|
Post by paddy649 on Sept 25, 2019 10:47:39 GMT
This would limit the extra PIPs to those armies with more than half of their force LH. I.E. the 'true' LH armies. Rather than say, the Early Armenian with just 4 LH or a cataphract heavy Parthian list. One of the drivers for selecting +1 per 4LH was to give Parthian Armies (that were historically more effective) that took 8 LH a +2. Interesting +1 for first 4LH and 3LH thereafter is perhaps more attractive. It advantages real LH armies (i.e. Those with more than 10LH.) However, I'm purpleless at the moment. So could I ask if someone could do a bit of research into the max and min numbers of LH in the various LH heavy armies (i.e. Those that can have more than let's say 3LH.) How many armies will benefit from the bonus if set at various levels?
|
|
|
Post by snowcat on Sept 25, 2019 12:21:29 GMT
"I don't mind what you call the +1 PIPs per 4LH. "Extra PIPs that only LH can use" and "Free moves for LH" are exactly the same in function and effect......"a rose by any other name....""
+1 PIPs per 4LH permits non-LH to use the bonus PIP(s). +1 free LH move per 4LH provides extra PIP(s) to LH only.
By all means, call it +1 PIPs per 4LH, but with the caveat that the bonus PIP(s) are usable only by LH (as you have stated above). And again...(Unless of course you genuinely believe the non-LH units in the army could or should also benefit from extra PIPs/moves generated by the large numbers of LH in their army. Personally I don't see it...yet.)
|
|
|
Post by snowcat on Sept 25, 2019 12:24:39 GMT
However, I'm purpleless at the moment. So could I ask if someone could do a bit of research into the max and min numbers of LH in the various LH heavy armies (i.e. Those that can have more than let's say 3LH.) How many armies will benefit from the bonus if set at various levels? I'll do it.
|
|
|
Post by snowcat on Sept 25, 2019 12:37:13 GMT
I'll do this Book by Book, and will just keep updating the list as I go. Book 1:I/43 Kimmerian, Skythian & Early Hu I/43a 8-12 LH I/43b 8-11 LH I/43c 7 LH
Book 2:
II/25 Bosporan 0-4 LH
II/28 Early Armenian & Gordyene II/28b 4 LH II/28c 4 LH II/28d 4 LH
II/36 Graeco-Bactrian & Graeco-Indian II/36a 2-5 LH
II/37 Parthian 4-10 LH
II/38 Hsiung-nu or Juan-Juan II/38a 8-9 LH II/38b 6 LH II/38c 9-10 LH
II/40 Numidian & Early Moorish 4-7 LH
II/41 Han Chinese II/41a 4-8 LH
II/46 Kushan II/46a 4-7 LH II/46c 6-7 LH
II/57 Later Moorish 5 LH
II/58 Alan 5-12 LH
II/61 Hsien-Pi II/61a 8-10 LH II/61b 0-4 LH II/61c 5-7 LH II/61d 8 LH
II/62 Abyssinian & Horn-of-Africa II/62b 5 LH/LCm
II/69 Sassanid Persian II/69a 0-11 LH
II/79 Chinese Northern & Southern Dynasties II/79a 1-5 LH
II/80 Hunnic II/80a 5-8 LH II/80b 6-7 LH II/80c 8 LH II/80d 11-12 LH
Book 3:
III/6 Emishi III/6b 9-12 LH
III/11 Central Asian Turkish III/11a 3-5 LH III/11b 6-9 LH
III/14 Early Bulgar III/14a 6-11 LH III/14b 4 LH III/14c 4 LH
III/16 Khazar 2-7 LH
III/17 Maurikian Byzantine 0-5 LH
III/18 Breton 0-4 LH
III/20 Sui & Early T'ang Chinese III/20c 2-6 LH
III/27 Rshtuni Armenian 2-6 LH
III/30 Magyar III/30a 10 LH III/30b 8-9 LH
III/42 Sha-T'o Turkish III/42a 4 LH
III/44 Tribal Mongolian 9 LH
III/47 Pecheneg 8-9 LH
III/54 Dynastic Bedouin & Qaramita III/54a 4-5 LH
III/56 Khitan-Liao 3-5 LH
III/68 Early Hungarian III/68a 6 LH III/68b 4 LH
III/71 Georgian III/71b 4 LH III/71c 4-5 LH
III/74 Seljuq Turk III/74a 5-9 LH III/74b 5-8 LH
III/75 Islamic Berber 3-5 LH
III/80 Cuman 7-10 LH
Book 4:
IV/1 Komnenan Byzantine IV/1a 2-4 LH IV/1b 3-5 LH
IV/6 Syrian IV/6a 4 LH
IV/8 Ghurid 2-5 LH
IV/14 Jurchen-Chin IV/14a 3-6 LH
IV/15 Qara-Khitan 1-4 LH
IV/18 Lithuanian & Samogitian 5-11 LH
IV/24 Khwarizmian IV/24a 4 LH IV/24b 6 LH
IV/25 Later Bulgar 6 LH
IV/31 Nikaian Byzantine 3-7 LH
IV/34 Trapezuntine Byzantine 3-6 LH
IV/35 Mongol Conquest 5-11 LH
IV/38 Murcian & Granadine 4 LH
IV/43 Later Hungarian IV/43a 7 LH IV/43b 4 LH
IV/45 Mamluk Egyptian 1-4 LH
IV/46 Ilkhanid 9-10 LH
IV/47 Golden Horde & Successors 5-7 LH
IV/48 Yuan Chinese 0-4 LH
IV/49 Anatolian Turkoman 4-6 LH
IV/52 Later Nomadic Mongol 5-11 LH
IV/55 Ottoman IV/55a 7-8 LH IV/55b 4 LH
IV/65 Wallachian & Moldavian 3-4 LH
IV/67 Jalayirid 7-9 LH
IV/69 Albanian 4-5 LH
I think that's the complete list of armies with 4 or more LH available to them. If I've missed any, let me know and I'll add them in.
|
|
|
Post by paddy649 on Sept 25, 2019 12:42:13 GMT
Unless of course you genuinely believe the non-LH units in the army could or should also benefit from extra PIPs/moves generated by the large numbers of LH in their army. For me this boils down to only a few army lists epitomised by II/40 Numidian which has more than I think 7LH and an elephant. Why should an army with lots of LH always get to move Jumbo. Their elephant isn't suddenly any better because it is surrounded by ponies. The same applies to Hordes etc..... This I think sways me to restricting additional PIPs to LH only. Thanks in advance for trudging through the army lists to identify LH heavy armies.
|
|
|
Post by nangwaya on Sept 25, 2019 12:54:58 GMT
This would limit the extra PIPs to those armies with more than half of their force LH. I.E. the 'true' LH armies. Rather than say, the Early Armenian with just 4 LH or a cataphract heavy Parthian list. One of the drivers for selecting +1 per 4LH was to give Parthian Armies (that were historically more effective) that took 8 LH a +2. Interesting +1 for first 4LH and 3LH thereafter is perhaps more attractive. It advantages real LH armies (i.e. Those with more than 10LH.) However, I'm purpleless at the moment. So could I ask if someone could do a bit of research into the max and min numbers of LH in the various LH heavy armies (i.e. Those that can have more than let's say 3LH.) How many armies will benefit from the bonus if set at various levels? I think I got all the Book I armies identified:
Army | Min. LH
| Max. LH
| 14e Jung or Ch'iang
| 0
| 3
| 43a Kimmerian / Skythian
| 8
| 12
| 43b Skythian
| 8
| 11
| 43c Massagetae
| 7
| 7
| 48 Thracian
| 0
| 3
| 52c Thessalian
| 3
| 3
|
|
|
|
Post by sicadi on Sept 25, 2019 13:56:15 GMT
Hi all
This thread has intrigued me. How to fix LH ? Why would you want it if you could have Cv instead? Sounds simple so my initial thoughts were get rid of the troop type and combine with Cv as in HotT (Riders). Make them fast Cv retaining the March move ability, keep the enhanced command radius and hey how. I tested this and it didn’t not work but why now take regular Cv when you can have fast. Bad idea so it’s filed as such😕
So back to the drawing board. Problems identified seem to be 1 A potential lack of movement due to poor pips. Would they really stand around in front of the enemy waiting to get bogged down in a frontal foot slog? 2 The powderpuff CF of 2. This won’t get it done believe me. So rear support gives you +1. It also contracts frontage and “pins” the rear element not to mention taking away the possible flee reaction and replacing it with death. This doesn’t sound like sound like a swirling mass of horse archers surrounding it’s poor foe and attempting to pick off in detail does it?
Solutions? Free pips initially just didn’t sit well with me. DBA has a wonderful way of generating command and control. Stops us doing just exactly what we want from our front row seat high above the battlefield. Just giving “free” pips for x amount of LH seemed a little clumsy. And you don’t need that many pips to get close to the enemy in the first place. It’s when LH get close they need the help. I would like to propose the following: Any group containing 3 or more LH that has any enemy within 4 base widths automatically generates an (splitting hairs I know but don’t like the phrase free pips) autonomous pip to be used by any LH element(s) within the group. This can be any part of a march move sequence. And yes I don’t see why you couldn’t have a line of say 7 LH within 4BW of the enemy and spend 1 pip from the die pulling out the centre element leaving 2 groups of 3 generating an autonomous pip each. A chance for the LH general to get creative a make the boys a bit more zippy if you like. Extra pips when it matters most used by the very troops that generate them. Lower level commanders using their initiative. I chose groups of 3+ to help armies that aren’t LH heavy. Only having 3 LH is still 25% of the army so qualifies as significant for me.
Combat solution I tried really hard to come up with an answer but couldn’t, then realised it’s already in the game. Flank support, a very elegant but simple rule and they’re usually the best. So I would like to propose the following Any element of LH that has friendly LH in mutual side edge and mutual front corner contact and in going they count as good adds +1 to its CF Gone is the rear support factor. This automatically extends the line. Instead of being locked down in rear support they now give the +1 from the side with obvious possibility this could also provide an overlap bring the enemy down -1. Also helps retain that flee option. Sounds a bit more like LH to me.
I have run several games of a 12 LH Hunnic v Eastern Patricians. The Huns didn’t turn into a killing machine (both won and lost equally) and I found the effects subtle. They didn’t obviously break anything and in conjunction with each other I thought they made me consider quite carefully how I employed them for best use.
One very obvious problem with a high aggression predominantly mounted army is your probably gonna find more terrain than you care for. So came up with the following
First the definition Cv / Lh heavy - any army containing 8 or more Cv and/or Lh elements in it’s starting 12 elements.
Cv/ Lh heavy armies that are the attacker can after all terrain placement has finished, choose to remove completely up to 1 non-compulsory terrain feature and up to 2 roads. The first removal reason I hope is obvious. The choice to remove a road(s) as well may not be that pertinent but does stop the defender forcing you to attack in a certain direction. We’re all on horses mate so we’ll choose where we come from!
And finally and sorry if it’s getting boring - Enhanced Deployment I think Stevie has already adequately demonstrated that any form of “forward or widened” deployment zone is dead in the water and not worth pursuing. I do however love a Littoral landing. Great fun and as likely to go t**s up as be devastating. So my initial thought was give Steppe terrain armies the ability to flank march, but Meroitic Kushites are Steppe and mostly heavy infantry as well. Not really the right candidate to flank march. So thought better to give Cv / Lh heavy armies the ability instead rather than the terrain type.
Works exactly the same as a Littoral landing. So at deployment reserve 2-3 Cv or Lh elements and place them beside the edge you want them to arrive on (not a WW unless you are Littoral Cv heavy if there is one) Deploy them as a group with at least 1 corner touching the side edge. Risky but may make your opponent more defensive initially giving you time to cruise up and pick your spot? As a package I think these make LH more viable and fun to play with, without making them must have, breaking the game or making it horribly complicated
Be nice if someone could maybe give ‘em a go. Try and break them and let me know what you feel.
Craig
|
|
|
Post by paddy649 on Sept 25, 2019 14:13:13 GMT
Craig,
Good post. Thanks for your thoughts. Why would you want LH when you can have Cav? Exactly the problem but one of the things I hate about HOTT is the lack of LH. LH are different to Cav on the battlefield. They have a different role!
+1 for LH with teas support I quite like. To my mind this is LH stopping their skirmishing role and being used (poorly) in the Cav role. I don't mind the "die if flee" constraint as there is a risk/reward calculation in doing this. Flank support is an interesting idea.
I'm not sure Cav armies need the boost. Cav don't carry powder puffs, move fast and IMHO are already good enough on the tabletop.
Finally great minds think alike when it comes to Light Horse Littoral Like Capability.....your ideas align closely to my current thoughts.
|
|
|
Post by snowcat on Sept 25, 2019 14:18:09 GMT
Craig I'll read your post properly in the morning. I'm exhausted after compiling the list of 4+LH armies (see above). But what did I see in your post: a flanking deployment not unlike a littoral landing! Wow, I thought someone recently proposed something just like that. Oh that's right, it was me!
|
|
|
Post by sicadi on Sept 25, 2019 14:30:46 GMT
Great minds and all that Snowcat 🤪 Craig
|
|
|
Post by paddy649 on Sept 25, 2019 14:38:52 GMT
Thanks Snowcat. Good work.
My thoughts are that that is over 50 army lists and over 80 sub-lists with 4 or more LH. That feels like about 10%-15% of the books - so quite enough. Hence the breakthrough limit should be 4LH rather than 3 otherwise the additional PIPs become too prevalent.
Second thought is that there seems to be natural break points at 7LH - taking LH seriously with over half your elements being LH. The second cut off is the double figures of LH ( i.e. 10 or more) that deserve more recognition.
Both these point to the best Additional PIPs rule being something along the lines of "In addition to normal PIPs LH or LCm heavy armies are granted one additional free PIP that can only be used by a LH or LCm element or group containing entirely LH and/or LCm for the first 4LH/LCm in their ORBAT and for each successive 3LH/LCm thereafter. Additional PIPs cannot be used by elements that dismount in the turn they dismount and the act of dismounting changes an ORBAT for the turn an element dismounts."
This at least partly deals with those pesky Lithuanians that are LH that dismount.
|
|
|
Post by paddy649 on Sept 25, 2019 14:43:49 GMT
Great minds and all that Snowcat 🤪 Craig OK - I'm about to get into a car for 4 hours. So I'll post this for comment before I leave. You'll note the commonality in our thinking and the plagiarism of good ideas from many sources. That's teamwork! I think that LH armies need a boost and think that comes in 3 strands. This is the package I'll now start playtesting. Additional PIPs. In addition to normal PIPs LH or LCm heavy armies are granted one additional free PIP that can only be used by a LH or LCm element or group containing entirely LH and/or LCm for the first 4LH/LCm in their ORBAT and for each successive 3LH/LCm thereafter. Additional PIPs cannot be used by elements that dismount in the turn they dismount and the act of dismounting changes an ORBAT for the turn an element dismounts. Outflanking Manoeuvre. LH heavy armies with at least 6LH and with at least 3LH more than their opponent may opt to conduct an Outflanking Manoeuvre. When initially deploying such LH heavy armies may reserve 2-3LH elements to conduct an outflanking manoeuvre and must specify the flank on which the Outflanking Manoeuvre is being conducted. The Outflanking Manoeuvre is conducted similar to a Littoral Landing. The 2-3LH elements are placed BEFORE the PIP dice is rolled on the first bound, in a group touching the table edge anywhere on the specified flank. By conducting an Outflanking Manoeuvre the LH Army forfeits all additional PIPs that would otherwise have been available for that turn only. Element Upgrade. LH elements that are shot at or in front edge to front edge contact with an opponent that is slower than the LH may elect to evade. Before the combat dice are rolled an evading element must announce its intention to evade. It then immediately evades, as if recoiling except that this move does not (yet) trigger any outcome move by their opponents. Combat or Shooting dice are then rolled. The element being evaded ignores all losing combat effects but must obey all outcome moves as if it was in combat if it would have drawn or won the combat. If the evading LH recoils then the evade move is treated as a recoil and nothing else happens. If the LH would have been destroyed then this is treated as an flee move. A flee move is treated as a flee move. Note evading with supported LH isn't advised.
|
|
|
Post by timurilank on Sept 25, 2019 15:09:53 GMT
I'll do this Book by Book, and will just keep updating the list as I go. I think that's the complete list of armies with 4 or more LH available to them. If I've missed any, let me know and I'll add them in.
Nicely done. I think I may add one or two more to the collection.
|
|
|
Post by stevie on Sept 25, 2019 20:18:38 GMT
It seems to me that this LH fix is rapidly spiralling out of control, and what originally started out as a very simple idea is becoming bloated, overcomplicated, and fatally buried under the sheer weight of alternative suggestions. Well, here is yet another one. LH elements/groups get 1 free subsequent moveForgive me but I can’t remember who first suggested this, but it does have merit. Forget about ‘extra PIPs for LH’ (which has lots of complications). Instead, make faster movement be a built-in ability of LH. So LH armies have the same PIP roll as their enemies, but after making a tactical move single LH elements or pure LH groups get a single free subsequent move (that can be enhanced by more subsequent moves if they have the PIPs), which like all subsequent moves cannot enter within 1 BW of the enemy. No need for ‘extra PIPs’, no need for Littoral ‘teleporting’...LH reach their locations naturally, by moving across the table. The only problem with this is it segregates LH from other troops - mixed groups of LH and CV/Kn will gain no benefit if they want to stay together. Still, it is mind-numbingly simple, and has the right effect of making LH more mobile and able to run rings around their opponents once they have paid for the first LH tactical move (like the Numidians did to the Roman Cavalry during the 2nd Punic War). (If you like, limit it to only those armies that have say 6 or 8 x LH in their original order-of-battle)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
|
|
|
Post by greedo on Sept 25, 2019 20:53:43 GMT
It seems to me that this LH fix is rapidly spiralling out of control, and what originally started out as a very simple idea is becoming bloated, overcomplicated, and fatally buried under the sheer weight of alternative suggestions. Well, here is yet another one. LH elements/groups get 1 free subsequent moveForgive me but I can’t remember who first suggested this, but it does have merit. Forget about ‘extra PIPs for LH’ (which has lots of complications). Instead, make faster movement be a built-in ability of LH. So LH armies have the same PIP roll as their enemies, but after making a tactical move single LH elements or pure LH groups get a single free subsequent move (that can be enhanced by more subsequent moves if they have the PIPs), which like all subsequent moves cannot enter within 1 BW of the enemy. No need for ‘extra PIPs’, no need for Littoral ‘teleporting’...LH reach their locations naturally, by moving across the table. The only problem with this is it segregates LH from other troops - mixed groups of LH and CV/Kn will gain no benefit if they want to stay together. Still, it is mind-numbingly simple, and has the right effect of making LH more mobile and able to run rings around their opponents once they have paid for the first LH tactical move (like the Numidians did to the Roman Cavalry during the 2nd Punic War). (If you like, limit it to only those armies that have say 6 or 8 x LH in their original order-of-battle)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
Dang it Stevie, I was just about to suggest this when you beat me to it! I would suggest “1 LH group gets to move once per bound for a cost of 0 pips. Subsequent moves still cost a pip” This effectively means you have 1 pips devoted to LH, and it doesn’t matter how many or few you have. So even if you don’t assign them any pips, they get to move at least once. Maybe not quite as good for LH heavy armies But all LH can benefit. Also not sure if I would include that they can’t make contact or not.
|
|