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Post by crazycaptain560 on Sept 6, 2017 6:02:53 GMT
Yes I think any house rules for the period need to be really subtle to still sustain the nature of the fighting. The warbands would, in my imagination, make it too quick. For Spartans, A house rule could be that they get a +1 to their final attack value if they rolled lower than their opponent. A straight +1 is arguable too. I think that variance would depend upon a historical scenario. Generically, however, I would argue that the Spartans were superior enough that if we were going to apply some form of grading they should receive positive modifiers. For BBDBA what would be a little fun would allow for instances where a "hero" can rise up from the ranks, making the element at a +1 combat factor, but counting as 2 bases if destroyed (effectively a double element).
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Post by martin on Sept 6, 2017 7:46:12 GMT
I'd be interested in how people would house rule Spartiates. Taking the situation of a line of spears facing off with side support, would you: a) Give the Spartiates a +1 (Destroy other Greeks on 6-1 and this amplifies with overlaps) b) Give the other Greeks a -1 (Destroyed by Spartiates on 1-5 and 1-6 again amplified by overlaps) c) Have the other Greeks destroyed if simply beaten by Spartiates d) Any other ideas? Jim What about 'other Greek' hoplites recoil on a tie/draw with Spartiates? :- less decisive than giving + or - 1's, but influential, nonetheless. Martin
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Post by felixs on Sept 6, 2017 9:29:46 GMT
I'd be interested in how people would house rule Spartiates. Taking the situation of a line of spears facing off with side support, would you: a) Give the Spartiates a +1 (Destroy other Greeks on 6-1 and this amplifies with overlaps) b) Give the other Greeks a -1 (Destroyed by Spartiates on 1-5 and 1-6 again amplified by overlaps) c) Have the other Greeks destroyed if simply beaten by Spartiates d) Any other ideas? Jim If you must give Spartans something (it is, in the end, a question of personal taste that is hard to argue for or against), what about making them "super solid". I. e., everyone is recoiled by them on an even combat result. Subtle, not too much, and will give the Spartans an edge in phalanx vs. phalanx fighting. EDIT: Martin already proposed just that.
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Post by timurilank on Sept 6, 2017 9:42:32 GMT
I'd be interested in how people would house rule Spartiates. Taking the situation of a line of spears facing off with side support, would you: a) Give the Spartiates a +1 (Destroy other Greeks on 6-1 and this amplifies with overlaps) b) Give the other Greeks a -1 (Destroyed by Spartiates on 1-5 and 1-6 again amplified by overlaps) c) Have the other Greeks destroyed if simply beaten by Spartiates d) Any other ideas? Jim What about 'other Greek' hoplites recoil on a tie/draw with Spartiates? :- less decisive than giving + or - 1's, but influential, nonetheless. Martin
That is a good suggestion.
One could also add that armies with strong clan affiliations disdain the side support from other Spear simulating a loose confederation of cities.
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Post by primuspilus on Sept 6, 2017 12:27:17 GMT
I don't think they were supermen. But reading Fred Eugene Ray's "Land battles in 5th centuary Greece" has them winning 8/10 (80%) of battles involving greater than 5000 men compared to Athens 26/39 (68%) and Thebes 6/9 (67%). Surely it's worth trying to replicate that with any house rules regarding hoplite v hoplite battle? Demosthenes won at Sphacteria by not engaging in a hoplite melee. I thought about Warband but it "quick kills" Spear, which doesn't seem right. Jim Careful, Jim, a Spartan army was not even mostly composed of Spartiates. And be careful of comparing Thebes in there. They did stunningly well fighting for Persia at Plataea, and ultimately ended up dispatching the Spartans for good at Leuctra. Sphacteria was hoplite-hoplite, and the Spartiates ran up a hill to hunker down behind barricades and rocks. They retreated off the beach into a siege stance, no? Hardly the stuff of ferocious, legendary hoplitism surely. With apologies if I am getting my Thucydides wrong. It has been a long year.
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Post by jim1973 on Sept 6, 2017 14:42:12 GMT
Thucydides should know. He often mentions the prowess of the Spartans on land. His work seems to indicate that the proportion of the Spartan army that were Spartiates depended on the distance of the battle from Sparta. They did manage to bring up ~4500 at Mantinea in 418 BC and added Sciritae, Tegeans, Neodamodeis and others. But they gave Brasidas nothing more than best wishes for his northern campaign. So in DBA, you could vary the number of full citizen elements depending on the battle site. This gives campaign games an extra facet. Thucydides account of Pylos/Sphacteria is also quite a good read. The 420 hoplites (180 Spartans) and 200 helots didn't do that badly against 800 Athenian hoplites, 800 archers and an unknown number of Messenian slingers considering they were on half rations for some time beforehand and were initially surprised. The Athenian hoplites did not advance to face them as their light troops were doing the job. Their retreat to their fortified position on the northern tip had them in a position to hold for some time until outflanked or starved. Indeed they held off the initial Athenian attacks. Still, this was more a large skirmish than a pitched land battle, though strategically and politically, its influence was enormous. Actually, reading this account again makes me think of how to wargame the entire encounter, including the attacks on Pylos and the naval components, not to mention the political intrigue.
The Thebans at Platea did fight well and they bloodied but couldn't break the Plateans and Thespians in front of them in front of them and the Plateans were singled out for valour after the battle. In the end, after a tactical draw with the Athenians and allies, they conducted an orderly retreat to their city and were besieged. Of course, in the next century, when they had the benefit of a brilliant commander, they broke the Spartans who were already on the decline as their societal model was unsustainable.
I might try out a few of the ideas as an exercice with say a 10 element phalanx on each side with three elements of Spartiates on the right flank and see how they turn out. I'll keep the group informed of the outcome.
Jim
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Post by felixs on Sept 6, 2017 15:07:19 GMT
I might try out a few of the ideas as an exercice with say a 10 element phalanx on each side with three elements of Spartiates on the right flank and see how they turn out. I'll keep the group informed of the outcome. That would be highly appreciated.
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Post by medievalthomas on Sept 6, 2017 21:19:05 GMT
Your desire to replicate historical battles is admirable but DBA is ill suited to that use. This is not to say DBX is ill suited only that DBA with its rigid 12 element armies and troop types which must span 3000 years of history isn't the screwdriver your looking for - and no wonder its purpose is to be a tournament in which armies from a vast historical and geographic range can compete on equal terms.
Having studied this problem intensly as part of moving DBA 3.0 in a more simulation direction and also trying to create a medieval version of DBX, I eventually concluded it was the inflexiable troop types that were causing all the problems. DBX basic mechanics (esp the DBA 3.0 ones) work great: PIPs, Groups, individual moves, sequence of play etc. But the troop types constantly find us trying to bang a square peg into a round hole. Hence the decision in Triumph to make more troop types or make "Spear" into "Blades" or the DBMM attempt to use the Grading system to essentially create more troop types. This has lead to massive increase in complexity as we try to bandaid over the fundmental problem. Better to go back to basics hence:
Spartan hoplites:
Heavy Foot (HF) CF +4 (so mount four figures on the base); MA: 2BW (so mount on "skinny" base - 20mm in 25mm) Drive Off Mounted (and Foot?) (Recoil opponent on Equals) Shieldwall (side support from Spear) Pursue Foot (if you feel this is suitable)? Cry Havoc v. HF (Destroy on Equals)?
Another example (to compare) English Yeoman:
Medium Foot (MF) +3; MA: 2BW; Loose Order (ignore Bad and Rough Going Movement & CF penalties) Longbows +1 v. Mounted; Shoot out to 3BW w/Stakes: Cry Havoc v. Knights (Destroy on Equals) Retinue (get Side Support from Blades)
By these methods you should be able to create any historical troop type using the basic building blocks (it has the added advantage of being much easier for new players to digest). Has worked great for A Game of Fire and Ice.
TomT
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Post by primuspilus on Sept 6, 2017 22:28:10 GMT
Jim! Attaboy, you inspired me to go reread Big T! And Xenophon, because... HOPLITES!!!  Actually somewhere I have seen a Sphacteria scenario for DBA. Had an interesting map. Tom, hearing you 100%. When is the Ancients version of a Game of Fire and Ice?
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Post by felixs on Sept 7, 2017 7:26:53 GMT
I am not sure I agree with the statement that DBA is inherently flawed as a system for historical battles.
If you want to replicate a given historical battle, of course you do away with the 12 element army. The rules even suggest doing so on p. 14.
Then you can use house rules to add the kind of flavour that you want. We have discussed quite a few ideas (good ideas, IMHO) as to how that can be done in the concrete case at hand.
I see no problem. At least, no problem that is not also there with (most) other sets of rules.
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Post by paddy649 on Sept 7, 2017 8:20:11 GMT
Surely it is not a case of DBA being inherently flawed but an issue with the level of abstraction it works at. In the military it is often said that "all but war is just simulation" and that is true here - bearing in mind that simulations necessarily make assumptions about war: the categorisation of troop types, how they fight, interact etc. Given that DBA works with 24 moving pieces and covers 3000 years it could actually be regarded as being pretty good.
The key issue is that "luck" applies to the DBA game and "friction" (to use the Clauswitzian term) applies to war and the real historical battle and this introduces massive variation on both sides. Hence, if a DBA game is set up to represent a historical battle and all the events of that historical COULD be explained at the level of abstraction that DBA uses within the context of the dice rolls used by DBA - then DBA could be considered a reasonable simulation. Better still if 100 games of DBA were played as a simulation of a historical battle, using the same tactics employed on the actual battlefield, we would expect the distribution of results to centre around the real historical outcome....and even then you would have to show that the real historical battle did not contain any specific instances of "friction" that dictated events.
The only areas of concern that could lead us to an "inherently flawed" judgement would be those instances where something happened historically that cannot possibly be explained using DBA even with a 6-1 dice roll (or indeed many 6-1 dice rolls.) Here my classic bugbear is Napoleonic rules that allow Landwher to beat Old Guard in frontal contact or unsupported cavalry destroying a solidly formed square - but I'm afraid I don't have a Ancient equivalent example. The second area of concern if after 100s of games there was a statistically significant variation of results from the games and the historical experience - but I would suggest that this would take too long and never really provide anything of statistical significance.
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Post by crazycaptain560 on Sept 7, 2017 8:53:19 GMT
Your desire to replicate historical battles is admirable but DBA is ill suited to that use. This is not to say DBX is ill suited only that DBA with its rigid 12 element armies and troop types which must span 3000 years of history isn't the screwdriver your looking for - and no wonder its purpose is to be a tournament in which armies from a vast historical and geographic range can compete on equal terms. Having studied this problem intensly as part of moving DBA 3.0 in a more simulation direction and also trying to create a medieval version of DBX, I eventually concluded it was the inflexiable troop types that were causing all the problems. DBX basic mechanics (esp the DBA 3.0 ones) work great: PIPs, Groups, individual moves, sequence of play etc. But the troop types constantly find us trying to bang a square peg into a round hole. Hence the decision in Triumph to make more troop types or make "Spear" into "Blades" or the DBMM attempt to use the Grading system to essentially create more troop types. This has lead to massive increase in complexity as we try to bandaid over the fundmental problem. Better to go back to basics hence: Spartan hoplites: Heavy Foot (HF) CF +4 (so mount four figures on the base); MA: 2BW (so mount on "skinny" base - 20mm in 25mm) Drive Off Mounted (and Foot?) (Recoil opponent on Equals) Shieldwall (side support from Spear) Pursue Foot (if you feel this is suitable)? Cry Havoc v. HF (Destroy on Equals)? Another example (to compare) English Yeoman: Medium Foot (MF) +3; MA: 2BW; Loose Order (ignore Bad and Rough Going Movement & CF penalties) Longbows +1 v. Mounted; Shoot out to 3BW w/Stakes: Cry Havoc v. Knights (Destroy on Equals) Retinue (get Side Support from Blades) By these methods you should be able to create any historical troop type using the basic building blocks (it has the added advantage of being much easier for new players to digest). Has worked great for A Game of Fire and Ice. TomT I agree with much of what you say. I do own your rules (A Game of Fire and Ice) and I like your thought process on these matters. I think the following profile, given your suggestions might feel right (baring any experience ratings of any kind): "Heavy Foot (HF) CF +4 (so mount four figures on the base); MA: 2BW (so mount on "skinny" base - 20mm in 25mm) YesDrive Off Mounted (and Foot? I think keeping it at mounted is fine) (Recoil opponent on Equals) Shieldwall (side support from Spear) YesPursue Foot (if you feel this is suitable)? I do think that this would be valuable in representing less drilled elements (Citizen Hoplites vs Sparta, etc.), but that "pursuit nature" seems to be a part of the "phalanx experience" that I have researched thus far. Opinions and specifics do change as time, and research, flies by  Cry Havoc v. HF (Destroy on Equals)?" I think the Cry Havoc attribute would treat superior elements very well. This would give them that combat edge that grading is trying to do, but without the extra thought, or math, so it actually seems a rather elegant way to enhance the destructive capabilities on an element.Big battles always interest me the most. I find they also take "special rules" and such better since you have more than just 12 elements. I tend to go all out with a project. All of my DBA armies are built for BBDBA. I enjoy the 36 elements even more than the base game. I think I am going to run with these ideas sometime this week and turn my Romans and Auxilia into Greeks for some playtesting  The Gauls just won't do. As a fun side note, auto correct wants to turn"Hoplites" into "Shoplifters"...
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Post by felixs on Sept 7, 2017 9:10:27 GMT
Surely it is not a case of DBA being inherently flawed but an issue with the level of abstraction it works at. While that is true to a degree, that is the one trade-off that fast-play rules must make. One of the reasons that DBA flows so well and so fast is that we all know the stats of the troops by heart and do not have to look things up. While I like, for example, Basic Impetus, and while that set of rules too is reasonably fast, the ammount of having-to-look-up-stats is quite high.
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Post by medievalthomas on Sept 8, 2017 16:33:23 GMT
Flaws in DBA representation of historical armies come from need to place all types of troops into distinct categories hence: Longbow and Crossbow become the same thing, French medieval town spear become the same as Spartans, Roman Legionaries the same as Vikings, Medieval Scots the same as Swiss or Macedion Pike and so forth. Great for tournaments (and necessary). But for campaigns, historical battles etc. can cause problems where distinct versions of the same type existed at the same time. An assest in tournaments because a flaw in historical battles.
Not difficult to remedy.
More thoughts re classical Greek warfare (not my period of expertise).
Hoplites: +4 CF; MA 2BW
Abilities: Drive Off v. Mounted and Fast (Recoil opponent on Equals); Shieldwall w/Spear (Side Support)
Variations: Athenians: Pursue Foot (enthusiastic citizens?) Spartans: Disciplined (optionally may Pursue Foot); Competent (optionally Reroll 1s in Combat); Cry Havoc v. HF (excellent close in melee fighters) Newly Raised: Incompetent (reroll 6s in Combat) Thebans: Rear Support +1 from Spear Peltasts: Fast (gain +1 BW MA, wide base, ignore Bad & Difficult for moving, lose Drive Off)
Skirmishers: LF +2 CF, Fast 3BW MA, wide base, Ignore Difficult & Rough; Evade v. Shooting and in Close any with lower MA except Bow armed (Flee on "Double" instead of Destroyed) Variations: Slingers or Javlins: Cry Havoc v. HF (& El) Bow: Cry Havoc v. Mounted
Just some ideas from a non-expert and as an illustration of how you can use the basic building blocks to fine tune historical troops but stay (pretty much) within the structure of DBA 3.0 mechanics.
Working on next edition of Knights and Knaves (Fire and Ice edition) based on great feedback from many players. Its free to anyone who already has a copy.
Thomas J. Thomas Fame and Glory Games
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