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Post by greedo on Nov 3, 2021 23:53:56 GMT
A controversial idea: It always bugged me that solid light foot (4Ax, 4Wb) was just as slow as heavy foot. But we don't want to go to 1/2 BW. 1BW seems to work nicely.
So what about this: LH: Don't get a 3rd move, BUT they increase their movement rate to 6BW (increase of 2) Fast Light Foot (3Ax, 3Wb, 3Bw, 2Ps): Move of 4BW (increase of 1), and slowed to 3BW in rough Solid Light Foot (4Ax, 4Wb): Move of 3BW (increase of 1), and slowed to 2BW in rough Solid Heavy Foot (4Sp, 4Bd, 4Pk): No change
This would allow solid lights to move faster, but still have the really lights to move faster still.
It *might* remove the houserule need to make 4Ax more powerful against heavies, but I think it would still pair well with 1/2 PIP for moving a group entirely made up of LH.
The movement through rough might need some tweaking.
Also, I'm not sure where to put fast 3Pk or 3Bd. I would put them as "Solid Light Foot" speed of 3BW.
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Post by stevie on Nov 4, 2021 9:48:20 GMT
I too have had some ideas along similar lines, but for different reasons.
At the Battle of Cannae in 216 BC, some of Hannibal’s victorious left-wing Spanish and Gallic cavalry moved right round behind the Roman battleline to appear unexpectedly behind the opposite Roman left-wing and rout their Latin cavalry.
At the Battle of Metaurus in 207 BC, the Roman Consul Gaius Claudius Nero shifted part of his legionary force facing the Gauls from the Roman right-wing and moved them behind the Roman battleline to appear unexpectedly on the Roman left-wing.
Both of these manoeuvres, which happened historically and are necessary to correctly reproduce these battles on our wargames tables, are not possible in DBA. They would take two or three bounds in a 12 element a side game, especially as cavalry do not pursue in DBA, while in BBDBA they would take far longer, and the fighting in the centre would be over before they could even arrive.
So I have been experimenting with the concept of ‘forced marches’. ALL troops that start and stay 2 BW from the enemy and stay in good going can spend extra PIP’s to make extra subsequent moves, as if they were on a road. The rational in that when the enemy is distant, they are in a looser formation and can move quicker...but when the enemy is nearby they become more cautious and will move about much more warily at the normal DBA speeds.
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Post by martin on Nov 4, 2021 13:44:54 GMT
The 2’ board already effectively shrank in the change from 2.2 to v3…any increase of movement would need a bigger eg 3’ board. Not for me, thanks.
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Post by greedo on Nov 4, 2021 14:10:34 GMT
I would agree with this Stevie. As long as they are out of charge range of heavies. Then everybody gets March moves. LH and Ps would of course be able to take more advantage of it with their higher move rates.
I still think increasing the speed of some of the line troops to have differentiation would work although I recognize that this game is already waaaay fast.
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Post by greedo on Nov 4, 2021 15:08:06 GMT
The 2’ board already effectively shrank in the change from 2.2 to v3…any increase of movement would need a bigger eg 3’ board. Not for me, thanks. So to this point. LH can make a 2nd and 3rd move at 4BW, so if they are lucky and roll a 3 that they can devote to that group, then they've moved 12BW. Limiting the LH to only 1 subsequent move at 6BW means that 1 move is bigger but 2 moves would be the same at 12BW. An alternative would be to have the LH limited to 5BW so that they can't make contact in the first turn (although they might make ZOC threats?) Heavy infantry (4Bd, 4Pk etc.) would still move at 2BW so would still be 6BW away at a minimum, and will still take ~3 turns for the battlelines to collide. My change would simply to allow solid lights to have an in-between heavies and faster lights. Now obviously this would require play testing. I like the idea from Stevie of ALL troops being allowed a march move, I would move to arty or bow range as the limit, so that bows aren't messed up by forced marches. I would also limit it to 1 march per turn, otherwise the first player, if they roll a 6 would be able go CRAZY if they happened to be faster, and the 2nd player wouldn't be able to react at all. Subsequent moves (3rd + 4th) would be limited to roads. That allows roads to still have a use.
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