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Post by stevie on Oct 29, 2018 11:39:01 GMT
I was recently asked this question, but found I was unable to give a definitive answer. So I wonder how the rest of the DBA community handles the situation. Page 7 paragraph 1 says that only foot (other than Allies) can be deployed in a City, and one must be deployed in a Fort. Thereafter, any foot (except WWg) can move into an undefended City/Fort and garrison it. However, it is possible for mounted to get inside a City/Fort...such as when their assault is successful and they advance into them to begin sacking, with some exceptions: elephants and mobile towers do not advance into them (rule 7.3), and SCh cannot assault them (rule 9.12). So, the question is, when eligible mounted assault their way into a capturing a City/Fort, are they ‘garrisoning’ it or just ‘occupying’ it? The Case For GarrisoningThe Tactical Factors (rule 11.3) does not say “ +4 If foot garrisoning a City or Fort”. As it doesn’t specifically exclude mounted, one could assume that this includes suitable mounted elements as well. After all, if men on horseback or riding in chariots can temporarily dismount to climb scaling ladders when they assault a City, then why can’t they also temporarily dismount to man the walls when they are inside the City? If so, they would only have the same combat factor as Ax and Pk...CF 3 (or 2 if LH) with +4 for the defences. This interpretation also makes sense when it comes to PIP costs: rule 8.7 “+1 PIP if currently garrisoning a city, fort or camp”. The Case For OccupyingIf just occupying and not garrisoning, then they wouldn’t gain the +4 for the defences. And rule 7.1 also does say “A garrison or other occupying element does not pursue”...making a difference between the two situations. But if they are not a garrison, then their PIP cost will only be 1...again rule 8.7 “+1 PIP if currently garrisoning a city, fort or camp”. So, if they are a garrison, they will get the +4 defence and cost 2 PIPs to move out. Or, if they are just occupying, they don’t get the +4 for the defences but only cost 1 PIP to move out. Which is it? Some potentially useful player aids can be found here, such as the “Quick Reference Sheets” from the Society of Ancients, and the new “Army List Corrections” file: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And this is the latest January 2018 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2018
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Post by lkmjbc on Oct 30, 2018 18:11:09 GMT
I was recently asked this question, but found I was unable to give a definitive answer. So I wonder how the rest of the DBA community handles the situation. Page 7 paragraph 1 says that only foot (other than Allies) can be deployed in a City, and one must be deployed in a Fort. Thereafter, any foot (except WWg) can move into an undefended City/Fort and garrison it. However, it is possible for mounted to get inside a City/Fort...such as when their assault is successful and they advance into them to begin sacking, with some exceptions: elephants and mobile towers do not advance into them (rule 7.3), and SCh cannot assault them (rule 9.12). So, the question is, when eligible mounted assault their way into a capturing a City/Fort, are they ‘garrisoning’ it or just ‘occupying’ it? The Case For GarrisoningThe Tactical Factors (rule 11.3) does not say “ +4 If foot garrisoning a City or Fort”. As it doesn’t specifically exclude mounted, one could assume that this includes suitable mounted elements as well. After all, if men on horseback or riding in chariots can temporarily dismount to climb scaling ladders when they assault a City, then why can’t they also temporarily dismount to man the walls when they are inside the City? If so, they would only have the same combat factor as Ax and Pk...CF 3 (or 2 if LH) with +4 for the defences. This interpretation also makes sense when it comes to PIP costs: rule 8.7 “+1 PIP if currently garrisoning a city, fort or camp”. The Case For OccupyingIf just occupying and not garrisoning, then they wouldn’t gain the +4 for the defences. And rule 7.1 also does say “A garrison or other occupying element does not pursue”...making a difference between the two situations. But if they are not a garrison, then their PIP cost will only be 1...again rule 8.7 “+1 PIP if currently garrisoning a city, fort or camp”. So, if they are a garrison, they will get the +4 defence and cost 2 PIPs to move out. Or, if they are just occupying, they don’t get the +4 for the defences but only cost 1 PIP to move out. Which is it? Some potentially useful player aids can be found here, such as the “Quick Reference Sheets” from the Society of Ancients, and the new “Army List Corrections” file: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And this is the latest January 2018 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2018
Only foot can garrison as far as I can tell.
"Any single foot element (except War Wagons) can move to be completely within an undefended city or fort and then garrison it"
From the BUA section.
Joe Collins
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Post by stevie on Oct 31, 2018 2:13:36 GMT
Thanks for that Joe...I thought as much. This inquiry was caused by my mate who was going through those “Detailed Crib Sheets” of mine. He noticed that I had the Tactical Factors saying “+4 if foot (not Civilians) garrisoning a City or Fort” (I added ‘foot’ for clarity).But the actual Tactical Factors on page 11 says “+4 if garrisoning a City or Fort” (with no exceptions mentioned).I myself am quite happy to abide by mounted just ‘occupy’ a City or Fort, so they don’t get the +4 for being a ‘garrison’. But this has raised some issues, and what follows are some of the counter arguments and inconsistencies:- The InconsistenciesRule 7.2 (a): “A City has defensive walls, and a large population of denizens who will defend it if it has no garrison.” (As mounted are not a ‘garrison’, can you have mounted ‘occupying’ a city but still have the denizens defending the city walls?)Rule 7.3: “If a garrison vacates the city, the denizens continue to defend it. If the garrison is destroyed, they do not.” (As mounted within a city are not a ‘garrison’, could they be destroyed by Art leaving the denizens still defending it?)Rule 7.3: “If a city has surrendered and there is no enemy troop garrison, the original owner can pay 5 PIPs for its denizens to revolt.” (As mounted are not a ‘garrison’, can a city revolt if it is only ‘occupied’ by the mounted element that assaulted and captured it?)Rule 8.7: “Pay an extra PIP if an element is currently garrisoning a city, fort or camp.” (As mounted are not a ‘garrison’, do they only pay 1 PIP to leave a city or fort?)Rule 9.9: “The area within 1 BW of any point of a camp, city or garrisoned fort, is its Threat Zone.” (As mounted are not a ‘garrison’, do mounted ‘occupying’ a fort exert a Threat Zone?)ConclusionIt seems to me that Phil Barker knows within his own mind the difference between ‘garrisoning’ and merely ‘occupying’. But he uses the word ‘garrison’ in an arbitrary way to cover both situations. The five inconsistencies mentioned and underlined above should really use the word ‘occupied’ or ‘occupying troops’. Then there would be no problems. Ether that, or mounted can be a garrison... (Forgive me if I sound like a medieval monk going through the Bible trying to work out how many angels can stand on the head of a pin...but you know what wargamers and rule-lawyers are like )Some potentially useful player aids can be found here, such as the “Quick Reference Sheets” from the Society of Ancients, and the new “Army List Corrections” file: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And this is the latest January 2018 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2018
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Post by Vic on Oct 31, 2018 13:18:25 GMT
I think you dead a good job pointing out the inconsistencies, and it's clear that the text alone can't resolve the question, so I'd propose the following as the solution that is in my view closest to the letter of the rules as written:
- A player can only voluntarily garrison a city (either at the beginning of the game or by moving into it during the game) with foot troop elements. - However, mounted elements (Scythed Chariots, which cannot assault the city, and Elephants, which won't move into the city even if they successfully assault it) can enter a city and sack it if they beat its defenders. - As long as they are sacking the city, mounted elements count as occupying but not garrisoning it (so no +4 but no pursuing). - Once the sacking is complete, the mounted unit becomes a garrison, entitled to the combat factor and subject to the PIP penalty. If it were to leave the city, it couldn't come back to garrison it again, as only foot (except WWg) can do that.
So, in this way, both foot and mounted (except El, SCh) can garrison a city, but the only way mounted can get into that position is by successfully assaulting an enemy city, moving into it and completing the sacking; only foot can be placed as a garrison "voluntarily".
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Post by stevie on Oct 31, 2018 20:23:13 GMT
Excellent analysis Vic, and I entirely agree with you. That fixes all problems, follows the rules as they are written, and who knows...maybe it’s even what Phil Barker actually intended. So to sum up: mounted can become a garrison, but mounted (other than SCh or El) will only find themselves in such a position as a result of assaulting and capturing an enemy city or fort. Of course, this does mean that I need to revise and update those “Detailed Crib Sheets” in the Fanaticus Wiki. (And now I owe my mate a drink, as he was right after all!)
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Post by bob on Nov 1, 2018 2:28:51 GMT
People are certainly free to make up any rules they want, but the intent for a Garrison was for it to be Foot. Note the words "if eligible" in the text below. Only foot are "eligible."
"If a garrison vacates the city, the denizens continue to defend it. If the garrison is destroyed, they do not. When a garrison or denizens are destroyed in close combat, any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it until its player has a PIP score of 5 or 6. The sacking element can then either garrison the city if eligible to do so, or vacate it. Prior to that, the sacking element does not get a garrison tactical factor in close combat and cannot shoot or be shot at. "
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Post by martin on Nov 1, 2018 9:39:40 GMT
People are certainly free to make up any rules they want, but the intent for a Garrison was for it to be Foot. Note the words "if eligible" in the text below. Only foot are "eligible." "If a garrison vacates the city, the denizens continue to defend it. If the garrison is destroyed, they do not. When a garrison or denizens are destroyed in close combat, any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it until its player has a PIP score of 5 or 6. The sacking element can then either garrison the city if eligible to do so, or vacate it. Prior to that, the sacking element does not get a garrison tactical factor in close combat and cannot shoot or be shot at. " Absolutely, Bob; "if eligible" covers it perfectly. Totally agree, garrisons are foot and nothing else. (Too much selective reading going on). Martin
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Post by stevie on Nov 1, 2018 12:45:11 GMT
Actually Bob and Martin, I’m on your side. I want only foot to be a garrison...indeed, I have a vested interest in doing so; it means I don’t have to change my “Detailed Crib Sheets” (or buy my mate a drink!). However, I am unable to point a finger at a line in the rules that says there, that definitely proves it. Take that rule that you quoted:- “ Sacking [7.3]: The sacking element (after a PIP roll of 5 or 6) can then either garrison the city if eligible to do so, or vacate it.” Does this rule mean that if a mounted element finds itself in an captured enemy city, it MUST spend the very first PIP to vacate it? After all, there are only two options given...if mounted are not ‘eligible’ to become a garrison, their only other option is to leave. The third option, to remain as mere ‘occupiers’, is not given as a choice. This is fine for cities, but what about when mounted find themselves inside a captured enemy fort? There is no sacking when an enemy fort is captured. Do they also HAVE to spend a PIP to leave as well? This would solve the issue...mounted would never be inside a city/fort (except when they are sacking it). And I would be interested in how you Bob, Martin, and other players resolve the following inconsistencies, which I posted earlier but will repeat here for convenience:- The Inconsistencies Rule 7.3: “If a city has surrendered and there is no enemy troop garrison, the original owner can pay 5 PIPs for its denizens to revolt.” (If mounted are not a ‘garrison’, can a city revolt if it is only ‘occupied’ by the mounted element that assaulted and captured it?)
Rule 8.7: “Pay an extra PIP if an element is currently garrisoning a city, fort or camp.” (If mounted are not a ‘garrison’, do they only pay 1 PIP to leave a city or fort they have assaulted and captured?)
Rule 9.8: “The area within 1 BW of any point of a camp, city or garrisoned fort is its Threat Zone.” (If mounted are not a ‘garrison’, do ‘occupying’ mounted exert a Threat Zone from inside an enemy fort they have assaulted and captured?)There are many references in the rules saying that mounted cannot be deployed in or enter a city or fort. But although he has ample opportunity to do so, Mr Barker fails to mention whether mounted can be given garrison status if they find themselves inside a captured city or fort:- Tactical Factors [11.3]: “+4 if garrisoning a city or fort”... (note there is no exemption for being mounted). Denizens [7.3]: “ (Denizens) are not a garrison.”.... (note no mention of mounted also not being a garrison). And there are also the inconsistencies that I noted above. Revolt [7.3] is an interesting case in point: “If a city has surrendered and there is no enemy troop garrison...” Phil could, and perhaps should, have used the phrase “...and if there is no occupying enemy troops...” But he instead deliberately chose “no enemy troop garrison”. I know that all this is rather trivial, and having a mounted element inside a a captured enemy city or fort is a fairly rare event. But I don’t want to be accused of spreading false information in my “Crib Sheets”, so it’s important that I get it right. (Besides, my mate is getting thirsty!) P.S.Actually, this is not a matter of being ‘right’ or ‘wrong’. I just need to know what the consensus of the majority of the DBA community is, so we all play the same, no matter what the rules do or don’t say. (And my mate will just have to buy his own drinks!)
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Post by jeffreythancock on Nov 2, 2018 0:55:03 GMT
Mounted are not eligible to serve as a garrison. They can defeat an enemy garrison, camp dwellers, or denizens; but they cannot then become the new garrison.
That is how I read the rules.
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Post by primuspilus on Nov 2, 2018 3:21:52 GMT
I think Stevie's point is as follows: OK, but given that NOWHERE ever in the entire DBx system is there a compulsion to make your next move with your first PIP something like removing the mounted element after it is done sacking the city, what if you just leave it there, because you have more pressing items demanding your precious PIPs? What then?
It is not a garrison, but neither is it under any compulsion to leave either...
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Post by martin on Nov 2, 2018 4:13:58 GMT
I know this doesn’t answer the question, but WHEN have you seen a mounted element successfully capture a fort/city? I certainly haven’t (though I know it’s technically possible). More angels on the head of a pin, please...
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Post by bob on Nov 2, 2018 5:24:32 GMT
I USE CAPS JUST TO DIFFERENTIATE MY COMMENTS FROM STEVIE'S TEXT. NOT YELLING Actually Bob and Martin, I’m on your side. I want only foot to be a garrison...indeed, I have a vested interest in doing so; it means I don’t have to change my “Detailed Crib Sheets” (or buy my mate a drink!). However, I am unable to point a finger at a line in the rules that says there, that definitely proves it. Take that rule that you quoted:- “Sacking [7.3]: The sacking element (after a PIP roll of 5 or 6) can then either garrison the city if eligible to do so, or vacate it.” Does this rule mean that if a mounted element finds itself in an captured enemy city, it MUST spend the very first PIP to vacate it? NO, THEY CAN STAY AS LONG AS THEY WANT, OR CAN, JUST LIKE FOOT OCCUPIERS PRIOR TO ROLLING 5-6. "CAN VACATE", NOT MUST VACATE. I ONCE OCCUPIED A CITY FOR 6 TURNS WITH FOOT. After all, there are only two options given...if mounted are not ‘eligible’ to become a garrison, their only other option is to leave. NO REASON THEY CANNOT STAY AS LONG AS THE WANT OR CAN EVEN AS OCCUPIERS. The third option, to remain as mere ‘occupiers’, is not given as a choice. IT IS THE OBVIOUS DEFAULT. RULE SAYS "CAN VACATE" NOT MUST VACATE This is fine for cities, but what about when mounted find themselves inside a captured enemy fort? CAN WE SAVE FORTS FOR ANOTHER THREAD, I, AT LEAST, CAN ONLY DEAL WITH ONE ISSUE AT A TIME There is no sacking when an enemy fort is captured. Do they also HAVE to spend a PIP to leave as well? DITTO This would solve the issue...mounted would never be inside a city/fort (except when they are sacking it). And I would be interested in how you Bob, Martin, and other players resolve the following inconsistencies, which I posted earlier but will repeat here for convenience:- The Inconsistencies Rule 7.3: “If a city has surrendered and there is no enemy troop garrison, the original owner can pay 5 PIPs for its denizens to revolt.” (If mounted are not a ‘garrison’, can a city revolt if it is only ‘occupied’ by the mounted element that assaulted and captured it?) AN OCCUPIED CITY CANNOT SURRENDER "If it is not occupied by the enemy or it is vacated; a puppet administration has been put in power and its denizens will defend the city for the enemy. Denizens of a surrendered city cannot sally, as the puppet administration is fully occupied holding down a doubtful populace. If a city has surrendered during the game [OMIT TEXT RELATED TO CAMPAIGN] or this has been destroyed by shooting, the player that originally owned the city can pay 5 PIPs at the start of any of its side’s bounds for its denizens to revolt against and overthrow the puppet administration, resume their original loyalty and defend the city Rule 8.7: “Pay an extra PIP if an element is currently garrisoning a city, fort or camp.” (If mounted are not a ‘garrison’, do they only pay 1 PIP to leave a city or fort they have assaulted and captured?) SO IT SEEMS. ONLY A GARRISON PAYS EXTRA PIP. VERY CLEAR. THE IMPORTANT POINT HERE IS, DOES A CAMP HAVE A GARRISON? Rule 9.8: “The area within 1 BW of any point of a camp, city or garrisoned fort is its Threat Zone.” (If mounted are not a ‘garrison’, do ‘occupying’ mounted exert a Threat Zone from inside an enemy fort they have assaulted and captured?) ANY POINT OF A CITY -- OCCUPIED, GARRISONED, PUPPET GOVERNMENT, OR EMPTY. There are many references in the rules saying that mounted cannot be deployed in or enter a city or fort. But although he has ample opportunity to do so, Mr Barker fails to mention whether mounted can be given garrison status if they find themselves inside a captured city or fort:- Tactical Factors [11.3]: “+4 if garrisoning a city or fort”...(note there is no exemption for being mounted). IT IS WELL ESTABLISHED IN THE TEXT THAT MOUNTED CANNOT GARRISON A CITY. NO NEED TO RESTATE FACTS ALREADY IN EVIDENCE. Denizens [7.3]: “(Denizens) are not a garrison.”....(note no mention of mounted also not being a garrison). DITTO TO ABOVE And there are also the inconsistencies that I noted above. Revolt [7.3] is an interesting case in point: “If a city has surrendered and there is no enemy troop garrison...” Phil could, and perhaps should, have used the phrase “...and if there is no occupying enemy troops...” But he instead deliberately chose “no enemy troop garrison”. AN OCCUPIED CITY CANNOT SURRENDER. THE RULES STATE THIS. I know that all this is rather trivial, and having a mounted element inside a a captured enemy city or fort is a fairly rare event. But I don’t want to be accused of spreading false information in my “Crib Sheets”, so it’s important that I get it right. (Besides, my mate is getting thirsty!) P.S. Actually, this is not a matter of being ‘right’ or ‘wrong’. I just need to know what the consensus of the majority of the DBA community is, so we all play the same, no matter what the rules do or don’t say. (And my mate will just have to buy his own drinks!) THE RULES CLEARLY STATE THAT ONLY APPROPRIATE FOOT CAN GARRISON A CITY. THERE ARE NO ANOMOLIES.
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Post by Vic on Nov 2, 2018 5:48:04 GMT
If the rules excluded mounted from assaulting Cities and Forts, or if they excluded mounted from moving into the City or Fort after destroying its defenders, the situation would indeed be clear and no anomalies would have to be reconciled.
But I think the wording used to describe what happens after a successful assault (page 7, paragraph 3) is pretty unambiguous in that it contemplates mounted elements assaulting, occupying and sacking cities:
"When a garrison or denizens are destroyed in close combat, any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it until its player has a PIP score of 5 or 6".
Not only are mounted not explicitly excluded from the elements that can occupy the city, by mentioning elephants as an exception it's clear that other mounted are intended to be able to occupy it.
The issue could be much simpler if it stated "any assaulting foot element (except mobile tower) occupies the city", but it's clear that that was not the intention.
So, any solution has to deal with the apparent contradiction between only foot being eligible as garrison at set-up or during movement, and the fact that mounted can occupy and sack cities.
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Post by stevie on Nov 2, 2018 11:05:13 GMT
I’d like to thank everybody for their input. And you know what Bob...I think you’re right. Just one minor quibble... “ Sacking [7.3]: The sacking element (after a PIP roll of 5 or 6) can then either garrison the city if eligible to do so, or vacate it.” This line does not say “or CAN vacate it”. It just says “or vacate it”. It doesn’t offer a choice...it’s worded as if a command. Nonetheless, as Primuspilus points out, it would be absurd to have compulsory PIP expenditure, so I think that Bob is right and it should say “or can vacate it”. Very well, I have what I wanted. The consensus of the majority of the DBA community seems to be that only foot can become a garrison. This suits me, as those Crib Sheets are right and I don’t have to alter them (and my wallet is safe from another close call. )However, it does mean that we have to face the unpleasant fact that sometimes Phil Barker uses the word ‘garrison’ when he really means ‘occupy’, and those inconsistencies that I mentioned should really be worded as follows:- Rule 8.7: “Pay an extra PIP if an element is currently garrisoning occupying a city, fort or camp.” Rule 9.8: “The area within 1 BW of any point of a camp, city or garrisoned occupied fort, is its Threat Zone.” And the following only applies after a city has surrendered:- “ Surrender [7.3]: If denizens defending inside a city are destroyed by artillery, the city surrenders and is not sacked. An appropriate enemy element immediately becomes a garrison on moving into it (mounted may not move in - see Garrisons 7.1). If not occupied by the enemy or it is vacated, a puppet administration has been put in power and its denizens will defend the city for the enemy. Denizens of a surrendered city cannot sally, as the puppet administration is fully occupied holding down a doubtful populace. Revolt [7.3]: If a city has surrendered during the game or was captured earlier in a campaign and there is no enemy troop garrison occupying troops or this has been destroyed by shooting, the player that originally owned the city can pay 5 PIPs at the start of any of his side’s bounds for its denizens to revolt against and overthrow the puppet administration, resume their original loyalty and defend the city (treachery by an internal faction was the most common reason for a city’s fall).” FootnoteBob briefly mentioned the garrison situation concerning camps. I don’t think this is a problem:- “ Camp guards [7.9]: At the start of the game a camp can be occupied by either (a) 1 only non-allied troop element (except Elephants or Scythed chariots), which can subsequently vacate it and may be replaced by another such element, or (b) camp followers...” This clearly indicates that you can deploy or move mounted (other than El or SCh) into a camp to defend it. However, should you do so, then any mounted in a camp will not get the extra +2 for the defences (i.e. mounted are not a garrison):- “ Tactical Factors: [11.3]: +2 If camp followers or other foot occupying their camp, or denizens their city, (and either in close combat or being shot at).”
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Post by primuspilus on Nov 2, 2018 14:08:29 GMT
I am still not clear whether mounted that "occupy" vs "garrison" exert a TZ (my suggestion is "not"), count toward "within 1 BW of enemy" for subsequent moves (and if so, measured from where) and if they are attacked, since they are not a garrison, are they destroyed if beaten? (forgive me if the rules are clear on this - I don't have them with me) and indeed, do mounted act as "defenders" of a captured city/fort...
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