Saturday, April 2, 2011

New DBA 3.0 (Draft) Army List for Armenia

I was just looking at the WRG website and reading the draft army lists for Section II of the upcoming DBA 3.0 rules and noticed that the Armenian list I am building has had a change! Instead of 2x2Ps it is now 2x(Ps or Bw), so that means I can build two more elements (six more foot archers) in order to have some options!

I am not sure under what circumstances I might use the Bow elements over the Psiloi, but options are options.

Thursday, February 3, 2011

Terrain Placement - Anchoring Flanks (Part 2)

Littoral Waterway Defense


The Littoral Waterway Defense uses the compulsory Waterway terrain piece, along with three optional Bad Going Terrain (two Steep Hills and one Woods). The reason this cannot be used for Arable defenders as the Waterway is optional, leaving only two other optional terrain pieces, and this defense requires a Waterway and three terrain pieces.


The figure above shows the terrain placement. The Waterway allows you to remove a section of the board, making it easier to use three pieces of terrain to create anchor points for the flank. As shown in the figure below, this board rotated in every combination still has viable anchor points, either with the terrain pieces, the Waterway, or the board edge.


Some people may prefer not to "turtle" once they have established their battle line between two anchor points, feeling that it gives the initiative over to the enemy. If so, that makes it a good choice for your solo "opponent"; it allows you to try something new that you would not normally do yourself, giving you more experience against that type of defense and foe.

Arable Waterway Defense


The biggest problem with anchoring flanks in Arable home topography's is that you do not have four Bad Going terrain choices to ensure that, no matter which way the board is rotated, the board remains the same. Given that you must use a compulsory piece of terrain - either a BUA or a Road - you can use the BUA to anchor a flank.

I will defer the discussion on using a BUA for the time being, but suffice it to say you can exchange one of the Bad Going terrain pieces for the BUA and achieve the same results, as shown in the figure below.


Note that I have placed the BUA opposite to the Waterway, increasing the odds that the defender will have the waterway to its flank, rather than behind it. The figure below shows the possible battle lines for each way the board can be rotated by the attacker. Note that the attacker will generally favor the baseline opposite the BUA with the Waterway to the left flank (in this case), so the odds are the defender will defend with the lower-right configuration.


So, what if you need to anchor your flanks, have the Arable topography, but don't want to use a BUA? We'll look at that next time.

Sunday, January 30, 2011

Terrain Placement - Anchoring Flanks (Part 1)

The primary differentiator between Anchoring Flanks and Concentrating Forces is the type of terrain the battle line rests its flanks upon, or the distance between the battle line's flank and the terrain piece. Anchoring Flanks not only allows the flank to rest upon Bad Going terrain, it prefers it.

Looking at the terrain types, the following can be considered:
  • Steep Hills: Preferred as it is Bad Going, plus it allows your flanking light infantry to gain an advantage (uphill) should the enemy light infantry try to flank your battle line through the terrain.
  • Gentle Hills: Not acceptable as it is not Bad Going, so virtually any fast moving elements can attack your flank and it will have an advantage (uphill).
  • Woods: Preferred as it is Bad Going, plus it creates more of a command issue (extra PIP) for the attacking flanking force trying to outflank the battle line.
  • Marsh: Acceptable as it is Bad Going, but it does not create a command issue as with Woods, nor an advantage for light infantry guarding the flanks. However, it might be upgraded to Preferred if the defending army protects the flanks with missile weapons. Note also that the shape of a Marsh can be "sausage-like".
  • Rough: Rate the same as for a Marsh.
  • Dunes: Rate the same as for a Woods, unless the attacking army has Camels. If the attacker has Camels and you defend the flank with Bows, rate it as Preferred, otherwise it is not acceptable.
  • Oasis: Rate the same as for a Woods, unless the attacking army has Camels, in which case it is rated as not acceptable.
  • BUA: This is a whole discussion unto itself and will be addressed in another blog entry.
  • Waterway: Preferred as it is Impassable. A Littoral attacking army may use it to make a landing, so it is something that must be considered as to whether it is to be placed at all, but for the purposes of Anchoring Flanks, it works.
  • River: 67% of the time a river will be useful for Anchoring Flanks and 33% of the time it will not. The problem is that you do not know which it will be until after you select it and the game has started. Consider it acceptable, especially in combination with a BUA.
  • Road: Dangerous as it is essentially open ground and the enemy has the possibility of rapidly advancing upon your flank using road movement. Do not anchor a flank on a road.
So, with the various rating established, we can look at each of the Topography values and determine the best terrain to consider for Anchoring Flanks, in order of preference:
  • Arable: Waterway, Steep Hill, Woods, and River. A Gentle Hill or Road can be used, but should not be on the flank.
  • Forest: Woods, Marsh, and River. A Gentle Hill can be used, but should not be on the flank.
  • Hilly: Steep Hill, Woods, and River. A Road can be used, but should not be on the flank.
  • Steppe: Rough and River. A Gentle Hill can be used, but should not be on the flank. Let's hope that if you have this topography you have an army that prefers not to Anchor Flanks!
  • Dry: Steep Hill, Oasis, Dunes, and Rough. Pretty much every choice is a good one for an army that wants to Anchor Flanks.
  • Tropical: Woods, Marsh or Rough, and River. A Road can be used, but should not be on the flank.
  • Littoral: Waterway, Steep Hill, Woods, Dunes, Marsh, and River.
So, we now have the "which terrain", let's talk about "how many pieces".

The 4 Point Defense

As the defender, the best way to ensure that your flanks are anchored when it comes time to deploy is to set up a "4 point defense" - or a board that has four defense points (in this case, terrain pieces). For example, see the figure below.


In the figure the green is the board (24" by 24") and the brown are terrain pieces (in this case the maximum 180mm x 180mm). The thin black line indicates exactly 40mm from the board edge, so with the terrain overlapping the lines, an element cannot pass between the board edge and the terrain piece; at some point it must pass through the terrain.

The "A" at the top of the screen is a reference point. If the board ends up being rotated by the attacker's choice of preferred baseline and the subsequent roll, the board configuration will essentially be the same no matter how the board is rotated, as shown in the figure below.


So, with the 4 point defense in place, your battle line can anchor it's flanks and the light troops can defend the terrain. The figure below shows how a defender (in blue) might utilize the setup.


In order to use the 4 point defense the defender's topography rating must have either preferred or acceptable terrain as one of the compulsory terrain types, given that you cannot choose four optional pieces of terrain and this defense requires four terrain pieces. So, returning to our Topography rating for the defender, what would the 4 point defense look like for each?

  • Arable: A 4 point defense cannot be used as none of the compulsory terrain is ideal for anchoring flanks. (Exception: see the discussion on placing a BUA in a later blog entry.)
  • Forest: Two Woods and two Marshes serve as the four points.
  • Hilly: Two Steep Hills and two Woods serve as the four points as none of the compulsory terrain is ideal for anchoring flanks.
  • Steppe: A 4 point defense cannot be used.
  • Dry: For missile-oriented armies, or against armies that have Camels use two Steep Hills and two Roughs. Against missile-oriented armies use two Roughs and two Oasis.
  • Tropical: Two Woods and two Marsh or Rough.
  • Littoral: A 4 point defense cannot be used, as a Waterway is compulsory.
Well, that's a start. Next we will look at the next defense to consider for Anchoring Flanks: the Waterway Defense.

    Terrain Placement - Part 2

    In the last blog entry I started discussing terrain placement. The idea was that the attacking and defending army types would determine how the defender would arrange the terrain to suit his fighting style.

    The last thing I wrote was how I should probably have included a Light Horse army type, so here it is, along with a Knightly army type:

    Defending Army Type
    ////\\\\HILIMixedMtdKnLH
    HIOA/CFDF/AFOA/CFOAOAOA
    LICFOA/DFOAOAOAOA
    MixedCF/AFDFOA/CFCF/OACF/OACF/OA
    MtdAFDFCF/AFOAOAOA
    KnAFDFCF/DFOACFOA
    LHAFDFAF/CFAFAFOA

    As a reminder, the codes are defined as:
    • AF = Anchor Flanks: the Defender needs to set terrain such that he can anchor the flanks of the main battle line on terrain.
    • CF = Concentrate Forces: the Defender needs to set terrain such that he can concentrate his forces without necessarily exposing his flanks to attack by forces in Bad Going.
    • DF = Disrupt Forces: the Defender needs to set as much terrain as possible in order to disrupt the enemy's battle line and to make him vulnerable to attacks from the Defender's forces in Bad Going.
    • OA = Open Area: the Defender needs to place minimal terrain - in number, size, and disruptive effects - to keep maneuver to a maximum.
    So now that we have a general description of how to use terrain to the defender's advantage, which terrain do we place and where do we place it? That is the topic of the next blog entries.

    Wednesday, January 12, 2011

    Terrain Placement

    Believe it or not, I have been thinking about how to codify terrain placement and it pretty much centers around trying to classify the match-up, along the lines of a previous blog entry.

    Consider that a slow, heavy infantry-oriented force (eight or more Blades, Spears, or Pikes, but not Warbands) matched against a faster infantry army will probably want to concentrate the board, yet not make its flanks vulnerable to light infantry attacking from Bad Going, whereas the same force matched against a mounted force will probably want to anchor its flanks on Bad Going, which the mounted troops cannot safely attack through. (Against other heavy infantry it may not matter as much what the board is.)

    So, I was thinking about a matrix where the top was the defending force type, the left was the attacking force type and the cell was the board type to go for. Then take the board type, look at the home topography and determine what should be placed. I have not thought about what to do for variations yet.

    Here is a start for the matrix. I know it will eventually need more values, but I have to start somewhere.

    Defending Army Type
    ////\\\\HILIMixedMtd
    HIOA/CFDF/AFOA/CFOA
    LICFOA/DFOAOA
    MixedCF/AFDFOA/CFCF/OA
    MtdAFDFCF/AFOA

    The codes are as follows:

    • AF = Anchor Flanks: the Defender needs to set terrain such that he can anchor the flanks of the main battle line on terrain.
    • CF = Concentrate Forces: the Defender needs to set terrain such that he can concentrate his forces without necessarily exposing his flanks to attack by forces in Bad Going.
    • DF = Disrupt Forces: the Defender needs to set as much terrain as possible in order to disrupt the enemy's battle line and to make him vulnerable to attacks from the Defender's forces in Bad Going.
    • OA = Open Area: the Defender needs to place minimal terrain - in number, size, and disruptive effects - to keep maneuver to a maximum.
    I've just finished and I can already think of another category I would like to call out: Light Horse (LH). Ah well, next time. This provides a starting point and context for discussion. I would like to hear your thoughts on this approach and whether you agree with the ratings. More later on why one option versus another for those with a "/".

    UPDATE: Thanks to Jay (of the Solo Wargamer blog) for noting that the table values were transposed. The table above has been corrected. It is good to know that someone is reading this though. :)

    Wednesday, December 22, 2010

    Jan 1, 2011 (1/1/11) is Solo Gaming Appreciation Day

    A suggestion has come up on the Solo Wargaming forum and on TMP that wargamers should plan out solo gaming events for Jan 1, 2011 to "help a few players out there find enjoyment and satisfaction sooner, if we share our experiences and resources and express our enjoyment as a community." Basically a way of highlighting how solo gaming is positive and fun.

    So, I better buckle down, now that I have some time off from work, and get cracking on SDBA, and get a game going.

    Friday, November 26, 2010

    Battle of Ashkelon - Philistines versus New Kingdom Egyptian

    We have started getting a weeknight DBA going here in Sierra Vista - meaning we have had two games now :) - and I thought I would write up the interesting ones. This particular game was against Steve, who is just getting back into DBA and gaming in general. His last DBA game he used my New Kingdom Egyptians (option b, with the Warband) and I used the Philistines (option a, with the Blades). He didn't do that well with them so he decided to try the Philistines this time, so we reversed the armies.

    I am going to try and write this battle report up using some of the ideas from my Writing Battle Narratives blog entry. Narrative will be in plain text and game notes in italics. This report is (mostly) written from the Egyptian point of view. Let me know if I succeeded in writing a better, more interesting battle report.

    This is a timed game.

    The Battle of Ashkelon

    "If we do not find these pestilent Philistines and put this rebellion down, the Pharaoh will surely send me to the Fields of Aaru before my time!", the Egpytian general muttered. What was this, twice in as many years that the Pharaoh has had to send an army to punish the tribes around Ashkelon? Nebkare's thoughts were broken when a scout came riding up. "We have found the rebels sir! They are hiding in the next valley."

    The Philistines are defending and the New Kingdom Egyptians attacking. My opponent, the Philistine general, sets up a crossroads and has a long woods and a medium-sized Steep Hill flank the crossroads. This makes for a narrow pass between the two terrain features, restricting the battle. I try and approach from the direction that would leave the open area to the Philistines, but the board rotates on me, leaving my troops in the open.

    As the Egyptian army approaches the valley where the rebels were spotted, another scout barrels up to General Nebkare shouting, "Sir, the rebels have taken a secret path through the hills and have shifted their army onto our right flank! They are approaching us through a narrow pass on the road to Ashkelon!" Quickly the general orders his troops about and presses forward to the attack, lest these slippery rebels wriggle from his grasp through another "secret path".

    The Egyptians are arrayed with their Blades pointed down the road, towards the pass, lest any Philistine chariots charge through the gap suddenly. The archers are to the left, to cover any flanking chariots, and the Gasgan mercenaries (the Warband), are on the right to move through the woods and spring an ambush on any Philistine Blades that pass too close.

    I did not want to commit three chariots to the open left flank, so I placed one on the right, in hopes of drawing the enemy towards it. In hindsight that was a stupid idea as I was facing a slow army and he had already deployed his chariots in the center rear. No one was going to chase the lone chariot down.

    My typical battle plan calls for me identifying four elements (or two, plus the enemy camp) that I will destroy in order to win. My game then revolves around hunting down those elements. Sometimes the enemy throws me a curveball and races other elements forward, getting them killed, allowing me to stop hunting some of the elements on my list.


    This matchup is a tough one, as the NKE army is not really a good match for the Philistines as much as it is for itself. With three Bows facing all of those Blades, the NKE army is almost "outnumbered". The best you can hope for is to use the three Bows to take out the Philistine chariot, then move them to the rear so they are not easy targets for the Philistine Blades. It is a possibility that they could gang up and take out the Auxilia, but that is very hard to pull off given the speed advantage of the Auxilia.


    With four chariots to the Philistine two (or, not counting the Generals, three chariots to one), it should be a quick victory for the NKE chariots, leaving them free to attack the enemy camp. With the Bows targeting the chariot and my chariots targeting the camp, that leaves one more element to get to 4 VPs. I decide that the best chance is either the Bows ganging up on an Auxilia or the Warband and my General ganging up on a Blade for the win. We will have to see which develops.


    Given my targets the Bows go on the left and the chariots on the far left, the General stays in the center, with the Warband moving up through the woods.


    This is not going to be easy...


    All of the confusion of shifting the army to the right caused for great distress amongst the Egyptian troops. It takes some time before they get moving. Meanwhile the messengers from the right flank indicates that the whole of the Philistine army is on the move towards the pass.

    Suddenly, a plume of dust rises, indicating a fast moving body. "Sir, the rebel chariots have appeared in the pass and are moving rapidly to our open left flank!" "Send forward the chariots of the Reed and Sky Squadrons and destroy them!" The swirling dust from the battle obscures both sides' chariots from the rest of the army, but soon a cheer is heard from the rebel infantry on the hill. Out from the dust come the remnants of the Sky Squadron, with the Philistine chariots not far behind!

    The Philistine general opted for a daring move with his chariot unit and force marched them down the road within charge range of the Egyptian chariots. I rose to the bait and charged his chariot, easily getting an overlap in the process. But, Ra was not favoring my Egyptians that day as I promptly rolled a '1' to the Philistine's '6', getting doubled on the first combat. This did not bode well. Philistines 1-0. The chariots continue to press the attack on the remaining chariot, causing it to recoil.

    Shock waves ripple through the Egyptian army as the men call out "Ra! Ra! Do not abandon us! We beseech you!" The army was paralyzed. Only the chariots on the right obeyed Nebkare's orders, shifting from the right to the left flank. With a roar the Philistine army continued to march towards the pass, ready to deal justice to their oppressors.

    General Nebkare comes to his sense and realizes that his army is crumbling before his eyes. He signals his chariot squadron forward and races along the battle lines yelling commands and encouragement, just as the sun pokes out from behind the gray clouds... "A sign! A sign from Ra! Forward!!!"

    Both the Egyptians and the Philistine have a brief spell of PIP starvation. With the Philistine chariots on the other side of the hill from the General, they need two PIPs to get moving, so when they roll a '1', things started to look bad. The Egyptians finally broke their long spell of poor PIP rolls with a '6', causing the army to come to life.


    The chariots of the Sky Squadron on the left pulls back, allowing the archers to deploy into line. The chariots of the Blood Squadron on the right continue to shift to the left flank as the whole Egyptian battle line lurches forward.

    The archers ready themselves for their advance to the Philistine chariot - this is their chance for some glory - when the enemy charges forward and slams into the archers, running down the right wing!

    This is the second close combat of the evening and with a light chariot charging my bows with overlap support, I still managed to get beaten and quick killed. The Philistines are still winning, 2-0.


    Nebkare barks to his messenger, "Go to the Sky Squadron and tell them that to flank the rebel chariots and destroy them, or prepare for the demon Ammit to eat all of their damned souls! They must not fail!" On the right the Gasgans move into the woods in an attempt to encircle the left flank of the Philistine main battle line, which is already bending  as it enters the narrow pass between the woods and the steep hill.

    A great crash resounds on the left as the Sky Squadron encircle the Philistine chariots, with support by the remaining archer units. With a hail of arrows from all directions, the Philistines are destroyed by the combined might of the Egyptian left flank.

    The Philistine chariots actually only recoiled, but they hit the Auxilia on the Steep Hill at an angle, so they were destroyed. The Egyptians are finally on the board, with the Philistines ahead 2-1.


    Ra continues to smile on the Egyptian army, as the Philistine army takes flight and retreats up the valley, leaving one unit behind to block pursuit. "This seems too suspicious. Surely the rebels have not given up so easily." Nebkare, unsure of the Philistine ploy, halts the battle line as he considers how he will defeat the enemy hiding behind the hill.

    One observing the game, without knowing the rolls or the rules, might have interpreted my moves as being stumped on how to proceed, but in fact I rolled a '1' on PIPs again. But it was funny because it looked like the Egyptian general paused, trying to figure out if the Philistine retreat was a trap.


    The original plan of hunting down the single light chariot, sacking the camp, and destroying one auxilia still looked good, however, the Philistines had not had enough PIPs to retreat one of their Blades, who was close the Egyptian General and the supporting Warband. So, I decided to try and pick the Blades element off with the General and the Warband while the two light chariots swung around the hill on the left flank and threatened the camp.


    Nebkare knew that he had to push out of that gap so he could turn the flank of the main battle line before the enemy reserves swung into action and turned his own left flank. Ordering the soldiers of the Sky Troop to push down the road, Nebkare swung his chariot squadron to the right, and with the Gasgans, advanced to attack the isolated Philistine unit. These promptly retreated towards the Philistine reserves, while the main battle line sprang forward.

    The Royal Guard Troop give way as the Weshwesh come screaming down the hill in attack, while General Nebkare swings his chariot squadron back to the left to support the Sky Troop being pressed by the enemy left. Seeing an opening the isolated Philistine unit advanced towards the right flank of the Egyptians, threatening the General. The combat swings wildly back and forth as each side tries to turn the flank of the other.

    Again General Nebkare swings his squadron to the right, but this time the Philistines cannot retreat fast enough and the Gasgans catch them in the flank. The Philistines do not give up easily, but they die nonetheless. However, the enemy reserves advance forcefully, ready to take the Gasgans' flank in turn.

    Much of these turns was spent recoiling, using PIPs to recover the battle line, and threatening units on the flank, who in turn retreat. Finally the Philistine Blades get too close and the Egyptians get too many PIPs, resulting in the Egyptian General attacking the Philistine Blades, who also get flanked by the Warband. I still lose the combat though - I rolled another '1' - and end up in a very bad position as I recoil into the woods. Fortunately the following turn sees the Philistine Blades follow up and get doubled, resulting in their destruction. The game is tied at 2-2.


    General Nebkare says a quick prayer of thanks to Ra as he quickly moves his squadron out of the entanglement of the woods he was forced into and rejoins the battle line. His archers on the left are still entangled with the Sky Troop soldiers and cannot effectively bring all of their bows to bear, but they are nonetheless effective at forcing the Weshwesh back up the hill. The chariots squadrons have disappeared from view, so Nebkare suspects they are rounding the hill and on their way to attacking the enemy camp. On his right the Gasgans are threatened by several thousand rebel warriors, but no panic is ensuing.

    Slowly, as the Weshwesh are driven back by the archers, a gap starts to appear in the rebel line between the hill and the right of the rebel heavy infantry. With a roar the Green Troop soldiers charge forward into the flank of the enemy heavy infantry, destroying them. This sends a convulsive wave through the rebel line.

    To the rear of the rebel army the Sky Squadron has finally charged into battle against the chariot squadron of the Philistine general. Although initially repulsed, the Blood Squadron begins to maneuver to support the Sky Squadron in another charge against the enemy general. It is only a matter of time...

    Unfortunately, the curtain draws to a close on this game as two frowning librarians kick us out of the library before we can complete the game. This, of course, will lead to much speculation about why each of us would have won the game had we been able to complete it. :)


    The game ended with the Egyptians in the lead 3-2 as they had destroyed a Philistine Blades element in a flank attack. I rolled my PIPs for the following turn and it was a 5. My move would have been to hit the Psiloi from the front and flank with two Blades elements. The question would have been whether to take the overlap (making the combat 4 to 1) or to risk the General in an overlapped combat with Blades  supported by Psiloi. Probably not...


    Summary


    So, my plan was to take out one light chariot (check), one auxilia element (not even close to happening, especially once I lost a Bows element), and the camp (getting there, but it would have been three to four turns before that happened). Instead I got one light chariot and two Blades. I honestly cannot remember if I got the first Blades element by doubling with the General or by quick killing it with the Warband.

    As I said in the beginning, the New Kingdom Egyptian army is not designed to take on an army like the early Philistines with six Blades (or the Sea Peoples, with their eight Blades). The NKE have too many Bows, making them vulnerable to easy destruction by the Blades.

    What I notice with my play is a bad tendency to not use PIPs when I have high rolls; there is this "pull" to use them all as they are such precious commodities. However, sometimes using a PIP causes you to commit an element that should not be committed. In fact, this is what happened to my opponent when he played the NKE and I the Philistines; he used PIPs to move the Bows closer to my Blades so he could shoot. It is this desire to "do something" with everything every turn that is so hard to resist.

    In this game I was fortunate in that I kept some discipline and kept the Bows away from the enemy Blades, putting a steep hill between us. This allowed me to stand off 2" and shoot into the enemy Auxilia on the end of the line, in an attempt to keep my Blades from being overlapped or flanked. For the most part it worked.

    As for the chariots, my play with them was horrible. My choices were to drive up the right flank and try and go through three Psiloi-backed Blades - not too probable - attack the right flank of the Philistine line, which happened to be Auxilia in Bad Going - also not too probable - or swing wide around the left and try to attack the Philistine camp or rear. The last course still looks like the best course, but that is such a PIP drain that it is unlikely to succeed. Upon reflection one other choice is available, and that is to serve as a second line reserve and plug any gaps or exploit any breakthroughs. But that is not very sexy... :)

    All in all this was a very good game. We played slow because it was tense, swinging back and forth, but that proved our undoing as we did not get to finish. Next time then!

    By the way, let me know whether you like the use of Battle Chronicler for mapping out the game. There is a sharp learning curve and time spent developing the core components, but once that is done, future battle reports can be generated faster and with less effort, so I just might keep investing time in this tool.