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That sounds like an interesting idea.Alternatively, the loss of a camp could be used as a decider/impact for victory purposes etc. So that loosing your camp could effect the end results in that it would reduce the owners end result level by one etc - i.e. make a draw a loss for the player who looses their camp. That would not effect the end result of the battle but would effect the scoring in the comp, making it more likely that players will want to defend that.
mellis1644 wrote:That may be an idea. Although a little hookie, the value of camps in some rules sets (such as the Dbx ones) at least means that skirmishing armies have something which they need to defend. In FoG the camp is really not that important in a tournament if a LH/Shirmish army is playing to avoid defeat.MARVIN_THE_ARVN wrote:
Maybe if FOG had vitory points for table control that could change things?
Maybe extra points for sacking camps in would help in tourney's - after all these were key factors in ancient campaigns in retaining the field etc. That would not affect army break points but would be a bonus to go for and something for player to really defend.
Alternatively, the loss of a camp could be used as a decider/impact for victory purposes etc. So that loosing your camp could effect the end results in that it would reduce the owners end result level by one etc - i.e. make a draw a loss for the player who looses their camp. That would not effect the end result of the battle but would effect the scoring in the comp, making it more likely that players will want to defend that.
Just random thoughts.
i'd support something like this, because it actively penalises draws.mbsparta wrote:I still don't get the 800/900 point games with four hour time limits, but I do realize this seems to be sizes most prefer.
What if the scoring was different (for example):
Win: 3 points
Lose: 1 point
Draw: 0 points
If niether side can capture a win with broken BG's; then neither side gets any points. There would be incentive to play for a win (or a loss for that matter) rather than settle for a tie. Of course the scoring could be something other than 3-1-0. But you get the idea. Do not reward unfinished draws of any kind.
Mike B
Alexander didn't - but plenty of other Generals did. Perhaps that is reflected by the tabletop generals?but... that's not how historical battles are fought. alexander didn't get to gaugamela and say, "bugger... a lot of mounted there... better sit about for three days until they piss off".
OldenTired wrote:i'd support something like this, because it actively penalises draws.mbsparta wrote:I still don't get the 800/900 point games with four hour time limits, but I do realize this seems to be sizes most prefer.
What if the scoring was different (for example):
Win: 3 points
Lose: 1 point
Draw: 0 points
If niether side can capture a win with broken BG's; then neither side gets any points. There would be incentive to play for a win (or a loss for that matter) rather than settle for a tie. Of course the scoring could be something other than 3-1-0. But you get the idea. Do not reward unfinished draws of any kind.
Mike B
Losing is better than drawing. If it looks like I will lose I'll just roll over and die. In a close fought game many people would do it. Some would be lucky and have it done against them, generally the better players.mbsparta wrote:I still don't get the 800/900 point games with four hour time limits, but I do realize this seems to be sizes most prefer.
What if the scoring was different (for example):
Win: 3 points
Lose: 1 point
Draw: 0 points
If niether side can capture a win with broken BG's; then neither side gets any points. There would be incentive to play for a win (or a loss for that matter) rather than settle for a tie. Of course the scoring could be something other than 3-1-0. But you get the idea. Do not reward unfinished draws of any kind.
Mike B
Because if a game is heading for an unfinished draw, then both players have an incentive to collude in fixing the result. Under the current bonus for a win system, only one player has an incentive to fix a result, which is self-checking.mbsparta wrote:It would also encourage fixing the score.
........... What do you mean?
And +30 for a win would encourage very 1 dimensional armies. Which I like.peterrjohnston wrote:If you want to encourage wins, increase the bonus for a win. Making it +30 instead of +5 would mean wins matter, the rest is tie-breaker. It would be somewhat similar to the old 3-1-0 (1 being a draw) used for DBM in France.
Don't know about what effect it would have in FoG, but in DBM I always thought 3-1-0 encouraged more aggressive play and obviously more aggressive army design. However, as I think FoG doesn't encourage the toolkit style of army design, you may be right.philqw78 wrote:And +30 for a win would encourage very 1 dimensional armies. Which I like.peterrjohnston wrote:If you want to encourage wins, increase the bonus for a win. Making it +30 instead of +5 would mean wins matter, the rest is tie-breaker. It would be somewhat similar to the old 3-1-0 (1 being a draw) used for DBM in France.
yeah, but what we'd like to see is hard armies that fight bloody battles.peterrjohnston wrote:Don't know about what effect it would have in FoG, but in DBM I always thought 3-1-0 encouraged more aggressive play and obviously more aggressive army design. However, as I think FoG doesn't encourage the toolkit style of army design, you may be right.philqw78 wrote:And +30 for a win would encourage very 1 dimensional armies. Which I like.peterrjohnston wrote:If you want to encourage wins, increase the bonus for a win. Making it +30 instead of +5 would mean wins matter, the rest is tie-breaker. It would be somewhat similar to the old 3-1-0 (1 being a draw) used for DBM in France.
The downside of 3-1-0 is that, certainly over a 4 game meeting, it becomes effectively knock-out.
remind me to play you whenever i get the chance. you seem to want to give up pretty easily.paulcummins wrote:but what is the point of trying if your shock troops die?
2 knight based armies - knights hit each other, one side wins the luck , the other side then gives up. no incentive to try and claw it back with the lighter troops. as soon as you dont have an advantage, you might as well give up.