Defending against Horse Bow

Share some insight about your best TRIUMPH! strategy.
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David Kuijt
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Re: Defending against Horse Bow

Post by David Kuijt » Sat Mar 06, 2021 3:25 am

Bill Hupp wrote:
Sat Mar 06, 2021 2:30 am
I have used a very simple mechanism to ‘balance’ the game for historical battles and for teaching purposes. Instead of average die, I give players command point chits.
Historical battles are a separate topic, but for teaching purposes I think you might be doing your students a disservice by avoiding teaching the command point rules. As I mentioned earlier, IMO those are the most critical rules in terms of advancing player ability.

When I teach the game, I just choose a less complicated matchup (2-ish common types per army and a couple of other stands; not using Artillery or WWg or Elephants) and go at it, with explaining options and tradeoffs as I move, and when the new player is considering his moves. For the first game I don't bother with setup and deployment -- I just do that for them quickly. Second game I introduce deployment; third game I introduce the terrain rules. With experienced players (who have played other rules sets before and have a basic understanding of historicals) I let them do deployment on the first game.

Everyone understands the general idea of command points by their third turn. Truly mastering the subtlety of the system might take another hundred games, but they get the idea almost immediately.
DK
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greedo
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Re: Defending against Horse Bow

Post by greedo » Sat Mar 06, 2021 3:33 am

Bill Hupp wrote:
Sat Mar 06, 2021 2:30 am
As GM I used the chits to keep the campaign interesting and reward players for audacity, honor, etc.
That’s such a great convention idea! Love the idea of giving a little nudge to people who do crazy brave yet foolhardy or gallant behavior! Rescuing an ally etc Especially if the period was high medieval or samurai where honor is such a “thing” :)

Would add such a positive energy to tournaments :)
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Bill Hupp
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Re: Defending against Horse Bow

Post by Bill Hupp » Sun Mar 07, 2021 3:07 am

The original idea for the Mongol Campaign was from Chris Brantley and Jeff Caruso I believe using 2.2 and run at Historicon .

You also had money to bribe others to be allies or attack other players. Most represented money from China to keep the tribes at war and from uniting. I used a friend who was watching the campaign to act as my agent and secretly pass bribes and spread rumors.

Bill
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Re: Defending against Horse Bow

Post by paulgpotter » Sun Mar 07, 2021 1:36 pm

sounds like a great convention idea Bill.
David C. My early poles are almost done. they can have up to 8 archers.
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Bill Hupp
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Re: Defending against Horse Bow

Post by Bill Hupp » Tue Mar 09, 2021 9:22 pm

DK,

Let me offer a mild objection to your use of the words 'disservic'e and 'not teaching the command point rules.'

Of course I teach that rule. The command chits are there to just avoid those gaming experiences where new players roll a bunch of 1s, don't get to do much and get beat quickly.

To get more specific: 1 chit equals either a reroll (Mongol game - appeal to the gods) or 1 command pip and you can only use 1 per turn. I don't think a player has ever had more than 3 or 4 chits for a whole game.

From my introduction to DBA by Chris Brantley and DS at Historicon in 2014 I have found the game mechanics of command points and opposing die roll combats to be very robust and hard to break, no matter how much I have tweaked them since then. I'm afraid I am unlikely to stop experimenting.
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Re: Defending against Horse Bow

Post by greedo » Tue Mar 09, 2021 10:37 pm

Bill Hupp wrote:
Tue Mar 09, 2021 9:22 pm
From my introduction to DBA by Chris Brantley and DS at Historicon in 2014 I have found the game mechanics of command points and opposing die roll combats to be very robust and hard to break, no matter how much I have tweaked them since then. I'm afraid I am unlikely to stop experimenting.
I met Chris B at Historicon too, although I forget which year..
Since he started Fanaticus, I was a bit in awe :)
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David Kuijt
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Re: Defending against Horse Bow

Post by David Kuijt » Tue Mar 09, 2021 11:27 pm

Bill Hupp wrote:
Tue Mar 09, 2021 9:22 pm
To get more specific: 1 chit equals either a reroll (Mongol game - appeal to the gods) or 1 command pip and you can only use 1 per turn. I don't think a player has ever had more than 3 or 4 chits for a whole game.

From my introduction to DBA by Chris Brantley and DS at Historicon in 2014 I have found the game mechanics of command points and opposing die roll combats to be very robust and hard to break, no matter how much I have tweaked them since then. I'm afraid I am unlikely to stop experimenting.
And you shouldn't stop experimenting!

I was responding to you in the context of the topic and conversation at the time was about teaching the game, handicapping, that sort of thing. That's a very different world from creating fun and interesting "one-off" games, like Chris B's Mongol game of 2014 or so. Chris's game was great fun and highly regarded by everyone who participated in it at the time -- a tremendous success. But it was a multi-player convention game with lots of social stuff in it, everyone attacking everyone, and the strategic map and the tactical map were deliberately merged.

That made for a great game for 14 people at once. But nothing that I would ever teach a new player.
DK
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