From: B Lin <lin@r...>
Date: Wed, 1 May 2002 15:03:31 -0600
Subject: The big picture gaming - was RE: Carriers & Fighter Capacity
I've been playing a bit of DBM (De Bellis Multitudinus) recently and was impressed by the degree and effect of the starting factors. First, there is the season of the game - some seasons have a higher chance for rain and snow which can affect certain units (bows and arquebuses). After deciding the season, you roll for the actual weather (which can change through the battle). You then choose terrain - each side has certain choices for terrain and how much terrain which are placed semi-randomly - the sector is random as well as whether the piece touches the edge of the board, otherwise the orientation and position within the sector is the players choice. The players then decide on whether they want the position units for ambush or off-board flank attacks. The players then place their armies, alternating between commands. The interesting parts of this set-up: 1) Each player has some say in the terrain to be used - which allows each side to choose terrain that is favorable to it's units (i.e. archers have a hard time hitting targets in woods, but psiloi (skirmishers) pass easily through woods so woods and orchards are a good defense against archers). The assumption of DBM is that the attacker gets to choose the season of attack, but the defender (in his homeland) gets to choose the actual location, and is given more options in placing terrain. If terrain such as nebula, a star's corona, asteroid fields etc. can be placed by the "defender" you can negate or reduce the capabilites of the attacker. 2) Ambushes and flank attacks - if ships can use asteroids, cloaking devices or ECM to "hide" on the board, then both sides become much more wary. If mines are terrain feature that a defender can choose then attackers will be more cautious in approaching. If there is the possibility of a fleet of ships appearing to the side or behind you, your battle formations are going to diffferent than if you know all the enemy ships are in front of you. Flank attacks are rolled for each turn - the the owning player rolls a 6, the command is on it's way and will appear on the designated side on the next turn. This might represent powered-down or cloaked ships that were pre-positioned or "coasting" but under strict communication silence. 3) Commands - in DBM an army is demoralised if enough commanders are killed. Fleets should have Flag Ships where the Admiral or Commander is located, and loss of said ship should cause either a morale check or some sort of disruption as the Flag is passed to the next ship in line. This might require that a very powerful ship is held out of the line of battle to keep the Admiral safe. 4) Supply - Although not covered in DBM, supply could be introduced as a cost for ships in a fleet - a certain price or mass cost for the fleet to maintain full supply, i.e. for every 10 mass of expendables (missiles, fighters, mines, scatterguns) it costs 1 mass for the supply train. Failure to provide the required mass requires a supply roll similar to a threshold system check, each expendable not covered would roll to see if it were operational. So a fleet with 55 points of expendables opts to only pay 5 mass for supply, it would have to find an expendable system(s) (a hangar of fighters, or a 5 point SML magazine etc.) to roll on a threshold check (a 6 means it's empty). So a fleet can pack up a large amount of missiles, scatter guns or fighters, but is going to expend a portion of it's overall value to guarantee that they are available or take the chance that they spent the mass for a hangar or SML for nothing. --Binhan > Really one should play with all aspects of the game -