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Post by vodnik on Aug 10, 2023 10:34:55 GMT
... my pure cavalry battles have shown a similar course of battle. Cavalry battles are usually decided much faster. To understand DBA one should take the rule mechanics for granted. Light troops just fight differently than a heavy phalanx. If LH had a range factor, then armed cavalry would have to have a correspondingly stronger range factor...
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Post by snowcat on Aug 10, 2023 11:25:52 GMT
If LH had a range factor, then armed cavalry would have to have a correspondingly stronger range factor... Why?
By all means take this to the obvious thread in the House Rules.
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Post by vodnik on Aug 10, 2023 12:03:37 GMT
...Skirmisher fire differs in DBX from volley fire from archers or war wagons...
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Post by snowcat on Aug 10, 2023 12:06:40 GMT
Only if you accept that the mechanic is correct. I don't.
This really should go to the thread in House Rules. I don't want to derail this particular longstanding thread.
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Post by vodnik on Aug 10, 2023 12:22:49 GMT
...this thread is not about house rules. Tactics are discussed here...
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Post by snowcat on Aug 10, 2023 12:25:06 GMT
You said "If LH had a range factor, then armed cavalry would have to have a correspondingly stronger range factor..." Not a reference to the discussion in House Rules?
Of course it was.
I hereby return this thread to regular transmission. Normal service is restored.
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Post by timurilank on Aug 10, 2023 14:41:11 GMT
... my pure cavalry battles have shown a similar course of battle. Cavalry battles are usually decided much faster. To understand DBA one should take the rule mechanics for granted. Light troops just fight differently than a heavy phalanx. If LH had a range factor, then armed cavalry would have to have a correspondingly stronger range factor... The current discussion of shooting and combat factors has side stepped that very issue, cavalry tactics. A discussion of what tactics work well or not, would prove far more useful for those players with cavalry armies as DBA3.1 is still a long way off. About Light Horse, find page 3, line five: “…their continuous rapid shooting made them as effective against most foot as much larger numbers of foot archers and more so than cavalry in formation…”. True, combat factor against foot; LH, +2, Bow, +2. “They did not charge until fatigue, casualties or disorder made the enemy incapable of resisting”. The first two are reminiscent of WRG 7th ed., do not need record keeping, however creating disorder is within the realm of possibilities.
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Post by snowcat on Aug 11, 2023 0:54:19 GMT
This (definition from the troop class in the Rules) is actually worth revisiting for my main contention re horse archers in v3.0, so I'll take it over to the other place...
Thanks.
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Post by timurilank on Aug 11, 2023 8:30:09 GMT
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Post by timurilank on Aug 15, 2023 8:07:18 GMT
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Post by snowcat on Aug 16, 2023 0:52:02 GMT
Re The Hun Meets the Gepid.
You used the Huns in pairs, in 2 lines.
You state that even low PIP scores are sufficient to shift groups or form columns. This sounds good, but I'm guessing they didn't roll many 1's or 2's. No?
The Gepids are a good matchup for the Huns. No Bw, Art or Cv of their own. The Huns should like this and do well, which they did in the second game.
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Post by timurilank on Aug 16, 2023 6:14:01 GMT
Re The Hun Meets the Gepid. You used the Huns in pairs, in 2 lines. You state that even low PIP scores are sufficient to shift groups or form columns. This sounds good, but I'm guessing they didn't roll many 1's or 2's. No? The Gepids are a good matchup for the Huns. No Bw, Art or Cv of their own. The Huns should like this and do well, which they did in the second game. Snowcat, Game oneGepid pip score 5, 5, 3 Huns pip score 4, 6, 2 End of turn 2, the Huns were down 3 to 0. Turn 3, the Huns rebound scoring 2, but the Gepid nail another horse archer for the win. Game twoGepid pip score 2, 4, 2, 6, 1. 1. 5. 3. 3 Huns pip score 4, 2, 3, 2, 3, 2, 4, 4, 2 Turns 5 and 6, each lose one element. Turn 7, things liven up with the score reaching level, 3 – 3. Turn 8, both sides catch their second wind. Turn 9, the Hun ends the game killing 2 knights on a pip score of 2, singing “We shall over-co-me, we shall overcome”.
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Post by snowcat on Aug 16, 2023 6:22:33 GMT
*Very* thorough! Almost perfectly average PIPs for the Huns.
Interesting that with 11 elements of LH, you didn't feel that standard PIPs were insufficient.
Do you think this might be different against a more demanding enemy army, or opponent, using the same number of LH?
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Post by timurilank on Aug 16, 2023 7:06:51 GMT
*Very* thorough! Almost perfectly average PIPs for the Huns. Interesting that with 11 elements of LH, you didn't feel that standard PIPs were insufficient. Do you think this might be different against a more demanding enemy army, or opponent, using the same number of LH? Good question. It has been mentioned here before, one should make plans that will develop despite low pip scores. Therefore, attempting too much is the quickest route to defeat. More historical encounters are planned for the Huns as they migrate west. The infantry heavy armies are next.
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Post by snowcat on Aug 16, 2023 7:12:31 GMT
I think the infantry heavy ones that also include several Bw and/or Art would be interesting.
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