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Messages - DracoStandard

#1
Events / 2025-07-05 200YW 15mm Pacto 1 dayer at BFH
February 23, 2025, 03:22:39 PM
The Two Hundred Years War

15mm Mortem et Gloriam Pacto one day tournament

Lead your favourite medieval army to victory across 4 rounds using 3000 point MEG Pacto armies chosen from the Pacto Medieval army lists

A great opportunity to join the MeG community using smaller armies with a fast set of rules
Look out for the rules pack and quick start guide to follow

All armies and allies must be dated  1237 – 1453 CE

£15 including lunch from Battlefield Hobbies

Armies, dice, cards and rules available for loan for the event
#2
Are allies restricted to that list, or just any allowed by the list within the dates?
#3
A solution each person picks the terrain they want in each part of terrain deployment, compulsory or optional, and this creates a pool of terrain. a dice throw or a card pull to decide who picks the first piece to place down from the entire pool of selected terrain. then repeat for optional pieces. also allow  the terrain adjustment dice to gat an add +1 if you are throwing for a piece of terrain you selected but your opponent decided to place. That way defenders can still bring their preferred terrain a bit more into the game. Might encourage smaller terrain pieces as well for more flexibility.


wise words
#4
Most terrain is symmetrical in its effects on the battle, woods protect from and reduce the effect of shooting, rough going disrupts both sides equally.

There are some features that can give one side a distinct advantage for no penalty.  For example
•   The barricade protection offered by built-up areas
•   Vineyards offering cover to those inside with no impact on shooting out
•   Hills make very strong defensive positions, with the +1 for being uphill and the potential for overhead shooting.  Hills with extra bonus woods or rough going are even stronger.

As terrain placement does not define which sided (attacker or defender) that the terrain has to be placed, there is no risk in choosing a strong defensive piece of terrain as you can almost* guarantee it will not end up being in an advantageous position for your enemy.
This means that if you decide that you want to sit in very advantageous terrain, you can (yes, unless you have been forced to fight on an open plain etc etc).

The MeG score system normally works well to prevent this from being an issue as most players want to play, but there are times when this does not do the job.

Some possible solutions
Tournament terrain
This is down to the TO, and does not require any change in the rules as written.
TOs remove BUAs, vineyards and rough hills (I would be tempted to remove hills altogether, but that might be a move to far) from the terrain options available.
PBS changes
Two dice rolls, one for sector, one for side giving 6 or even 9 possible locations.  Then putting down a 10x10 rough hill has a 50/50 chance of giving the enemy the impenetrable defensive works.
Rule changes
Hills don't give a +1 for being uphill.  If there has to be an advantage, a 1BW move reduction moving uphill would probably do the job.
Vineyards don't give the asymmetrical advantages
BUAs, no barricade-type effects, or you have to pay for them from your army points (not an easy sell)
Similarly – barricades and other persistent defences should be a fixed cost rather than based on the troop cost.  It's too easy to shove out poor combat shy unskilled skirmishers with barricades, and then man them with superior heavy infantry.

*almost – you could conceivably have a situation where the only viable space in the sector rolled is on the opposite side of the table.  This can only occur if you choose to add the defensive position later in the sequence when the table is already cluttered.  But someone is going to point it out if I don't mention it.
#5
Events / Re: 2023-05-13/14 Campaign 15mm Team event
March 21, 2023, 11:44:28 AM
Allies for armies in pd 1 - are there any restrictions beyond the dates and the indicated hungarians?
#6
List Queries / Post Roman Brits Pedyt minimums
December 29, 2022, 06:11:11 PM
is it worth looking at the minimums for the post roman brit pedyts.

with 24 as the main list min, and (effectively) 2 subs, you are looking at a realistic minimum of 48 bases, and an absolute minimum of 36. Is that as intended?
#7
List Queries / Re: EAP Satrapal sparabara numbers
December 19, 2021, 10:17:46 PM
in that case...poor memory (and list building) ...ill get my coat
#8
List Queries / EAP Satrapal sparabara numbers
December 19, 2021, 09:19:14 PM
Have the numbers of sparabara available to the EAP satrapal list changed - it is now 4 to 8, I am sure it used to be 8 to 16

has the Maximus list got the manga numbers?
#9
This is one I think has been discussed before, but possibly on the old forum as I cannot find it...

Polish knights in mixed units (2 knights +4 mounted crossbow) have a horrible time and the knights are shot off leaving a tug of 4 mounted crossbow.

Can those crossbow now skirmish if charged - ie does the mixed TUG lose the the restrictions of the now dead bases?

Similarly

Mixed poor and superior troops - all the poor are dead, KAB on Green or Red?

beserkers in a viking TUG make the whole TUG subject to forced charges.  if the berserker dies does the rest of the TUG revert to calm and orderliness?

#10
good point well made, but that would be the impact of running mixed 9s last weekend :)
#11
how about when you turn 90?

so

AAA
BBB

turns 90

is it

AB
AB
AB

or

AA
BB
BA

I have been playing it as

AB
AB
AB

Have I been cheating for 3 year?
#12
I am minded to combine all the results as it makes it all warm and fuzzy and inclusive
#13
Quote from: nikgaukroger on April 25, 2021, 09:07:24 PM
Block countercharges and intercepts are specifically mentioned on page 125 - 3rd bullet under I 7.
ahh reading the rules (though I attempted and missed the specific mention)
#14
It does rather look like these are allowed by the wording on block actions

is this the case?

then block countercharge - you charge a block of cav in the flank, and the whole lot wheels round to face you? 
#15
further question or possibly clarification

if a general moves to be with a TUG in (for example) the movement phase, then the TUG moves, can the general move again I have generally (ahh punnage) thought not

but that does make the moving of generals in the charge phase interesting - eg move general to tug ready to charge, then the tug goes off...leaving the newly moved general behind