Battle of the Five Armies<\/a>.<\/p>\nPlayers 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>\nThere 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>\nOr, 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>\nTo 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>\nI 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>\nMost 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<\/p>\n
Conditions for mobilization<\/strong><\/h3>\nMy 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>\nNaturally, 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>\nYes, 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>\nWe decide to implement these actions with a mechanic called disengagement<\/strong>.<\/p>\nEvery 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>\nThis 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>\nAfter 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>\nIn 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>\nThis \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}]}}