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Post by dpd on Apr 13, 2023 19:54:38 GMT
When putting the combat factors for each unit type in a table, the result appear ad-hoc with all of the clumping of unit types and completely distinct unit types which have nothing in common having identical combat factors. (aft = against foot, amt = against mounted)
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| amt |
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| | 5 | 4 | 3 | 2 | aft | 5 | | ele | bld | |
| 4 |
| spr art | | |
| 3 |
| knt sch pik wwg | cav cam aux | wbd hrd |
| 2 |
| bow | | lho psi |
Instead, let's try giving each of the 16 unit types its own unique combat factors, with no two units having the same. Then treat heavy mounted units (ele, knt, cav) as inherently superior to heavy foot (pik, spr, bld) Treat medium mounted units (sch, cam) as superior to medium foot (hrd, aux, ebd) Treat light foot (bow, psi) as superior to light mounted (lho) Recognize that art is more effective against foot and wwg is designed to be anti-mounted. The results are as follows (only spr, bld, aux and lho remain unchanged)
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| amt |
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| 5 | 4 | 3 | 2 | aft | 5 | ele | cav | bld | art |
| 4 | knt | spr | sch | wbd |
| 3 | pik | cam | aux | psi |
| 2 | wwg | hrd | bow | lho |
So each unit's combat factor is unique, and each makes intuitive sense. Thoughts or comments?
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Post by stevie on Apr 13, 2023 21:21:59 GMT
Can I assume that these revised combat factors ignore ‘quick kills’? And do they match the historical battle accounts of the ancient writers? Personally, I think that merely fiddling with combat factors is superfluous. It’s their effect on the wargames table that is important. And a combat factor is just a means of giving us that historical effect. May I refer you to the following, showing the effects of combat factors:- static.wikia.nocookie.net/fanaticus-dba/images/e/e7/COMBAT_EFFECTS_CHART_for_DBA_%26_HOTT.pdf/revision/latest?cb=20190204191800 Now try to give each troop type the correct historical effect within the limits of the restrictive DBA and HoTT two-dice combat system. After all, merely altering the combat factors without knowing their effects just isn’t going to work…or give historical results.
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Post by Haardrada on Apr 15, 2023 11:05:08 GMT
I've been thinking a little along those lines Stevie recently but I was rounding up to post about it in the house rules section.I was thinking about what psychological effect some troop types and armies had on their opponents...The Immortals,Mongols,Fanatical Berbers,Swiss,etc. All had a fearsome reputation that could have impacted on the performance of their enemies in combat.My idea was to impose a minus -1 to the combat dice throw rather than the combat factor, but as yet hadn't tested the idea out.
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Post by stevie on Apr 15, 2023 12:56:03 GMT
Hmmm…-1 from the die roll or -1 from the combat factor makes no difference… …the final score will still be the same no matter which method is used. Besides, a plus or minus 1 is awfully powerful, and effectively doubles or halves the chances of killing the enemy, or even making them recoil (which then allows adjacent friends to have an overlap advantage, doubling their chances). Perhaps something a little more subtle, such as ‘superior troops’ forcing their lesser opponents to recoil on an equal score, would be less overwhelming. But this brings up the question of what their corresponding disadvantage will be? After all, in DBA every element advantage must come with a disadvantage, or players will field armies of Mongols and Swiss all the time, since they’d be superior. Something I have tried is this:- For each ‘superior’ element you have, you must have a corresponding ‘inferior’ element. So you could for example have up to 6 ‘superior’ troops, providing you also have 6 ‘inferior’. (I’ll leave it up to players to decide who is ‘inferior’…just downgrading their Ps or LH would do)To sum up; on an equal score, ‘inferior’ troops will recoil from ‘normal’ troops, and ‘normal’ troops will recoil from ‘superior’ troops. Works for me. Later EditOh, I forgot to mention rear-support. Troops receiving rear-support have the troop quality of the lesser troop type. (This stops players having 'Superiors' at the front and 'Inferiors' behind them... ...they ALL need to be superior to get the benefit, and inferiors weaken the whole column)
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Post by Haardrada on Apr 15, 2023 16:14:29 GMT
Hmmm…-1 from the die roll or -1 from the combat factor makes no difference… …the final score will still be the same no matter which method is used. Besides, a plus or minus 1 is awfully powerful, and effectively doubles or halves the chances of killing the enemy, or even making them recoil (which then allows adjacent friends to have an overlap advantage, doubling their chances). Perhaps something a little more subtle, such as ‘superior troops’ forcing their lesser opponents to recoil on an equal score, would be less overwhelming. But this brings up the question of what their corresponding disadvantage will be? After all, in DBA every element advantage must come with a disadvantage, or players will field armies of Mongols and Swiss all the time, since they’d be superior. Something I have tried is this:- For each ‘superior’ element you have, you must have a corresponding ‘inferior’ element. So you could for example have up to 6 ‘superior’ troops, providing you also have 6 ‘inferior’. (I’ll leave it up to players to decide who is ‘inferior’…just downgrading their Ps or LH would do)To sum up; on an equal score, ‘inferior’ troops will recoil from ‘normal’ troops, and ‘normal’ troops will recoil from ‘superior’ troops. Works for me. Later EditOh, I forgot to mention rear-support. Troops receiving rear-support have the troop quality of the lesser troop type. (This stops players having 'Superiors' at the front and 'Inferiors' behind them... ...they ALL need to be superior to get the benefit, and inferiors weaken the whole column) As I said it was just at the idea stage...I thought if at anything it decreased the chance of the element being doubled and would only be a house rule maybe for certain scenarios or battle conditions.But I do agree there should be a disadvantage or limitation too.
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Post by martin on Apr 15, 2023 18:29:29 GMT
One way to make units a bit tougher is to allow them to add +1 but only if they lose a combat...DBM or DBMM used to do something like this, I think. Problem is that with ‘drawn combat = knights destroyed’ or whatever it might make some units too tough, tipping a combat from ‘blade loses, gets destroyed’ to ‘scores drawn, knight destroyed’.
Just a wild stab in the dark (which is what I’ll probably get if I suggest any more #### like this).
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Post by stevie on Apr 15, 2023 23:45:47 GMT
Go for it Martin. Remember, “a good idea is still a good idea, no matter the source”. Continuing with the ‘superior/inferior’ concept, what do we do with the current equal results? Well, there are three possible options:- (a) The effects cancel out: if the combat outcome says unit ‘A’ should recoil, but unit ‘A’ is superior so unit ‘B’ should recoil, both units hold their ground. (i.e. the ‘superior’ unit overcomes it’s recoil weakness) or (b) Both units recoil: one recoils because of the current combat outcomes, while the other forces their opponents to recoil because they are ‘inferior’. (i.e. both sides break-off and fall back to reorganize and reform) or (c) Superiority takes precedence: the lower quality troops will recoil on an equal score. (i.e. only if their quality is the same does the equal combat result come into play)
I myself favor option (c) as it actively helps weak Auxiliary troops against ‘solid’ enemies, reducing their recoil chances, lowering the chances of adjacent friends being overlapped, and even giving the ‘fast’ troops more of a chance of overlapping ‘solid’ opponents by making them recoil on an equal score. (I am still the self-appointed chairman of the Committee Representing Auxiliary Personnel, and am always looking for ways of improving my members abilities on the wargames table)
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Post by jim1973 on Apr 16, 2023 3:03:21 GMT
To create more flexibility for the "double to destroy" mechanism we could explore the mathematics of a d8 rather than a d6. This would allow a review of the combat factors and more grading options (eg horse archers v javelin light horse). The probabilities would change but perhaps not by much (eg a tied roll is 16.7% on a d6 and 12.5% on a d8). Just a thought.
Cheers
Jim
PS maybe this thread may lead to an advanced DBA3 variant
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Post by martin on Apr 16, 2023 5:52:34 GMT
To create more flexibility for the "double to destroy" mechanism we could explore the mathematics of a d8 rather than a d6. This would allow a review of the combat factors and more grading options (eg horse archers v javelin light horse). The probabilities would change but perhaps not by much (eg a tied roll is 16.7% on a d6 and 12.5% on a d8). Just a thought. Cheers Jim PS maybe this thread may lead to an advanced DBA3 variant ,,,,and the sale of many more D8’s than at present 😊
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Post by stevie on Apr 16, 2023 7:33:51 GMT
I’m going to do some ‘number-crunching’ to see the actual effects of Jim’s D8, Martin’s add extra if less, and Haardrada’s +1 if the die roll not the final score is less (all of which are much simpler than my clumsy and messy ‘if score is equal’ system).
I’ll post the results here in an hour or two. Stay tuned…
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Post by Baldie on Apr 16, 2023 9:20:29 GMT
I’m going to do some ‘number-crunching’ to see the actual effects of Jim’s D8, Martin’s add extra if less, and Haardrada’s +1 if the die rollnot the final score is less (all of which are much simpler than my clumsy and messy ‘if score is equal’ system). I’ll post the results here in an hour or two. Stay tuned… I can barely tear myself away
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Post by stevie on Apr 16, 2023 16:06:04 GMT
Well, I’ve done my ‘number crunching’, and here are the results. Because of the very high chance of a recoil, the results in blue shows the most common situation. Using D6’s, the present ordinary CF 3 fighting CF 5 outcomes (the numbers are chances out of 36):- Ax v Bd:- CF 3 doubled CF 3 recoils Equal Score CF 5 recoils CF 5 doubledCF 3 overlapped twice = 18 (50%) 15 (42%) 2 (6%) 1 (3%) --- CF 3 overlapped once = 12 (33%) 18 (50%) 3 (8%) 3 (8%) ---No overlaps = 6 (17%) 20 (56%) 4 (11%) 6 (17%) --- CF 5 overlapped once = 4 (11%) 17 (47%) 5 (14%) 10 (28%) --- CF 5 overlapped twice = 2 (6%) 13 (36%) 6 (17%) 13 (36%) 2 (6%) Using D8’s, ordinary CF 3 fighting ordinary CF 5 (the numbers are chances out of 64):- Ax v Bd:- CF 3 doubled CF 3 recoils Equal Score CF 5 recoils CF 5 doubledCF 3 overlapped twice = 28 (44%) 26 (41%) 4 (6%) 6 (9%) --- CF 3 overlapped once = 20 (31%) 29 (45%) 5 (8%) 10 (16%) ---No overlaps = 12 (19%) 31 (48%) 6 (9%) 15 (23%) --- CF 5 overlapped once = 9 (14%) 27 (42%) 7 (11%) 19 (30%) 2 (3%) CF 5 overlapped twice = 6 (9%) 22 (34%) 8 (12%) 22 (34%) 6 (9%) Using D10’s, ordinary CF 3 fighting ordinary CF 5 (the numbers are chances out of 100):- Ax v Bd:- CF 3 doubled CF 3 recoils Equal Score CF 5 recoils CF 5 doubledCF 3 overlapped twice = 40 (40%) 39 (39%) 6 (6%) 15 (15%) --- CF 3 overlapped once = 30 (30%) 42 (42%) 7 (7%) 20 (20%) 1 (1%)No overlaps = 20 (20%) 44 (44%) 8 (8%) 26 (26%) 2 (2%) CF 5 overlapped once = 16 (16%) 39 (39%) 9 (9%) 30 (30%) 6 (6%) CF 5 overlapped twice = 12 (12%) 33 (33%) 10 (10%) 33 (33%) 12 (12%) As you can see, the more sides the dice has then the lower the % chance the humble Ax will be doubled. However, the effect is very slight, and not really worth the bother of using different types of dice. It does increase the ‘once-in-a-blue-moon’ chances, but DBA has enough pure luck as it is already. I did try using ‘superior/inferior’ elements with the better quality troops either gaining a +1 if their final score was equal or lower, or if their combat die roll were equal or lower, but in many cases the chances of getting an equal score increased dramatically, often to twice the current % chances (which may be good news for Cb/Lb/Bd, but it’s bad news for Kn/Cm). Final ConclusionIt’s better to alter the equal score effects rather than adding an extra +1 to final scores, as that won't change the % chances of equal scores occurring. (Oh well…at least it kept me out of the pub today... )
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Post by snowcat on Apr 17, 2023 12:01:05 GMT
Fair effort there, Stevie. (Respect.)
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