A little question about making adventure

By Oathman, in Battlelore

Hi to you all

I am just wondering how to balance the adventures. I am also a person who likes to larger campaines and was thinking about useing Battlelore to resolve conflicts in the campaine. But how can I balance the armies in this and how can I get resource managment in to it, the units cost resources etc. I was thinking about giving each of the units a cost so the palyer could buy his army and maintain his army with the resources the player gets from his kingdom. My initial tought was this:

I have used the normal blue sword infantry as a base at 2 points.

Pts Unit

1 Green inf

2 Blue inf

3 Red inf

3 Bows/Crossbows

2 Green cav

3 Blue cav

4 Red cav

I used the first adventure in the rulebook and if I used this system the french would have 26 points and the English 24 points. The french have 10 units and the english 9 units.

I have jut recently bought this game so I am not familiare with all that regards Battlelore. If there are other posts that have a similar content I appologise for dubbelposting. Is there an expansion that deals with customise youre own armies?

Please do criticise this since it´s just a tought and if you know someone that all ready have done this, please point me in the right direction!

Play well and may the dice roll youre way!

/Oathman

The big problem with any points based system is that (to me at least) a Red infantry on the 3rd or 4th row is more valuable than one on the base line. Archers are more valuable in lots of clear terrain compared to one that has features that block LOS (and lots of other little instances).

This makes assigning a single value to a colour / unit type rather difficult (and where Call to Arms comes into it's own). I have done a campaign system where the resource management comes into play based on how many CtA cards you can support which are used to create your armies rather than how many blue arbalists an be supported etc.

Chris

Yup I would agree completely. Perhaps your campaign could have a system where you keep an expanding "hand" of CtA cards and that would be your army, and then use that as your base for army development rules.

A nation has a number of CtA cards which get split between armies, the longest version of the campaign (which ties in the Ottoman Empire up to what will become the Russian area and all the way across to the ocean) is set up so as you capture more land you can support more armies (and leave garrisons in castles) but never gets more complicated than these 3 / 4 CtA & XYZ specialist cards and Lore masters are in that army.

Chris

Then I take it that "Call to arms" has a way of making armies of youre own design. And that the system in CtA can be modified to support campain games were the players can raise armies and make battle with the Battlelore rules. If anyone of you have thougt of a system for this I would be very grateful if you would share those thoughts with me.

I am also sceptical to a point system since it is a rater crude tool to make balanced battles. But it is a way to try to get it a bit even. I know that different types of units have different strenghts and weakneses depending on were on the field they are deployd. But that is up to the player to place his army in such a good position he can find. I would like to be able to deploy my army after my own design and not just after a predecedied adventure were my generalship only is to figure out how to use the troops best as already deployed on the field.

Well got to find and buy Call to Arms then wont I!

/Oathman

Oathman said:

Then I take it that "Call to arms" has a way of making armies of youre own design. And that the system in CtA can be modified to support campain games were the players can raise armies and make battle with the Battlelore rules. If anyone of you have thougt of a system for this I would be very grateful if you would share those thoughts with me.

Well got to find and buy Call to Arms then wont I!

/Oathman

CtA uses deployment decks with a mix of units per card which are 'deployed' into a section (you choose which card goes into which section and layout units as per the card). Each deck is split into three sets each of which have a slight (some say too slight but I like as it is) balance mix, some have more ranged others more cavalry. I'm not explaining it very well but it does expand the replay ability of the game an awful lot..

Here's a link to my bits and bobs including terrain 'deployment decks' (and a plethera of races and creatures that tie in with my campaign)
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Chris

Oathman said:

Well got to find and buy Call to Arms then wont I!

I think you will initially be disappointed by Call to Arms in terms of its ability to foster campaign-style play - but some minor adaptations to it (allowing extra specialists, "house-rule" changes to positioning, etc.) can facilitate. But I think the more ambitious but satisfactory way to go, is to make different CtA deployment decks for different army subsets - kinda like what is being done with FFG introducing CtA deck(s?) for the goblins.

This is one area of development in the game I was (am, to a degree) looking forward to. Not sure how FFG will handle it.

I thank you all for youre comments and suggestions. I have ordered Call to Arms now and will soon see for my self what it holds. The thought about campaines I will ponder over a bit more since I like that type of games when the battle actually means more than just bashing heads. I have made camapines in 40k and Whfb and DBA in miniatures but would like to get this game to funktion in that role to since I like the rules for Battlelore and think that the quicknes of the game will make it ideal for campain games.

/Oathman