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{"id":22693,"date":"2021-03-10T15:58:54","date_gmt":"2021-03-10T18:58:54","guid":{"rendered":"http:\/\/www.finisgeekis.com\/?p=22693"},"modified":"2021-03-10T16:01:03","modified_gmt":"2021-03-10T19:01:03","slug":"os-triunfos-de-tarlac-dev-diary-5-o-combate-regras-avancadas","status":"publish","type":"post","link":"https:\/\/www.finisgeekis.com\/2021\/03\/10\/os-triunfos-de-tarlac-dev-diary-5-o-combate-regras-avancadas\/","title":{"rendered":"“Os Triunfos de Tarlac” dev diary #5: o combate – regras avan\u00e7adas"},"content":{"rendered":"

\"\"<\/a><\/p>\n

No \u00faltimo di\u00e1rio<\/a>, eu falei sobre os princ\u00edpios gerais do combate. Nesse texto, entrarei em maior detalhe em algumas de suas regras espec\u00edficas: os efeitos de terreno, mobiliza\u00e7\u00e3o<\/strong> e situa\u00e7\u00f5es especiais<\/strong> de combate<\/strong>.<\/p>\n

<\/p>\n

Os efeitos de terreno<\/strong><\/h3>\n

Como eu expliquei no \u00faltimo di\u00e1rio<\/a>, o combate em Os Triunfos de Tarlac <\/em>\u00e9 definido por rolagens de dado. Cada jogador em batalha rola uma quantidade de dados correspondente ao n\u00famero de fichas de batalh\u00e3o do combatente com menos batalh\u00f5es. Cada rolagem perdida custa ao jogador uma ficha, progressivamente diminuindo seu ex\u00e9rcito.<\/p>\n

Tamanho e sorte, obviamente, eram apenas dois ingredientes do caos que era a guerra medieval. T\u00e3o ou mais importante era onde <\/strong>o combate acontecia.<\/p>\n

Em Os Triunfos de Tarlac, <\/em>rolagens s\u00e3o modificadas pelos tipos de terreno das casas em que a batalha acontece. Estes modificadores agem como penalidades<\/strong> que subtraem um ponto de cada dado rolado:<\/p>\n\n\n\n\n\n\n\n\n
Tipo de terreno<\/strong><\/td>\nAtacante<\/strong><\/td>\nDefensor<\/strong><\/td>\n<\/tr>\n
Floresta<\/td>\n– 1 para cada dado rolado<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
P\u00e2ntano<\/td>\n\u2013<\/em><\/td>\n– 1 para cada dado rolado<\/td>\n<\/tr>\n
Travessia de Rio<\/td>\n– 1 para cada dado rolado<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
Crann\u00f3g<\/em><\/td>\n– 1 para cada dado rolado<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
Castelo<\/td>\nN\u00e3o pode ser atacado<\/strong><\/td>\n\u2013<\/em><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n

Alguns tipos de terreno afetam negativamente atacantes; outras, defensores, por raz\u00f5es que expliquei em detalhe no \u00faltimo di\u00e1rio<\/a>.<\/p>\n

Uma \u00fanica casa pode ter mais de um tipo de terreno \u2013 ex. um local pode conter tanto uma travessia de rio quanto uma floresta. Neste caso, todas as penalidades aplic\u00e1veis s\u00e3o levadas em conta no resultado.<\/p>\n

Castelos e cercos<\/strong><\/h3>\n

Casas que contenham um castelo<\/strong> possuem uma penalidade singular: elas n\u00e3o podem ser ocupadas por pe\u00e7as inimigas, tampouco atacadas. O \u00fanico jeito de anular este efeito \u00e9 montando um cerco.<\/p>\n

Em termos de jogo, isto consiste em terminar a rodada com pelo menos tr\u00eas ex\u00e9rcitos de uma mesma coaliz\u00e3o em casas adjacentes ao castelo.<\/p>\n

Isto \u00e9 bastante dif\u00edcil em termos de gameplay, <\/em>pois exige que um jogador a) tenha tr\u00eas aliados no tabuleiro e b) neutralize a maioria dos inimigos antes de iniciar o cerco. Se houver ex\u00e9rcitos inimigos demais em jogo, eles interceptar\u00e3o as for\u00e7as sitiantes, transformando a manobra em uma batalha normal. Se todos os inimigos forem derrotados antes do cerco, a fase de expedi\u00e7\u00e3o termina antes que o cerco possa acontecer.<\/p>\n

\"\"

Ru\u00ednas do castelo de Quin, Co. Clare. A espessura das paredes d\u00e3o uma boa ideia de qu\u00e3o dif\u00edcil esses castelos eram de se tomar.<\/p><\/div>\n

Castelos s\u00e3o poderosos, mas raros. Apenas os ingleses t\u00eam acesso a eles, e h\u00e1 apenas dois castelos no tabuleiro: Quin e Bunratty.<\/p>\n

Assentamentos irlandeses n\u00e3o t\u00eam as mesmas prote\u00e7\u00f5es e podem ser atacados diretamente. A exce\u00e7\u00e3o s\u00e3o os crann\u00f3gs.<\/em><\/p>\n

Esse era o nome de ilhas lacustres artificiais (ou artificialmente refor\u00e7adas) onde reis irlandeses \u00e0s vezes constru\u00edam fortalezas. O lago que as rodeava providenciava defesa contra atacantes, aplicando a mesma penalidade de uma travessia de rio.<\/p>\n

\"\"

Lago Inchiquin, localiza\u00e7\u00e3o de um crann\u00f3g na \u00e9poca de Os Triunfos de Tarlac.<\/em><\/p><\/div>\n

De um ponto de vista t\u00e1tico, tanto as penalidades de terreno quanto esses regras especiais de assentamentos pareciam funcionar bem nas nossas jogatinas.<\/p>\n

O problema era o que acontecia imediatamente depois.<\/p>\n

Everybody, rush B<\/strong><\/h3>\n

\"\"<\/p>\n

Um ou dois dias de testes depois, percebemos que todas as nossas campanhas terminavam com uma reconstitui\u00e7\u00e3o da Batalha dos Cinco Ex\u00e9rcitos<\/a>.<\/p>\n

Os jogadores que controlavam fac\u00e7\u00f5es irlandesas, embora individualmente mais fracos que os ingleses e dispersos pelo mapa, tinham plena capacidade de segurar o inimigo at\u00e9 que seus aliados chegassem.<\/p>\n

Como resultado, a invas\u00e3o inglesa de Thomond de 1276 \u2013 que, historicamente, foi t\u00e3o bem sucedida que mal encontrou resist\u00eancia \u2013 se tornou um desafio imposs\u00edvel. <\/strong>Jogo ap\u00f3s jogo, a fac\u00e7\u00e3o inglesa nunca conseguia sequer tomar Clonroad, quanto mais manter o rei local sob seu controle.<\/p>\n

N\u00e3o havia d\u00favidas: apostar tudo em uma batalha campal era a estrat\u00e9gia \u00f3tima para vencer o jogo.<\/p>\n

O problema \u00e9 que isto n\u00e3o fazia sentido historicamente.<\/p>\n

Por que os ingleses de Tarlac <\/em>estavam apanhando tanto se os da vida real obtiveram tanto sucesso (pelo menos, em um primeiro momento)?<\/p>\n

Olhando por outro lado, se decis\u00f5es como as que est\u00e1vamos tomando eram de fato vi\u00e1veis, por que os irlandeses do s\u00e9culo XIII perdiam tanto tempo com escaramu\u00e7as e estrat\u00e9gias fabianas?<\/p>\n

Para entender o que havia dado errado, precisei vestir meu uniforme de historiador, separar meu dicion\u00e1rio de irland\u00eas e voltar para as fontes. <\/strong><\/p>\n

Eu repassei o material que havia levantado para minha tese e reli atentamente todas as descri\u00e7\u00f5es de fugas, manobras militares e marchas para lugares in\u00f3spitos.<\/p>\n

O que eu descobri nessa segunda leitura, que havia ignorado da primeria vez, \u00e9 que os comandantes irlandeses n\u00e3oc orriam de um lado para o outro para lutar, e sim para recrutar seus ex\u00e9rcitos.<\/strong><\/p>\n

A maioria das campanhas eram ataques surpresa, de que os reis em quest\u00e3o s\u00f3 se davam conta quando descobriam de que seus aliados j\u00e1 haviam capitulado. Ou pior: quando enxergavam o ex\u00e9rcito inimigo montado cerco do lado de fora das muralhas.<\/p>\n

Se eles dessem sorte e n\u00e3o fossem imediatamente rendidos, tudo o que lhes restava era correr o reino com sua guarda pessoal, torcendo para chegar em seus aliados e mobiliz\u00e1-los antes que seus inimigos os alcan\u00e7assem.<\/p>\n

No fundo, o problema do meu sistema \u00e9 que ele ignorava completamente a velocidade de comunica\u00e7\u00e3o. <\/strong>Como l\u00edderes de Crusader Kings, <\/em>que podem mobilizar suas popula\u00e7\u00f5es inteiras com um clique de seus mouses, eu assumia que reis medievais eram informados imediatamente do que acontecia e tinham um ex\u00e9rcito esperando sentado em seu p\u00e1tio, aguardando apenas a ordem para come\u00e7arem a marchar.<\/p>\n

\"Image<\/p>\n

Condi\u00e7\u00f5es de mobiliza\u00e7\u00e3o<\/strong><\/h3>\n

Minha primeira mudan\u00e7a foi implementar condi\u00e7\u00f5es espec\u00edficas de mobiliza\u00e7\u00e3o. Em vez de fazer jogadores comprarem fichas de batalh\u00e3o ao mesmo tempo, no in\u00edcio da fase de expedi\u00e7\u00e3o, eles s\u00f3 poderiam faz\u00ea-lo se uma das condi\u00e7\u00f5es abaixo fosse cumprida:<\/p>\n

1) Se eles forem os primeiros a jogar no cen\u00e1rio<\/p>\n

2) Se eles fossem atacados<\/p>\n

3) Se uma outra fac\u00e7\u00e3o mobilizada viajasse at\u00e9 sua capital e os mobilizasse.<\/p>\n

4) Se not\u00edcias da guerra chegassem at\u00e9 ele.<\/p>\n

Para facilitar a conta, eu decidi que a \u201cvelocidade\u201d das not\u00edcias seria igual \u00e0s dos ex\u00e9rcitos: seis casas por turno \u2013 ou cerca de 25km-35km\/dia, na escala do nosso mapa. Como isto correspondia \u00e0 maior parte do tabuleiro na maioria das vezes, resolvi simplificar ainda mais e tomar \u201cuma rodada\u201d como o atraso m\u00e9dio das not\u00edcias.<\/p>\n

Mas fazer esse sistema funcionar como jogo ainda apresentava um desafio, que nosso mapa deixa claro:<\/p>\n

\"\"<\/p>\n

Clonroad, a capital ga\u00e9lica de Thomond (em azul), fica figurativamente do lado <\/strong>de Bunratty, a capital inglesa. Isto significa que um jogador que controle a fac\u00e7\u00e3o inglesa pode atacar seu ocupante no primeiro turno enquanto ainda estivesse desmobilizado, encerrando a guerra antes mesmo dela come\u00e7ar.<\/p>\n

Obviamente, esse n\u00e3o era um problema do jogo mais do que um problema dos pr\u00f3prios O\u2019Briens. Os ingleses n\u00e3o escolheram a localiza\u00e7\u00e3o de seu castelo \u00e0 toa. Segurar a r\u00e9dea do rei de Thomond era sua raz\u00e3o de existir.<\/p>\n

Mas nem s\u00f3 de rapidez se constr\u00f3i uma vit\u00f3ria. Ao contr\u00e1rio do que sugerem\u00a0 games como Total War, <\/em>ex\u00e9rcitos n\u00e3o marchavam o tempo todo em forma\u00e7\u00e3o, descansados e prontos para lutar. Eles andavam em colunas \u2013 \u00e0s vezes, com quil\u00f4metros<\/strong> de comprimento \u2013 que precisavam ser reorganizadas antes do contato acontecer. Tempo suficiente para que um ex\u00e9rcito defensor montasse uma fuga se visse que a situa\u00e7\u00e3o n\u00e3o lhe era favor\u00e1vel.<\/p>\n

Sim, esse defensor ainda enfrentaria tropas de vanguarda, mas seriam uma fra\u00e7\u00e3o do contingente total de seus oponentes. Para reis atacados em suas capitais, a chance de fugir era ainda maior, pois contavam com fortifica\u00e7\u00f5es, obst\u00e1culos e defensores dispostos a ficarem para tr\u00e1s segurando o inimigo.<\/p>\n

Rolagens de desengajamento<\/strong><\/h3>\n

Resolvemos implementar essas a\u00e7\u00f5es com uma mec\u00e2nica chamada desengajamento. <\/strong><\/p>\n

Sempre que um ex\u00e9rcito ataca outro \u2013 ou ataca a capital de um jogador desmobilizado \u2013 o defensor tem direito de tentar de desengajar. Para isto, ele e o jogador atacante realizam uma rolagem de combate normal, com todas as penalidades de terreno, mas rolando apenas um dado. <\/strong><\/p>\n

Este dado representa as tropas de vanguarda e retaguarda que trocam escaramu\u00e7as enquanto as for\u00e7as principais se mobilizam \u2013 para fugir ou para lutar.<\/p>\n

Se o atacante vencer a rolagem, os ex\u00e9rcitos continuam engajados \u2013 ou, no caso da capital de um jogador n\u00e3o-mobilizado, o defensor automaticamente \u00e9 derrotado. J\u00e1 se os dados favorecerem quem est\u00e1 defendendo, este jogador escapa do ataque e se ganha o direito de se mover uma casa para qualquer dire\u00e7\u00e3o.<\/p>\n

Ao contr\u00e1rio de rolagens de combate normais, rolagens de desengajamento n\u00e3o provocam baixas de nenhum dos participantes.<\/p>\n

Resultado<\/strong><\/h3>\n

Ao implementar essas mudan\u00e7as no jogo, o gameplay <\/em>mudou literalmente de uma partida para outra.<\/p>\n

Jogadores que antes percorriam sempre as mesmas rotas se viram obrigado a explorar cantos distantes do mapa. Aqueles que controlavam fac\u00e7\u00f5es distantes do centro do tabuleiro subitamente se tornaram importantes.<\/p>\n

Antes, a dist\u00e2ncia era apenas um empecilho at\u00e9 chegarem na inevit\u00e1vel batalha coletiva envolvendo todos os jogadores. Agora, aliados posicionados nas fronteiras do reino funcionavam como portos-seguros para aliados combalidos.<\/p>\n

Se h\u00e1 um por\u00e9m que posso fazer \u00e9 que as regras funcionaram at\u00e9 bem demais. <\/strong>A mec\u00e2nica de desengajamento permitiu que mesmo ex\u00e9rcitos combalidos prolongassem a fase de expedi\u00e7\u00e3o por v\u00e1rios turnos, obrigando inimigos a persegui-los at\u00e9 os cantos mais inacess\u00edveis do mapa.<\/p>\n

Em nosso \u00faltimo teste, um de nossos membros resolveu perseguir essa estrat\u00e9gia ao extremo, insistindo em \u201clutar\u201d com apenas uma ficha de ex\u00e9rcito depois de todos os seus aliados terem sido derrotados.<\/p>\n

Infelizmente para os outros jogadores, ele teve uma incr\u00edvel sorte no dado, o que fez com que prolongasse a fase de guerra por mais de vinte minutos.<\/p>\n

Por um lado, isto \u00e9 exatamente o que os comandantes irlandeses faziam nas guerras da \u00e9poca. Por outro, a experi\u00eancia se mostrou enfadonha para todos os jogadores que j\u00e1 tinham se desmobilizado naquele turno \u2013 e que n\u00e3o tinham o que fazer sen\u00e3o esperar sua derrota inevit\u00e1vel.<\/p>\n

Esse \u00e9 um problema que ainda estamos tentando resolver \u2013 se n\u00e3o mudando as regras, ao mesmo criando recompensas \u201cmeta\u201d para encorajar jogadores a agir diferente. Por exemplo, penalizando aqueles que prolongarem a guerra por mais de X turnos, ou tornar uma derrota em combate mais custosa que uma fuga ou rendi\u00e7\u00e3o.<\/p>\n

Para isso, contudo, ser\u00e3o precisos mais testes.<\/p>\n

Conclus\u00e3o: um jogo \u00e0 servi\u00e7o da pesquisa<\/strong><\/h3>\n

Esse \u201cbate-e-volta\u201d para criar as regras avan\u00e7adas de combate me deixou bastante feliz, pois me mostrou que nosso jogo est\u00e1 cumprindo a miss\u00e3o a que veio: me ajudar a refinar minha pesquisa de doutorado.<\/p>\n

Gra\u00e7as aos problemas que meus jogadores encontraram no tabuleiro, fui for\u00e7ado a repassar minhas evid\u00eancias e encontrar um novo modelo de explica\u00e7\u00e3o para os acontecimentos que estou estudando.<\/p>\n

\u00c9 uma vit\u00f3ria t\u00e3o grande que compensou todos os perrengues. At\u00e9 mesmo passar horas a fio perseguindo meu colega que insistia em desengajar…<\/p>\n

<\/a><\/p>\n

\"\"<\/p>\n

In the last dev diary<\/a>, I talked about the general principles of combat. In this post, I will get into more details about some of its more specific rules: terrain effects, mobilization <\/strong>and special combat situations.<\/strong><\/p>\n

Terrain effects<\/strong><\/h3>\n

As I explained in the last diary<\/a>, combat in The Triumphs of Turlough <\/em>is determined by dice rolls. Each player in a battle rolls a number of dice equal to the number of battalion tokens owned by the player with the fewer battalions. Each lost roll costs a token, gradually reducing a player\u2019s army.<\/p>\n

Obviously, strength and chance were but two ingredients of the chaos of medieval warfare. Just as \u2013 if not more \u2013 important was where <\/strong>combat took place.<\/p>\n

In The Triumphs of Turlough, <\/em>combat rolls are modified by the types of terrain of the hexes in which the battle occurs. These changes act like penalties <\/strong>that subtract a point from each rolled die:<\/p>\n\n\n\n\n\n\n\n\n
Terrain type<\/strong><\/td>\nAttacker<\/strong><\/td>\nDefender<\/strong><\/td>\n<\/tr>\n
Wood<\/td>\n– 1 for each die rolled<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
Bog<\/td>\n\u2013<\/em><\/td>\n– 1 for each die rolled<\/td>\n<\/tr>\n
River crossing<\/td>\n– 1 for each die rolled<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
Crann\u00f3g<\/em><\/td>\n– 1 for each die rolled<\/td>\n\u2013<\/em><\/td>\n<\/tr>\n
Castle<\/td>\nCannot be attacked<\/strong><\/td>\n\u2013<\/em><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n

Some terrain types negatively affect attackers; others defenders, for reasons I explained in detail in the last diary<\/a>.<\/p>\n

A single hex can have more than one terrain type \u2013 e.g. it can be both a river crossing and a wood. In this case, every applicable penalty is taken in account when calculating the results.<\/p>\n

Castles and sieges<\/strong><\/h3>\n

Hexes housing a castle <\/strong>have a unique penalty: they cannot be occupied by enemy pieces or attacked. The only way to nullify this effect is by besieging them.<\/p>\n

In gameplay terms, this consists in ending the round with at least three armies belonging to the same coalition positioned in surrounding hexes.<\/p>\n

This is quite difficult to accomplish, as it requires that a player a) have three allies in the game and b) neutralize most (but not all) enemies prior to beginning the siege. If there are too many enemies in the board, they will intercept the besieging forces, turning the siege into a regular battle. If all enemies are defeated, the campaign ends before the siege can happen.<\/p>\n

\"\"

Ruins of Quin Castle, Co. Clare. The thickness of the walls shows why these castles were so difficult to take.<\/p><\/div>\n

Castles are powerful, but rare. Only the English have access to them, and there are just two of them in the map: Quin and Bunratty.<\/p>\n

Irish settlements do not have the same defenses and can be directly attacked. The exception are the crann\u00f3gs. <\/em><\/p>\n

This was the name of artificial (or artificially reinforced) lacustrine islands in which Irish kings sometimes built strongholds. The lake around them provided shelter against assailants, applying the same penalty as a river crossing.<\/p>\n

\"\"

Lough Inchiquin, site of a crann\u00f3g<\/em> in the time of The Triumphs of Turlough<\/em><\/p><\/div>\n

From a tactical standpoint, both terrain penalties and the special rules for castles and crann\u00f3gs<\/em> seemed to work fine in our matches.<\/p>\n

The problem was what happened soon afterward.<\/p>\n

Everybody, rush B<\/strong><\/h3>\n

\"\"<\/p>\n

One or two days of testing later, we found out that every single one of our campaigns ended with a re-enactment of the Battle of the Five Armies<\/a>.<\/p>\n

Players that controlled Irish factions, although individually weaker than the English and dispersed around the map, were fully capable of holding the enemy down until their allies arrived.<\/p>\n

As a result, the 1276 English invasion of Thomond \u2013 which, historically, was so successful it barely faced resistance \u2013 became an<\/strong> unwinnable challenge. <\/strong>Match after match, the English faction never manage to take Clonroad, let alone control the regional king.<\/p>\n

There was no question about it: betting everything in a pitched battle was the optimal strategy to win the game.<\/p>\n

The problem is this made no sense, historically speaking.<\/p>\n

Why were the English in Turlough<\/em> taking so bad a beating if in real life they were so successful (at least at first)?<\/p>\n

Or, to put things differently, if decisions like the ones we were making were indeed viable, why did the 13th<\/sup> century Irish waste so much time with skirmishes and Fabian strategies?<\/p>\n

To understand what had gone wrong, I had to put my historian\u2019s uniform on, open the dictionary of Irish language and look back at the sources.<\/strong><\/p>\n

I went over the material I had collected for my thesis and attentively reread every description of flights, military maneuvers and marches to isolated places.<\/p>\n

What I found out in this second reading that I had missed the first time around is that Irish commanders didn\u2019t run back and forth to fight, but to recruit. <\/strong><\/p>\n

Most campaigns were surprise attacks, which the kings in question only noticed when they received word that their allies had capitulated. Or even worse: when they spotted the enemy on the other side of their walls.<\/p>\n

In the off-chance that they weren\u2019t immediately forced to surrender, everything they could do was keep running around the kingdom with their personal guard, hoping to reach their allies and mobilize them before their enemies caught up with them.<\/p>\n

In the end, the problem of my system is that it completely ignored the speed of communication. <\/strong>Like rulers in Crusader Kings, <\/em>that could raise their whole kingdom\u2019s levies with the click of a mouse, I assumed medieval kings were immediately informed of what happened and had an army just sitting on their porch, waiting to get in action.<\/p>\n

\"Image<\/p>\n

Conditions for mobilization<\/strong><\/h3>\n

My first fix was to implement specific conditions for mobilization. Instead of making players buy battalion tokens at the same time, in the beginning of the expedition phase, they could only do so if one of the conditions below were met:<\/p>\n

1) If they were the first to play in the scenario<\/p>\n

2) If they were attacked<\/p>\n

3) If another mobilized player travelled to their capital and mobilized them<\/p>\n

4) If news from the war reached them.<\/p>\n

To simplify things, I established that news \u201ctravelled\u201d at the same speed of armies: six hexes per turn \u2013 or around 25km-35km\/day according to our map. Since this corresponded to most of the board in the majority of situations, I decided to simplify it ever more and take a single round as the average speed of communications.<\/p>\n

But making this system work as a game presented another challenge. One that our map made obvious:<\/p>\n

\"\"<\/p>\n

Clonroad, the Irish capital of Thomond (in blue), was figuratively next to <\/strong>Bunratty, the English capital. This meant that a player that controlled the English faction would attack its occupant in the first turn while the Irish were still demobilized, ending the war before it had even started.<\/p>\n

Naturally, this wasn\u2019t a problem of our game more than a problem for the O\u2019Brien themselves. The English didn\u2019t choose to build a castle there on a whim. Holding the leash of the king of Thomond was its reason for being.<\/p>\n

But swiftness alone was not all it took to secure a victory. Contrary to what the Total War <\/em>and related games suggest, armies didn\u2019t march all the time in formation, rested and ready to strike. They moved in columns \u2013 sometimes, kilometers <\/strong>long \u2013 that needed to be reorganized before contact occurred. Enough time for a defending army to stage a retreat if it saw that the situation wouldn\u2019t turn out in their favor.<\/p>\n

Yes, this defender would still face vanguard forces, but they\u2019d be a fraction of the total contingent of their opponents. For kings attacked in their capitals, the chance of escaping was even higher, for they counted with fortifications, obstacles and defenders willing to stay behind and delay the enemy.<\/p>\n

Disengagement rolls<\/strong><\/h3>\n

We decide to implement these actions with a mechanic called disengagement<\/strong>.<\/p>\n

Every time one army attacked another army \u2013 or the capital of a demobilized player \u2013 the defender has a chance of disengaging. To do so, both they and the attacking player take a normal combat roll, with all applying terrain penalties, but rolling a single die. <\/strong><\/p>\n

This die represents the vanguard and rear-guard troops that traded blows while the may forces mobilize \u2013 either to retreat or to fight.<\/p>\n

If the attacker wins the roll, the armies remain engaged \u2013 or, in the case of an attacked settlement, the defender automatically surrenders. If the dice favour whoever is defending, on the other hand, that player escapes the attack and earns the right to move a single hex in any direction.<\/p>\n

Players attacked in this fashion while still demobilized get the right to mobilize, but they do so with a single battalion token. This represents household troops that were always present at the leader\u2019s side.<\/p>\n

Unlike normal combat rolls, disengagement rolls do not inflict casualties on either party.<\/p>\n

Result<\/strong><\/h3>\n

After implementing these changes, the gameplay changed literally from one match to the next.<\/p>\n

Players that always took the same routes were forced to explore the edges of the map. Those controlling factions situated far away from the center of the board suddenly became important.<\/p>\n

Before, distance was merely a hindrance before the inevitable battle royale involving every player. Now, allies residing at the borders of the kingdoms acted as safe havens to their beaten friends.<\/p>\n

If there is any fault I can find with the new rules is that they worked too well. <\/strong>The disengagement mechanic allowed even armies on their last legs to prolong the expedition phase for several turns, forcing enemies to pursue them until the very last hexes of the map.<\/p>\n

In our latest test, one of our team members decided to follow this strategy to the extreme, insisting on \u201cfighting\u201d with a single battalion token after all of his allies had been defeated.<\/p>\n

Unfortunately for the rest of the players, he was incredibly lucky at the dice, which extended the expedition phase for over 20 minutes.<\/p>\n

On the one hand, this is exactly how Irish commanders acted during the wars of the period. On the other hand, the experience proved to be wearisome to players who had already demobilized in that round \u2013 and had nothing else to do but to wait out his inevitable defeat.<\/p>\n

This is a problem we are still trying to solve \u2013 if not by tweaking the rules, at least creating \u201cmeta\u201d rewards to encourage players to act differently. For example, by penalizing those who prolong the war beyond X turns, or by making a defeat in combat more onerous than a retreat or surrender.<\/p>\n

This, however, will require further tests.<\/p>\n

Conclusion: a game in service of research<\/strong><\/h3>\n

This \u201cback-and-forth\u201d to create advanced combat rules made me really happy, for it showed me that our game is fulfilling the role it was created to do: helping me refine my PhD research.<\/p>\n

Thanks to the problems my players faced in the game board, I was prompted to review my evidence and find a new explanatory model to the events I was studying.<\/p>\n

This is big enough a win that it made up for every annoyance along the way. Even wasting turns on end chasing my colleague that insisted in disengaging\u2026<\/p>\n","protected":false},"excerpt":{"rendered":"

No \u00faltimo di\u00e1rio, eu falei sobre os princ\u00edpios gerais do combate. Nesse texto, entrarei em maior detalhe em algumas de suas regras espec\u00edficas: os efeitos de terreno, mobiliza\u00e7\u00e3o e situa\u00e7\u00f5es especiais de combate.<\/p>\n","protected":false},"author":2,"featured_media":22695,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"spay_email":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false},"categories":[580,21],"tags":[702,175,483,589,671],"jetpack_featured_media_url":"https:\/\/i1.wp.com\/www.finisgeekis.com\/wp-content\/uploads\/2021\/03\/20210310-cover-dev-diary.jpg?fit=1212%2C883&ssl=1","jetpack_publicize_connections":[],"jetpack_shortlink":"https:\/\/wp.me\/p9rUzW-5U1","_links":{"self":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22693"}],"collection":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/comments?post=22693"}],"version-history":[{"count":5,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22693\/revisions"}],"predecessor-version":[{"id":22704,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/posts\/22693\/revisions\/22704"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media\/22695"}],"wp:attachment":[{"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/media?parent=22693"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/categories?post=22693"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.finisgeekis.com\/wp-json\/wp\/v2\/tags?post=22693"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}