|
Post by stevie on Feb 21, 2020 17:15:56 GMT
|
|
|
Post by chgowiz on Feb 21, 2020 17:52:37 GMT
Thanks! and since this thread is for DBA on a grid, I'll just cast "resurrect" on that post and discuss there.
|
|
|
Post by nangwaya on Feb 24, 2020 16:14:21 GMT
Just to say that i think Stevie´s (Senator) suggestions for grid DBA are very Sound. We have been playing with a very similar set here in Munich for the past two years. Concerning wheeling in a group - we just don`t do it - Anyway i think it is pretty unrealistic- even trained troops would have problems doing such - let alone untrained barbarians- it is one of the most unrealistic actions in the rules. The other is throwing for Pips - Which General in real life would be "informed" "sir, you can move 4 Units of your choice. Much better to reflect uncertainty by having the Opponent throwing the die in secret and telling the Opponent when he has exhausted his pips. or throw 1 die before attempting to move a unit/Group a score of 1 and it can`t move - then try the next and so on. Also the pre-determined pips lead to alot of beard stroking and slow things down. Although i like the rules- they are Pretty abstract. Oriel Based in your idea, I tried something similar this weekend.
I picked up some wooden cubes at the dollar store and painted five of them green and one red.
Popped the blocks in a bag, and only after making a move do you reach in the bag and pull out a cube.
If it is green, you can make another move, but if it is red then no more moves.
I find it really makes me prioritize what to do, especially in the later part of the battle.
Love it!
|
|
|
Post by primuspilus on Feb 25, 2020 21:22:49 GMT
The PIP roll is, as I see it, a highly effective abstraction of command intent vs capability.
I see the roll not as being a case of "Sir, you can move any four of our elements" but rather the following:
"Sir, we deployed 6 messengers/couriers a while back, to relay orders. 2 are still not back from the forward lines yet. If you want to give any orders, send them out with these 4 guys now. Otherwise if you delay, other priorities will arise/they will get picked off by arrows ... etc".
Be aware that choosing blocks from a bag simulates a DIFFERENT viewpoint/model of command. Not better, just different.
In face to face play, I tried something similar: Spend 1 PIP, then roll. On a 1 you were done. On a 2+, you had the remainder to spend as normal.
Two issues arise:
1. How to deal with Elephants/Horde/Artillery and/or out of command elements costing >1 PIP to move 2. When you don't know how many PIPs you will have, you become ultra-conservative, and very reluctant to release wing troops into the fray, for example.
We had a lot of trouble with these when we tested our games using the unknown PIPs.
|
|
|
Post by nangwaya on Feb 25, 2020 23:11:47 GMT
The PIP roll is, as I see it, a highly effective abstraction of command intent vs capability. I see the roll not as being a case of "Sir, you can move any four of our elements" but rather the following: "Sir, we deployed 6 messengers/couriers a while back, to relay orders. 2 are still not back from the forward lines yet. If you want to give any orders, send them out with these 4 guys now. Otherwise if you delay, other priorities will arise/they will get picked off by arrows ... etc". Be aware that choosing blocks from a bag simulates a DIFFERENT viewpoint/model of command. Not better, just different. In face to face play, I tried something similar: Spend 1 PIP, then roll. On a 1 you were done. On a 2+, you had the remainder to spend as normal. Two issues arise: 1. How to deal with Elephants/Horde/Artillery and/or out of command elements costing >1 PIP to move 2. When you don't know how many PIPs you will have, you become ultra-conservative, and very reluctant to release wing troops into the fray, for example. We had a lot of trouble with these when we tested our games using the unknown PIPs. Bingo on your first issue. I just realized earlier this morning, that using the blocks as I am, creates a problem for 2 PIP elements.
Still early days with it, but I do like the stress it creates.
In the end, I need the playtesters to give it a thumbs up or down, before deciding on whether to use it at CanGames.
|
|
|
Post by stevie on Feb 26, 2020 1:43:50 GMT
Here is a thought for you Nangwaya.
Say you have 5 green blocks and 1 red block in your bag. (I don’t have red & green blocks, but I do have lots of small red & green dice)
First you announce that you want to move a particular element or group. Draw a block out of the bag and place it on the table. If it’s green you have 1 PIP to spend, so use it to make the move then announce again. If it’s red you have no PIP, and all movement ends (so place all blocks back in the bag).
When the element/group costs 2 PIPs to move, draw 2 blocks together from the bag. If both blocks are green, then fine, you move and can carry on announcing and drawing. If one of the blocks is red, then you only have 1 PIP to spend on something else. Again, a red block means all movement ends so place all the blocks back in the bag.
(Your first PIP is free, and you don’t have to draw for it...because no matter how low you roll a die, you’ll always have at least 1 PIP per bound)
|
|
|
Post by nangwaya on Feb 26, 2020 12:24:22 GMT
That makes a lot of sense Stevie, and will certainly give it a try.
I think I am going to not use the blocks approach for CanGames, and just stick with normal PIP rolls. The reason, is that each side will consist of three players, and it is already a bit of a co-ordination issue with each side having a separate PIP roll for their third of the force, let alone dealing with blocks and not knowing how many moves you can make.
I think it best to not make things complicated for players at a convention, and focus on what matters... making sure the players have fun and are not frustrated.
I am glad that primispilus commented on the blocks, as it made me realize that perhaps the blocks thing should stay as a solo or two player venture.
Now, back to grid talk 
|
|
|
Post by oriel on Feb 27, 2020 21:38:24 GMT
Another Advantage of grids: How About Setting up 3 identical boards in seperate Rooms/ seperate parts of the room-one for each Player and one for the unpire. The umpire has both sides Forces on his board, the other Players only their own troops and those they can "see" - which is decided by the umpire. A few simple rules. visibilty behind hills or other troops or in Woods etc-Zero.Other troops visible say from 12 squares away, but troop type unidentifiable - other than perhaps mounted or foot (umpire places element sized "chits" to indicate such. One could even go further and have the umpire throw dice for combat etc. That way at a convention one can invite someone to play who knows only the rudiments of the rules. I bet my bottom Dollar/Euro that the games would prove quite different...
|
|
|
Post by oriel on Feb 27, 2020 21:52:20 GMT
Regarding Primus Pilus`s comments: There is absolutely no guarantee in real battles, that dispatched orders will arrive, or if the troops so ordered will obey, or are capable of doing so. And under no circumstances is a commander 100% sure that he has 4 "pips" to use. Of Course DBA is fun- but i think if one really wants to reflect the uncertainty of a battle- concentrate more on other factors - such as visibility - and cut down on too much detail in troop types. To reflect fatigue- especially for the commander., have him drink say a shot of vodka every 20 minutes- to reflect drowsiness...
|
|
|
Post by stevie on Feb 27, 2020 23:00:59 GMT
To reflect fatigue- especially for the commander., have him drink say a shot of vodka every 20 minutes- to reflect drowsiness... Ha! Some of us do that already Oriel. Or at least have a couple of pints at lunchtime during a tournament...  🍺 (By the way, I’ve finished playtesting and should have the “Playing on a Grid” booklet ready for posting to the Fanaticus Wiki sometime next week...if I can keep out of the pub that is!)
|
|
|
Post by primuspilus on Feb 28, 2020 6:00:35 GMT
Regarding Primus Pilus`s comments: There is absolutely no guarantee in real battles, that dispatched orders will arrive, or if the troops so ordered will obey, or are capable of doing so. And under no circumstances is a commander 100% sure that he has 4 "pips" to use. Of Course DBA is fun- but i think if one really wants to reflect the uncertainty of a battle- concentrate more on other factors - such as visibility - and cut down on too much detail in troop types. To reflect fatigue- especially for the commander., have him drink say a shot of vodka every 20 minutes- to reflect drowsiness... I always find myself drawn to PB's commentary at the start of the book - DBA is a dramatic simplification that has the uncanny ability to reproduce broad stroke high level historical accounts about 80% of the time. Pretty remarkable. If command friction of the DBA sort is not what you are after, by all means switch it up. I predict one of two things will happen: you will develop a ground breaking new command system that will turn DBA into a world-beating game that will even have ADLG players comverting back!!! Or you'll find that after several plays, the more "realistic" commands system just enda up being deifferent rules for the sake of somehow feeling different, and one eventually just gives up and plays it as is. Because, as you will see with hundreds if plays, it is actually a damn fine little game as is!
|
|
|
Post by oriel on Feb 28, 2020 12:32:24 GMT
When PB first brought out his dba rules - many years ago, my initial thought was - Phil Barker has just re-invented Chess! And i can see how Chess was derived as a wargame. I am not sure to what degree the rules reflect ancient warfare- that is a moot point. I do agree however that wargames should be fun and it is up to each player to decide what components he likes/dislikes.
dba, in my opinion and experience encourages "gamesmanship" - ie placing elements at odd angles to prevent the opponent from charging etc. or shifting Auxilia from one end of the board to the other, ´cos the opponent has elephants in that area. Once an army was deployed, there was very little opportunity to swop units around. Thus the convention of placing a strong reliable reserve in the centre.
My main bone of contention is, how much could the commander "see" and in my opinion visibility or lack of visibility was a vital factor. There are so many reports in military history where the commander recieves a report that there is a whole army of thousands on his flank when in fact it proved to be a force of 300. There again it is up to the player whether he wants to reflect this sort of thing or not.
As mentioned i have been playing on grids over the last two years and in my opinion the advantages outweigh any diadvantages. I have already written the necessary alterations - so am interested to see how they compare to Senator´s.
|
|
|
Post by wargamerdale on Mar 5, 2020 21:49:50 GMT
Playing solo DBA battles, I have tried a number of different techniques for randomizing how many elements can move in a turn, or trying to give priority to the sequence, or trying to simulate whether orders arrive successfully, etc. I've used playing cards and dice (I haven't tried the green/red block approach). But, nothing seems to do the trick as well as the basic one die for PIP's method. It's so simple and yet so effective. I finally decided to just go with it as is and enjoy each game. For Napoleonic battles, I like other approaches. If you like Napoleonic era as well, Bob Cordery wrote an interesting set of rules based on DBA play called The Portable Napoleonic Wargame. I tried it a few times and it's fun, especially if you like DBA. It's worth a look. For ancients, DBA is tops in my book.
Dale
|
|
|
Post by greedo on Mar 27, 2020 0:06:23 GMT
I had an idea that could help Grid DBA a bit to avoid any wheeling. For 2 pips an entire group may make a diagonal move Of 1BW as part of its move. The limit of 1BW left or right per move is there to prevent too much lateral shifting.
So even if the group would move 2 BW, it could move 1BW forwards and then make a diagonal move 1BW either left or right.
This would allow shifting before the clash of battle lines without crazy diagonals.
I would also have the grid demarcated into 1/2 BW squares which would allow the final aligning lateral shift when contact is made.
|
|
|
Post by wingman on Mar 27, 2020 1:07:27 GMT
The problem is, and has always been, a separate set of rules for gridded play. You have to streamline the rules because the grid limits your options. I.e., you can't do everything on the grid that you can do when playing without it.
|
|