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Post by felixs on May 12, 2021 16:53:36 GMT
Maybe Phil Barker thought it easier this way. Pushing back two Ps could be seen as the easier procedure on the tabletop than the somewhat more fiddly picking up of the front element and putting it behind the rear element. I can imagine arguments for just the opposite too.
Or maybe there is something in DBMM that explains this? I have no idea, not very familiar with the DBMM rules.
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Post by robert on May 12, 2021 17:05:54 GMT
Agree with sheffmark villagers would be a bit silly objecting to enemy troops moveing in thats if they are still there with a enemy army on there door step.
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Post by stevie on May 12, 2021 17:59:15 GMT
I like your example that the only time you can't garrison a fort is if you don't have any foot troops, (but then why would you want to deploy a fort that only the enemy can use???!!) Otherwise, just to be clear, if you have foot troops and a fort, it has to be garrisoned. Perhaps the intention was that armies which don't have any foot troops are not allowed to select a fort as their BUA? (Just guessing.) As Phil Barker once stated: “we shouldn’t make rules that prevents players from making mistakes.” Perhaps an all mounted Arable army wants to guarantee there’ll be no hindering terrain? And invaders picking a base edge with an unoccupied Fort in the Deployment Zone, which they can’t deploy in, will cramp the said invader’s deployment, as well draw away one of their elements and some of their PIPs when they occupy it? (especially true if this Fort’s one-and-only gate is facing a table corner, making it hard to leave and move out of it). Come-on people…use your imaginations. As for this “belonging to the defender”, why-oh-why did Mr Barker include it, if it doesn’t have any meaning? He could have just said “a City or Fort BUA will belong to the defender”…but he didn’t. He could have just left out the words ”and will belong to the defender"…but he didn’t. I assume that the rules are written the way they are to convey meaning, and not be a collection of cryptic crossword puzzle clues, that allows players to ignore them whenever they find them to be inconvenient. Anyway, the consensus of the majority of the DBA community is to simply ignore this “Hamlets and Edifices also belong to the defender” wording. And if we can ignore this inconvenient and pointless rule, then why can’t we also do the same with the equally inconvenient and pointless “Psiloi can’t recoil through Psiloi” rule? In fact, what other inconvenient and pointless rules can we ignore when we feel like it? (Answer ---► see fanaticus.boards.net/thread/1146/house-rule-index Ha, ha, ha! )
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Post by stevie on May 13, 2021 6:58:41 GMT
…and speaking of ‘ inconvenient and pointless rules’, Camps on page 9 says:- “...camp followers can leave a camp, but are not able to return to it…” Why not? Did the last one out slam the gates and they all forgot to bring the key? Does anyone really use this ridiculous and unrealistic rule? And what about “if neither a camp follower element or fixed figures have been provided, then the camp has been left undefended.” Does anyone actually apply this rule? “We don’t want to change any of Phil Barker’s rules… …but we don’t want to play by them either (well, not all of ‘em)” All I am saying is DBA 3.0 is a bit of a rough diamond, that could do with some polishing. DBA 1.0, 1990 DBA 1.1, March 1995 DBA 1.2, 1998 (Issued as a set of amendments) DBA 1.22, 1999 (Issued as a set of amendments) DBA 2.0, February 2001 DBA 2.1, 2003 (Issued as a set of amendments) DBA 2.2, January 2004 DBA 3.0, November 2014 …so I can see nothing wrong with:- DBA 3.1, sometime soon (tidying up some loose ends, and incorporating the FAQ)
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Post by menacussecundus on May 13, 2021 7:45:33 GMT
…and speaking of ‘ inconvenient and pointless rules’, Camps on page 9 says:- “...camp followers can leave a camp, but are not able to return to it…” Why not? Did the last one out slam the gates and they all forgot to bring the key? Does anyone really use this ridiculous and unrealistic rule? And what about “if neither a camp follower element or fixed figures have been provided, then the camp has been left undefended.” Does anyone actually apply this rule? ............ I suspect the first is a game mechanism. It forces the player to choose between having the camp followers in the camp and defending it - although surely, if they are followers, the ought to be behind it - and bringing them out to act as a 13th element which doesn't count as lost for the purposes of winning/losing the game if it is destroyed, but risking the camp being sacked if contacted (which does count). c.f. // elements As for the second, I don't usually apply it - and quite often it is academic anyway, as the game is decided elsewhere on the pitch. However, I have played in competitions where it has been enforced. So the answer to your question as set is "Yes. Some people certainly do." PS And an all mounted Arable army choosing a fort doesn't guarantee that there won't be any hindering terrain. It will still have to choose one piece of Rough or Bad Going unless it also chooses a Waterway.
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Post by stevie on May 13, 2021 10:23:28 GMT
And an all mounted Arable army choosing a fort doesn't guarantee that there won't be any hindering terrain. It will still have to choose one piece of Rough or Bad Going unless it also chooses a Waterway. Well, a defending all mounted Arable army could choose a Fort (which they have no intention of occupying, nor the foot to do so), a Waterway, and a Road. Compulsory terrain is placed first, so have the Fort (maybe 6 x 3 BW in size) placed diagonally with both ends touching a table edge (BUA’s can touch the table edges), with its Gate facing a table corner (thus whoever goes in it can’t come out again). Now dice for the placement of the Waterway, which will have 2 chances out of 6 of being discarded due to the Fort being in the way (a roll of '5' means the defender could choose to place it in the Fort's quarter, where there isn't room), and 4 chances out of 6 of it being in play (which is not a problem, even if the enemy is Littoral). Last of all, place the Road. The result?…a totally flat and open billiard table, ideal for an all mounted army. Am I exploiting the spirit of the terrain rules?… you betcha!But it's all perfectly legal.
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Post by menacussecundus on May 13, 2021 10:45:40 GMT
And an all mounted Arable army choosing a fort doesn't guarantee that there won't be any hindering terrain. It will still have to choose one piece of Rough or Bad Going unless it also chooses a Waterway. Well, a defending all mounted Arable army could choose a Fort (which they have no intention of occupying, nor the foot to do so), a Waterway, and a Road. Compulsory terrain is placed first, so have the Fort (maybe 6 x 3 BW in size) placed diagonally with both ends touching a table edge (BUA’s can touch the table edges), with its Gate facing a table corner (thus whoever goes in it can’t come out again). Now dice for the placement of the Waterway, which will have 3 chances out of 4 of being discarded due to the Fort being in the way, and only 1 chance in 4 of it actually being in play (which is not a problem, even if the enemy is Littoral). Last of all, place the Road. The result?…a totally flat and open billiard table, ideal for an all mounted army. Am I exploiting the spirit of the terrain rules?… you betcha!But it's all perfectly legal. Except that "Waterways must be placed first, then compulsory features, then others."
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Post by stevie on May 13, 2021 10:49:25 GMT
Whoops...good point. I stand corrected. So place the Waterway first, then the empty Fort, and lastly the Road. You still end up with a totally flat open billiard table. (Even if your opponent moves some Artillery into the Fort, it will only have a combat factor of 2 against mounted, which is good way of weakening their Artillery, or simply avoid it and concentrate all your mounted on the other side of the battlefield)
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Post by sheffmark on May 13, 2021 13:02:50 GMT
…and speaking of ‘ inconvenient and pointless rules’, Camps on page 9 says:- “...camp followers can leave a camp, but are not able to return to it…” Why not? Did the last one out slam the gates and they all forgot to bring the key? Does anyone really use this ridiculous and unrealistic rule? I wonder if it may be that historically the only battles where camp followers played an active part were where they committed to the battle until it finished. Thus maybe Phil thought that in order for the rules to be historically accurate once your camp followers come out they can't return? Just a thought.
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Post by timurilank on May 13, 2021 14:32:20 GMT
…and speaking of ‘ inconvenient and pointless rules’, Camps on page 9 says:- “...camp followers can leave a camp, but are not able to return to it…” Why not? Did the last one out slam the gates and they all forgot to bring the key? Does anyone really use this ridiculous and unrealistic rule? I wonder if it may be that historically the only battles where camp followers played an active part were where they committed to the battle until it finished. Thus maybe Phil thought that in order for the rules to be historically accurate once your camp followers come out they can't return? Just a thought. The reasoning might be once away from the confines of the camp, they would delight in plundering the dead and near-dead on the battlefield. Or, conscripted for camp duties, they may just bolt and return home after passing the front gate.
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Post by stevie on May 13, 2021 16:13:41 GMT
Some good imaginative thoughts there people…I like ‘em. And Timurilank’s thought is the best so far. (Mind you, why don't sallying City Denizens go plundering? They can return...so why can't Camp Follower's do the same?)
But there is one more thing we should also take into consideration… …when a Camp Follower element sallies, who is it representing exactly? Is it every single person in the Camp?
Do they also take their sick, their wounded, their women and kids with them? Should we model our Camp Follower elements with the sick and wounded being carried on stretchers, surrounded by little children, as they bravely sally forth to join the fight? (It would certainly explain their low combat factor!).
Or would only the menfolk take up arms, leaving the sick, the wounded, and the women and children behind as a skeleton crew to hold the place? (A skeleton crew of negligible fighting value it is true… …but enough to open a ruddy gate when the menfolk returned!)
And speaking of gates…who closed it so they couldn’t return? If nobody was inside, then it must have been left open. If it was closed from the inside, someone left behind must have closed it. Ether way, I can’t see why they can’t return to it.
And what about Medieval style tented encampments. They don’t even have a gate! What mysterious force-field surrounds these to prevent re-occupation?
Having Camp Followers costing 2 PIPs to move, and their slow speed, is enough reason not to bother bringing them home, without the need for some artificial, unrealistic, gamey, and cartoonish special rule.
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Post by chrishumphreys on Jan 21, 2022 11:48:38 GMT
And an all mounted Arable army choosing a fort doesn't guarantee that there won't be any hindering terrain. It will still have to choose one piece of Rough or Bad Going unless it also chooses a Waterway. Well, a defending all mounted Arable army could choose a Fort (which they have no intention of occupying, nor the foot to do so), a Waterway, and a Road. Compulsory terrain is placed first, so have the Fort (maybe 6 x 3 BW in size) placed diagonally with both ends touching a table edge (BUA’s can touch the table edges), with its Gate facing a table corner (thus whoever goes in it can’t come out again). Now dice for the placement of the Waterway, which will have 2 chances out of 6 of being discarded due to the Fort being in the way (a roll of '5' means the defender could choose to place it in the Fort's quarter, where there isn't room), and 4 chances out of 6 of it being in play (which is not a problem, even if the enemy is Littoral). Last of all, place the Road. The result?…a totally flat and open billiard table, ideal for an all mounted army. Am I exploiting the spirit of the terrain rules?… you betcha!But it's all perfectly legal. Hi Stevie, Isn't a fort "no going", neither bad nor rough, so this selection would not be legal? On the original thread, when recoiling, the interpenetration is triggered by an element meeting another, so if a psiloi that is 2cm from a shooting bow is shot and recoils, normally it is still in the Threat Zone of the Bow (4cm gap) but suppose there is a second psiloi 1cm behind the first (5cm from the bow) and the same recoiler "meets" this psiloi. If interpenetration is allowed the recoiling psiloi can escape the threat zone by teleporting to a place immediately behind the second psiloi. By not allowing the interpenetration the psiloi must push the second psiloi back and it stays in the Threat Zone of the bow. Regards Chris
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Post by stevie on Jan 21, 2022 15:59:01 GMT
Oh this is a very old thread Chris, but since you’ve asked me a question, it’s only polite of me to answer. Choosing And Placing (terrain) Features, page 6, first paragraph, third sentence:- “Those chosen must include Bad or Rough Going or a River or a Waterway…” So Arable having just a BUA Fort, a Waterway, and a Road is perfectly legal. As for the recoiling/interpenetrating Psiloi… …what is the difference between picking up a Ps and placing it behind another Ps, or shuffling the rear Ps back 2 cm and then doing the same to the Ps in front of them? One of these two Ps elements is still gonna be in the enemy TZ. To an outside observer the effect is the same. (“So why whinge about it Stevie, if the effect is the same!” Well, why have a rule that is pointless and serves no purpose?)Still, it’s in the rules, and we should be following the rules, ALL of them… …although there are other rules that some players want to ignore…
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Post by medievalthomas on Jan 21, 2022 20:31:52 GMT
A Recoil is not a controlled move but a forced move so its different than Ps passing through lines. While retreating PS would not carry off heavier troops it was felt that other Ps would withdraw with them rather than step up to take on whatever was causing the forced withdrawal.
Pike Recoil through Blades to simulate Swiss practice of bringing forth halberd men when the Pikes retired.
Stevie's point goes to the DBX misinterpretation of Halberds as "Blades" another example of how our rigid troop classifications cause much more trouble than their worth.
A Halberd is a spear with a large axehead/hook thing stuck on the end. It functions much more like a spear so can ward off Mounted but is far deadlier in close combat particularly in sustained melees represented by "Equal" results in DBX. They did have trouble with dismounted men-at-arms whose armor and even better adapted close in fighting weapons gave Halberd armed troops problems (see some early Swiss battles and the War of the Roses).
So to do historical Halberds in DBX: can equip Heavy (+4) or Medium (+3) Foot, do not effect Combat Factors but gain Cry Havoc v. Knights (Destroy on Equals), Drive Off v. other Mounted (Recoil on Equals) and Lethal v. all (+1 on winning score). Both Bows & Pikes may Recoil through them.
Try this in your next WOR or Medieval Swiss game and I think you will appreciate the better results.
Thomas J. Thomas Fam3 Glory Games
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Post by chrishumphreys on Jan 21, 2022 21:29:33 GMT
Oh this is a very old thread Chris, but since you’ve asked me a question, it’s only polite of me to answer. Choosing And Placing (terrain) Features, page 6, first paragraph, third sentence:- “Those chosen must include Bad or Rough Going or a River or a Waterway…” So Arable having just a BUA Fort, a Waterway, and a Road is perfectly legal. As for the recoiling/interpenetrating Psiloi… …what is the difference between picking up a Ps and placing it behind another Ps, or shuffling the rear Ps back 2 cm and then doing the same to the Ps in front of them? One of these two Ps elements is still gonna be in the enemy TZ. To an outside observer the effect is the same. (“So why whinge about it Stevie, if the effect is the same!” Well, why have a rule that is pointless and serves no purpose?)Still, it’s in the rules, and we should be following the rules, ALL of them… …although there are other rules that some players want to ignore… Thanks Stevie, polite as ever! I stand corrected on the terrain, I didn't read the whole sentence, oops! In terms of the Psiloi, I agree there is no difference if the Psiloi are touching; however, if there is a gap between the Psiloi1 and Psiloi2 and Psiloi1 is shot by bow, then it would first move through gap2, then interpenetrate, moving a total of G ap2 + 4cm and would no longer in the TZ even if it starts less than 2cm from the bow. Bow Gap1 (< 2cm) Psiloi1 (2cm)Gap2 (< 2cm) Psiloi2 (2cm)Bow shoots and psiloi1 recoils with interpenetration (not allowed) Bow Gap1 (< 2cm) Gap2 (< 2cm) 2cm Psiloi2 (2cm)Psiloi1 (2cm)If Psiloi could interpenetrate then psiloi1 would escape the TZ if Gap1+Gap2 >2. As the rules are written the Bow shoots and the Psiloi recoils but can't interpenetrate. Bow Gap1 2cm Psiloi1 (2cm)Psiloi2 (2cm)and if Gap1 <=2 the Psiloi stays in the TZ This is a rather academic case where Psiloi not being able to interpenetrate does make a difference. Regards Chris
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