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Post by phippsy on Sept 29, 2020 14:08:01 GMT
Where there are no normal element or camp followers in a camp - it is undefended.
I have a LH element 2 BW away from an undefended camp.
To sack it do I;
1. Move 2BW into the Camp and stop, counting It as sacked then. And can only move again next bound.
2. Or can I move through the Camp in one 4BW move, in essence sacking it on the way?
If the LH was 6BW away and I had 2 PIPs, can I
3. move 4BW and then another 4BW to Sack it on the way through,
4. Move 4BW and then 2BW to get inside it to sack it,
5. Or move 4BW and then only 1BW as the second move cannot be closer that 1BW to the ‘enemy’
Also to sack An Undefended camp, do I Need to;
6. Just touch it,
7. Have some of the sacking element inside it.
8. Have all the element ending inside it like 1. And 4. Above
9 have all the element passing through it or
10 just have a small part of the element passing through it...
Some combinations there but thoughts appreciated....
Thanks Peter
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Post by stevie on Sept 29, 2020 15:43:27 GMT
Wow, you have certainly covered all the possibilities there Phippsy. Let’s see what the rules say. Page 7 paragraph 2:- “(A City) must be modelled with 1 or 2 gates, through which all elements entering or leaving must pass (unless they are enemy assaulting it).”(I assume the same applies to Forts)Page 7 paragraph 4:- “(A Fort) is left undefended if its garrison vacates it or is destroyed; and can then be moved into and garrisoned by any foot element (except WWg).”(I assume mounted can pursue into undefended places, but they can't claim the garrison bonus)Lastly, Pursuit on page 12 says:- “(a) If the defenders of a city, fort or camp are destroyed in close combat, then one assaulting element immediately moves in.”So I think the following applies (this is bound to be controversial...everything I say seems to be controversial). * To enter an undefended place you still need to assault it, but no need to dice as the outcome is a forgone conclusion. (After all, we players in our overhead spotter plane can see that it’s empty, but do the troops on the ground know this? As far as they are concerned, the defending enemy could be hiding out of sight, and they still need to erect scaling ladders)Now for the controversial bitThreat Zones on page 9 paragraph 8 says:- “The area 1 BW deep in front of any edge of a WWg, or the front edge of any other element, or the area within 1 BW of any point of a camp, city or garrisoned fort, is its Threat Zone.” Note that it says “garrisoned fort”, but camps and cities always exert a TZ, whether defended or not. So technically, as an undefended fort has no TZ, a LH element could make a subsequent move to contact the fort, then get an automatic victory in the combat phase to enter the place. Well I don’t care what the rules do or don’t say...I like to use common sense. And I would not allow anyone using a subsequent move to contact an undefended city, fort or camp.
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Post by phippsy on Sept 29, 2020 19:40:35 GMT
Stevie - thanks. I remember the TZ bit of an undefended camp arising at a PAWs event - so a LH element could not ride for 2 Or 3 moves to sack a camp, but had to wait 1 BW away before sacking....
But what about when they are only 2BW away at the start of their bound....
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Post by stevie on Sept 29, 2020 20:34:58 GMT
Oh in that case Phippsy, I’d have the LH moving into contact with the place to make their assault as normal (i.e. end their move phase with their front-edge touching the defences).
It isn’t until the combat phase, after they have set up their scaling ladders, or thrown climbing ropes up over the palisades, or made cautious probes into the camp, that they discover that there are no defenders to oppose them (thus gaining automatic entry as if they had successfully vanquished the defenders).
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Post by andrea on Oct 1, 2020 9:54:38 GMT
Now for the controversial bitThreat Zones on page 9 paragraph 8 says:- “The area 1 BW deep in front of any edge of a WWg, or the front edge of any other element, or the area within 1 BW of any point of a camp, city or garrisoned fort, is its Threat Zone.” Note that it says “garrisoned fort”, but camps and cities always exert a TZ, whether defended or not. That of Cities and Camps exerting TZ also if undefended is debatable, another DBA grey area IMO.
A non garrisoned city has denizens defending the city, therefore always exert a TZ.
Same is for the camp (unless the player decides not to put any figures in it, which is a weird decision).
For the Fort is different as it does not have the denizens option, that's why IMO only a garrisoned fort exerts TZ.
Only when denizens leave the city/camp or are destroyed they become undefended. In this case, they cease exerting TZ. Coming back to Phippsy question, if the camp is undefended it can be enter immediately as a result of tactical move without having to stop and fight with nobody.
FAQ says that a captured or sacked camp functions only as good going if a standard camp or as bad going if an Edifice. Why should an undefended camp still exert TZ?
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Post by phippsy on Oct 1, 2020 10:23:58 GMT
Thanks Andrea - the issue about undefended camps came up a couple of times in DBA tournaments, as I like LH armies, and attacked camps when they did not have elements or dwellers in them. So undefended.
My opponents considered that there should be a combat of my LH against the camp....we got rulings and on both times, tje camp was sacked ultimately by just riding through it..,.
I now always in friendlies or competitions put a camp dweller element in my camps for this very reason....
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Post by stevie on Oct 1, 2020 11:01:31 GMT
“Why should an undefended camp still exert TZ?” Perhaps because the troops on the ground can’t be sure the place has been deserted.
We players flying over the battlefield in our helicopters can see that it is empty, but do the men below know this? Can they see through walls and wooden palisades? (Anyway, even if they are 100% sure the place is deserted, those tall walls and high palisades will still be a movement obstacle, so they should halt in contact at the end of the movement phase, and only enter during the combat phase. Or do the defender’s take the walls and palisades with them when they leave?)
A ‘Theat Zone’ is just that...a dangerous area where the enemy could be a threat, so troops must act warily and be more cautious rather than just stroll about as they like.
Indeed, these ‘Threat Zones’ still exist even if the enemy is not actually visible. For example, troops inside a wood over ½ a BW from the edge of the trees cannot be seen or shot at, but they still exert a 1 BW Threat Zone that extends outward beyond. (Maybe they see a fight of birds disturbed by a hidden enemy, or they spot footprints leading into the wood, and this puts them on their guard and makes them cautious)
To muddy the waters even further, Threat Zones on page 9 paragraph 8 says:- “The area 1 BW deep in front of any edge of a WWg, or the front edge of any other element, or the area within 1 BW of any point of a camp, city or garrisoned fort, is its Threat Zone.”
Thus only garrisoned Forts exert a Threat Zone...but mounted cannot garrison a Fort. Oh, they may assault and capture the place, but mounted cannot claim to be a garrison and gain the defence bonus. So technically, mounted in a Fort don’t generate a Threat Zone, leaving the enemy to wander about just as they like without a care in the world, even though the mounted in the Fort have temporarily dismounted to man the walls and are pelting those outside with rocks, javelins, and arrows! This is daft, and flies in the face of simple common sense.
Personally, I don’t think the BUA rules were playtested fully, and the TZ rules should say:- “or the area within 1 BW of any point of a camp, city or occupied fort, is its Threat Zone.”
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Post by andrea on Oct 1, 2020 12:27:46 GMT
Whether or not an undefended camp would pose a threat or affect troop movement in real life is sort of speculation, it would open to philosophical debates that I don't really like. It's pretty much subjective and a matter of personal imagination. Your logic should apply to unoccupied forts as well, but it is not the case. Yet, rules favor your reading. I agree that BUA rules were not playtested fully, I would prefer them reading “or the area within 1 BW of any point of an occupied camp, defended city, or garrisoned fort, is its Threat Zone.” That would solve the mounted issue that applies to cities as well, but not to camps. That's our house rule. Anyway: long live DBA.
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Post by menacussecundus on Oct 1, 2020 16:25:42 GMT
stevie has gone controversial in his response. I am going all out heretical.
Despite what the rules say, I would treat all camps as occupied unless and until the camp followers sally out. I know the rules say that if there are no troops or camp follower figures in the camp it has been left undefended. Frankly that strikes me as extreme micro management. The equivalent of insisting that an opponent cannot use bow-armed LH because the army list specifies javelin-armed (or vice versa).
I'm quite happy to accept that the camp followers are lurking - or cowering - inside the model tent. (LBJ reportedly said something similar about J. Edgar Hoover.)
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Post by stevie on Oct 1, 2020 17:31:38 GMT
You know what?...Andrea and Menacussecundas have got me thinking.
We all prefer rules that are simple, straight forward, and consistent, without exceptions (and certainly without exceptions to the exceptions!). So I wish to change my earlier statement.
I now think the BUA TZ rules should be:- “or the area within 1 BW of any point of a camp, city or fort (even if they are unoccupied), is its Threat Zone.” There you go...no ifs, no buts, and no exceptions...”one rule to bind them all”.
My rationale for this is that no City, Fort or Camp is ever truly completely abandoned. After all, when the denizens leave their city, do they take their wives, children and grannies with them? Of course not...it’s only the fighting manpower of the city that has left. The rest stay, but are of negligible fighting value, and who’s only effect is to man the walls to make it look like the city is still occupied (hence they still have a TZ).
Likewise, when the camp followers leave their camp, do they take all their sick and wounded with them? Of course not...it’s only the fighting manpower of the camp that has left. A skeleton crew of negligible fighting value is left behind who’s only effect is to man the palisades to make it look like the camp is still occupied (hence they still have a TZ).
And as for forts...well, if even a numpty like me can think of leaving all the flags flying in order to make it look like the fort is still occupied, then I’m pretty sure that other leaders throughout history would have thought of it before me (hence it too still has a TZ).
That’s the TZ situation covered. Now we come to moving into these so called ‘empty’ places. As I said before, even if undefended, a city, fort and camp is still going to be a movement obstacle. Anyone assaulting these places will still need to climb the walls and palisades. So troops should end their move phase in contact with the defences, and only during the combat phase do they discover the place is undefended, and get an automatic victory to move in.
I don’t care what the rules do or don’t say... ...that’s how I’m going to play it, because it’s logical and makes sense.
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Post by jim1973 on Oct 2, 2020 1:14:43 GMT
I've commented before that the camp rules limit modelling and therefore appeal for new players. My view (and it is just my view, not RAW) is that if the camp is modelled, it is defended. You can place an element behind the camp if you want to garrison it and it doesn't fit. If not garrisoned, you can still have an element of camp followers (again, leave them behind the camp if they don't fit) to sally forth. Only after the sally is the camp undefended. But even undefended, it still has a TZ and you still have to stop when you touch the edge. But it's not a threat to safety nor a stop due to combat. It's a threat to discipline as troops want to plunder the camp! The element stops because it is engaged in the age old tradition of finders/keepers!
My guess is that PB didn't want players just putting a piece of felt on the board as their camp. But the rules as written are too restrictive to players who actually want to model. I did make empty and full camps initially, but I've given up on them. Sure, lugging a piece of the Great Wall across Eurasia to sleep dry in Gaul raises a chuckle but who cares? Not everybody has time to make home/away, permamnent/temporary camps. They don't add that much to the game.
Cheers
Jim
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