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Post by paddy649 on Oct 23, 2019 18:47:05 GMT
PIP coins to represent talented or inspirational leaders would seem fair. One mechanic I tried in a Napoleonic variant was to give inspirational leaders 12 free PIPs at the start of every game to expend at any point during the game but to decay them at the rate of loosing 1 at the end of each friendly bound - an incentive to use it or lose it! This meant that by the time the troops were fully engaged and leadership became a less important factor the benefit of leadership bonus had decayed away. This sort of worked but I found a better mechanic for simulating the various levels of Napoleonic command.
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Post by wjhupp on Oct 24, 2019 12:51:29 GMT
greedo,
Yes, I have used the pip coin idea in exactly those situations you mentioned.
I have also used a separate 'reroll coin' that I give out at larger convention games to players to keep them in the game longer.
There are lots of narrative things that can be turned into additional gamer optinos. I have stolen these ideas from the board game world.
Clipping the tails of the results distribution makes a lot of sense when teaching he game to new gamers or new players IMHO.
Bill
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Post by snowcat on Nov 5, 2019 0:16:35 GMT
I was re-reading the first page of this thread last night, and found myself agreeing in principle with much of Sicadi's proposals re LH deployment and changing LH to Cv(F). Having recently watched one of Tony Aguilar's game vids featuring Magyars vs Lombards in which the Magyars always seemed the underdog needing big lucky dice rolls combined with narrowing their frontage to succeed, I thought of how another rule system handles horse archers and came up with a sort of amalgamation that in theory seems to give LH that bite they currently lack. Rather than turning LH purely into Cv(F), I'm thinking this: LH horse archers (as per the army lists): receive CF 3, no rear support, & lose on ties (except vs other horse archers). All else as RAW.
(I'd remove rear support for all LH.) This would go with the added rules that all LH can benefit from: if the attacker, they can choose the larger board; and flee from doubled results from shooting (except to their rear). I'd also consider adding Sicadi's proposal for LH to deploy anywhere on their side of the table. It should mean that horse archers can now compete against other troops with more effect (more like Cv), without narrowing their frontage to gain benefits they arguably should already have, but are still more brittle than Cv, and still use LH combat outcomes rather than Cv outcomes. If that battle featuring Magyars vs Lombards was played with these changes, it should present a more challenging proposition for the Lombards. Is that a bad thing?
With these few changes, LH horse archers suddenly don't need all those extra PIPs to try to be effective; now they stand more of a chance of actually hurting the enemy frontally with their sustained close range archery and potential exploitation of disorder using standard PIPs. Now high PIP rolls are a bonus for those successive moves that other mounted don't get. However, man vs man, Cv will beat them more often than not. Kn will need to be careful, but the horse archer is still brittle (losing on ties).
Re what to do with other LH (e.g. with javelins), I'd leave them as standard LH (without rear support). A CF of 2 for LH with javelin vs LH horse archer CF of 3 (but loses on ties) should be enough here. If others think that all LH should be treated the same, then treat them all as I've suggested for horse archers - I'm just not convinced how realistic it is. Or...give non-horse archer LH something against horse archer LH if you think they should equal or better them. Your knowledge may be better than mine on this.
Currently LH horse archers seem about as dangerous as gnats. While we don't want to suddenly turn them into killer wasps, this should at least give them a bit more of a sting.
Like all things, the idea needs thorough play-testing - but theoretically with this adjustment I'd take those Magyars and Mongols (and all the other horse archer armies) out hunting.
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Post by snowcat on Nov 5, 2019 22:10:30 GMT
For those who prefer less changes...another idea to add a little sting to LH: LH CF 3/2That's it. Rest as RAW or as an alternative to rear support for LH. What does it mean? LH have a CF of 3 in their bound, otherwise 2. The effect: added sting (especially in attack), but still brittle. So the strength/resilience of the LH ebbs and flows which simulates their overall impact throughout the course of the battle. This could encourage players to use LH aggressively, and try to capitalise on more favourable factors while attacking the enemy in the LH player's phasing bound, or lure rash enemy into attacking their LH in order to capitalise against them on the rebound. Sounds reasonable. IF LH still get rear support with this, Kn will be fearful of supported LH attacking them.
Note: I use 'invader chooses board size' and 'LH flee from doubled results vs Bw unless shot in rear' as standard.
(This idea could be applied nicely to Wb too if they need more bite.)
So...as I've now offered 2 ways to give LH more sting...
Do LH receive less bite/sting under RAW than they should - yes or no? Or is it purely a need for more PIPs to get them into positions to attack with their current CF? Which is it? One or the other? Or both?
Why don't armies with large numbers of Cv need more PIPs? They still need to maneuver, don't they? Or is it because they have a CF of 3 which excuses this need?
Are we trying to produce a better simulation of history? Or are we trying to produce a more balanced game?
If history is the guide, could those more favourable accounts of LH be the product of exceptional leaders and/or circumstances, rather than the norm? Or even things that DBA cannot hope to simulate such as the power of the Mongol composite bow?
Should we just accept the rules as written?
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Post by snowcat on Nov 6, 2019 6:17:01 GMT
Something I've read numerous times for LH armies is "don't throw a 1 in your first bound".
So here's another idea that assists with that first bound. It does not assist successive bounds. It represents enhanced opening deployment/movement capabilities as a result of outscouting the opponent.
If army has 3-4 more LH than opponent, +1 PIP first bound, up to normal maximum of 6. If army has 5-6 more LH than opponent, +2 PIPs first bound, up to normal maximum of 6. If army has 7-8 more LH than opponent, +3 PIPs first bound, up to normal maximum of 6. If army has 9-10 more LH than opponent, +4 PIPs first bound, up to normal maximum of 6. If army has 11-12 more LH than opponent, +5 PIPs first bound, up to normal maximum of 6.
You can change the numbers, but it's essentially a way to assist armies with significant numbers of LH to avoid a disastrous start against opponents they would have outscouted. (That last point is debatable depending on specific adversaries and terrain.)
An alternative way to do a similar thing is to allow Paddy's idea of LH moves cost 1/2 PIPs, BUT IN THE FIRST BOUND ONLY.
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Post by snowcat on Nov 6, 2019 22:27:44 GMT
Right, you've all had plenty of time to reply... So that's it I'm afraid, boys and girls: RAW it is. (plus 'invader chooses board size' and 'LH flee from doubled results vs Bw unless shot in rear' of course)
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Post by greedo on Nov 6, 2019 22:28:48 GMT
I love the idea generation snowcat! Although I would ask, why not just go with 1/2 PIP for all LH groups in all bounds, and including up to the 2 subsequent moves? Remember that 2nd and 3rd moves can't end up <= 1BW away, so they can be swirly but not swirly deadly It's a pretty dirt simple, elegant solution, and as far as I can tell doesn't destroy the game at all, but still gives those LH armies the mobility they are craving. It also scales with LH heavy armies, without giving them artificial pips (i.e. you still have to roll high PIPs, but just not THAT high anymore)
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Post by snowcat on Nov 6, 2019 22:49:09 GMT
Oh so NOW we get a response!!! Ha ha ha! To answer your question - that's easy: "Because it was Paddy's idea!"
No, seriously, my only concern with that idea is what happens at the high end of the spectrum, when 5s and 6s are rolled - and you can have LH making 10-12 moves in a bound, while Cv appear to sit still and watch them. But maybe that's reasonable?
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Post by greedo on Nov 7, 2019 2:40:48 GMT
Oh so NOW we get a response!!! Ha ha ha! To answer your question - that's easy: "Because it was Paddy's idea!"
No, seriously, my only concern with that idea is what happens at the high end of the spectrum, when 5s and 6s are rolled - and you can have LH making 10-12 moves in a bound, while Cv appear to sit still and watch them. But maybe that's reasonable?
A valid point but LH would still be limited 1 move plus 2 subsequent moves. And you couldn’t get within 1BW on the move over the first, just as RAW. If you roll a 6, more LH would be able to move, and they wouldn’t be as constrained by groups. I would have to test this with a 12 LH army vs slugs to really see the effect.
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Post by snowcat on Nov 7, 2019 4:25:07 GMT
The most LH I'd be looking at in any of mine would be 8 with the Magyars I've started assembling. It will be interesting.
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Post by goragrad on Nov 7, 2019 8:33:45 GMT
Good point on the CV snowcat.
At this time I am just looking at the 1/2 pip LH element/group as a means of improving the performance of LH armies. Really have a problem with giving them a base CF equal to CV.
Just getting my nephew back up to speed with DBA (hadn't played in over a year, so RAW), therefore haven't gamed it yet.
As I previously noted though, to me any adjustment to LH movement or CF has to be run against the armies that evolved to deal with them - particularly the mixed CV and LH heavy (if not entirely mounted) armies of the Chinese. As noted in the army lists, those were the armies that took the battle to the steppe tribes on their home turf.
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Post by paddy649 on Nov 7, 2019 8:59:16 GMT
CF 3/2 is interesting and worth play testing. Are you proposing this “as well as” or “instead of” LH 1/2 PIP. Have you play-tested the LH 1/2 PIP house rule? If so what did you find?
If “instead of” it doesn’t, at first glance, get round the issue of immobility in the Tetris phase. If “as well as” then my concern is that it may make LH too powerful as they get the CF3 without the “risk/reward” choice of double ranking. However, I’d need to play-test
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Post by snowcat on Nov 7, 2019 11:48:47 GMT
CF 3/2 is interesting and worth play testing. Are you proposing this “as well as” or “instead of” LH 1/2 PIP. Have you play-tested the LH 1/2 PIP house rule? If so what did you find? If “instead of” it doesn’t, at first glance, get round the issue of immobility in the Tetris phase. If “as well as” then my concern is that it may make LH too powerful as they get the CF3 without the “risk/reward” choice of double ranking. However, I’d need to play-test The 'bounding' CF 3/2 idea was intended 'instead of' LH 1/2 PIP. It meant that LH didn't need to double-up or be quite as cautious in their approach (due to low CF). This in theory meant fewer PIPs would be required (i.e. something more 'normal' compared with other troops.) They are still quite brittle though even at 3/2.
But... This is why I asked those bolded questions. Is the problem with LH only one of lack of movement due to PIP drain (because their CF is sufficient)? Or is the problem because their CF is actually inadequate? I get the feeling there's a bit of chicken-egg to this issue. One might be causing the other to some extent.
I haven't play-tested the LH 1/2 PIP house rule yet. We currently have the builders in and it's pretty chaotic here. But I've got some Magyars to do - they've somehow jumped the queue on the Avars and Khitans...I'm not entirely sure how!
I think the more people who attempt to answer those bolded questions I asked, a clearer consensus might be reached.
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Post by paddy649 on Nov 7, 2019 12:21:13 GMT
Thanks - I get it. So the question really how do you like your LH represented? At they fast flexible seams that can combine to hit like Cave but with some risk OR are they slightly faster Cav with slightly lower CF?
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Post by snowcat on Nov 7, 2019 12:39:39 GMT
Thanks - I get it. So the question really how do you like your LH represented? At they fast flexible seams that can combine to hit like Cave but with some risk OR are they slightly faster Cav with slightly lower CF? If I had to pick one of those, I think it'd be the former (which is kind of ironic because I know what that means...).
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