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Post by greedo on Feb 27, 2019 20:39:38 GMT
Just making sure I'm reading this right because my battles are getting very close to the table edge and it means the difference between losing an element and not.
If I have an element, 3Cv or 2Ps say, that's fleeing from 4Sp because the 4Sp doubled them, and the fleeing element hits a table edge, it will NOT die, but will instead, turn until it runs parallel to the table edge to finish out it's flee move? That's correct right?
This is of course barring running into other elements that would cause it to stop/die etc.
And that leads to 2 more questions: 1) If the fleeing element is aiming perpendicular to the table edge, which way does it turn? I'm assuming it turns towards its own deployment zone, but want to check 2) If the feeling element hits an enemy element, does it just stop, or does it die?
Thanks! Chris
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Post by menacussecundus on Feb 27, 2019 21:28:14 GMT
Not quite right.
If a fleeing element hits a SIDE edge, it pivots and continues to move towards its rear battlefield edge. If it crosses either of the other edges, it is removed.
If the front edge or a front corner of a fleeing element hits an enemy element, it stops (unless the fleeing element is El or SCh. Fleeing El or SCh AND the element they contact are destroyed.)
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Post by greedo on Feb 27, 2019 21:37:44 GMT
Not quite right. If a fleeing element hits a SIDE edge, it pivots and continues to move towards its rear battlefield edge. If it crosses either of the other edges, it is removed. If the front edge or a front corner of a fleeing element hits an enemy element, it stops (unless the fleeing element is El or SCh. Fleeing El or SCh AND the element they contact are destroyed.) Ok perfect. Thanks for the clarification!
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Post by primuspilus on Feb 28, 2019 1:54:00 GMT
By the way, Greedo, that is a big reason the the bigger boards prove popular with some folks. In our group we tested the bigger boards, but we allowed outsize terrain pieces at the time to prevent HI armies being utterly nerfed by Cv-heavy armies. So i stead of lugging around an extra board, you lug around a couple really bigger terrain pieces (I think we tried a total of 13BW a couple times). Seemed like it would work well for the guys who really like the bigger board.
Also seemed you'd maybe want to adjust the deployment zone on the big board as well. Surprisingly, a big part of why DBA 3 works so well is the forcing of HI to bunch in the centre. This creates limitations on the HI army.
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Post by greedo on Feb 28, 2019 4:20:03 GMT
By the way, Greedo, that is a big reason the the bigger boards prove popular with some folks. In our group we tested the bigger boards, but we allowed outsize terrain pieces at the time to prevent HI armies being utterly nerfed by Cv-heavy armies. So i stead of lugging around an extra board, you lug around a couple really bigger terrain pieces (I think we tried a total of 13BW a couple times). Seemed like it would work well for the guys who really like the bigger board. Also seemed you'd maybe want to adjust the deployment zone on the big board as well. Surprisingly, a big part of why DBA 3 works so well is the forcing of HI to bunch in the centre. This creates limitations on the HI army. So I see that the bigger boards are still square. Why is that? Why not just have a wider board? As to widened deployment zones I would probably scale it by the same amount as the board rounding up?
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Post by primuspilus on Feb 28, 2019 4:31:41 GMT
The square board, with 4 choices for the attacker to deploy on(if no road), is one of the things I love about DBA. Reflects the uncertainty of not being able to predict the side the enemy is coming in from. I hate non-square boards for that reason. Can't speak for everyone else.
I just used to scale the deployment area so that the deployment zone was the same width, regardless of board size. I think I used a 19BW game board as the wide one. Then the deployment zone was 6BW from each flank edge, with Ps, Cv, Ax etc able to deploy up to 4BW from the flank edge. Gave the same deployment frontage.
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Post by primuspilus on Feb 28, 2019 4:33:57 GMT
One thing though: The games can really drag on a big board, and there are vast chunks of real estate that never get used. Seemed like a waste.
There are other reasons we prefer the standard board.
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Post by bob on Feb 28, 2019 4:40:27 GMT
Phil wanted to have 2 ft.² boards as was the case in the two earlier versions. Some of the development team argued strongly for an option on boards. Therefore he allowed it but of course he had a caveat: “Be warned that areas larger than the minimum are unnecessary and may encourage overly defensive play or result in longer or even unfinished games.”
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Post by primuspilus on Feb 28, 2019 5:32:33 GMT
And that is what we found. We also found battles frequently become like ww2 aerial dogfights as two armies each try to out turn and outtwist each other. Which really is not historical at all. Most ancient battles were decided when a centre collapsed. Flanking victories like Cannae were the exception, not the rule.
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Post by greedo on Feb 28, 2019 16:02:38 GMT
The square board, with 4 choices for the attacker to deploy on(if no road), is one of the things I love about DBA. Reflects the uncertainty of not being able to predict the side the enemy is coming in from. I hate non-square boards for that reason. Can't speak for everyone else. I just used to scale the deployment area so that the deployment zone was the same width, regardless of board size. I think I used a 19BW game board as the wide one. Then the deployment zone was 6BW from each flank edge, with Ps, Cv, Ax etc able to deploy up to 4BW from the flank edge. Gave the same deployment frontage. Ah of course! I keep forgetting. At Historicon you see the Flames of War tables are made symmetricallly so that nobody has an advantage, but with DBA, advantageous placement of terrain is an essential part of the game! It funny how all ancient rules sets I’ve looked at all have a big section on terrain placement since it can have such a big combat multiplier...
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