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Post by Cromwell on Sept 25, 2020 14:07:42 GMT
Of late all my English Civil War battles have been played using Simon Miller's "For King and Parliament" rules, They play fast and have a good historical feel.
However today, having a window of opportunity I played a game of DB-RRR which I thoroughly enjoyed. Especially as I a gave King Charles a bloody nose. 4 to 1!
This battle used 12 elements per side made up from the DB-RRR army lists which meant I only used half of the forces I have available the rest gathering dust on the shelf.
I am now thinking of a Big Battle DB-RRR which would enable me to use most of my guys. 21 elements per side.
The problem I have is sorting out PIPs. Should I use 2 x D6 or 1 x D10. The problem I see with both ideas is a wide swing in available PIPs.
Or have a General as CinC and another subordinate General and split the army between them, each roles a D6.
Any suggestions gratefully received.
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Post by sheffmark on Sept 26, 2020 9:07:40 GMT
I'm no statistician but I'd have thought 2 D6 would be better than 1 D10.
If you're really worried about wild swings in PIPs then how about using 2 average dice? (Though isn't part of the game being able to blame losses on poor PIP/melee dice?)
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Post by strelnikov on Sept 26, 2020 11:49:53 GMT
I recently played a DBA24 game using 24 elements per side and one pip die. The single pip forces you to group most of your troops and use group moves. An enjoyable game & plan to do more. Using 21 elements per side with 9ne pip die should work the same way.
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Post by jim1973 on Sept 26, 2020 12:49:39 GMT
A little off topic but the one and only Tony Aguilar just unboxed a book on 16th century warfare on his youtube channel. He mentioned bringing DB-RRR up to 3.0, which would be very interesting, especially as Eureka have just released an 18mm ECW range.
Cheers
Jim
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Post by Cromwell on Sept 28, 2020 6:52:36 GMT
I'm no statistician but I'd have thought 2 D6 would be better than 1 D10. If you're really worried about wild swings in PIPs then how about using 2 average dice? (Though isn't part of the game being able to blame losses on poor PIP/melee dice?) I look for anything to blame! Room was too hot or cold. Wind was in the east, high tide, low tide you name it I have used it as an excuse.
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