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Post by lkmjbc on Feb 2, 2019 16:03:16 GMT
Two play test games... Both Alexandrian Macedonian with Thessaly ally. 1xKnG,1xLh,6x4Pk,1xPs, ally- 1xCv, 2x Sp
vs Late Poly Romans 1x CvG,1xCv,6xBd,2xSp,2xPs
Both games featured Alex attacking in little terrain. 1st game Romans 4 to 2 2nd game Romans 4 to 3
The pike rules produced interesting results. In the first game I attacked in echelon with 6 Pikes forward and my hoplites in echelon with my cavalry. Alex waited to move move to either flank... hopefully charging exposed Triari rather than Hastati/Principi. My phlanax hit and backed up the Roman line- almost too well! The gap between my echeloned Hoplites and grew... luckily, Alex waited to charge any pesky Ps trying to flank my phalanx. Then... bam... I killed the center blade opposing my phalanx. It would be a quick game... except it wasn't. 3 rolls in a row of 1 for pips. My opponent hit my hoplites and overwhelmed them. He then flanked my Pike and won the fight. I picked up another Blade from Alex charging.
The second game was closer. I managed to out-maneuver my opponent and hit the edge of his line. I quickly moved a Ps and my Thes. Cav ally to outflank... and... argh... pip throws of 1,2,1. My opponent moved his Sp to counter the flank move...and attacked again the Hoplites. My Phalanx ground forward, but was unable to break the Roman blade line. Again the Hoplites were overwhelmed (but caused casualties... the Phalanx picked up a kill with the help of another element flanking... and Alex got finally a Triari, but to no avail).
Both games saw the phalanx more resilient with the new rules. While it was able to better push the Romans and get an occasional kill, it wasn't over powering, In fact it takes some adjustment as in the first game it really out ran its supports.
Bad pip rolls hurt, but I am thinking that in both games Alex was under utilized. I am gun-shy with the quick kill against him from blades... but I think you need to take that chance to defeat the Poly Romans.
Joe Collins
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Post by primuspilus on Feb 2, 2019 22:05:23 GMT
It was my understanding that Alex's phalanx was designed to stand their ground and give Alex an opportunity to smash the enemy center with the companions. That said, it sound that your battle AARs actually sound truer to history, despite perhaps that the phalanx charges a bit far ahead? Sounds to me like the tactics you end up using (i.e. the decision tree that gets used) is closer the reality? Still, I prefer my +1 fix for 4Ax over the increased recoil...
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Post by greedo on Feb 3, 2019 1:35:19 GMT
Love this thread Quick question for 1) Is it all Ax, 4Ax and 3Ax recoiling 1BW or just 4Ax? Chris
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Post by lkmjbc on Feb 3, 2019 3:04:29 GMT
This replaces the combat outcome for all Ax.
Joe Collins
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Post by davidjconstable on Feb 3, 2019 15:02:57 GMT
primuspilus
"Declaring a War on Terror in response to 9/11 is like declaring a War on Torpedo Bombing in response to Pearl Harbour..."
When the Swordfish took of from Kent to attack the German ships in the Channel Dash my father had been to school with some of them, found a note he made. It is a shame that the Americans did not learn from the attack on Taranto, the Japanese did.
Just a thought. Feeling old age and venerable.
David Constable
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Post by stevie on Feb 3, 2019 21:45:23 GMT
Well, I have conducted some play-testing, and here are my findings.
When Solid Foot Score Equal: If not Pike, recoiled by “Solid” Pike, otherwise no effect. Joe first suggested this some months ago. I liked it then, and I still like it now. It is very simple, needs no remembering as it is written into the Combat Outcomes, and gives a small boost to Pike armies. But I should emphasize that the effect is very small...an equal score only occurs 6 times out of 36 (1 less with each overlap by either side), which is the equivalent to 1 in 6, or to rolling a ‘6’ on a single die. Nonetheless, the slight increase in recoils forces the opponent to keep some reserves in case of the dreaded double overlap (Pike CF 6 v Blade CF 5 minus 2 means 9 chances out of 36 of being doubled). And if the Romans have to keep some reserves, which both looks and feels right for the Romans, then they will not have a longer battleline and outflank the Pikes.
The Set-up I used II/33 Polybian Romans (2 x Cv, 6 x Bd, 2 x Sp, 2 x Ps) against II/35 Later Macedon (2 x Cv, 1 x LH, 6 x Pk, 2 x 4Ax, 1 xPs), with no terrain, no elephants, and no allies...so not a true recreation of Pynda, as the Romans should have some Greek 4Ax allies.
V1 T1 T2 V2 * C1 B1 B2 B3 B4 B5 B6 C2 (V=velites, T = trarii, * = General)
P2 P3 M1 M2 (M =mounted/cavalry, P = phalagites, A = 4Ax, Sk = skirmishing Ps) P1 P2 P3 * P1
A1 Sk
A2
LH
First Battle The Macedonian right, group P2 to M2, drove back the Roman left several times. Pike column P3 even got a couple of double overlaps on Roman Blade B5 (CF 6 v CF 3, meaning 9 chances out of 36 of getting a double), but just couldn’t get the die rolls high enough. On the Macedonian left, Roman group C1 to B3 advanced and overlapped Pike column P1 and drove it back, but couldn’t hard flank P1 because of the TZ from Aux A1. However, B3’s success proved to be it’s downfall...pursuing after P1 left B3 out in front of B2, and both A1 and Sk moved up to form a line with the recoiled P1 column. Overlapped on both flanks (TZ’s again preventing hard flank attacks), B3 had 9 chances out of 36 and this time was doubled. Roman Triarii T1 had to advance into the gap with V1 on it’s right and use it’s TZ to prevent the Macedonians from hard flanking B2 and B4. Meanwhile, Roman C1-B1-B2 group advanced, hit A1 with an overlap, and (CF 5 v CF 2, 12 chances out of 36) A1 was doubled, leaving B2 free to hit Pike column P1 in the flank while it was engaged with T1, and all of column P1 recoiled and was destroyed. Then it was just a matter of mopping-up for the Romans. Final score, 4-1 to Rome.
Second Battle Same deployment as the first fight, only this time the Macedonian left wing has LH-A2-A1 together in a group-line slightly echeloned behind column P1...hoping to prevent killer overlaps on the auxiliaries....not that it did much good... Again the powerful right wing of the Macedonians repeatedly drove back the Romans, but couldn’t get any kills, And even if it had, the Romans had plenty of reserves to fill the gap. On the Roman right group C1-B1-B2 charged straight into Macedonian left group LH-A2-A1. Roman B1 fought first (CF 5 v CF 3, 6 chances of doubling A2 and 20 (!) chances of recoiling them out of 36), A2 ‘evaded’ 1 BW as per Joe’s rule and saved themselves. Good for them. But it exposed their neighbours to being overlapped. LH was instantly doubled by C1* (CF 2 minus 1 for the overlap v CF 3 plus 1 for the general, 15(!!) chances of being doubled out of 36), while A1 managed to also ‘evade’ 1 BW from B2 (CF 3 minus 1 overlap from B1 v B2’s CF of 4, as Macedonian Sk moved across to touch A1’s right side...column P1 was busy pursuing B3 and too far away to overlap B2). Well, you can guess the rest...Cv1* & B1 sandwiched A2 (destroyed), then A1 (destroyed), and it was all over bar the shouting. Final score, 4-0 to Rome.
Conclusion The recoil from Pike on an equal is a good, and a threat to the opposition, who must keep reserves just in case, shortening their line. But note that it wasn’t because the Macedonians had a shorter battleline that led to their defeats. It was because the auxiliaries are just far too weak to stand in the front line, or to extend the battleline. Had they been tougher and more resilient, they would have lasted longer, and bought more time. And the Romans did exactly what you’re supposed to do; attack the enemy’s weakest elements, not their best.
And that is the crux of the matter. Auxiliaries can ‘evade’, recoil, flee, or run as much as they like...it’s the overlaps on their neighbours that they leave in the lurch. A weak CF of 3 can’t afford a minus 1 from an overlap and hope to survive for long facing a CF of 5, if at all, with 12 chances in 36 of being doubled and 18 of recoiling...and if facing 2 overlaps it’s 18 chances of being doubled...and that’s 50% (!!!).
The problem is blatantly staring us in the face...Auxiliary combat factors against heavy Blade/Spear/Pike is just far too low.
-------------------------------------------------------------------------- I have another play-test, that of Cannae, that I’ll post tomorrow, but it has the same results. As much as I like the 1 BW ‘evade’ from heavy foot, and want to see it introduced, it has no effect whatsoever on Auxiliary survival. Hannibal’s centre is effectively gone and he has lost the battle after only two bounds, or just two or three rounds of combat.
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Post by greedo on Feb 4, 2019 2:40:09 GMT
What about doing the same thing for Ax as you’re doing for Pk? They win on ties against heavy infantry? As Stevie pointed out, a minor advantage but an advantage nonetheless and easy to remember.
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Post by bob on Feb 4, 2019 3:33:00 GMT
I mention this to the local group, none of them were interested in any play testing of any new rules. They’re still Getting comfortable with and learning the new rules as they are, they don’t want to have more things to think about. I don’t blame them, we went through three years of play testing almost On a monthly basis. We did it for version two also: -(
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Post by peteduckworth on Feb 4, 2019 15:54:09 GMT
I don't think this fixes anything crucial. Worst things about 3.0 IMHO are
4 Ax too weak
Warband are too weak Blade are too strong and 3Bd seem to be a super troop!
Horde are too strong (suggest 2 vs everything rather than 3)
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Post by stevie on Feb 4, 2019 20:19:01 GMT
I don't think this fixes anything crucial. Worst things about 3.0 IMHO are 4 Ax too weak Warband are too weak Blade are too strong and 3Bd seem to be a super troop! Horde are too strong (suggest 2 vs everything rather than 3) I know what you are saying Peter, and I agree with you. One idea I’ve been experimenting with is not giving a +1 to 4Ax, but instead reduce all the heavy foot v foot factors by 1. So:- Blades become CF 4 v foot (hell, they already have a CF of 4 when shot at, and this is what DBMM does), Spears become CF 3 v foot (with +1 for side-support, which also applies when in a shield wall and shot at), and Pikes stay CF 3 v foot (but only get +2 for rear support in good going). To make this work the penalty for being in Bad Going will need to be reduced to -1, unless you are Ps, Ax, Wb or Bw of course. Oh, and I’m afraid Wb will have to lose their rear support or they’ll be too powerful (but at least their front line will be longer). No other changes, and all other factors such as foot v mounted are unchanged and remain exactly as they are now. This solves a lot of problems (which is probably why it’s done that way in DBMM). Ax becomes more durable when facing heavy foot, as do Bows. And the almost pointless pushing and shoving match between Bd v Bd and Pk v Pk even becomes a bit more decisive. Have a look at the “Combat Effects Chart” here:- fanaticus-dba.wikia.com/wiki/File:COMBAT_EFFECTS_CHART_for_DBA_%26_HOTT.pdf...and see what these changes will actually do. 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
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Post by greedo on Feb 4, 2019 20:28:54 GMT
This solves a lot of problems (which is probably why it’s done that way in DBMM). Ax becomes more durable when facing heavy foot, as do Bows. And the almost pointless pushing and shoving match between Bd v Bd and Pk v Pk even becomes a bit more decisive.
Hold on a sec Stevie, I like the idea of shifting some combat factors about, BUT The shoving and pushing seems to me to be a great feature of DBA, especially when representing spears. They push, shove, and "nothing" happens for a bit, and then all of a sudden, a couple of units break, and the hole line falls apart, either because they got flanked, or the shoving just got the better of one of the units. This strikes me a realistic, even if it takes a bit longer. It also encourages you to get that flank so that you can get past the shoving, and is why flanking by faster units such as Cv, Kn, Ps etc. is so crucial. I don't see why Bd or Pk would be much different in that respect (although obviously they have different CF). Now giving Ax a bit more staying power is a different matter, so like the possible house rules here.
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Post by stevie on Feb 4, 2019 21:13:35 GMT
Don’t worry Greedo...it’s not that much difference. Chances Out Of 36 Of Getting A Double:- No Overlap One Overlap Two OverlapsCF 6 v CF 6, at the moment = 0 1 4 (present Pk v Pk) CF 5 v CF 5, at the moment = 0 2 6 (proposed Pk v Pk, or present Bd v Bd) CF 4 v CF 4, proposed = 1 4 9 (proposed Bd v Bd) Remember, 6 chances out of 36 is 1 in 6, or the same a rolling a ‘6’ on a single die. Plus you’ve still got to do a awful lot of pushing and shoving to get that double overlap. And a double overlap doesn’t mean your dead...just a 9 in 36 (or 1 in 4) chance of dying. Don’t get a high enough roll, then it’s back to pushing and shoving to get the next double overlap... See the “Combat Effects Chart” and give it a try yourself. (Still tooooo radical...so I'll just stick to pushing for a +1 to 4Ax when in close combat with Pk/Sp/Bd...) 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
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Post by medievalthomas on Feb 4, 2019 22:40:45 GMT
Agree with Stevie and Pete. We need a +4 CF Medium Foot (which we here at least have had for over a year with lots of playtest and much rejoicing). Easiest method within 3.0 is to say 4Aux get +4 v. Foot but lose ability to run down Ps (unless Fast?).
Fast Blades remain a bit of a super troop but less so if you get some +4 MF to hang on a bit (maybe lose Cry Havoc v. Knights?). Pondering how to calm down Fast in general. Also pondering Horde - have come to the conclusion that the No Recoil result is a mistaken mechanic.
Pike need fixing from ground up. Small changes that do little will only divide player base (some will adopt some will not) at the cost of not solving the problem. Fortune favors the bold.
New thinking re Blade v. Pike - Pike get higher factors but Blade get Cry Havoc v. Pike (due to excellent close in fighting advantage of Swords v. Pikes). And/or you get 2 Pike elements for each listed on army lists. But we restore rear rank death on a double v. Pike. A single Pike Element counts 1/2 Element toward defeat.
As to Bob's point we need to leave tournament gamers alone. This stuff is just for historical battles at home (even hypothetical ones). We do one roughly once a month to great acclaim and its help convert DBX skeptics.
While on the topic of Recoils wish we had given Foot the option of Base Depth or 1/2BW (similar to Mounted).
TomT
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Post by lkmjbc on Feb 5, 2019 3:28:59 GMT
Two more test games tonight...
1st was Alex vs Early Poly Romans (with 2x 4Ax Italian elements).
The game started well with Alex actually winning the terrain roll. I narrowed the frontage with a water way and a swamp. I lead with the classic echeloned attack with one variation. I put the Hypaspists protecting the right flank of the phalanx- between it and the water. The Romans closed quickly and engaged with a 6 to 1 vs the poor Aux.
I conveniently had Alex close and counter-charged the legionnaires, running them down and getting some revenge. 1 to 1. The legions clashed with the Pikes. The new Pike win ties worked wonderfully and the Romans were forced back... but to no avail. Multiple 6-3 combats with no doubles. Worse, the new Ax rules worked against me as I hit one of Italian Allied Ax who promptly recoiled out of contact (a 6-2 fight). He countered Alex with his Commander. The Pikes finally pushed far enough forward to form a hinge where I could hit the flank of the legions. In a hard fight I won 4-3 despite losing part of the phalanx. Close game.
The second game featured a Successor army with an Elephant General and 6 Pk. In this game I approached with elephant in the middle of my line... counting on a good pip roll to maneuver away from the Roman Psiloi. I got the needed roll and was able to maneuver the Elephant against the legion. Again the phalanx and elephants were able to push the Romans, but unable to break them. Finally, I was able to get the Geek Xyston armed cav in the fight. After an almost disastrous charge against a Ps... they rallied and broke through. In the final turns the Romans finally crumbled. 4-0 for the Greeks. To be fair, my opponent had never faced an Elephant General before.
All in all I am pleased with the results. The Aux certainly survive longer. The Pikes act much more like the pikes in the ancient narratives. They are able to push the Romans, but not quickly break them.
The ultimate Ax vs Bd game awaits... Clontarf.
Joe Collins
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Post by peteduckworth on Feb 5, 2019 12:54:25 GMT
This solves a lot of problems (which is probably why it’s done that way in DBMM). Ax becomes more durable when facing heavy foot, as do Bows. And the almost pointless pushing and shoving match between Bd v Bd and Pk v Pk even becomes a bit more decisive.
Oh Stevie Radical but that really does look good. Several issues solved there. I think Hd would definitely need to be reduced to 2 though!
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