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Post by martin on Mar 24, 2024 18:32:54 GMT
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Post by Baldie on Mar 24, 2024 18:53:02 GMT
Baldie How do you make a Samnite force worse , when adding allies ? Went with the II/13 Samnites 1 x 4Ax G, 7 x 4x with I/36a Italian Hill Tribes 1 x 4ax and 1 x 3Ax and I/36d other Italian Hill Tribes 1 x 4Ax and 1 x 3Ax. 1 x 40mm x 41mm difficult hill, 1 x Road and 1 x River. 3 pips to move em and nowhere to hide but seems they were a killer army compared to some. Edit, was a little dissapointed to have to have some 3Ax but you roll with it. I got to play with an army composed of Ax and Ps, facing a force including 5 elephants that had to defend in terrain consisting of 3 woods and a marsh. To add to Pauls woes it was blind general and twice a request to move Elephant first he was shown a 1 so no movement at all. I really tried not to laugh but it made up for the camels.
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Post by martin on Mar 25, 2024 8:54:36 GMT
My six games at Steel Warriors:-
1. Using Early Germans against my own army of Ancient Brits, commanded by Tom W. We invaded, and I unwisely chose the side with the Brit’s enormous city on it. I’d been thinking of nabbing it, but realised pretty quick that I was unlikely to without heavy casualties. The main battle lines met in a confused melee, typical of warband encounters, and low initiative on my part saw Tom grab a well deserved victory, 2-4.
2. Using Lithuanians, nearly all archers on foot, against Pete D.’s Prussians. The theme of this round was ‘Blind General’, where you’re unaware of your PIP score until you run out. We defended a wooded battlefield, but Pete closed quickly and inflicted a 2-5 win pretty quickly.
3. This round I chose an army from the pool, and took Scots-Irish, hoping for some littoral landing action…and then invaded the grassy steppes of Ken G. and his Alans. Rather than hang about we advanced on the right and took the fight to the Alans. Surrounded enemy light horse refused to die, and then the heavily armed Alan general and bodyguard charged to clinch a win. 2-4. So three losses in three games so far…ho hum 🙃.
4. After a lunchtime recharge I defended dense woodland with Prussians against those pesky Alans, now led by Colin A.. His light horse swung wide to swoop on the Prussian camp, but luckily were repelled. Meanwhile the Alan general charged but got himself into trouble, surrounded and killed by an assortment of Prussian foot and mounted. A win 3g-0.
5. Next, my Aztecs attacked the Aitolian early hoplite Greeks under John S., whose army was 2/3 light skirmish foot (psiloi). We engaged on the flat plain, away from some rocky hills : The obsidian equipped Aztec swordsmen clashed with Aitolian hoplites in the centre, while the peasant masses (hordes) engaged Greek skirmishers on the flanks. The Aztec right was weak and under threat, some fleeing, but the left helped win the game by breaking through and turning in toward the centre. 4-0 (+ 1 x Hd) win.
6. Lastly, I commanded Numidians (all light horse and light foot, bar one elephant) against invading Caledonians under Phil S. The main body of Caledonian warbands held back, protecting their encampment, so the Numidians advanced on the right to tackle the enemy chariots. Initially successful, half the chariots being defeated, the Numidian commander took on the remainder unsupported. Falling with a Caledonian javelin in his face, the Numidians lost heart, and a swift counterattack routed some of the Numidian horse to win the day for the northern warriors.
A fun day of mixed theme gaming, commanding six different weird and wonderful armies, chosen (in theory) primarily for their ineptitude. Different gamers’ choice of a ‘poor army’ varied wildly, some being my favourites (though that may reflect my own poor judgement!).
Well done to the organisers, Mark and Phil, for running a fine tournament.
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Post by sheffmark on Mar 25, 2024 12:20:06 GMT
I got to play with an army composed of Ax and Ps, facing a force including 5 elephants that had to defend in terrain consisting of 3 woods and a marsh. To add to Pauls woes it was blind general and twice a request to move Elephant first he was shown a 1 so no movement at all. I really tried not to laugh but it made up for the camels. You see that's what I expected the Tamil to be faced with! Having 5 elephants, two of which were allies, an Aggression factor of 0 and four largish pieces of bad going so cramped deployment I didn't expect them to do well at all, facing a lot of the mainly Ps and Ax armies I expected people to bring. Unfortunately some people brought Warband armies and the Tamil seemed to get a run of playing these, so presumably enjoyed stomping all over them? Only Paul and Ken played with them properly. And how come the Welsh did so well, facing Ps they can't kill and Wb who auto kill them? Fortunately Martin M very kindly saved me from the embarrassment of providing an army with a 100% winning record.
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Post by hodsopa on Mar 26, 2024 18:08:18 GMT
First, what a great venue! I travelled from the city by bus, up and up onto the moor. And the hot sandwich shop at lunchtime was excellent.
Second, my six games:
(1) I invaded with Pete D's Lusitanians (9 Ps...) against Pete with my own Numidians (6 LH 5 Ps El). I invaded; we both discovered that Ps v LH is a stronger matchup than we'd expected; I won 4-1.
(2) I defended in the deep dark forest with the Tamils and Singhalese allies - 5 El, a Hd, 3 Bw, 2 Ps and a Cv - against Baldie. I am not sure what he had - early Germans? - but in any case he has well described my sorry performance. I lost 5-2.
(3) I defended with the Attalid Pergamenes (mostly Ps) against Rory who commanded the Samnites, delightfully embellished with two lots of Samnite allies (all 12 elements Ax). I got on his flank at the start, but couldn't make it pay before the solid Ax arrived. I lost, killing 2 (including a camp).
(4) I defended with the later Moors (3 fast Ax 3 Ps 6 LH) against Tim Kohler with the medieval Irish (3 LH 3 fast Ax 6 Ps). In the context of this tournament these armies were each balanced. I won for the loss of two elements.
(5) I defended with the ancient British (6 Wb...) against Colin A with the Tamils. He skilfully lured me onto his tusks, and I was foolishly aggressive in addition. I lost three and a general, all Wb, killing 2.
(6) I defended with the Scots-Irish (nearly all Ax) against Martin M with the Alans (mostly LH). Losing draw, 0-3. I should have played more aggressively against the LH, I think.
Third, what do we players think makes a weak army, based on this evidence? Low aggression (apart from the Mongols, I was not aware of any army with aggression more than 1); allies who don't bring anything new; few Kn, Bd, Sp etc (obviously) but also few Bw, and more El than you would expect.
Several players brought an army whose camp did not include a CF. I ran over two of these. This I think is historical - in the ordinary game, the reward for breaking through to make contact with an enemy camp seems to me too small/risky.
Keen to play again next year
Paul H
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Post by Les1964 on Mar 27, 2024 11:58:11 GMT
Allies who bring elements that cost extra pips to move , on top of not being able to group move with elements of the main army . I always build my armies with the optional 13th element of camp followers .
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Post by Baldie on Mar 27, 2024 20:44:17 GMT
Allies who bring elements that cost extra pips to move , on top of not being able to group move with elements of the main army . I always build my armies with the optional 13th element of camp followers . It was John's idea last year. As you bring an army, camp and specific set of terrain that whoever ends up with the army has to use. Being very clear that the camp has been designed not to have a camp follower leaves it undefended. I rarely attack or have to defend a camp but in this tourney I lost an undefended camp, destroyed an undefended camp and hid some psilo in an undefended camp when it looked like being lost. No camp followers is the new big thing in Sheffield.
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Post by sheffmark on Mar 29, 2024 15:00:28 GMT
Just to be clear about the camp followers issue. No one asked the umpires about this (apart from we were asked about factors when LH attacked a camp) and no one, as far as I can remember, specifically stated one way or another in their army lists whether it did or did not have camp followers.
Therefore had I been asked on the day, I agree with and would have followed Martin S's ruling that all camps have followers in them. If they are provided as an element then they may sally out, otherwise they are in there and will defend the camp. However we weren't asked so didn't interfere.
If people want to use this as a ruling for next year then we're happy to adopt it, but I think it has to be agreed up front so everyone is aware and I presume then everyone will not include camp followers?
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Post by martin on Mar 29, 2024 15:50:17 GMT
Just to be clear about the camp followers issue. No one asked the umpires about this (apart from we were asked about factors when LH attacked a camp) and no one, as far as I can remember, specifically stated one way or another in their army lists whether it did or did not have camp followers. Therefore had I been asked on the day, I agree with and would have followed Martin S's ruling that all camps have followers in them. If they are provided as an element then they may sally out, otherwise they are in there and will defend the camp. However we weren't asked so didn't interfere. If people want to use this as a ruling for next year then we're happy to adopt it, but I think it has to be agreed up front so everyone is aware and I presume then everyone will not include camp followers? I’d even brought a spare camp and camp follower element in case there was none shown….but exactly how the army’s provider would have ruled on this one is a moot point.
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Post by hodsopa on Mar 29, 2024 15:56:34 GMT
I liked it that there were roll-over-able camps because I think camp attacks were a thing and the rules make camps too strong. Plus it added one more point of diversity to the circuit. But I agree that, one way or the other, the rule should be sorted out in advance.
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Post by martin on Mar 29, 2024 19:08:32 GMT
I liked it that there were roll-over-able camps because I think camp attacks were a thing and the rules make camps too strong. Plus it added one more point of diversity to the circuit. But I agree that, one way or the other, the rule should be sorted out in advance. …nothing to stop the owning player deploying an element in his camp, apart from having to play with a football team worth instead of the standard dozen.
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Post by turniptom on Apr 13, 2024 22:28:17 GMT
For my first tournament and my 4th to 9th game of DBA in 20 years it was, mostly, splendid good fun indeed! That is despite my dice rolling being, for the most part, its usual consistently terrible self.
Thank you for organising it and looking forward to next time!
Tom (the new one, not the one with the lovely painted armies)
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