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Gideon13
09-25-2010, 03:08 AM
If PKs with Hate 16+ have it triggered against the first enemy of that type they meet in Battle, do NPC foes have the same limitation?

For example, let’s say the raiding Saxon force has a unit of Badder Berserkers, who per BoB typically have Hate-20. Rather than risk random-encountering them post-charge and on flat ground, could the PKs’ unit Scout out a high hill, set up atop it, and taunt the Berserkers until the latter Recklessly attacks uphill into the killing ground?

Think the Battle of Crecy, where the French knights literally cut through their own archers and attacked while Disordered in their zeal to reach the English line – and did so against orders before their army was even properly formed up.

Of course, if PK unit commanders can make battle plans that take advantage of their foes’ Passions, intelligent NPC unit commanders should be able to take advantage of the PKs’ passions too …

ewilde1968
09-25-2010, 04:44 PM
From the BoB: The enemy unit has a 1d6 per battle round of having used their passion. So if its the third battle round then roll 2d6 for the two past rounds. If either die comes up a 6 then the enemy unit's passion is depleted. In the Book of Armies, if the unit has a double heart then those passions can be used every battle round.

We played 495 this past Wednesday night. I kept rolling 19s and 20s for the enemy unit, so we found 3 battle rounds against either berzerkers or badder berzerkers - both of which can have a passion every battle round. That was a brutal, brutal year. Only one of five players made it through the battle without having to fall back to a secondary character.

Gideon13
09-28-2010, 04:40 PM
That is certainly true for handling Passions once the main battle itself has started and the PKs are just serving their place in line.

But I was thinking more in terms of the battle plan itself, either because the PKs get to advise the battle commander (having them come up with an actual plan is IMHO more fun than just asking for a Battle roll) or because a PK *is* the commander on the spot (“A Saxon army has crossed the border!” “OK, we send messengers to the Earl, then ride out to slow the Saxon advance until he can get here with *our* army.”).

Greg Stafford
09-28-2010, 07:37 PM
But I was thinking more in terms of the battle plan itself, either because the PKs get to advise the battle commander (having them come up with an actual plan is IMHO more fun than just asking for a Battle roll) or because a PK *is* the commander on the spot (“A Saxon army has crossed the border!” “OK, we send messengers to the Earl, then ride out to slow the Saxon advance until he can get here with *our* army.”).


I see, you are talking about what I call "command decisions"

I never got the rules organized well enough to publish
Still don't
but most of it consists of convincing your troops NOT to go into battle
Sure, your eschille will obey
but those other guys....

Atgxtg
09-29-2010, 08:13 PM
I see, you are talking about what I call "command decisions"

I never got the rules organized well enough to publish
Still don't
but most of it consists of convincing your troops NOT to go into battle
Sure, your eschille will obey
but those other guys....




I've read that that used to be the big problem and one reason why battles like Crecy and Argincourt went the way they did.

Gideon13
09-29-2010, 08:43 PM
I've read that that used to be the big problem and one reason why battles like Crecy and Argincourt went the way they did.


Exactly. In fact at Agincourt, the veteran French general had a plan that actually would have worked (including a wide flanking cavalry movement around the less-mobile English archers and into the English camp). Except the French nobility launched their usual Reckless charge on bad terrain (Muddy Ground was just the start) -- and then after the battle blamed their losses on the one guy who actually followed the Battle plan (the flanker)!

Greg Stafford
09-30-2010, 09:53 PM
I see, you are talking about what I call "command decisions"

I never got the rules organized well enough to publish
Still don't
but most of it consists of convincing your troops NOT to go into battle
Sure, your eschille will obey
but those other guys....

I've read that that used to be the big problem and one reason why battles like Crecy and Argincourt went the way they did.


I have thought that the knights there all simultaneously heard the voice of God and He said:
"Triple Glory per Round if you go now; x4, x10, x35, ok ok 100 per round if you all go NOW, and if not...
Oh, there you go, it was a test you know...."

Atgxtg
10-05-2010, 06:03 PM
I see that happening with the BoB, too. Often my players withdraw from battle, and should stay disengaged for a round or two so they can regoup, get first aid, or manever, but instead they charge right back into the fray for more glory.

Arkat
10-06-2010, 09:48 AM
I see that happening with the BoB, too. Often my players withdraw from battle, and should stay disengaged for a round or two so they can regoup, get first aid, or manever, but instead they charge right back into the fray for more glory.


BoB is great that way. My players have consistently tried to move deeper into the enemy ranks, even though they are wounded and outnumbered. There is just a subtle interplay between glory, passions, traits and the need to show off your best skills that push players to act in a very knightly (read: silly) way. Attack, Charge and Push deeper are very common maneuvers in my games. It is a miracle that they have survived as long as they have.

I love it.

Atgxtg
10-06-2010, 05:04 PM
BoB is great that way. My players have consistently tried to move deeper into the enemy ranks, even though they are wounded and outnumbered. There is just a subtle interplay between glory, passions, traits and the need to show off your best skills that push players to act in a very knightly (read: silly) way. Attack, Charge and Push deeper are very common maneuvers in my games. It is a miracle that they have survived as long as they have.

I love it.


Yeah, but pushing deeper isn't ally silly. Deep in the enery ranlks is usually the safest place on the battlefield! Once you get past the first two ranks the UNit Intensity drops, makingit easier to win the Battle roll. Push Deepder is a great tactic to follow up a triumpant lance charge.

Even so, the BoB does sublely encourage PKs to take chances. Attack two? more glory, but a tougher fight; Chase? Fight 1D6 werakened foes for lots of glory, with a good chance of bumping into the rear guard; Get into the enemy camp first? Gets triple plunder but face several foes; Get an oppurtinity to attack an emeny leader? Terrrfic chance for glory and ransom, if you can handle thee waves of bodyguards and the guy sticks around to fight it out.

Lots of incentive to take risks and get killed.

It possiblee, the BoB is even more fun in tourneys. Since the chances of death or major wound are much lower, the PKs tend to try more things and take more risks, and in turn learn more about hot to aact in a battle. Just like real knights did.