Wednesday, February 13, 2013

Ancient Battles Deluxe

Delicious.
Colin once told us that the reason we dig these games, these wargames in particular, is that it plays on an instinctive, primitive need to hunt. We plot, scheme, and prepare to catch that deer, knowing it has defensive instincts to avoid us. What the deer doesn't realize is that we found a +2 bow and boots of stealth last week in the beholder cave and we're very hungry. When we play, we use those old instincts to hunt each other with digital cardboard and lies.

Since Colin introduced us to Empires in Arms, the long-form game has appealed to me because it takes forever to finish, if it ever does. The journey keeps me coming back to these games. Week to week, you stare at the board, thinking of ways to take out that stack of units, wondering what price his allies will betray him for, what your breaking point is before you surrender, or how to cut off his supply. A victory on Sunday sets the rest of your week on a good note; a dramatic loss keeps you up at night. I think Monopoly infuriates people not for its game-length, but for the lack of choice you have on that journey toward victory.

The journey of this game involves constant choices, the core of which, as I've said before, will be the Ancient Battles Deluxe combat system. Apart from memorizing The Art of War, the smartest way to prepare for this game would be to understand the rules of ABD, and to schedule a few skirmishes on Vassal.

Simple Rules make for Deep Strategy
Most of your hunting will be conducted on that game's battlefield. Because Vassal doesn't automate or enforce the rules of a game, it will be up to you to record the results and adjust your army displays on the strategic board.

As for those tactical maps - how will we generate where you fight? Here are some options:

1. ABD In-Box Set - the ABD module comes with a handful of maps already made. Players can either select a map or choose randomly. This would be easiest, but I can sense map fatigue as players grow accustomed to seeing the same mountain range over and over.

2. Homemade Random Maps - We can easily create maps using HexDraw and import them into the Vassal module. Players can randomly decide or choose based on the area's general topography.

3. One Area - One Map - We'll create a specific terrain-relevant map for each movable area on the board. When you fight in that forest space outside Kyoto, you'll know what you're getting yourself into. This wouldn't take as long as you'd think, considering each map is only 12x18 hexes, the HexDraw program is very intuitive, and we could crowdsource it to other players. Any takers?

As for sieges - I can think of two options:

1. Abstract Table Rolls - similar to Empires in Arms, players roll to see if they break in or starve troops. This would be quicker, but reduces player involvement in those battles.

2. Castles/Fortresses on Map - small castles (one hex) or fortresses (7 hex circle) would be placed on a tactical map. Melee and/or missile defense would be increased in those hexes and combat would be fought as usual. This increased defense would make attacking a castle much riskier than starving the defenders, but it would speed up your assault. We'd need to playtest a few skirmishes for balance.
Small Castle and Fortress with Entrances

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