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Post by goldenhord on Oct 29, 2018 12:04:36 GMT
Question for tournement:
It seems that camp followers could go out the camp and fight with 2 factor against foot element and 0 factor against cavalry element when outside the camp ?
Is that correct ?
If So it means we have 12 elements + 1 camp followers + 1 camp so 13 elements + 1 camp and the
break is a 4 ?
Your opinion pls , tks !
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Post by stevie on Oct 29, 2018 12:31:14 GMT
You are correct....sallying Camp Followers (and City Denizens) have a combat factor of 2 against foot and 0 against mounted. Note also that both types of ‘civilians’ move as if solid foot but fight as if fast foot (so they recoil from solid on an equal score). (See page 3 paragraph 2) And not only are you right that the Camp Followers form a sort of 13th element, but so do City Denizens. So you could even have 14 elements...12 soldier elements, plus two ‘civilian’ elements. But these extra ‘civilians’ have no effect on victory conditions...as their loss (like Hd and SCh) do not count. (See page 12 last two paragraphs) 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 goldenhord on Oct 29, 2018 12:43:41 GMT
OH OH they do count as Hd and SCh ? it means that every player should get out to fight outside and gaining one turn rather than fighting in camp and put their camp at risk ? Not very realistic… Tks for the reply and the precision for being fast rather than solid. For city denizens it could be understandable...
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Post by stevie on Oct 29, 2018 13:09:00 GMT
Weeeellll...having two extra elements who’s loss doesn’t matter does sound good on paper... ... IF you want to burden yourself with elements that cost 2 PIPs to move (see page 8 paragraph 7)... ... And leave your Camp or City undefended (with the loss of either being the same as losing an element). Ah, decisions, decisions... 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 goldenhord on Oct 29, 2018 14:37:59 GMT
Yes, it is a decision to make but which not been avoid ! thanks for thinking !
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Post by twrnz on Oct 30, 2018 7:22:44 GMT
Despite many games of DBA, and looking for opportunities to sally from a camp, I have only managed it once. This was in an attempt to support another stand that was trying to intercept an enemy element roaming near the camp.
I’m sure I will try again.
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Post by timurilank on Oct 30, 2018 8:29:29 GMT
All our camps come with the ‘extra’ element, but using the larger board (80cm x 80cm) I can recall only one assault on a camp that ended in failure. An overly optimistic LH was handed a one-way ticket to the otherworld by camp followers.
Still, camps are threatened to draw off enemy attention which can be useful.
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Post by primuspilus on Oct 30, 2018 18:33:46 GMT
The trouble with the bigger board is camps are too far away, PIP-wise for all but LH and Cv. The trouble with the smaller board is it can be too easy to cover the flanks, and prevent access.
But camps keep you honest. It is interesting how they contribute to linear, historical deployments...
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Post by twrnz on Oct 30, 2018 20:05:59 GMT
All our camps come with the ‘extra’ element, but using the larger board (80cm x 80cm) I can recall only one assault on a camp that ended in failure. An overly optimistic LH was handed a one-way ticket to the otherworld by camp followers.
Still, camps are threatened to draw off enemy attention which can be useful.
But Light Horse flee. Perhaps it somehow get caught after fleeing? Attacks by light horse are hard to counter without pulling in a reserve from elsewhere to drive them off.
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Post by timurilank on Oct 30, 2018 21:40:14 GMT
All our camps come with the ‘extra’ element, but using the larger board (80cm x 80cm) I can recall only one assault on a camp that ended in failure. An overly optimistic LH was handed a one-way ticket to the otherworld by camp followers.
Still, camps are threatened to draw off enemy attention which can be useful.
But Light Horse flee. Perhaps it somehow get caught after fleeing? Attacks by light horse are hard to counter without pulling in a reserve from elsewhere to drive them off. Yes, their flight was blocked. A hard lesson learned.
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Post by goldenhord on Nov 19, 2018 14:49:56 GMT
Question: Camp followers (assuming hord fast) Could they go out teh camp for their entire move of 3 bases or do theyhave to go out the camp , then move their entire move ?
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Post by stevie on Nov 19, 2018 18:30:31 GMT
Well Goldenhord, here is how I and my friends play it. Moving out of buildings:- Hamlets & Edifice BUAs = just rough or bad going, so measure from the element’s current position. Cities & Fort BUAs = current position unimportant, so measure from the gate to the final position. Camps & Edifice Camps = like cities & forts, but assume there is a gate on each side of the camp. But remember that ‘civilians’ (such as Camp Followers and City Denizens) are not Hordes...they are completely different elements. It can be difficult to find individual rules hidden away in DBA, so I made my own index. See if this helps to locate things: fanaticus-dba.wikia.com/wiki/File:DETAILED_RULES_INDEX_for_DBA_3.0.pdfSome 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 twrnz on Nov 19, 2018 18:33:05 GMT
They can exit and move their entire move in the first turn. Camp followers who move outside the camp count as solid for movement, but fast for combat. That means they only move 2BW in good going. This is on the top of page 3.
Don’t forget the additional PIP cost for moving them.
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Post by martin on Nov 19, 2018 22:49:30 GMT
Question: Camp followers (assuming hord fast) Could they go out teh camp for their entire move of 3 bases or do theyhave to go out the camp , then move their entire move ? I think Goldenhord may be asking if a 5Hd which has been used to ‘garrison’ a camp* may move out a full 3BW move (?)... *rather than actual ‘camp followers’, per the rules.
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Post by paulhannah on Jul 27, 2019 17:29:04 GMT
Somehow, I've had it my little brain that there is some prerequisite condition before Camp Followers may sally from a Camp, e.g. an enemy element within X-distance to the Camp. But now I cannot find such a rubric. I've scoured Stevie's amazing, Detailed Rules Index, and still nothing. Is there some precondition for CF to sally from a Camp, or is that just a figment of my imagination?
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