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Post by medievalthomas on Jun 24, 2019 17:15:52 GMT
I think the best short term solution is to a allow 8BW Shield Support as Shieldwall due to front rank of large shielded spearmen.
As to long range - no speical army list rules all armies could mass Spear for +1 rear support (but this of course gives a foe a potential -1 Overlap) in addition to Shield wall side support. Would need play test.
Short term solution for Bows: +1 CF shooting at targets in TZ and in Close Combat (?)
Longterm solution for "Shooters" is as follows:
Bow: MA 2; Medium Foot CF +3; 3 figures per base 20mm depth; can be Fast (in which case mount on 30mm deep bases)
Variants: (a) Bow (light bows and crossbows): -1 CF v. Foot; +1 v. Mounted (b) Crossbows: +1 CF v. Mounted; Shoot only in own Bound; Cannot be Fast; if equipped with caltraps or spiked pavises can get Cry Havoc v. Knights. (c) Longbows: +1 CF v. Mounted; if equipped with Stakes get Cry Havoc v. Knights.
TomT
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Post by goragrad on Jun 25, 2019 11:19:52 GMT
FYI medievalthomas, GBoH = Great Battles of History.
And back to my suggestion - are 8BW/CB actually supposed to be full units of pole arm/spear armed troops backed by a full unit of archers or crossbows?
If not, why not a 'combined arms' element type?
If so, then why is only the first DBE element lost counted as two elements?
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Post by arnopov on Jun 25, 2019 13:33:11 GMT
First rule of improving DBX - NO NEW TROOP TYPES. Says who? Where does that come from?
I appreciate that you have chosen to deconstruct DBA into "special rules" that act multiplicatively. I personally think it is a mistake for DBA, as it creates many many several "sub-types", often in a semi-random fashion (It works better in a Fantasy setting, or with point values). This approach has already been used in 3.0 (in a very unsystematic fashion, pell-mell) and we now have at least 10 sub-type of Bow (I might have missed some)!!
It's a bit unfortunate perhaps, but the Triumph! guys have already done a great job of breaking down troops into consistent types. I write unfortunate, because I can't see the DBA "leaders/influencers" (can't think of better words) following WADBAG lead. As far as I can tell, Triumphs! has 3 types of Bow (Bow Levy, Bow and Pavisiers). To me, that discriminates well enough.
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Post by primuspilus on Jun 25, 2019 23:49:07 GMT
So Arnopov, are you saying you'd prefer DBA just morph into Triumph? Apologies for not understanding your recommendation here.
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Post by Vic on Jun 26, 2019 6:25:16 GMT
I play and enjoy both DBA 3.0 and Triumph!, but the problem with simply creating more buckets is that you will never have enough.
For instance, despite having three element types for bow-armed troops, Triumph still falls short of representing bowmen well: Archers are good, regular, effective long-range shooters, and Bow Levy are barely trained, ineffective fodder armed with bows instead of sticks that can't shoot beyond their front edge, but that leaves lots and lots of historical troops out, which are simply forced into either the "useless rabble with bows they can barely use" bucket or the "deadly archers shooting in volleys" bucket. For instance, the well-trained, highly motivated bowmen that comprised the majority of many North and South American armies are downgraded to Bow Levy, as their fighting style is incompatible with the Archers prototype that is designed to fit late medieval English longbowmen; so the small bands of excellent and flexible marksmen that were so feared by European conquerors become masses of useless idiots carrying a bow around. Similarly, many armies from the Old World who had regular but unspectacular troops trained in the use of bows see them either degraded to the quality of hastily raised fodder or upgraded to the quality of guards or specialist mercenaries.
So, logically, the solution would be to add an intermediate bow-armed infantry type to Triumph; something like Bowmen, less clumsy and useless than Bow Levy, but not as professional or deadly as Archers. But then surely there are historical troops that aren't well represented by that type, so you can start again... until you've recreated the complexity of the DBM/DBMM system with troop types.
Which is why it's reasonable to avoid creating new types unless strictly necessary.
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Post by arnopov on Jun 26, 2019 11:23:23 GMT
So Arnopov, are you saying you'd prefer DBA just morph into Triumph? Apologies for not understanding your recommendation here. Not at all. I was just answering Tom, and querying his assertion of "First rule of improving DBX - NO NEW TROOP TYPES".
I am not making any recommendation, just pointing out that Tom's deconstructivist (with special rules and sub-types) favoured approach is not the only way, and that in the case of Bows it leads to weird outcomes (10 sub-types!!) with weak (non-existent?) design intent. I used the example of Bows in Triumph! as a better example with stronger design intent (even if I agree with Vic that there is a strong case for a 4th type). and then I got a bit carried away, sorry .
There are 10 sub-types of Bows in 3.0 (combinations of 3/4/8, Bw/Lb, Mtd, Mtd(camel))! That's commensurate with the numbers in DBM/M, (Reg/Irr, and S/O/I/X).
The fact that the design intent is really quite poor is well illustrated by 3Bw. 3Bw inherit the "fast" special rules, because fast derives from basing conventions from M/MM (themselves from WRG 7th I guess). In M/MM 3 shooting figures represents "irregular" status. Many (most?) "irregular" Bw are also "Inferior" in M/MM. But no, now in 3.0 these rubish troops are all-terrain, very useful, probably the 2nd best sub-type of Bw (best is 3Lb/3Cb). And there are no such things as "F" Bw in M/MM in the first place! 3Bw is a very questionable troop type in 3.0, but quite common.
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Post by martin on Jun 26, 2019 11:32:41 GMT
Indeed, 3Bw not only get to shoot, but also have the speed to nobble flanks, and race through BG/RG, as Colin the Hittite has demonstrated to my cost on frequent occasions 😵
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Post by arnopov on Jun 26, 2019 11:34:42 GMT
So, logically, the solution would be to add an intermediate bow-armed infantry type to Triumph; something like Bowmen, less clumsy and useless than Bow Levy, but not as professional or deadly as Archers. But then surely there are historical troops that aren't well represented by that type, so you can start again... until you've recreated the complexity of the DBM/DBMM system with troop types. Which is why it's reasonable to avoid creating new types unless strictly necessary. Except that you also create more buckets with "special rules". You do it with weak design intent though if the the special rules apply for all types (DBE is the same for Bw and for Cv, hmmm... Creating a new concept of "fast" Bw where none existed before, hmmmm...). As often it's a matter of balance: 1 bucket is not enough, 200 probably too many. DBA before 3.0 had a very limited approach, 3.0 has multiplied the number of sub-types, but in a very odd, imprecise way. To go back to the OP, DBE in particular is just a fudge mechanism. Not elegant at all.
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Post by lkmjbc on Jun 26, 2019 13:51:49 GMT
Arnopov: I would kindly ask you not to discuss the alternate rule set here. It looks as if you find it superior. That is fine. They have their own forum where you can discuss it freely. Unfortunately for many of us it is still a source of ill-feeling.
I would rather not restart the battles of the past. All the arguments you put forth were hashed through years ago...many of them during the actual development of DBA 3. I see nothing positive to be gained from reopening them.
The other rules have their own following and have gone their own way. If you prefer them... then play them. I don't think comparisons are wise at this point.
Joe Collins
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Post by primuspilus on Jun 26, 2019 14:40:56 GMT
I have found it fine to mention other games to illustarte an overall concept: Commands and Colors, say, or Armati, if people want to. What I would find tricky is shamelessly saying " this game does xyz better than DBA". I find it generally unhelpful, as such sayings typically don't relate to DBA, and are more in the species of a "why can't DBA more like my favourite game?" kind of thing. Also, it is generally unwise, as a general rule, to try to lift mechanics straight out of another rules set into DBA. DBA, as with other rulesets, is a coherent whole. If there are gaps (and there always are with all rules sets) it is generally wiser to work within the existing framework of rules, which is what Joe, Tom, SuperStevie, myself, and many others try our best to do, admittedly with varying degrees of acceptance or success By the way, Arnopov, 4 vs 3 leads to more double overlap kill potential againdt the stronger element than does 5 vs 4.
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Post by arnopov on Jun 27, 2019 8:44:22 GMT
Arnopov: I would kindly ask you not to discuss the alternate rule set here. It looks as if you find it superior. That is fine. They have their own forum where you can discuss it freely. Unfortunately for many of us it is still a source of ill-feeling. I would rather not restart the battles of the past. All the arguments you put forth were hashed through years ago...many of them during the actual development of DBA 3. I see nothing positive to be gained from reopening them. The other rules have their own following and have gone their own way. If you prefer them... then play them. I don't think comparisons are wise at this point. Joe Collins A bit of an overreaction, to say the least. I have not even played "the alternate rule set"! But that alternate-rule-set-that-shall-not-be-named (please!) has obvious similarities with 3.0, they share a close ancestor after all. Let's be clear: I don't want to discuss Triumph! here, really don't (even less push it!), but it can be meaningful to mention it in passing in a discussion on troop-types. (I have removed the bits about Heavy Foot and Sp, OK?)
Concerning your other point about rehashing old arguments, I don't recall anything about 3Bw as a common troop type with very dubious fondations. And there are new folks now, who might have interesting insight, even if it were just revisiting old arguments (which it isn't anyway).
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Post by primuspilus on Jun 27, 2019 14:50:33 GMT
Arnopov, you have a sharp eye for the game, and a talent for tactics and strategy. Stevie, Joe, Tom and I (and apologies to you guys eho supported and/or playtested un mentioned herein) would love for you to have a good go at some of these ideas, and see where/how they can be improved? At the very least, give them a good run on the tabletop, would ya?
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Post by medievalthomas on Jun 28, 2019 16:02:55 GMT
The problem with extra troop types is that they are a complexity multiplier. DBA in its original form was essentially a matrix system - each troop type interacted differently with another type so Knights "Quick Killed" Spears, Blades (and some others) in Good but Quick Killed Bow in any but did not Quick Kill other types (but instead Recoiled them). So you need a list of each type and how it works against every other type and when you add a troop type you increase the size of the matrix. Likewise each type has its own rules for movement allowance, how terrain interacts with the element, combat factors against Foot, Mounted and shooting, all of which you need to memorize besides of course knowing what Recoils the new type what Quick Kills it and vice versa. Big head ache.
By contrast consider the Fast Rule (which we don't have of course but could): A Fast version of any element increases its MA by +1BW, but is Recoiled in Combat from any non-Fast element. It's MA is not reduced by Bad Going. This is not a special rule but a universal rule applying in all situations - you learn one rule and you add another potential variant to each type -FAR FAR simpler than creating entire new element types.
As another example by creating variations on Bow elements you save a lot of rule headaches. The rules for Bow are the same (as to what Quick Kills it, Recoils it, its MA, how it behaves in terrain, etc.) Then you list only the small differences (Longbows are +3 v. Foot, Crossbows shoot only in own bound etc.) for each variant. Far less hassle then creating all new element types as per Triumph.
Its just game design 101: start with a universal rule that applies as much as possible (More = Recoil, Double = Destroyed for instance) and then list the exceptions. Don't create a game that is just a long list of exceptions with no general rules. And that essentially is what creating new troop types does.
TomT
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Post by goragrad on Jun 30, 2019 9:54:29 GMT
As I see it medievalthomas, one new troop type replacing the current 8BW DBE would have the basic 2 value combat factors and whatever appropriate support bonuses.
I see further differentiation between the bow elements as adding more complexity.
And insofar the proposed reduction in shooting for CB elements, as I have several Chinese armies I hate to say it, but I believe the Chinese crossbow to be less powerful but faster shooting than European. Lose the QK but retain the ROF.
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Post by primuspilus on Jul 7, 2019 3:07:07 GMT
The Chinese were well-known for their repeating Crossbow Crossbow Crossbow Crossbow ...
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