valery) 5. Artois (Arable: English N route thru Artois including Blanchetaque, Crécy) 6. Calais (Littoral) This style of game campaign ignores the reality that territories were looted and razed rather than occupied by the invaders. This might specifically impact numbers/types of reinforcements available to the invaders. English reverses would simulate the French pushing them back along their invasion route. Suggestions welcome
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Post by Cromwell on Apr 10, 2021 7:55:02 GMT
Hello thanks for the kind welcome and comments. I was a bit workbusy so didn't have time to reply earlier. This map is my handraw and watercolor then scanned then slightly reprocessed using gimp software. Regarding 100ywi this rule work IMHO as a operation map with a simple goal or picturing a "Chevauchée ". For 100yw full campaign this isn t workable. But better cut it in numerous short campaign and then adding victory point. I was also thinking if king are pressed into battle and died it can lead to a dynastic crisis. How this can be resolved? I have used the linear campaign for both early and late HYW and both worked very well.
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Post by Cromwell on Apr 10, 2021 7:58:20 GMT
I did adapt the campaign a little.
Here was my idea. I had already posted this under recruitment during campaigns.
Whilst in lock down I have fought a number of simple campaigns.
I use the ladder idea. Five boxes, armies fight the first battle in the middle box and the loser retreats back one box towards their base edge. The loser of the campaign is the army forced off their edge. I wanted to bring in a simple element of logistics and economics.
Casualties from battle are placed behind the armies respective base line. Before the start of the next battle each side rolls a D6 for each casualty element 4,5,6 the element rejoins the army, otherwise it stays at the depot.
Each side each has five units of money. I used pennies. Cost me 10 pence so family had to go without but sacrifices have to be made.
Once an army has rolled for recruitment and fails the General can decide whether to boost the dice roll by spending a coin (Nearly said spend a penny, glad I didn't) So if a 3 was rolled, spending 1 coin will boost it to 4 so the element can rejoin the army, if roll was 2 then 2 coins can be spent.
Problem is you can run out of coins very quickly so you have to prioritise which elements to spend coins on.
The treasury of coins can be refilled however.
But only if the army voluntarily retreats back towards it's own base line. It can earn one coin for each box retreated back. This tries to depict less cost of shorter supply lines, less garrisons to be paid and plus raising of taxes to boost homeland defense.
An army can never hold more than 5 coins.
If the armies Generals element falls it requires a dice roll of 5,6 to recruit a new one. The roll can still be boosted by coins.
If you are unable to recruit a general the army still fights with another element nominated as General. However all PIP rolls are reduced by 1. So it is possible a bound could have no PIP's to spend! Hopefully the powers that be can forward another General to you for the next battle!
I tried it out in a campaign between Early Imperial Romans lead by Bigus Dickus and the Parthian Army controlled by Mustapha Leek.
It seemed to work well and I enjoyed the campaign.
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