Erik
Munifex
Posts: 12
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Post by Erik on Oct 12, 2020 19:39:39 GMT
Hello everyone Saturday we played a one day campaign. 1 Punic War.
We had some trouble with the BUA rules. The defender gets a 4 + tactical bonus, but how do we interprid the result. Does the defender recoil like normal? If so, I find it quite easy to throw them out og the city or fort.
Kind regards Erik
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Post by sheffmark on Oct 12, 2020 21:06:28 GMT
Hi Erik
First up you need to define what type of BUA. If it's a city or fort then yes the defenders get +4 to their tactical factor if in close combat or shot at. However note the para on page 10 'Close combat against a city, fort or camp' you fight foot factors for both attacker and defender.
For results see the first line(s) under each combat results section (i.e. if you draw, lose or double) on page 11. Generally defenders of cities or forts or camps either survive or are destroyed.
Not sure why you think defenders are easy to kick out, e.g. even an Ax on 3 + 4 =7 against anything else should be fairly secure. On a straight fight even a Blade would have to outscore it on the dice by 3 or more to destroy it. Put a blade or spear in there and they are pretty secure.
Hope that helps Mark
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Post by stevie on Oct 13, 2020 8:21:53 GMT
Sheffmark is quite right...the combat effects against certain buildings is mentioned above the outcomes listed on page 11. For example:- If score equal: no effect if sacking, defending or assaulting a City, Fort or Camp. If score less: destroyed if sacking or defending, and recoil if assaulting, a City, Fort or Camp. If score doubled: destroyed if sacking or defending a City, Fort or Camp. If not (see below). Note that the last item above, if doubled while assaulting, does lead to some odd outcomes. Most doubled assaulting troops are destroyed, but Cv flee from a garrison of Pk, Sp, Hd or Art. And LH are only destroyed if the garrison is mounted, Bows or Psiloi, otherwise they flee. Lastly Ps doubled while assaulting flee from most except a garrison of mounted, Ax, Bows and Ps. (Personally, I think it would have been better had the third item above said:-“ If score doubled: destroyed if sacking, defending or assaulting a City, Fort or Camp.” After all, why should assaulting LH or Cv flee from a garrison of Pk, Sp, Hd, Art, yet be destroyed when doubled by defending mounted? It’s not as if the defending mounted could suddenly jump onto their mounts to chase through walls and palisades! I’ve always thought that the BUA rules in DBA 3.0 have not been playtested properly, or these anomalies would have been spotted and corrected prior to publication)Some Helpful Downloads can be found here: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And here is the latest Jan 2020 FAQ: ancientwargaming.files.wordpress.com/2020/01/dba_faq_q1_2020_final.pdf A "404 Error Message" means you are using a mobile device. The Fanaticus Wiki can only be accessed via a computer.
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Post by sheffmark on Oct 13, 2020 8:38:12 GMT
Yes Stevie there are quirks in the rules.
I think my favourite re BUA is if you have Art shooting out they do so on a factor of 2, but as soon as enemy Art shoots at them, their own shooting factor goes up to 6, as they get the +4 for being shot at.
Lesson:- don't use Art to shoot at other Art in a city or fort!
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Erik
Munifex
Posts: 12
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Post by Erik on Oct 13, 2020 18:13:34 GMT
Hey Mark Thanks for your replie. I had totally misred those first lines.
I must admit, I still find the forts and cities quite vulnerable. You definitly need blade or spear to defend. Othervise the minus from other attackers will level out the tactical bonus, and you will quickly have lost both the city and a base.
Cheers Erik
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Post by bluestone28 on Oct 14, 2020 23:06:50 GMT
yes, it's true if you let several ennemies units free to attack your beloved city or Fort, after all it's a strategic pt! most of the time ennemies try to assault camp, as it's easier than besiege a city or Fort!
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Post by sheffmark on Oct 15, 2020 9:07:37 GMT
I must admit, I still find the forts and cities quite vulnerable. You definitly need blade or spear to defend. Othervise the minus from other attackers will level out the tactical bonus, and you will quickly have lost both the city and a base. Yes I agree Erik, supporting units can be a problem, although if you have blades in there they would still be 2 factors up even on an elephant knocking on the gate or other blades with two supports. On the other hand, as bluestone28 implies, if there are 3 elements attacking your fort or city then they aren't elsewhere in the main enemy battle line and if you do lose a fort, that doesn't count as an element loss for winning and losing. So maybe see them as offering a tempting target for your opponent whilst you win elsewhere? They also provide a Threat Zone so can limit the manoeuvrability of the enemy. I guess there are pluses and minuses to using them, but that's part of the fun and I wouldn't them discount totally.
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Post by stevie on Oct 15, 2020 11:22:47 GMT
Here is a cunning little trick you could play (which although cheesy and exploitative, is still allowed)... ...use a City as a trap to get an easy ‘quick kill’ on an enemy element.
The Situation Have something weak defending the City (denizens will do nicely), but have a couple of powerful friendly foot elements already in front-edge contact with the opposite side of the BUA. The assaulting enemy will easily win, move in, and begin sacking. Next bound your troops, with their front-edges already in contact with the defences, will automatically counter-attack for no PIP cost...and since sacking troops do not get the defence bonus, and will be destroyed if they recoil, it’s the same as a ‘quick kill’. (I’m assuming that your victorious counter-assaulting troops don’t sack their own City (!), so they’ll automatically become the new garrison as soon as they move in, and can claim the defence bonus)
The relevant rules are: page 7 paragraph 3 says:- “Sacking: When a garrison or denizens are destroyed in close combat, any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it until its player has a PIP score of 5 or 6. The sacking element can then either garrison the city if eligible to do so (mounted cannot become a garrison), or vacate it. Prior to that, the sacking element doesn’t get the garrison tactical factor in close combat and cannot shoot or be shot at.”
...and Winning the Battle on page 12 says:- “Victory: A city occupied by the enemy during the battle which has not been re-captured or been subject to a revolt counts as 2 elements lost if it was used as a camp, or 1 if used with a camp.”
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Post by stevie on Oct 15, 2020 12:20:50 GMT
...there are two possible solutions to this ‘City Trap’ exploit that my DBA friends have playtested:-
Either a): “Victory: Losing a City is a permanent element loss, even if recaptured.” (after all, recapturing a plundered city full of dead civilians would dent morale) ---OR--- b): “Sacking: Your own troops are classed as if sacking their own recaptured City.” (which represents splitting-up into small groups to hunt down the enemy troops from out of the many brothels, taverns and temples, which could take some time)
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Post by arnopov on Oct 15, 2020 13:18:34 GMT
There is a rather major flaw to this trap, which turns it into a "self-trap" really. I would be absolutely delighted if an opponent presented me with this proposition, delighted.
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Post by stevie on Oct 15, 2020 14:22:34 GMT
There is a rather major flaw to this trap, which turns it into a "self-trap" really. I would be absolutely delighted if an opponent presented me with this proposition, delighted. And just what is this major flaw with the ‘City Trap’ tactic Arnopov... ...do please tell as I would hate to spread miss-information. Your Blade (which may be assisted by two other elements) storms a city and begins sacking it. My Blade (which may also be assisted by two others, none of which need to start in contact with the city, but could spend a PIP to advance to it) counter-assaults. With CF 5 v CF 5 your sacking Blade has 15 chances out of 36 (41.7%) of being recoiled and destroyed. My counter-assaulting Blade has 15 chances out of 36 (41.7%) of merely recoiling...and if it does (providing you don’t roll a 5 or 6 for PIP’s in your bound) it could re-advance to get the same odds. The result?...I’ve lost the denizens, which don’t count, and retaken the city, while you’ve lost a Blade. Now if friendly troops count as if sacking when they retake their own city, they’ll be in the same boat. Whoever is sacking will not have the defence bonus and will be destroyed if they recoil. Have I missed anything?
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Post by arnopov on Oct 15, 2020 21:41:04 GMT
No, I'm not going to tell, I don't want to ruin the problem for everybody else, not sporting.
Also, who knows, you might be tempted to use the ploy if we ever meet, which would be nice (both, the meeting, and the use of the trap)
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Post by snowcat on Oct 16, 2020 7:32:59 GMT
No, I'm not going to tell, I don't want to ruin the problem for everybody else, not sporting. Also, who knows, you might be tempted to use the ploy if we ever meet, which would be nice (both, the meeting, and the use of the trap) You do realise that's going to drive him absolutely mad don't you...
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Post by stevie on Oct 16, 2020 8:41:44 GMT
No, I'm not going to tell, I don't want to ruin the problem for everybody else, not sporting. Also, who knows, you might be tempted to use the ploy if we ever meet, which would be nice (both, the meeting, and the use of the trap) Ha! You have the advantage because I wouldn’t use such an obviously flawed and exploitative ploy. Nonetheless, once the Covid lock-downs have ceased, I wouldn’t mind demonstrating ‘City Traps’... ...not because I think it’s a good tactic with no flaws, but because I like to play realistically and I would just use it to demonstrate that sacking is another one of those “wouldn’t it be a good idea if” rules that has not been playtested properly to identify all its ramifications and side effects. I suppose players could follow the sacking rules to the letter where it says “any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it”, giving the assaulting troops the choice of which element moves in...which in itself is a daft rule, as simple common sense would dictate that the assaulting element that climbed the scaling ladders and fought their way onto the battlements should be the element that storms into the City first... ...not some other blokes who were merely using their ladders as a decoy to distract the defenders. Anyway, it doesn’t matter: whoever enters the City will sack it, not have the defence bonus, and will be destroyed when they recoil (plus the counter-assaulters could also choose who moves in). ----------------------------- A question for the DBA community:- Should friendly troops recapturing their own city be treated as if they were ‘sacking’ the place (thereby making ‘City Traps’ less viable), or should they not sack their own city and automatically become the new garrison with the full defence bonus as soon as they make a successful assault? (thereby making ‘City Traps’ more attractive for the defender and the original owner of the city) The sacking rules on page 7 don’t specifically say either way.
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Post by Baldie on Oct 17, 2020 9:12:52 GMT
No, I'm not going to tell, I don't want to ruin the problem for everybody else, not sporting. Also, who knows, you might be tempted to use the ploy if we ever meet, which would be nice (both, the meeting, and the use of the trap) Ha! You have the advantage because I wouldn’t use such an obviously flawed and exploitative ploy. Nonetheless, once the Covid lock-downs have ceased, I wouldn’t mind demonstrating ‘City Traps’... ...not because I think it’s a good tactic with no flaws, but because I like to play realistically and I would just use it to demonstrate that sacking is another one of those “wouldn’t it be a good idea if” rules that has not been playtested properly to identify all its ramifications and side effects. I suppose players could follow the sacking rules to the letter where it says “any one assaulting enemy element (except elephants or a mobile tower) occupies the city and sacks it”, giving the assaulting troops the choice of which element moves in...which in itself is a daft rule, as simple common sense would dictate that the assaulting element that climbed the scaling ladders and fought their way onto the battlements should be the element that storms into the City first... ...not some other blokes who were merely using their ladders as a decoy to distract the defenders. Anyway, it doesn’t matter: whoever enters the City will sack it, not have the defence bonus, and will be destroyed when they recoil (plus the counter-assaulters could also choose who moves in). ----------------------------- A question for the DBA community:- Should friendly troops recapturing their own city be treated as if they were ‘sacking’ the place (thereby making ‘City Traps’ less viable), or should they not sack their own city and automatically become the new garrison with the full defence bonus as soon as they make a successful assault? (thereby making ‘City Traps’ more attractive for the defender and the original owner of the city) The sacking rules on page 7 don’t specifically say either way. Cant see them sacking it, maybe take the opportunity for a little light looting possibly. However taking time to ferret out all remnants of the attackers seems more plausible and getting hit before they finish the task.
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