FatherOfAllLogic | 05 Apr 2018 6:56 a.m. PST |
I was inspired to paint my pile-o-lead and in the by and by got to the 15mm ancients which I based for DBA. I then proceded to game (solitaire) three scenarios in exactly one hour, the first of which concluded in 12 minutes. Erm, is this typical for DBA or am I 'doing something wrong?' |
Whirlwind | 05 Apr 2018 7:08 a.m. PST |
12 minutes is pretty quick. But it is a quick game – how quick depends upon what troop types are in play and which tactics you adopt. |
Durban Gamer | 05 Apr 2018 7:14 a.m. PST |
A great thing about DBA is that games can indeed play out very fast. On the other hand, when you get heavy infantry lines shoving each other or a river across the middle, then it can take longer. Generally tho, pleasantly quick! |
79thPA | 05 Apr 2018 7:57 a.m. PST |
Maybe it played so fast because you were commanding both sides? I find that games last about 30-40 minutes. |
Buckeye AKA Darryl | 05 Apr 2018 8:08 a.m. PST |
Years ago when I was in the old Greater Dayton Wargaming Club we held a four round DBA tourney and I think it was over in three to four hours. It was one of the redeeming qualities of DBA, the fast play. I would still like to be able to pick one era/region, and get folks to do an army, and hold a round robin tourney, but coming to agreement on what that era might be might be problematic! |
David Manley | 05 Apr 2018 8:18 a.m. PST |
30-40 minutes is about right for a game vs an opponent. But I've finished solo games in 10-20 minutes too. A great set of rules for playing out a small campaign in a day, or even an evening :) |
tribunemike | 05 Apr 2018 9:39 a.m. PST |
Yep – our group gets together once a week and we can generally get 2 games in a 3 hour period. |
Bobgnar | 05 Apr 2018 7:57 p.m. PST |
Lots of variety is possible. Once using the old out of date 2.2 version, a few years ago, when losing a general meant losing a game, My opponent charged with his whole line, Including his elephant general. in my second bound, I shot my artillery, dead general. Five minutes elapsed. |
Durban Gamer | 06 Apr 2018 5:16 a.m. PST |
Har I am not alone! Also managed to lose a DBA game in 2nd turn after my elephant mounted general was killed by a bolt shooter! |
FatherOfAllLogic | 06 Apr 2018 6:57 a.m. PST |
I may be missing part of the nuance of the game but to me there is not much to 'tactics'. As missile fire is rare it leaves just rush in and roll high. Although I can see how use of terrain can help. |
Whirlwind | 06 Apr 2018 7:31 a.m. PST |
I may be missing part of the nuance of the game but to me there is not much to 'tactics'. As missile fire is rare it leaves just rush in and roll high. Although I can see how use of terrain can help. Well…it all depends on which armies you have, but what I have found is that "rush in and roll high" will make more sense for one army more than the other. The basic "grammar" of the fight then is what the other army is going to do about that fact. And playing historical scenarios can really help with that. |
timurilank | 06 Apr 2018 8:55 a.m. PST |
@FatherOfAllLogic, You have actually targeted the next step in the ‘learning curve', terrain and how to use this to an advantage. Although placement of terrain is determined by a die cast, its positioning in relation to other pieces can be useful. Placing bad going terrain at an angle can funnel enemy troops to a point where you will need fewer elements to defend. Positioning bad going terrain at less than 6BW from each other can serve as ‘stepping stones' for light troops making a subsequent move. Difficult hills, woods and BUA can reduce command distance for troops positioned on the opposite side from their commander. Learn to love rivers and how to turn an enemy positioned on the opposite bank. There is much more, but essentially, terrain will have its uses. |
Mick the Metalsmith | 06 Apr 2018 12:32 p.m. PST |
Try a combined forces army with a good mix of cavalry and different types of foot, add an element of Elephants to the mix and the nuances of maneuver will become all to apparent. Getting a good match-up or an overlap is as important as terrain use. I always welcome running into a "charge and roll high" commander as my Cav swoops down on the flank or baggage while my other side refuses or demonstrates. Odds are I will beat em. |