|
Post by stevie on May 1, 2017 9:12:16 GMT
As the “Army List Corrections” is at last nearing completion, I have been thinking about another project. Inspired by David Constable’s terrain type thread, I came up with this.
What is your opinion of the WADBAG Manoeuvre ratings? For those of you unfamiliar with the concept of “Manoeuvre Ratings”, it is an idea developed by David Schlanger and David Kuijt of the WADBAG team (the “Wastington Area De Bellis Antiquitatis Gamers”). Here is a link to the original discussion:- www.fanaticus.org/discussion/showthread.php?t=17115
To paraphrase a quote from the WADBAG team:- “Sometimes the DBA Aggression factor works well. The Ancient Spanish rarely if ever invaded an enemy, and were well known for conducting wars of ambush and surprise where the invaders were forced to fight on battlefields chosen by the Spanish.
Other times it works very poorly. The Mongol Conquest army invaded everyone -- aggression 4. But in history, they were rarely (if ever) forced to fight on a battlefield of the enemy's choosing. Virtually every battle they fought during their massive expansion period was on a field previously scouted and chosen by their army, and often they led the enemy to that battlefield with a series of stratagems and feinted flights, sometimes over days, before turning and fighting on the ground they had chosen weeks or months earlier.
The English army during the Hundred Years War is another example. Most of their battles were fought in France -- they were invading. But in reality at Crecy, Agincourt, Poitiers and a dozen less famous battles, the French ended up fighting on terrain that the English chose! Using the DBA aggression ratings (M.French 1, HYW English 3) creates a completely unhistorical result, with the French deciding on the terrain.”
Obviously things will have to be different in DBA 3.0 than they were in DBA 2.2. The terrain placement rules are different for one thing.
I was thinking of something fairly simple along these lines:-
Each army has two factors; an ‘aggression’ factor and an additional ‘tactical’ or ‘manoeuvre’ factor, similar to WADBAG. 1) Players roll for aggression as they do now to determine in which region the battle will be fought. (This shouldn’t really be needed if fighting an historical opponent, as history tells us who was the invader, but it will be necessary for unhistorical opponents) 2) Players then roll a second ‘tactical/manoeuvre’ dice, the higher score determining who will be the ‘defender’. (With all the usual terrain placement rules just as they are now; the ‘defender’ choosing and laying the terrain and moving first, the ‘attacker’ deciding on the deployment zones and moving second)
Most mounted armies would have a high ‘tactical/manoeuvre’ factor, as would most auxiliary/psiloi armies, so that they get to decide on the amount and the size of the terrain they will fight over, although the ‘attacker’ still gets to choose their direction of approach on the day of battle (limited by any roads of course). Other armies, such as Hannibal’s, HYW English, and so on, would also have a high ‘tactical/manoeuvre’ factor.
I still think that some sort of random terrain selection will be needed, where the defender decides on how many terrain pieces to use but not what each terrain piece will be, otherwise defenders could simply choose the same terrain over-and-over again on each and every battlefield.
I am of course open to other suggestions……
Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
|
|
|
Post by medievalthomas on May 1, 2017 17:42:36 GMT
This is a very interesting idea. I may add some version of it to Fire and Ice (which is where I put all experimental DBX rules). Maybe optional...
TomT
|
|
|
Post by primuspilus on May 1, 2017 22:23:15 GMT
I wonder, would a Cavalry army invading a mountain region really have a high tactical/maneuver rating? Think of Mongols attacking Carpathia... I think to some extent any maneuver rating is contingent on being in a region that allows the army to shine? I suspect you need a different maneuver rating for different regions... And differing seasons, supply situations.... Tantalising idea!
|
|
|
Post by jdesmond on May 2, 2017 16:33:29 GMT
Salutations, gentlefolks! The WADWAG group seems to have reformed into the Washington Grand Company, now working on the _Triumph_ rules (available at www.wargamevault.com/product/196955/TRIUMPH-Early-Access-Edition www.wgc.com for the army lists and discussion forum) Some of their army ratings (invasion/maneuver/home terrain): Early Imperial Roman - 3 / 2 / arable, hilly Severan Middle Imp Roman - 2 (east) 1 (west) / 3 / arable, hilly Early German - 2 / 3 (Churusci or Batavi) 2 (others) / forest Palmyran - 1 / 3 / dry Early Sassanid - 3 / 2 / arable, dry, hilly Early Arab Conquest - 4 / 3 / dry Early Crusader - 4 (1096-1098), 1 (after 1099) / 1 (under Bohemund 1096-70), 3 (in desperate straits 1098-98), 0 (rivalry and dissention, 1100-28) / arable, hilly Sui Chinese - 3 / 2 (normally) 0 (if Million-Man Army used) / hilly, arable, forest Startup procedure: Players roll D6, add Invasion Rating, reroll ties. Lower total gets Home Field, chooses terrain if two or more types available. Roll D6, add Maneuver Rating, reroll ties (Reroll ties but Advantage Score = 0) (may Flank March if DR is 1 or is less than Maneurer Rating). Higher has Tactical Advantage. Difference is Advantage Score. Player with Tac Adv picks terrain roll D6, add Adv Score, -1 if Steppe, +1 if Forest or Marsh, to get number of terrain pieces Arrange terrain pieces in order, double-size before single size Draw Terrain Card, arrange pieces in order shown. Now, I've outlined the way they're doing this. I was out of the hobby for most of the decade '06-'16, and don't know who's on which side of whatever feud. Not volunteering on one side or other. Do know that the WGC people are pretty good folk, active in arranging events and demos in the US 'Middle Atlantic' area, where I'm living... Yours, John
|
|
|
Post by stevie on May 2, 2017 21:57:49 GMT
I wonder, would a Cavalry army invading a mountain region really have a high tactical/maneuver rating? Think of Mongols attacking Carpathia... I think to some extent any maneuver rating is contingent on being in a region that allows the army to shine? I suspect you need a different maneuver rating for different regions... And differing seasons, supply situations.... Tantalising idea! That’s a good point…but I wonder if such complexity is really necessary. Remember, if the cavalry army won the aggression roll they would be the invader in a hilly region. If they then won the subsequent ‘Tactical’ roll, it would be they who would have ‘control’ of the battlefield. But they would still have to place a minimum of 3 hilly region terrain pieces. And with random terrain selection, if they are unlucky, this could be 3 difficult hills! Still a tough proposition…but not as bad as a guaranteed 5 terrain pieces…all of them as large as possible…and possibly all bad going. Of course the same applies at the other end of the spectrum… …it’s no fun having high aggression auxiliary/psiloi armies such as the Illyrians, Paionians, and Irish, cheerfully marching across a totally open and barren flat battlefield against blades, pikes, side supported spearmen, and (heaven forbid) knights! At the moment, with high aggression, they invade…and if they invade they die...with no thought of keeping to protective terrain. --------------------------------------------------- John, thanks for that input, I wasn’t aware of the situation with the old WADBAG group. As for the disagreements…things are much quieter now that both sides have gone off in different directions and keep to themselves. What you posted about the ‘_Triumph_’ terrain placement procedure is very interesting, but a little over complicated for DBA 3.0. I think that DBA 3.0 has a quite elegant but relatively simple terrain placement procedure. He only problem is that the aggression factor is trying to do two jobs… …deciding where the actual battle is fought, and deciding who should have ‘control’ of the terrain on the day of battle. Basically, the current aggression factor assumes that those defending their homeland will always have terrain control. Historically, this was not always the case. (Imagine the French Knights of the early part of the Hundred Years War having any concept of tactics and use of terrain!) All that DBA 3.0 needs is an additional adjusted die roll to see who will be the ‘defender’ on the day of battle. I need to elaborate this some more. I’ll do so in my next post tomorrow... Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
|
|
|
Post by maerk on May 4, 2017 11:17:36 GMT
I like the principle of separating aggression (probability of invading foreign terrain) and mobility (probability of outmanoeuvring an opponent). We gave it a try back when the issue was first discussed on fanaticus. My DBA buddies instantly got the idea and it worked quite well in gaming terms. Somehow we let it slip away.
I would like to see the manoeuvre ratings come into use.
|
|
|
Post by medievalthomas on May 4, 2017 18:58:30 GMT
The two ratings seems like a good idea though the wildly over complecated WADGAB stuff is not how to implement.
Also agree that DBA 3.0 has a very elegant and effective terrain system as is...but there is always room for inovation as long as we maintain elegance.
TomT
|
|
|
Post by jdesmond on May 5, 2017 23:18:14 GMT
Salutation, gentlefolk !
Would say that the _Triumph_ 'startup procedure' goes quickly once you've begun a couple of games - try running thru it once or twice. (Yours truly should have done a few practice openings before getting into the first _Triumph_ tournament.)
Yrs, John
|
|
|
Post by bob on May 6, 2017 5:25:33 GMT
My personal opinion is the DBA has reached the maximum amount of complexity that's needed for both a fun game and one that is challenging. I'm sure there are many local ideas that people can apply if they wanted to be more complex. What others want to add to the standard game or what games others want to play is of no interest to me nor any of the locals that I've talked to.
We do make up special rules for campaigns, and specific battles and special unique tournaments. And I guess we are interested in other people's' ideas. But for standard basic tournament play we're happy with everything as it is.
|
|
|
Post by stevie on May 6, 2017 7:25:02 GMT
I understand what you are saying bob, and I do agree that adding an extra ‘tactical’ die roll (and randomly selected terrain) would increase the element of luck…and more lucky die rolls is the last thing wanted in tournaments. But there are two types of players: those that just want to play games and those that want to try to recreate history. And I am a great believer in giving players the freedom to choose for themselves what type they want to play. Anyway, this ‘tactical’ die roll will never be anything more than just a House Rule. After all, I can’t force players to adopt it. Nor indeed should I. Players should be allowed to make up their own minds. I certainly don’t want to cause another DBA 3.0 vs. DBA 2.2+ type split! I think of it as being little more than an optional extra, somewhat like the choice of table size:- “Shall we play on a small table as Phil Barker recommends, or shall we use a larger table that many players prefer?” Likewise, “Shall we just use the aggression factors, or shall we use this new additional ‘tactical’ factor as well?” Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
|
|
|
Post by stevie on May 6, 2017 10:48:29 GMT
I said in an earlier post that I would elaborate some more on this idea, so will do so here.This issue can be divided into two distinct parts:- * Firstly, is there any need to alter the existing aggression/terrain control system currently in DBA 3.0? * Secondly, the mechanics of how such a thing as a ‘tactical’ factor could work, if indeed it is required. In this post I just want to concentrate on the first issue (after all, if it is decided that the current aggression factor is working perfectly well, then there is no point in altering it, and the rest of this discussion is redundant). DBA 3.0 has an elegant yet relatively simple terrain placement system, and in my opinion, one of the best. The only problem (if it is a problem) is that the aggression factor is trying to do two jobs. It is trying to decide where the battle will take place, and who should have control over terrain placement. In short, DBA 3.0 automatically assumes that the defender of their homeland will always have terrain control. Let’s put that assumption to an historical test. Consider the following chart:- Likely to be Likely to have the invader? terrain control? Some historical armies (with aggression in brackets):- Group 1: Yes (high aggression) Historically Yes Mongols (4), HYW English (3), Later Carthage (4), etc. Group 2: Yes (high aggression) Historically No Normans (3), Early Romans (3), Alexander (4), Early Carthage (3), etc. Group 3: No (low aggression) Historically Yes Anglo-Danish (1), Ancient Spanish (0), Later Persians (1), etc. Group 4: No (low aggression) Historically No Medieval French (1), etc.
The current aggression system marked in green works fine for the armies in groups 2 & 3:- At Hastings it was William who was the attacker, and the low aggression Anglo-Danish that had terrain control. Alexander was always the attacker, never the defender, and it was the Persians that chose the battlefields. And the Early/Mid Republican Romans who would cheerfully march into battle without any thought of scouting first. Lastly, the Early Carthaginians didn’t know how to use their troops and terrain properly until 255 BC when the Spartan officer Xanthippos taught them how. Unfortunately the current aggression system does not work so well for groups 1 & 4 marked in red:- The Mongols have high aggression, but in reality almost always chose where they wanted to fight. The HYW English, although the invaders, frequently chose their battlefields, and the Medieval French let them do so. And when the Carthaginians invaded Italy in the 2nd Punic War, it was they and not the defending Romans that chose the battlefields at the River Trebia in 218 BC, at Lake Trasimene in 217 BC, and at Cannae in 216 BC (you may think that this was due to the genius of Hannibal, but when Hasdrubal invaded Italy in 207 BC it was also he that chose the battlefield of Metaurus, not the Romans). So clearly the current aggression system is not the best way of deciding who should have terrain control. And to fix this discrepancy would be remarkably simple: leave the aggression factor as it is for deciding in which region a battle fought, but have an additional adjusted die roll to see who has terrain control on the day of battle, using all the current existing terrain placement rules just as they are now (randomly selected terrain is another extra option, but it is not compulsory). But the big question you must now ask yourselves is…is it worth it? The current system works ok for half the armies, even if it doesn’t work quite so well for the other half. So why change it? If you are prepared to accept the situation as it is now, then fine. DBA is still a great ruleset. But I wonder how many high aggression mounted, auxiliary, and psiloi players would say the same… (I’ll let people ponder on this for a while, and in my next post I’ll outline some of the details of how this ‘tactical ability’ can be implemented)
Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
|
|
|
Post by timurilank on May 6, 2017 14:36:12 GMT
So clearly the current aggression system is not the best way of deciding who should have terrain control. And to fix this discrepancy would be remarkably simple: leave the aggression factor as it is for deciding in which region a battle fought, but have an additional adjusted die roll to see who has terrain control on the day of battle, using all the current existing terrain placement rules just as they are now (randomly selected terrain is another extra option, but it is not compulsory). But the big question you must now ask yourselves is…is it worth it? The current system works ok for half the armies, even if it doesn’t work quite so well for the other half. So why change it? If you are prepared to accept the situation as it is now, then fine. DBA is still a great ruleset. But I wonder how many high aggression mounted, auxiliary, and psiloi players would say the same… (I’ll let people ponder on this for a while, and in my next post I’ll outline some of the details of how this ‘tactical ability’ can be implemented)
Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
During our game evenings we kept the same armies but the loser of the previous game would become the defender for the next and as the defender the number and type of terrain pieces could change from the previous game. Since we easily managed three or four games an evening, I took our games a step forward and organized a series of historical campaigns which obligated both sides to fight on different terrain. As an example, the Bosporan repelled an invasion by the Alani in three battles fought over steppe, littoral and arable terrain, all present in the eastern part of the kingdom. This worked well, but required time to research and is something not high on everyone’s list. I like the current system as it is an improvement on the previous version. Despite the defender placing an ideal terrain, the attacker can choose to ‘turn’’ his opponent’s flank. This is developing into an interesting topic and I hope others will add their thoughts.
|
|
|
Post by arnopov on May 6, 2017 21:19:42 GMT
I like the current system as it is an improvement on the previous version. Despite the defender placing an ideal terrain, the attacker can choose to ‘turn’’ his opponent’s flank. What do you mean by "Turn opponent's flank" ?
|
|
|
Post by stevie on May 6, 2017 22:13:46 GMT
I like the current system as it is an improvement on the previous version. Despite the defender placing an ideal terrain, the attacker can choose to ‘turn’’ his opponent’s flank. What do you mean by "Turn opponent's flank" ? I think I can answer that on timurilank’s behalf. Suppose the defending army which has ‘terrain control’ plans to form a sort of wall of harsh terrain to block their opponents advance. Placing several large pieces of bad going, all 3BW x 6BW, in a long line with the longest sides all facing to the east or west would form a formidable defence against enemy mounted, spears, and pikes. But because the attacking invaders can choose the deployment areas, and their line of approach, they can ‘turn’ this defensive position by coming on to the battlefield from the north or south. They have in effect ‘gone around the Maginot Line’. However, had the defender also placed a road that goes from east to west, then the plan would work, as the attacking invader must choose one end of the road with which to make their approach. (Another reason why I prefer randomly selected terrain…why should the defender always be allowed to have a road when they want one? Even I don’t have that luxury when I’m driving my car in the 21st century!) Some potentially useful player aids can be found here, including the latest FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
|
|
|
Post by timurilank on May 7, 2017 5:20:23 GMT
I like the current system as it is an improvement on the previous version. Despite the defender placing an ideal terrain, the attacker can choose to ‘turn’’ his opponent’s flank. What do you mean by "Turn opponent's flank" ? That could have been expressed as “turning him out of his intended deployment zone by selecting a board edge to his left or right side as your own”, but it was late. I read Stevie was in true form and made the assist.
|
|