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  1. #1
    hobbychest@pcsia.co
    Guest

    Rule Change Ideas

    I have a couple of ideas for rules that need to be changed, and wanted
    to get them out there for everyone to discuss.

    1) RULE- I posted earlier on this one. It is currently too easy to
    increase the size of a domain with this action. You could go from a
    level 3 province (about 10,000 people) to a level 7 province (about
    50,000 people) in the course of 4 domain turns (1 year). I don't know
    of any civilizations that grew that fast.
    The variation I proposed is that to raise a province 1 level
    requires a number of successful rule actions equal to the desired
    province level. For example to raise from level 2 to 3 requires 3
    successful rule actions while going from 5 to 6 requires 6 rule actions.
    To make the same rise from level 3 to level 7 will take 22(4+5+6+7)
    domain turns. Granted, this still means that the population doubled
    over 5 1/2 years (still rather fast) but it is a little bit realistic.
    This also means that to make a large kingdom grow requires a huge
    committment from a ruler in both resources and time (as it should).
    I left ruling holdings as is. I don't think it is as hard to build
    a new temple as it is to get thousands of people to move to your
    country.

    2) I think the warcard rules should be revamped heavily. I like the
    idea of war cards, they are a fast, easy way to do battles. However I
    see a big problem in the strategy. I run low magic in my campaign, so
    wizards and spellcasting priests usually don't come into play in battles
    much. As a result my players have found it to be advantageous to put
    all of their units in one square. This makes for boring battles when
    there is no reason to manouver.

    3) Bloodtrait tables- I agree new tables are needed. Several people
    have already posted tables, so I see no reason to post mine. (There is
    only a little variation.)

    4) Mustering armies- I like the alternative mustering rules off of
    netbook. It basically has levels of units.
    Level 1 levie
    Level 2 scouts, irregulars
    Level 3 infantry, archers, pikemen
    Level 4 elite infantry, cavalry
    Level 5 knights, artillerists
    Basically the system is that you can only muster levies. Then you can
    use a train army action to change the unit into a unit of the next
    level. This makes it so units like elite infantry are not mustered, but
    instead created through intense training. Train Army would make a good
    free action so it doesn't use your turn. The costs for training units
    are on netbook. I encourage you to check it out. I think it is one of
    the better things on there.

    Well that is probably enough for now. I'll see if I have anything else
    later.

    Robert Thomson

  2. #2
    Rancour
    Guest

    Rule Change Ideas

    hobbychest@pcsia.com wrote:

    ....
    > 2) I think the warcard rules should be revamped heavily. I like the
    > idea of war cards, they are a fast, easy way to do battles. However I
    > see a big problem in the strategy. I run low magic in my campaign, so
    > wizards and spellcasting priests usually don't come into play in battles
    > much. As a result my players have found it to be advantageous to put
    > all of their units in one square. This makes for boring battles when
    > there is no reason to manouver.


    Unfortunately, we use the same tactic in our game (stacking all in one square).
    This allows for all the ranged attackers to target any unit attempting to
    close. Against whatever enemy survives to engage your forces, your army's full
    firepower is also concentrated at the point of contact.

    How about giving an attack against a flank (or rear) a bonus of +1 (+2 vs
    rear)? This would force units to spread out to protect their flanks. An
    opening in the line would be an invitation for the calvary to sweep in.
    You may allow an infantry unit to form a square as a move option. It can't
    move but it no longer has a flank or rear. It would also require a full move
    option to unform the square.


    Also, how about introducing stacking limits per square? Say, four units?
    Or, how about decreasing the unit effectiveness due to crowding? Say -1
    defence per unit above 2 vs ranged attacks due to target density.
    Or, you could also only allow two units to non-range strike. The front is only
    so broad and only so many units can participate in an attack.
    Personally, I'd favour the first option since its the simplest.


    Do these changes turn Birthright into too much of a wargame?


    ....
    > Robert Thomson

    - -Serge

  3. #3
    Tripp Elliott
    Guest

    Rule Change Ideas

    Rancour wrote:
    >
    > hobbychest@pcsia.com wrote:
    >
    > ....
    > > 2) I think the warcard rules should be revamped heavily. I like the
    > > idea of war cards, they are a fast, easy way to do battles. However I
    > > see a big problem in the strategy. I run low magic in my campaign, so
    > > wizards and spellcasting priests usually don't come into play in battles
    > > much. As a result my players have found it to be advantageous to put
    > > all of their units in one square. This makes for boring battles when
    > > there is no reason to manouver.
    >
    > Unfortunately, we use the same tactic in our game (stacking all in one square).
    > This allows for all the ranged attackers to target any unit attempting to
    > close. Against whatever enemy survives to engage your forces, your army's full
    > firepower is also concentrated at the point of contact.
    >
    > How about giving an attack against a flank (or rear) a bonus of +1 (+2 vs
    > rear)? This would force units to spread out to protect their flanks. An
    > opening in the line would be an invitation for the calvary to sweep in.
    > You may allow an infantry unit to form a square as a move option. It can't
    > move but it no longer has a flank or rear. It would also require a full move
    > option to unform the square.
    >
    > Also, how about introducing stacking limits per square? Say, four units?
    > Or, how about decreasing the unit effectiveness due to crowding? Say -1
    > defence per unit above 2 vs ranged attacks due to target density.
    > Or, you could also only allow two units to non-range strike. The front is only
    > so broad and only so many units can participate in an attack.
    > Personally, I'd favour the first option since its the simplest.
    >
    > Do these changes turn Birthright into too much of a wargame?

    This tactic was discussed a while back too. You know if all of your
    units are stacked on the same square then a missile attack against that
    square should effect ALL units in the square. Likewise, BattleMagic
    used on the square would be especially brutal. If your PC's use this
    tactic always, then have some Mage create a chasm beneath the square the
    Army is concentrated in and obliterate the Army.

    The fact is that missile attacks should be especially brutal against
    that tactic.

    Good luck,

    Tripp

  4. #4
    Rancour
    Guest

    Rule Change Ideas

    Tripp Elliott wrote:
    ....
    > This tactic was discussed a while back too. You know if all of your
    > units are stacked on the same square then a missile attack against that
    > square should effect ALL units in the square.

    Oh... I wasn't there for that. Does this also apply for missile fire on
    fortifications?

    > Likewise, BattleMagic
    > used on the square would be especially brutal. If your PC's use this
    > tactic always, then have some Mage create a chasm beneath the square the
    > Army is concentrated in and obliterate the Army.

    Ok. We just have never used wizards.

    > The fact is that missile attacks should be especially brutal against
    > that tactic.

    Aren't missile units now disproportionately strong, if they can strike at
    multiple targets? In our campaign, we sometimes put together huge armies.
    Multiple stacks of four archers wouldn't be unusual. If each unit charging such
    a stack takes 4+ missile attacks, there won't be anything left of them.

    > Good luck,
    >
    > Tripp

    - -Serge

  5. #5
    Tripp Elliott
    Guest

    Rule Change Ideas

    Rancour wrote:

    > Tripp Elliott wrote:
    > ....
    > > This tactic was discussed a while back too. You know if all of your
    > > units are stacked on the same square then a missile attack against that
    > > square should effect ALL units in the square.
    >
    > Oh... I wasn't there for that. Does this also apply for missile fire on
    > fortifications?

    I think you need Artillerists for that.

    > > The fact is that missile attacks should be especially brutal against
    > > that tactic.
    >
    > Aren't missile units now disproportionately strong, if they can strike at
    > multiple targets? In our campaign, we sometimes put together huge armies.
    > Multiple stacks of four archers wouldn't be unusual. If each unit charging such
    > a stack takes 4+ missile attacks, there won't be anything left of them.

    They're not striking multiple target really. What happens is the
    missile attack hits a square, and if you're in that square watch out.
    Missile units ARE strong, there is a reason that when the English
    Peasant took up the bow taxes became much less. The value of Cavalry is
    their ability to close quickly and make their crashing attack.

    Tripp

  6. #6
    Rancour
    Guest

    Rule Change Ideas

    Tripp Elliott wrote:
    ....
    > This tactic was discussed a while back too. You know if all of your
    > units are stacked on the same square then a missile attack against that
    > square should effect ALL units in the square.
    ....

    Do you draw one attack card per unit in the targeted square, or apply the
    results of *one* card draw to all the targets in the square?


    > The fact is that missile attacks should be especially brutal against
    > that tactic.

    Unfortunately, this would probably make our predicament worst (keep in mind we
    don't have wizards in our game). I suspect if we use this rule, we players
    would buy nothing but archers. For battle, we would stack a large number of
    them all in one square, and simply wait for the attacker to come in range. If
    both sides do this, every battle would end in a stalemate since no side dares to
    make the first move.

    Have stacking limits ever been discussed on this list? This would undermine the
    above tactic.


    ....
    > Tripp

    - -Serge

  7. #7
    prtr02@scorpion.nspco.co
    Guest

    Rule Change Ideas

    Whoo boy, while I agree massing in one square is an undesirable war card
    tactic that makes for dull battles, missile units are tough enough without
    giving them some bogus MIRV bonus. A company of 200 archers shoots, say 400
    arrows. These 400 arrows have the same effect on a lone company of 200 as they
    do on an army of 5 companies? or 10 companies? or 20 companies? Changes to
    stacking limits or flank and rear bonus may be desirable, MIRV missile troops
    are not.

    By the way, English peasents never "took up" the bow. It takes a lot of training to become a proper longbowman. English yeomen were highly trained
    individuals fully supported by their lord.

    Randax

  8. #8
    Tripp Elliott
    Guest

    Rule Change Ideas

    Rancour wrote:
    >
    > Tripp Elliott wrote:
    > ....
    > > This tactic was discussed a while back too. You know if all of your
    > > units are stacked on the same square then a missile attack against that
    > > square should effect ALL units in the square.
    > ....
    >
    > Do you draw one attack card per unit in the targeted square, or apply the
    > results of *one* card draw to all the targets in the square?

    Do it either way, it's still essentially random either way.

    > > The fact is that missile attacks should be especially brutal against
    > > that tactic.
    >
    > Unfortunately, this would probably make our predicament worst (keep in mind we
    > don't have wizards in our game). I suspect if we use this rule, we players
    > would buy nothing but archers. For battle, we would stack a large number of
    > them all in one square, and simply wait for the attacker to come in range. If
    > both sides do this, every battle would end in a stalemate since no side dares to
    > make the first move.

    I disagree, a unit of Knights can rush right up and attack without
    getting hit, remember they have a movement of 3.

    > Have stacking limits ever been discussed on this list? This would undermine the
    > above tactic.

    They have been discussed, but not ever decided on.

    Tripp

  9. #9
    hobbychest@pcsia.co
    Guest

    Rule Change Ideas

    BI>I disagree, a unit of Knights can rush right up and attack without
    BI>getting hit, remember they have a movement of 3.
    However, the person with archers also can include a unit of pikemen who
    meet the knights leaving the archers to keep on shooting.

    Robert Thomson

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