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Post by stevie on Oct 3, 2020 23:04:19 GMT
Thanks, Stevie, I thought I'd seen it somewhere but couldn't find it. We'll try the card system tomorrow night & see what happens. Regards, j Just a thought, what if the Joker was shuffled in with the other 6 cards & causes a reshuffle whenever it it drawn? Or would this defeat the object of levelling out the good/bad luck thing? Yes, I’m afraid it would defeat the object of levelling out the good/bad luck. (And I think you mean the other 24 cards...four '1's', four '2's', four '3's, etc) After all, you might have all four ‘1’s’ above the joker, and all your ‘6’s’ below the joker, and the same after a reshuffle..which is just pure chance. You might as well just lob a dice. But please do let us know what you think. We find that it makes games more skilful, as a ‘hard flank’ victory doesn’t need a ‘6’, just a slightly higher score...but you have to use clever manoeuvring in order to get into that hard flanking position in the first place....a bit like chess... (If you can destroy the enemy with your ‘4’s’ and ‘5’s’, then any ‘6’s’ are just a bonus)
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Post by j on Oct 3, 2020 23:45:30 GMT
Well, I just meant A, 2, 3, 4, 5, 6 Joker in each pack but shuffling in the Joker & resetting each time it is drawn but I take your point & we'll try the card system as you describe it. I've done quite a few dry runs & it seems to work fine, evening out the odds, but let's see what the games come up with tomorrow.
Regards,
j
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Post by martin on Oct 4, 2020 11:13:31 GMT
Thanks, Stevie, I thought I'd seen it somewhere but couldn't find it. We'll try the card system tomorow night & see what happens. Regards, j Just a thought, what if the Joker was shuffled in with the other 6 cards & causes a reshuffle whenever it it drawn? Or would this defeat the object of levelling out the good/bad luck thing? That’s used in the activation system of Bob Cordery’s Portable Wargame (under solo rules). Works really well....the joker akways has the last laugh 😊 . Adds an element of unknown 👍
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Post by greedo on Oct 4, 2020 18:44:10 GMT
Thanks, Stevie, I thought I'd seen it somewhere but couldn't find it. We'll try the card system tomorow night & see what happens. Regards, j Just a thought, what if the Joker was shuffled in with the other 6 cards & causes a reshuffle whenever it it drawn? Or would this defeat the object of levelling out the good/bad luck thing? That’s used in the activation system of Bob Cordery’s Portable Wargame (under solo rules). Works really well....the joker akways has the last laugh 😊 . Adds an element of unknown 👍 Piquet uses this as well. Good system so it’s not complexity predictable.
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Post by j on Oct 4, 2020 22:56:31 GMT
There are soooo many variables in the movement & combat system that make it impossible to predict by "card counting" the result of any draw. Yet my opponent tonight found the card system wanting - but bear in mind, he bitches about dice rolling just as much & with just as much justification I found it refreshing & a good way to test new house rules without worrying about excessive 1s or 6s skewing the results. I think I will use the system for solo play at least & will experiment with dealing the Joker in with the 6 cards to see what happens. In any event, I have had 6 games with my Polybian Romans (which I have not used in years as DBA2.0 onwards has not, in my opinion, dealt with the army historically & fairly) & thoroughly enjoyed each victory & even each defeat as it seems to me that history was served in each case. A small sample, I know, but I will persevere with the several house rules suggested here & hope to come to an informed opinion in due course which I will offer up to you all. Regards, j
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Post by stevie on Oct 5, 2020 9:52:28 GMT
Yes, some of my friends still prefer to roll dice instead of using cards... ...although strangely enough they can’t tell me exactly why they don’t like it (perhaps it’s just a case of “I don’t like it because I don’t like it”).
The Advantages Of Using Cards In a perfect world (!), 24 rolls of a dice should give each number four chances each of coming up. In reality of course this never happens. But using 24 cards numbered 1 to 6 at least guarantees that every number will come up four times before a reshuffle resets the deck...and the same for your opponent.
It also prevents irritating things like ‘cocked dice’ that don’t lie flat, and those times when the dice flies off the table altogether to roll about on the floor, so it actually makes the game flow a little bit faster as well. (It also stops those annoying players who seem to...er...’drop’ the dice instead of rolling it... ...you know who I’m talking about don’t you...)
The Disadvantages Of Using Cards At the beginning, getting a high PIP card (especially a ‘6’) is usually a waste. That’s a high card you know you won’t get in combat, at least until a reshuffle. If your opponent doesn’t advance, and has no long range missile shooters, it can take four or five bounds before contact is made...and that’s four or five PIP draws.
This can influence a players fighting style for that particular battle. Draw four or five low cards for PIP’s, and you know that the high cards are still to come. Likewise, draw four or five high cards for PIP’s, then you know combat is going to be hard, and this can make players more cautious.
Mind you, there’s not much a cautious player can do about it. To get through the low cards to reach the high cards (or get that Joker reshuffle), they have to burn their way through their stack...and the only way is to have combat. Anyway, since DBA 3.0 no longer has any ‘breaking off’ or ‘disengaging’ mechanism, players often find they are forced to fight whether they like it or not.
One Possible Solution To The PIP Dilemma Each player could have not one but two stacks of cards:- a 18 card + bottom joker combat stack, and a separate 6 card + bottom joker PIP stack... ...but my colleagues (at least, those who like using cards) think this is an unnecessary complication, and they prefer the simplicity of having a single stack as a luck generator.
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Post by stevie on Oct 6, 2020 8:57:55 GMT
Some Tips About Using Cards Instead Of DiceSkirmishers become more useful (if used properly by avoiding mounted in good going and Ax). When out in front and they draw a high card for combat, there is a good chance they’ll recoil the enemy, breaking up their formation. When they draw a low card for combat, they’ll merely flee when doubled...but at least they have used up one of your useless low cards in doing so, leaving a high card for someone else. In one memorable Roman Civil war battle, every time I drew a high card my opponent did the same, and when I drew a low card so did the enemy. There was much pushing and shoving, but no actual kills, and the battle went on for a loooong time... ....and it would have gone on forever had the joker reshuffle not reset the card stacks. (And then I lost!).In another battle the initial shuffle left most of my high cards at the top of my stack, while my opponent had most of their high cards at the bottom of theirs. I was attacking vigorously, and had great success in the first couple of combat rounds, being 3:1 up at one point. But then my opponent began reaching their own high cards, and they then gained the initiative. (And I ended up losing 3:5!).(Funny how I remember losing more than I remember winning...probably because it happens so often!)
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Post by medievalthomas on Oct 21, 2020 17:56:42 GMT
Sorry have mentioned results of Son's school project previously:
Blade based armies have an advantage over other types but less so than in prior versions of DBA and much less than in HOTT. So while still the king - DBA 3.0 has closed the gap a bit.
TomT
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