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Post by stevie on Jan 13, 2018 20:10:39 GMT
Hhmmm, Stevie, that is a lot of overhead. Let's see: with the Iberian/Roman example, both sides want terrain placement. The method you mentioned above feels tedious and convoluted to me. Here is a question: what if a simple roll off is used? So after the defender is determined, high roll (unmodified) plays the role of landscaper. Reroll ties. Then over the long run about half your games have the Roman screwed, about half have the Iberians screwed. Seems balanced at the very least? Let’s see…I’m an Ax army, and if I don’t get to choose and place the terrain I’ve automatically lost, because I’ll be fighting on a totally open battlefield chosen by my opponent with no bad going to hide in. Likewise, I’m a mounted or pike army, and if I don’t get to choose and place the terrain I can’t win, because I’ll be fighting with an enemy hiding in lots of large dense bad going chosen by my opponent. So if you don’t control the terrain, you might as well abandon the game and start another. And it’s pure luck of the dice that decides. Well, that would certainly make games quicker! Anyway, David Constable’s suggestion isn’t that complicated. Instead of the defender choosing and placing all the terrain, they get to choose and place half each. That’s all. And it is what would happen in reality. The Ax army would try to keep to bad going areas when looking for a battlefield, because it best suits their troops. And a mounted/pike army would be looking for an open battlefield in which to fight, because that’s best for them. If the terrain was too open for the Ax army, they would just move off and find somewhere better. And the same goes for the mounted/pike army…if they faced too much bad going they simply wouldn’t attack. Getting to choose and place half the terrain each gives a compromise. Neither party gets to have their ‘perfect’ battlefield… ...dense with lots of hindering terrain, or, almost entirely open with nowhere to hide. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by primuspilus on Jan 14, 2018 6:02:53 GMT
So, how would the die rolls work? I think for campaign gaming and historical battles (you and I are not tournament players, so I don't care too much about what armies get played) this isn't as big a deal: you can mandate terrain pieces per region for campaigning, and for one-offs, you would be approximating historical terrain, no?
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Post by stevie on Jan 14, 2018 7:54:42 GMT
The die rolls work like this:- David Constable has an interesting alternative system. I hope he doesn’t mind if I describe it here:- * First there's a new area terrain type called ‘open ground’, usable in all regions, which can overlap one adjacent quarter. * Players roll for aggression, and the lowest score is the defender (exactly the same as the present system). * Now the new bit - both players must secretly choose three terrain pieces each, appropriate for that region. * Starting with the defender, players alternate rolling and placing one of their pieces (using the current system). * Last of all, the invader gets to choose the starting edges (just as they do now). DetailsApart from compulsory terrain, each player can only chose one of each type (i.e 1 wood, 1 difficult hill, 1 'open ground', etc). The defender must choose one or two compulsory, and the invader cannot choose compulsory terrain. Normal terrain limits still apply, so some later placements may get discarded if they exceed terrain numbers. (For example, after the first river/waterway/gully/BUA/oasis has been placed, subsequent ones are automatically discarded)(And to compensate the defender for not choosing and placing all the terrain, you could also limit the invaders edge choice:- Optional: If there is no road, dice for the invader’s starting edge… 1 = north, 2 = east, 3 = south, 4 = west, 5 = defender’s choice, 6 = invader’s choice) The advantage of this system is that terrain becomes a compromise… …with some terrain that the Ax/Ps army wants, and some terrain that the mounted/heavy foot army wants. How Stevie Almost Made DBA Unplayable(I’ve posted this before, but I’ll do so again because it nicely illustrates the problem with the current system)It all started some years ago when DBA 3.0 first came out. One of my defending mates plonked a river crossed by a road onto the table. Now I didn’t fancy the idea of fighting my way across this river…but then I suddenly realized something. DBA has no rules to force an invader to attack, nor any penalty if they refuse to do so.So that’s exactly what I did…I simply refused to advance, and the game ended in a rather unsatisfying stalemate. But my mates started using the same tactic, not just with rivers, but whenever they didn’t like the look of the terrain. “Are you going to come out of that bad going?”. “No, are you going to come into it?”. “No…” We were having an awful lot of stalemates! So I introduced that “Time of Day Display” (so battles end at nightfall), the “Gentleman’s Agreement” (where if both armies are still on the battlefield at nightfall the defender who still has a camp has won the battle), and that simple “Mapless Wars” campaign system (see fanaticus-dba.wikia.com/wiki/File:TIME_OF_DAY_DISPLAY.pdf). Now players can still refuse to advance if they like, but at the cost of losing ‘Strategic Points’ which may cost them the war. (By the way, that “Gentleman’s Agreement” fits exactly with Phil Barker’s thoughts…see page 14 paragraph 10:- “A drawn battle counts as a win to the defender, since he loses no territory”) Had I been as clever as David Constable, I would have used his idea of getting both the invader and defender to choose and place half the terrain each. Then there would be less reason to refuse to advance, and fewer stalemate situations. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by primuspilus on Jan 14, 2018 19:56:20 GMT
Curious; didn't your random terrain selection generator largely solve the problem? It is an idea I quite liked...
Also, terrain is not the only reason an army may refuse to advance. Campaign dissimilar forces for example...? Unfavourable matchups?
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Post by stevie on Jan 14, 2018 22:17:55 GMT
Yes Primuspilus, that random terrain generator does go a long way to help prevent ‘perfect’ terrain selection. I still like to use it in combination with David Constable’s ‘each player chooses and places half the terrain’ system. Oh, using both systems does sometimes have the defending Ax army getting useless terrain they don’t want. But that’s offset somewhat by the invader also getting terrain they don’t want as well…so it does balance out a bit. And having the invader getting to place half the pieces within the quarters does give them some control. Plus the size, shape, and orientation of the pieces to be placed by the invader is under their direction, if not the type. (Anyway, random terrain is still necessary if playing a ‘best-of-three-games’ or a mini campaign… …it stops people from keep selecting the same stuff over-and-over again in each engagement)You’re also right about there being other reasons for an invader refusing to advance because they don’t like something. All the more reason why DBA should have some way of forcing an invader to attack, or some penalty if they don’t. Having the defender win if they are not routed and still have a camp when nightfall ends the battle does that. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by timurilank on Jan 15, 2018 8:43:05 GMT
Stevie wrote: (Anyway, random terrain is still necessary if playing a ‘best-of-three-games’ or a mini campaign… …it stops people from keep selecting the same stuff over-and-over again in each engagement)
For all our matched games one party is deemed the aggressor giving the defender free choice of terrain options from his ‘homeland’.
The winner of that match becomes then becomes the aggressor in the subsequent game.
The role of aggressor/defender could rotate with both parties making use of the same terrain category. This gives a lighter equipped army an opportunity to select optimal terrain pieces.
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Post by stevie on Jan 15, 2018 13:49:46 GMT
Well Timurilank, when given the choice, my Arable Iberian Spanish (aggression zero) will always have an large Edifice BUA, two large difficult hills, and a road. This gives me three bad going pieces, 3 x 6 BW, and because of the road their longest sides will always be facing the invader’s deployment zone for maximum table coverage. (The Edifice is a ‘Sacred Wood’ consisting of trees, a small prehistoric dolmen, a sacrificial stone alter, and a pond. But I am working on a ‘Henge’ for those people that don’t think that trees, large stones, and a puddle are Edificy enough)Their location on the table still needs to be diced for of course, but I have a 75% chance of forming a ‘Maginot Line’ of bad going right across the middle of the battlefield between the two armies. So every single battle had my Arable Iberians with a large Edifice BUA, two large difficult hills, and a road. This annoyed the hell out of my mates, so to prevent me from always having this ‘perfect’ terrain, we randomise it. Now I only have a 50% chance of getting that vital road, and the BUA might be a city, fort, or hamlet instead. It makes much better and more varied terrain…and more of a challenge. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by primuspilus on Jan 15, 2018 14:17:10 GMT
Curious, why not 3 difficult hills, a small hamlet and a road? And where do you get the 75% chance from? That's a lot of conditional probabilities. On every roll, there is a 1/3 chance of likely losing a terrain piece. One chance that the roll double places it, one chance that your opponent calls the same quarter. So maximal terrain is tricky to place.
Now as the Roman, I can still fight your solid Ax with my solid Bd in bad going. 3 vs. 3 (I recall you making the comment that Hypaspists could be Bd precisely because they can still fight in bad going). Your 4Ax still have the maneuver edge, but if I as Rome maintain my line along ont of those hills, now you will tell me you refuse to advance up a hill to attack an entrenched defender as well? But you ARE the bad going side, and you CHOSE this board.
I am of the opinion that the onus for a win should be on the defender (who chose the place of contest) and NOT the invader. Why? Well the invader's women and children are enjoying a nice day at the beach. The defender's? If he doesn't hurry up and clobber these invaders, theybwill soon be being raped and shipped off to slavery.
No it is the defender who MUST fight or lose his homeland. And you saw this exact sequence at Plataea. With the Greeks pinned against Mt Cithaeron, the Persians marched around and raided the countryside. You saw the same with Caesar's conquest of Gaul. If the Gaul's didn't deal with Caesar, he just went around them, slaughtered their civilians and burned their towns.
It is the aggrieved party who must fight, or bend the knee...
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Post by stevie on Jan 15, 2018 17:24:39 GMT
Ah yes, I should explain myself more fully. The Iberian Spanish are Arable, so must have a compulsory BUA or two Plough. Well plough’s no good for my Ax, as blades have a combat factor of 5 in there, so a bad going BUA Edifice it is then. And of the three optional pieces, two difficult hills and a road will do nicely. Now for the probabilities. The Edifice BUA, being compulsory, must be placed first…and it doesn’t matter where it goes as everything else will be orientated to it. Usually I place the road last, but here I’ve placed it next to show the only two directions the invader can come from. This just leaves the two difficult hills to be placed:- See fanaticus.boards.net/post/10505/ for a picture. Now to form my ‘Maginot Line’ I want at least one of the hills to be in quarter’s 2 or 3, touching the centre line, and they must be at least 1 BW from the Edifice and the table edges. Hill ‘A’ has a 50% chance of landing in quarter’s 1 or 4, where it’s no good to me (and it’s discarded if it lands 1). But it has a 50% chance of being in quarter’s 2 or 3, just where I want it. If it doesn’t, there will still be hill ‘B’ to roll for, and that also has a 50% chance of landing in quarters 2 or 3. The Final Position The Final Position of Hill ‘B’ Of Hill ‘A:- In quarter 1 or 4 = in quarter 2 or 3 =in quarter 1 or 4 = no good to me perfect in quarter 2 or 3 = perfect perfect (even if one of the hills is discarded cos no room) Sooo…three of the final hill positions gives me just what I want. That’s a 75% chance of success. I'd like to see the invading mounted, pike, or spear army that can get through this wall of bad going! There are only three 1 BW wide gaps, one in the centre and two on the table side edges... ...all covered by a Threat Zone generated by troops hiding deep within the bad going. The Romans have a chance, but they move slower than my Ax, some of which will be uphill as well. If facing blades, I sometimes swap the difficult hills for woods. Then it doesn't matter if they get in there first, as nobody will be uphill. (Note that on a large table, 20 BW square, there will be bigger gaps between the bad going. But the chances will remain the same, and the terrain discards will be less)
Now let’s look at who should win if the game is a stalemated draw. What you say about having your land devastated is certainly true…but it’s only half the picture. The defender, being on their own friendly land, will find it much easier to gather supplies to feed their army. The invader will have to import much of their supplies, over a greater distance, and these will need protecting. And war is expensive…no nation in the world can afford to keep a war going forever. If the defenders can just survive, and not lose ground, eventually war-weariness will set in and the Tribal Elders/Senate/Emperor/King/Citizens will baulk at the cost, the taxes, and the loss of life and call an end to the war. I call this the ‘Vietnam War Principle’…no matter how rich, powerful, or technologically advanced a nation is, if the conflict goes on for too long then eventually they will decide it’s not worth the effort and call it off. (The Soviet invasion of Afghanistan is another such example...as was the Roman expansion into Germania under Augustus. The delaying tactics of Fabius Maximus that the Romans reluctantly adopted against Hannibal could be considered another. The couldn't beat Hannibal in the field, so they wore him down by defending and delaying him, and denying him victories) So the invaders want a quick war…the defenders just need to survive, and not lose too much territory. Therefore, it should be up to the invader to attack, and if they don’t, then the defender, just by surviving, is doing ok. Of course, if the defenders can rout the invading army, then so much the better. But if they can’t (and Ax facing Kn, Pk, Bd, or Sp can’t), then they have another way of winning… …just delay the invader until they give up (this is what guerilla warfare is all about). Invaders have no choice. They must attack, gain ground, and win the war before war-weariness sets in. Some potentially useful player aids can be found here, including the latest June 2017 FAQ and the Quick Reference Sheets from the Society of Ancients:- fanaticus-dba.wikia.com/wiki/Category:Reference_sheets_and_epitomes
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Post by goragrad on Jan 15, 2018 19:10:06 GMT
Pretty much nailed it Stevie.
For a more period example just ask Hannibal how well those Fabian tactics work.
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Post by macbeth on Jan 15, 2018 21:53:22 GMT
Pretty much nailed it Stevie. For a more period example just ask Hannibal how well those Fabian tactics work. But every now and then "Not quite War" Weariness creeps into the defenders and they demand ACTION from the Fabian tactics
Wasn't that the case in the 2nd Punic War.
Fabian tactics were working but the population wanted it finished, dismissed Fabius and marched off to another spectacular defeat.
Cheers
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Post by primuspilus on Jan 16, 2018 0:43:55 GMT
Stevie, your diagram is wrong: all of a BUA (including Edifice) must be placed within 6 BW of two adjacent board edges. Second, I can send consecutive Sp elements up the road in the "road torpedo", with Cv or LI in reserve, ready to pounce on your troops that may try to descend from the hill to take them in the flank. Since Ax can't make group moves in bad going, and if they are solid, it may take you a few bounds to engage. Don't underestimate the ability of a road to allow troops to blitzkrieg past your Maginot Line... which as I have just shown you, has gaps around it. Now if we examine your diagram more closely, sorry, quarter 3 for a second hill, and third hill discarded is VERY problematic for your Spanish. Unless the Edifice is your camp (in which case only one element is allowed in it) you have a camp worth sacking against your back edge.... and an open plain in front of it, and road leading more or less straight to it. Hill in q3 is ENTIRELY owned by me, say, so it is NO GOOD to you, even if you DO end up with a hill in q2 as well. The only way you build a Maginot Line, is hill in q2, edifice in q4. Now if you set up your entire army in the Edifice, or on one hill, I submit I can surround you, and attack troops that even though I am in bad going as Sp, you are likely jammed up and hard flanked. 2 vs 3 with a hard flank QK on you is worth the chance of bagging two elements on a lucky roll. Also the hill benefit is highly axis-dependent. (As you can see, I am a highly aggressive DBA player...!) Heaven forbid I have Fast Hd or Fast Pk in my army. Remember, I can encircle your hill and hunt down that general of yours... potentially...and he is likely sticking out at the back somewhere. You have to survive EVERY ONE of my attacks against a surrounded general of yours. I just have to get lucky once. I am not saying that any of this is trivial, but I believe your 75% claim has not been thoroughly battle-tested. As for your other claim - that the invader must win... sorry mate. Bollocks! The invader dictates the pace, and typically has the initiative. Your statement about guerrilla warfare is dubious (as a former COIN ops intel guy, I can speak to this with a little experience). Successful guerrilla warfare as enunciated in chairman Mao's little red book, is about successfully invading and overthrowing a nation and its government (Vietnam,, which was naked aggression by North Vietnam against South Vietnam, using the Viet Minh as front line storm troops comes to mind) as does the successful insurgency in Rhodesia. Defensive guerrilla wars - for the vast majority of cases - fail. And succeed primarily due to outside intervention, such as in Afghanistan (the equipping of the rebels with the MPAWs) or in the Spanish Peninsula War (when France withdrew after the catastrophes in Russia and Prussia) or the American Revolution, where Britain fought a half-hearted campaign against what was in all intents and purposes an invasive insurgency against loyalist enclaves. People make much too much of the notion that guerrilla warfare is a successful way to defeat and invasion. The vast majority of invasions that do fail, do so because of fanatic, line-in-the-sand resistance, not pinprick raids. In Germania, you are conflating the inability of Rome to pacify the far bank of the Rhine, with the desire for Rome to secure their borders against invading barbarian and Gothic hordes. Hannibal and Spartacus by their nature only had to survive. In both cases, the Romans had to hunt them down and destroy them, not just to win, but to survive. Fact: if Hannibal had won, it would have been the end of Rome. But Rome won, and the Carthaginian State endured. Heck, Hannibal even got pensioned out. History shows that Fabius was only a marginally successful general, even AFTER the disaster under Varro. History shows that it was the repeated, desperate ATTACKS by the defending Roman Armies that really did the damage to Hannibal, who was popular with many Italians, and quite frankly, his army's foraging skills were quite adequate to sustain his forces in most cases. Absent the constant battles by Roman Armies, Hannibal would have rallied all the Roman regions one by one to his cause, and forever reduced the Roman State to a small city rump state in the Western Mediterranean. And the best two examples supporting my case: France in WW1, and the English Wars of Imperial Expansion in South Africa. Germany parked their army on French soil, and dared the French to dislodge them. The Boer guerrilla war was unsuccessful, because the British just avoided the Boer forces, rounded up their women and children, and burnt their farms to the ground... As a ruthless invader will do to a defender who persistently avoids battle...
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Post by primuspilus on Jan 16, 2018 0:45:39 GMT
I guess I would add the following: in the vast majority of cases, wars are perceived even by the invaders, as "defensive" in nature...
And my rule is (a) more historical, and (b) a ton simpler.
Time limits, and the defender must win.
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Post by goragrad on Jan 16, 2018 2:25:42 GMT
Well. some sources still give Fabius some credit.
As any rate then, there is Darius the Great's invasion of Scythia. Herodotus at least describes that as a Persian defeat, again without the defenders allowing themselves to be engaged.
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Post by primuspilus on Jan 16, 2018 2:46:20 GMT
ADarius's invasion of Skythia is one of a handful of exceptions. If the defender could win by avoiding battle, why did Vercingetorix engage Caesar? And more than once? Why did Darius III offer battle to Alexander? Why did the Britons attack Caesar's forces landing in Britain, when all the needed to do was retreat inland? And it was only AFTER several years of attacking Hannibal, that Fabius was installed to try and "delay". So why not do that right off the bat?
There are enough examples in history to justify my approach, I think, and it is orders of magnitude simpler than some of the more complex fixes for the terrain game that we could invent, no?
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