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Post by greedo on Feb 8, 2019 2:58:19 GMT
Love this. I remember warhammer fantasy battle did a variation, where battles were always 4 turns. On the 5th turn you roll a d6. 5-6, it’s the last turn. On the 6th turn 4-6 the battle ends. So you know night is coming, but just not sure exactly when it will.
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Post by ainock on Sept 4, 2019 12:55:51 GMT
Hello, I like this idee of Time od display and want to make a french translation. I've a question : If the defender choose to have no camp (beacause he built a BUA or have more than 2 WWg), how can he win a stratégic point for "+1 Strategic Point to the defender if at nightfall both armies are still in the field and the defender still possesses a camp" ?
Thanks for your answer.
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Post by stevie on Sept 4, 2019 14:31:03 GMT
Welcome to Fanaticus Ainock. To answer your question:- All armies have ‘baggage‘ (food, wine, tents, bedding, cooking utensils, tools, booty, spare weapons, etc). Usually this baggage is placed inside a temporary fortified camp to protected it. As you spotted, the rule on page 7 paragraph 7 says Camps are not needed if you have a City or 3+ WWg. In other words, your baggage can be inside the City or spread among 3 War Wagons. So armies do still have a ‘Camp’ (well...their baggage), it’s just not shown on the table. Lose this City or enough War Wagons, and you lose your baggage. And if the army is defeated and routed, this baggage will be abandoned and is classed as lost. By the way, in order to save on printing costs, you could use “The Sun Clock” instead, which can be found here: fanaticus.boards.net/post/20256/...and a downloadable PDF version of "The Sun Clock" is in here:- fanaticus-dba.fandom.com/wiki/File:LESSONS_FROM_HISTORY.pdfSome Helpful Downloads can be found here: fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes And here is the latest Jan 2019 FAQ: fanaticus-dba.wikia.com/wiki/FAQ_2019_1st_Quarter
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Post by ainock on Sept 4, 2019 21:09:15 GMT
Thanks you Stevie for you're welcome and for your answer. I agree with your explain but I wanted to be sure. Thanks too for The Sun Clock I didn't seen before. I like it !... I'll read Lessons from history and maybe I will propose it in my french group of gamer.
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Post by haywire on Aug 28, 2020 15:42:04 GMT
Stevie,
We use your time-of-day display for all our games.
Recently we have been using rivers more and find that it's quite hard for the attacker to win because of the time delay in crossing the river.
We could always make a custom display with some extra 'hours' to make the game last a bit longer.
How did you decide on the number of turns to limit the game to?
EDIT: Just spotted your historical notes, which say this: If you find that 10 bounds each is not enough and that night is falling too soon for your liking, try the following:- All the terrain placement and army deployment happens before dawn, so both players will have 12 bounds or periods or ‘hours’ each, and have a DBA game beginning at dawn.
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Post by stevie on Aug 28, 2020 16:58:33 GMT
Yes, getting the right balance isn’t easy. Having too many ‘hours’ puts defending Auxiliary and Psiloi armies at a disadvantage, as the the invaders will have loads of time to root them out of their bad going. Having too few ‘hours’ puts invaders at a disadvantage...especially on large battlefields (or if they have to cross a river). Either way, having some sort of time limit does stop those endless games where Ax and Ps armies refuse to come out of their bad going, and hvy foot & mounted armies refuse to go in (meaning we can at least get to the pub before closing time!).
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Post by timurilank on Aug 28, 2020 19:02:22 GMT
I have not used the ‘time of day’ option yet, but I would experiment with it for multiple day battles. Lacking sufficient time for a full engagement, the first day can be viewed as a reconnaissance mission or skirmish action (Trebbia) leading to a second day – the full-scale battle.
The second day. a. Both sides redeploy as per new game. b. Defender maintains his position and invader may revise its deployment. c. As option b, but the defender may reposition a number of elements.
a. At the end of day one, the defender may hold advantageous ground won forcing the attacker to deploy troops no closer than 6BW or the second option is both sides redeploy as per new game. b. The defender, having ‘won’ the first day, may be less inclined to change deployment as it was successful, but an attacker certainly would. Battle of Ilipa (206 BC) comes to mind. c. During the Zanj rebellion, the defending rebels, on a second day, outflanked their Abbasid opponents using the canals and waterways (littoral landing).
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Post by j on Aug 28, 2020 20:55:01 GMT
I have seen somewhere the idea that, rather than automatically advance the Sun Clock each turn, a die roll (of 1 or maybe 1 or 2) would keep it in the same position, thus varying the # of turns in the battle. There could be a limit to how many "passes" are allowed,
Never tried it because we have been using the Sun Clock for all our games for a while now & not one game has ever gone the distance to nightfall.
However, we have found that it really does make the Invader actually invest in an attack rather than hang back to see what happens.
Regards,
j
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Post by jim1973 on Aug 29, 2020 0:43:06 GMT
Stevie, We use your time-of-day display for all our games. Recently we have been using rivers more and find that it's quite hard for the attacker to win because of the time delay in crossing the river. We could always make a custom display with some extra 'hours' to make the game last a bit longer. How did you decide on the number of turns to limit the game to? EDIT: Just spotted your historical notes, which say this: If you find that 10 bounds each is not enough and that night is falling too soon for your liking, try the following:- All the terrain placement and army deployment happens before dawn, so both players will have 12 bounds or periods or ‘hours’ each, and have a DBA game beginning at dawn. Without starting the River discussion again, and given that we are in the "House Rules" section you could try the following: - If the River crosses the battlefield then the attacker can reserve 2-3 elements to be placed on either flank (as per the rules for littoral landing forces) on the attacker's first turn. This can help simulate the attacker scouting and crossing the river upstream. Cheers Jim
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Post by stevie on Aug 29, 2020 7:19:23 GMT
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Post by haywire on Aug 29, 2020 13:14:06 GMT
Thanks, all. The river scouting/crossing idea is nice!
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