I've also set up a new feature, "add your own comments on our performance" - so you can have a go at adding to the pearls of wisdom of regular expert analyst Hannibal as well...
..if you dare ..

Tim
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Another entertaining set of AARPs. Thanks! I appreciated your comments on the cav heavy nature of the Byzantium and Islam theme--definitely gets me jazzed to do more cavalry on cavalry action in FoG.madaxeman wrote:4 match reports now posted on Madaxeman.com to show how our Arab Swarm army fared at 900 ap.
I've also set up a new feature, "add your own comments on our performance" - so you can have a go at adding to the pearls of wisdom of regular expert analyst Hannibal as well...
..if you dare ..
Tim
Could be. The Early Byzantines can have decent numbers of lance armed cav between the Bucellari and Vandal Justiani etc. Infantry not so good, which seems historical, alasphilqw78 wrote:I think in an open competition the Early Byzantines are better than in a comp of lists designed to fight them.
Phil picked or list and looking at it after the event I don't think there is much I would change.daleivan wrote:I noticed no one fielded Thematic either.
madaxeman wrote:
I've also set up a new feature, "add your own comments on our performance" - so you can have a go at adding to the pearls of wisdom of regular expert analyst Hannibal as well...
..if you dare ..
Good point, 4 TCsnikgaukroger wrote:Wot, no commanders![]()
I'd be interested to see how it played without the Bow* chaps but with 2 BGs of Flankers instead - you'd need to lose 20 poinst somewhere though.
Hannibalesque indeed!! I'll have to animate our 28mm Arab Leader's eyes as well for next time I think !!nikgaukroger wrote:I daredmadaxeman wrote:
I've also set up a new feature, "add your own comments on our performance" - so you can have a go at adding to the pearls of wisdom of regular expert analyst Hannibal as well...
..if you dare ..
Well, its more that you can get results which are "against the odds" fairly easily in FoG - a +1 POA is pretty much all you can achieve in normal circumstances, and as some maths expert will probably tell us, the chances of losing even from a +1 POA are (for me) fairly material (1 in 4 maybe?). This is a deliberate design principle of the rules by the authors, so its not just me making this stuff up!stenic wrote:Tim,
I was considering one of your points in your post-game analysis. I was curious as to why you consider FOG to be more luck based than DBM (assuming I read yor point right)? I'm under the opposite view; I feel more dice evens out the extreme '6' vs '1' roll that in my games made a critical difference. The increased dice numbers was one of the reasons I was veering towards Warmaster Ancients before FOG came along. I wonder if there is a more scientific reason? As a mediocre DBM player at best, extreme dice always seemed to kill me off, and so I would feel most aggrieved and hard done by. But with FOG I find extreme dice less of an issue. They still happen, just that for some reason the effect is less traumatic.
Steve P
This has been my experience as well--luck is definitely a factor in FoG, I have witnessed some amazing results thanks to luck, both good and bad. And frankly, that's just what I want--a certain degree of luck.madaxeman wrote:
In FoG there are literally no situations where you are guaranteed a win, and its almost impossible to engineer any sort of situation or matchup where your advantage in combat is better than a measly +1 POA, so the chances of a "lucky" result for your opponent is always fairly significant.
I suspect this is why some of the swarm armies are popular - a flank attack is the best chance you have of stacking the odds in yoru favour, and these armies are designed to create as many such attacks as possible, with the most units built from the most cost effective troops for the job.
Or a second chance for the dice to doof it all up even further !!Ghaznavid wrote:Not sure, for combats that might be somewhat true although even if you end up a very clear 2nd winner in close combat a good cohesion and death roll can often salvage the situation, so you tend to get second chances, not so in DBM.
One of the hardest skills to master in DBM was setting up your army to be able to cope with a few rounds of bad pips - but luck was pretty big there too! Thats why my later DBM reports all included the Hammy-tastic pip dice graphs.Ghaznavid wrote: Anyway I always considered the PIP rolls as the worst luck element in DBM. Not very many of them and one or two bad rolls (especially if coupled with a good roll by your opponent) and things could go pear shaped pretty quickly, especially with irregular armies. That problem has pretty much disappeared with FoG.
The Gimp - I understand what you are saying, but in my view this is the single biggest difference between, erm, a previous set of rules and FoG.As a fan of the undrilled types I'm not sure that the dissadvantages of undrilled troops are enough