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Post by medievalthomas on Oct 26, 2017 20:02:58 GMT
I've considered just how much to number rules for reference. Instead I settled for an alphabetical glossary.
I believe the contrary contention (held by another memeber of the develop team) is that "closest" refers to the supporting elements not the primary shooter. So that you must support the closet primary shooter but there is no restriction on which element to pick as the primary shooter.
Not my view but just shows how rules can be read different ways. I'll try and make this clearer in my supplemental stuff.
TomT
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Post by stevie on Oct 26, 2017 23:09:03 GMT
I believe the contrary contention (helped by another member of the develop team) is that "closest" refers to the supporting elements not the primary shooter. So that you must support the closet primary shooter to support, but there is no restriction on which element to pick as the primary shooter. Not my view but just shows how rules can be read different ways. I'll try and make this clearer in my supplemental stuff. TomT Hmmm…very interesting. Thanks for posting that Tom. So “nearest” is supposed to mean “a supporting shooter that is nearest to the primary shooter”, and not “one of the three shooters that is nearest to the chosen target”. I can see problems with this approach. Three red shooters, ‘A’, ‘B’ and ’C’, are targeting the blue element. The red player decides that element ‘C’ will be the primary shooter (perhaps it’s a WWg or Art). Bow ‘B’ is nearest to the primary shooter ‘C’, so will be shooting in support. But what about Bow ‘A’? Bow ‘A’ is not the nearest to shooter ‘C’…Bow ‘B’ is. Does this mean that Bow ‘A’ cannot shoot in support? But this contradicts with the Sequence of Play on page 8 paragraph 4: “(Shooters) that are eligible must shoot…” The same thing happens if the blue element were in the Threat Zone of Bow ‘A’. Bow ‘A’ would have to be the primary shooter, and Bow ‘B’ would be the nearest support shooter. But what about red element ‘C’…is this excluded because it’s not the nearest support shooter to primary shooter ‘A’? I think this is one for the FAQ team to sort out. Until they do, I shall continue using the closest shooter to the chosen target is the primary shooter, and any others support it. This may not be how the rule was intended, but it's much simpler, cleaner, quicker, and has no contradictions. 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 lkmjbc on Oct 27, 2017 0:29:32 GMT
I doubt this will rise to the level of consideration. I find it rather an extreme and unlikely interpretation...though I certainly do respect the person making the argument (he doesn't post here).
This does however point to the need for more and more comprehensive diagrams.
Joe Collins
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Post by stevie on Oct 28, 2017 6:58:20 GMT
Oh…one thing I forgot to mention in my previous post…although it was implied. If Bow ‘A’ were the primary shooter, and both ‘B’ and ‘C’ were allowed to shoot in support, then being “nearest” to the primary shooter becomes superfluous and has no meaning.
But there is another consideration that I would like to bring to everybody's attention.
In my previous post it was ascertained that all three red elements shoot, but the primary shooter is the one closest to the chosen target. This means that the combat factor of element ‘C’ (which is a WWg or Art) is ignored…it’s just a support shooter. But what about the Combat Outcomes on page 11?
Fast foot recoil from shooting solid foot on an equal score. If the blue element were 3Ax or 3Wb, and primary shooter ‘A’ were 3Bw, an equal score would have no effect. But the blue element is being shot at by solid WWg/Art, albeit in supporting role, so it should recoil.
Likewise in the following cases:- Elephants are destroyed by shooting Artillery if they score less… Light Horse flee from shooting Artillery if they score less… War Wagons are destroyed by shooting Artillery if they score less… …even though the WWg or Art is not the primary shooter, these targets are still being shot at by these elements. After all, the Combat Outcomes on page 11 makes no distinction between the primary and support shooter.
Therefore, although WWg and Art lose their combat factor when support shooting, their Combat Outcomes still apply.
(Sorry to complicate things, but it’s better to have these arguments here rather than in the middle of a game. Especially a tournament game!)
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Post by scottrussell on Oct 28, 2017 17:30:29 GMT
Stevie,
I presume you do not think this is actually the case, you are just wondering how we rationalise our interpretation (which is that the combat outcome refers only to the primary shooter).
I would suggest that otherwise you could argue that if an element was in frontal contact with blades, but the blades were in edge to edge contact with friendly knights who were thus providing an overlap and a -1 tactical factor, then the combat outcomes relating to the knights should also apply. After all, they are probably fighting too, albeit only at the margins, not just shouting abuse (your mother was a hamster and your father smelt of elderberries, etc. etc.)!
But we don't.
Scott
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Post by stevie on Oct 29, 2017 1:54:24 GMT
Stevie, I presume you do not think this is actually the case, you are just wondering how we rationalise our interpretation (which is that the combat outcome refers only to the primary shooter). Actually scottrussell, I am 100% serious (which is unusual for me ). Nowhere in the rules is the phrase “primary shooter” used. But it’s a useful phrase for us players to decide the practical mechanics of who’s combat factor is used when shooting. The Combat Outcomes on page 11 say “if shot at”, nothing more. And shooting in support is still shooting… I would suggest that otherwise you could argue that if an element was in frontal contact with blades, but the blades were in edge to edge contact with friendly knights who were thus providing an overlap and a -1 tactical factor, then the combat outcomes relating to the knights should also apply. After all, they are probably fighting too, albeit only at the margins, not just shouting abuse (your mother was a hamster and your father smelt of elderberries, etc. etc.)! But we don't. Of course not…because edge-to-edge contact is not close combat. Neither party has a front edge in contact with each other. Oh, some troops on the margins will be fighting, disrupting cohesion, order and morale, causing the -1 combat factor, but not enough to be classed as fully engaged in close combat. Now I know this thread is supposed to be about shooting, but while we are on the subject of flank attacks, consider this:- The unfortunate blue Blades have been attacked in the flank by red Knights while also fighting red Spears to their front. * If the blue Blades score more than the red Spears both red elements will recoil (and the Blades will pursue). * If the blue Blades score equal then there is no effect (note that the Knights are not ‘quick killed’ by the Blades, even though the score is equal, because the Blades are not in front-edge close combat with the Knights, but only with the red Spears). * If the blue Blades score less than the red Spears they will be destroyed, as they cannot recoil, and the Knights must make a pursuit move straight forwards!
Yep, that’s right…page 12 paragraph 9 says “An element whose close combat opponents recoil, flee or are destroyed must immediately pursue (if they are of the right type)”. The Knights were in front-edge close combat with the Blades flank, so they should pursue 1 BW straight forwards. (I presume that if both red elements have to pursue, then element ‘A’ would do so first, as they were in mutual front-edge close combat with the destroyed blue Blades, and this pursuit would block the Knights pursuit). Confession time
I have a slight advantage over some other players, as I don’t have any pre-conceived notions of how the rules should work, or how they used to work in previous editions. I only go by the rules as they are written now. Yes, I used to play DBA 2.0 in the past, but that was decades ago, and I have forgotten everything about them (I stopped using DBA 2.0 because it was too unrealistic…elements swapping position after they had deployed, Psiloi fighting from behind the front line instead of in front of it, geometric ploys preventing contact, etc). So I am facing DBA 3.0 afresh as it were, just as a new player would. And the only guide I have is the current rules, as they are written, word for word. So if the current rules give unexpected results contrary to what players expect, then so be it. Perhaps the DBA 3.0 rules should have been worded differently…
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Post by Baldie on Oct 29, 2017 8:55:29 GMT
You know based on an all the interpretations of eight or so pages of rules I am coming to the realisation that the Brexit negotiations may be a little more difficult to resolve than Big Boris is hoping for.
Maybe we just need a revolution to sort it all out.
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Post by constabledavid on Oct 29, 2017 9:25:18 GMT
Gentlemen.
Sorry to reiterate but I do so for those few who do not know - I hate DBA3.0, it went to far from DBA2.2, to become a sub-set of DBMM.
You are killing it, and it will end up like games of WRG 6th, look for the things you can exploit, loopholes and super armies.
It needs to be made clearer, write for a 12 year old, bullet points etc. Put things where they belong, if it belongs under movement put it there.
I have just spent nearly £300 on figures to upgrade my DBA2.2 armies to DBA3.0, I now regret that. So I will go back to my 1982 rules and continue to modify, using 6mm figures.
David Constable
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Post by Simon on Oct 29, 2017 12:58:08 GMT
Yep, that’s right…page 12 paragraph 9 says “An element whose close combat opponents recoil, flee or are destroyed must immediately pursue (if they are of the right type)”. The Knights were in front-edge close combat with the Blades flank, so they should pursue 1 BW straight forwards. (I presume that if both red elements have to pursue, then element ‘A’ would do so first, as they were in mutual front-edge close combat with the destroyed blue Blades, and this pursuit would block the Knights pursuit). Stevie, I don't think that the Knights are considered to be close combat opponents - they are supporting. Regards, Simon
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Post by stevie on Oct 29, 2017 16:57:47 GMT
Yep, that’s right…page 12 paragraph 9 says “An element whose close combat opponents recoil, flee or are destroyed must immediately pursue (if they are of the right type)”. The Knights were in front-edge close combat with the Blades flank, so they should pursue 1 BW straight forwards. (I presume that if both red elements have to pursue, then element ‘A’ would do so first, as they were in mutual front-edge close combat with the destroyed blue Blades, and this pursuit would block the Knights pursuit). Stevie, I don't think that the Knights are considered to be close combat opponents - they are supporting. Regards, Simon Ah Simon, but where in the rules does it say “supporting troops do not pursue”? All I can find is the following. Page 10 paragraph 6:- “(Close combat) occurs when an element moves into, or remains in, both front edge and front corner-to-corner contact with an enemy element…” Well, the Knights in my picture are in both front-edge and front corner-to-corner contact with an enemy element. So they fore-fill the requirements for being in close combat. Note that the above rule does not say mutual or both front-edges must contact each other. Page 10 paragraph 7:- “When an element is in close combat both to front and to flank or rear or in close combat to its front and overlapped, only it and the enemy in front fight each other. Others only provide tactical factors.” This tells us who’s combat factor to use, and which element rolls the dice. But it doesn’t tell us what happens after the combat has been resolved…that is described under the Pursuing rules. Page 11 paragraph 4:- "A supporting element in close combat against an enemy element's flank or rear recoils if the friendly element in combat with that enemy's front recoils, flees or is destroyed." There you have it...troops attacking a flank are in close combat. Page 12 paragraph 9:- “An element in a city, fort or camp or in bad going (other than marsh or gully) or whose pursuit move would cross a battlefield edge or enter such bad going, does not pursue.” That’s a fairly long list of exceptions…but no mention of troops attacking a flank being exempted. Page 12 paragraph 9:- “Otherwise an element whose close combat opponents recoil, flee or are destroyed must immediately pursue, but only if (they are of the right type)…” We have already ascertained that the Knights attacking a flank have fore-filled the requirements of being in close combat (they are in both front-edge and front corner-to-corner contact with the enemy), therefore they must pursue. Now you may prefer troops attacking a flank not being classed as being in close combat… And you may have been playing that way for years… … but it is not what the rules say. Besides, I find it absurd that impetuous troops must make a wild uncontrolled pursuit move when they defeat an enemy that is in face-to-face combat with them, but the very same troops are all nice and under control and refuse to pursue when they charge an enemy in the flank (especially warbands and medieval knights!). Oh, one last thing about support shooting and combat outcomes.
When artillery with no support targets an elephant, they are shooting at it with large rocks, metre long iron bolts or cannon balls. If the artillery is shooting in support, they are not going to change their ammunition. They are still shooting with large rocks, metre long iron bolts or cannon balls, even if they are not the ‘primary shooter’. Support shooting is still shooting…and their combat outcomes should still apply.
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Post by timurilank on Oct 29, 2017 19:04:08 GMT
Stevie, I don't think that the Knights are considered to be close combat opponents - they are supporting. Regards, Simon Ah Simon, but where in the rules does it say “supporting troops do not pursue”? All I can find is the following. Page 10 paragraph 6:- “(Close combat) occurs when an element moves into, or remains in, both front edge and front corner-to-corner contact with an enemy element…” Well, the Knights in my picture are in both front-edge and front corner-to-corner contact with an enemy element. So they fore-fill the requirements for being in close combat. Note that the above rule does not say mutual or both front-edges must contact each other. Page 10 paragraph 7:- “When an element is in close combat both to front and to flank or rear or in close combat to its front and overlapped, only it and the enemy in front fight each other. Others only provide tactical factors.” This tells us who’s combat factor to use, and which element rolls the dice. But it doesn’t tell us what happens after the combat has been resolved…that is described under the Pursuing rules. Page 11 paragraph 4:- "A supporting element in close combat against an enemy element's flank or rear recoils if the friendly element in combat with that enemy's front recoils, flees or is destroyed." There you have it...troops attacking a flank are in close combat. Page 12 paragraph 9:- “An element in a city, fort or camp or in bad going (other than marsh or gully) or whose pursuit move would cross a battlefield edge or enter such bad going, does not pursue.” That’s a fairly long list of exceptions…but no mention of troops attacking a flank being exempted. Page 12 paragraph 9:- “Otherwise an element whose close combat opponents recoil, flee or are destroyed must immediately pursue, but only if (they are of the right type)…” We have already ascertained that the Knights attacking a flank have fore-filled the requirements of being in close combat (they are in both front-edge and front corner-to-corner contact with the enemy), therefore they must pursue. Now you may prefer troops attacking a flank not being classed as being in close combat… And you may have been playing that way for years… … but it is not what the rules say. Besides, I find it absurd that impetuous troops must make a wild uncontrolled pursuit move when they defeat an enemy that is in face-to-face combat with them, but the very same troops are all nice and under control and refuse to pursue when they charge an enemy in the flank (especially warbands and medieval knights!). Oh, one last thing about support shooting and combat outcomes.
When artillery with no support targets an elephant, they are shooting at it with large rocks, metre long iron bolts or cannon balls. If the artillery is shooting in support, they are not going to change their ammunition. They are still shooting with large rocks, metre long iron bolts or cannon balls, even if they are not the ‘primary shooter’. Support shooting is still shooting…and their combat outcomes should still apply.
Stevie, You are in form tonight. Let us broaden the picture and use your illustration of close combat.
Substitute two Pike for the one blue Blade and two cavalry replace the one red Knight and one red Spear. (One element of pike fights, factor 4 – 1 for enemy on flank vs. cavalry, factor 3). A die cast of 6:1 favours Blue resulting in cavalry put to flight from pike.
Would this result in both cavalry fleeing in two different directions from blue pike? Both do recoil on a ‘more than’ result – why should a flee result be any different?
Just curious.
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Post by stevie on Oct 29, 2017 20:49:05 GMT
Stevie, You are in form tonight. Let us broaden the picture and use your illustration of close combat. Substitute two Pike for the one blue Blade and two cavalry replace the one red Knight and one red Spear. (One element of pike fights, factor 4 – 1 for enemy on flank vs. cavalry, factor 3). A die cast of 6:1 favours Blue resulting in cavalry put to flight from pike. Would this result in both cavalry fleeing in two different directions from blue pike? Both do recoil on a ‘more than’ result – why should a flee result be any different? Just curious. Ha Timurilank...I'm glad you asked. I have already posted the answer that you seek:- Page 11 paragraph 4:- "A supporting element in close combat against an enemy element's flank or rear recoils if the friendly element in combat with that enemy's front recoils, flees or is destroyed." So the cavalry in full mutual front-edge close combat with the pike has a flee outcome, whereas they would have been destroyed were it not for their much greater speed, while the cavalry attacking the flank of the pike column recoils. As to why there are two different outcomes, there are two different reasons:- 1) the cavalry in front of the pikes are being prodded by multiple ranks of very long pointed sticks, and when they flee it puts the wind up the cavalry attacking the flank, so they fall back as well. 2) it's in the rules.
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Post by bob on Oct 29, 2017 20:50:43 GMT
Of course, people are free to play the game anyway they want. But the way that 99% of the people play is that elements in mutual front edge contact with each other give-and-take outcomes, and those on the on the flank or rear only supporting, And only take outcomes were specifically noted.
"CLOSE COMBAT In addition to hand-to-hand fighting, close combat includes all use of missiles by mounted troops or foot skirmishers or during a charge or melee. It occurs when an element moves into, or remains in, both front edge and front corner-to-corner contact with an enemy element or at least partial front edge contact with a city, fort or camp.
Combat to both front and to flank and/or rear or when overlapped or overlapping: When an element is in close combat both to front and to flank or rear or in close combat to its front and overlapped, only it and the enemy element in front fight each other. Others only provide tactical factors. A flank or rear contact on an element providing rear support is treated as if on the supported element"
"Only it and the enemy element in front fight each other. Others only provide Tactical factors. "
This is the way I have play the game and everybody I know plays it. It's not for me to say how other people should play the game. However, I feel sorry for the humor anybody who tries to make a flanking knight pursue would be subject to any tournament I know of :-)
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Post by stevie on Oct 29, 2017 21:35:30 GMT
Of course, people are free to play the game anyway they want. But the way that 99% of the people play is that elements in mutual front edge contact with each other give-and-take outcomes, and those on the on the flank or rear only supporting, And only take outcomes were specifically noted. This is the way I have play the game and everybody I know plays it. It's not for me to say how other people should play the game. However, I feel sorry for the humor anybody who tries to make a flanking knight pursue would be subject to any tournament I know of :-) Hello Bob, Well, can you tell me where my interpretation is incorrect?:- Page 11 paragraph 4:- "A supporting element in close combat against an enemy element's flank or rear recoils if the friendly element in combat with that enemy's front recoils, flees or is destroyed." Page 12 paragraph 9:- “Otherwise an element whose close combat opponents recoil, flee or are destroyed must immediately pursue, but only if (they are of the right type)…” Seems pretty clear to me...attacking a flank is classed as close combat, and close combat troops must pursue. Still, you are quite right, people are free to play the game anyway they want. I just prefer to play by the rules as they are written, and not make things up or leave things out. Would you care to tell us what other rules you purposely choose to ignore? As I posted before:- You may prefer troops attacking a flank not being classed as being in close combat… And you may have been playing that way for years… … but it is not what the rules say.
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Post by stevie on Oct 29, 2017 23:40:49 GMT
You know Bob, after thinking about it, you may well be right, and knights attacking a flank are not meant to pursue. If so, then the rules are using an unfortunate use of words, and giving the wrong impression.
On the other hand, maybe Phil Barker also agrees that it is absurd that impetuous knights don't pursue when they attack a flank. If so, then the wording in the rules is entirely correct, and have been deliberately chosen to reflect this.
And having forgotten how previous versions of DBA handled the situation, all I and other new players can do is to follow the current rules as they are written, word for word. After all, the words used to describe the rules are there for a reason...
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