random set up

Started by Peterloo, October 18, 2017, 12:48:59 PM

Previous topic - Next topic

Peterloo

now I play PBI allot. and have you noticed it can fall into a pattern. The defender picks terrain and places his objectives into a nice box in the corner as its the best defensive terrain, considering he starts outnumbered 2 - 1 and if he holds two objectives that will only = the attackers 1 objective he captures.
So how about taking the control of the terrain and objective positioning away from the player - but still allow them something.
We came up with random dicing for objectives and terrain.
So
first your objectives, the defender dices 1d6 - and gets the below combination of rows he has to deploy on
1 = 155 : 2 = 164 : 3 = 245: 4 = 236; 5 = 344; 6 = 353 - how within that he deploys is upto him  - take 164 could be 164, or 641 or 614.

next you dice randomly for terrain. - assuming Europe - you can fiddle the options for other theatres - 1d6
1 = field  or (Open on a 123 (we put in open which can have no other - including tertiary - terrain on it - except road) -optional)
2 = swamp
3 = depression
4 = hill (dice again 123 = open hill , 456 = rough hill)
5 = woods
6 = Building/rocky outcrop (dice again 123 = building , 456 rocky outcrop (we use destroyed buildings)

defender places objectives - then we pool all the terrain, attacker gets first pick and place, then you place alternately
If you luck out on the reccon one side gets 7peices , the unlucky placer gets the option to miss a go at his choice.

evenings were we are pushed for time we skip the reccon grid and both just role 10d6 each , compare dice and count up winning dice - as in 1 1 2 3 4 4 5 5 5 6 = 2 wins(3 & 4)
                    verse 1 2 2 2 3 5 5 5 6 6 = 3 wins  (2 5 6) so you start 1 up on the win by 2 table

of course attack defence games are fine - but sometimes we go for attack verse attack - here we are both attackers
the player who won the reccon places the objectives but they are place in rows 234567 (just shunt row up 1 for random placing)
then both sides start with its 4 units off board but coming on in turn 1, the player who won picks his first unit puts it on the board and does his move, the other player then does the same, and so forth alternately until all of your 4 units are on.
for victory count only attackers vps , counting from your edge of the board to the objective for its value. (so each objective will have 2 values in effect  yours and your opponents.)  Its an interesting game.

the PBI system is very flexible


martin goddard

Because it was usually the defender who chose where to defend.

Stewart 46A

In PBI as wrote the defender has to place the 3 objectives across the 4ft frontage with minimum of two columns (12") between each so can't place the them in a 'box in the corner', but if you want to add or subtract rules to enjoy your game then go ahead. As you said PBI can be flexible.
I have done it for my Beach assult and it plays fine.

Sean Clark

It is in the grand tradition of wargaming that once a rule set is in your hands, they are yours to do with as you wish. You should play how you wish to play. It is your hobby and free time after all  :D

Interesting idea about the attack v attack game. Do you find it ends up as a grinding bloodbath? Both sides having equal numbers on the table must make it difficult to actually 'attack'! You will be advancing into a position where the enemy is very strong. Isn't the military maxim to never attack unless you have at least a 2:1 advantage, preferably 3:1?


Peterloo

basically if the defender lays all the terrain, he puts his objectives on say 6 3 2 packs all the terrain around 3,2 objectives and holds them , he abandons objective 6 until he is strong enough to attack it. - that's what I mean about boxing in the corner.
because the defender only has 2 platoons at best it was coming down to this every time as he could only realistically hold two objectives , if he tried to hold all three he would be to thin on the ground and the enemy would swamp him in the two turns he has without re-inforcements . (first turn none , second turn they don't come on till the end of the turn)

The attack/attack game is essentially an encounter battle, both sides advancing to contact then grabbing the objectives and holding them. So its a race to the objectives - of course the rub is , your most valuable objective is closest to his start line.

Its a game of rushing to grab an objective then hold it whilst trying to attack the objectives he's captured - yes its very bloody
but its a fun game though.
We often to give ourselves a bit more elbow space fight over a 12x8 board. and extra 3 terrain pieces and 5 tertiary - but the objectives have to be set up in the centre 8 squares. it works in an attack/attack game but not in a attack/defence game.



Peterloo

We tried out random terrain placement last night - worked very well , if you fancy it this is how we did it,
we diced for random terrain each
1 = hill (dice again 123 open 456 rough)
2 = swamp
3 = depression
4 = field (we also have open which means nothing can be put in the 2 squares - including teriary)
5 = rocky outcrop or woods (dice 123 = woods 456 rocky outcrop)
6 = buildings

dice for random position of objectives

then dice for each piece as its laid down.
you select a piece , diced 2d8 , measured from your side of the board and you select which side to measure from, you lay the terrain piece in any direction from that square. if it overlaps an existing piece you can place it in any adjacent square to the square picked
Buildings dice 1 d8 for how far up or along the building is on the road.

It gives a nice randomness to the terrain