194 lines
16 KiB
Plaintext
194 lines
16 KiB
Plaintext
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Episode: 2593
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Title: HPR2593: Intro to De Bellis Antiquitatis
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2593/hpr2593.mp3
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Transcribed: 2025-10-19 06:19:12
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---
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This is HBR Episode 2,593 entitled Intro to the Melanitic Wittarties and is part of the series, Tabletop Gaming.
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It is hosted by Tutoto and is about 27 minutes long and carrying a clean flag.
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The summary is short Intro to Tabletop War Game Call TVA.
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This episode of HBR is brought to you by an honesthost.com.
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Get 15% discount on all shared hosting with the offer code HBR15. That's HBR15.
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Better web hosting that's honest and fair at An Honesthost.com.
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Hi and welcome to the Hacker Public Radio. I'm your host Tuka and this episode will be about
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the Telly's Antiquities or short for DBA. What is DBA?
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I got an inspiration for this episode from Klaatu who has been doing episodes recently about
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all various board games. Surprisingly or not surprisingly, DBA is a board game or Tabletop game.
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It's a Tabletop War game for two players that is fairly easy to learn, doesn't take tons of time
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or doesn't need big amounts of space. It played on a 30 inch board with two armies of tiny
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miniatures. And those miniatures are one step on currently painting so if there's any
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or poses in the recording that they are probably because I'm in middle of doing something
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complicated or delicate thing. So in DBA you have two armies fighting each other on a table of
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stuff. And the difference between DBA and some other board tabletop programs is that DBA is
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a fairly small and doesn't take much time or space. Each army has 12 elements or units
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and there's armies consists of. And one of those armies throughout the time starting from
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the 3000 years PC all the way up to the 1480. So there's an ancient Egyptians,
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burial from an army, architects, samurai, you name it. The way the DBA handles different
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different eras is that like there's nothing prevents you having anachronistic
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battle of, for example, friends, older than versus postmonger samurai or versus ancient
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Kusheid army. And how the DBA managed to do that is that they don't, the game doesn't model.
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The game models are the various units not by the armament but how they were actually used in the
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battle. So if you have a unit that is shooting lots of arrows, it's both in the
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game. And it doesn't matter if they are shooting crossbows or if they're shooting longbows,
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they're they're both in the game. And if you have an army unit that
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fights in a close formation using plated weapons, they are plates in the game.
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I played samurai with swords or Roman Legionnaires or dismounted knights, for example.
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And this is really nice because it allows players to concentrate on how how you need was used,
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how certain type of unit was used. They don't have to think about about the armament or how they
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would differ between units. Just the idea is to concentrate on how the how how certain unit was used
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and play accord accordingly. So there are various various units in the play, for example plates,
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hordes, those are huge. Lots of people who are not skilled in fighting
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couriers, which is which are just a special case of cavalry, knights that are cavalry that
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is very inventive, they like to charge through the emirations, so on.
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So each player has an army and each player has the same size of army. In every game,
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both players have an army of 12 units or elements. This makes it easy to sort of balance the game
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because you don't have to have rules for balancing army with lots of units, lots of low-quality units
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against the army of few high-quality units. Of course, it also means that if you have
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if all units are not all units, all similar units between armies behave in the same way. So if you
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have a stress, those are units that fold with a big field and a pointy stick, basically.
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So if you have a Spartan stress unit, it will perform equal level as any other stress unit,
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there aren't any differences in armies. So how the game goes, so two players, it's with the army.
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The goal is to win the opponent by either winning the defeating the general,
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which is one of the units on the table or by destroying one third of the army without
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each suffering, more equal amount of damage. So if you win the opponent general
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and you haven't lost more units and you have lost less units than the opponent or if you
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have won one third of opponent's army and have lost less units than the opponent, then you win.
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And why is this, of course? And unlike in more complicated games, there isn't any
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reason or the face, the game runs by turns and on each turn, player throws a 1d6,
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600 die and gets a amount of command points that the die tells him. So and those command points
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are used to move the units on the board. This is used to simulate the
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confusion and difficulty, difficulties of communicating with the units in the mid of the combat.
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It's awfully frustrating sometimes to be playing and have you really create
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a battle plan destroyed because you keep throwing lots of 1s and 2s in this phase, but that's
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how it goes. Luckily the game is really fast. So if you lose a game, you can just set it up again
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and have another goal, difficult games take less than hour to finish. Sometimes even faster,
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sometimes they end up in a matter of minutes defending on your luck or your plan or combination of
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the other. One funny way to lose the game is to have your general following a elephant and having
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the elephant to lose in the combat and start retreat crossing your general, because in the game,
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in the game elephants are dangerous to both sides. In theory they are less dangerous to you,
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but than your opponent, your own elephants, but you still have to be mindful that they are slow
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and hard to control and can cause damage if they decide to back up.
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So you get a command point when you throw a right hand. That is used to move your units around.
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Typically one unit, moving a one unit takes one element, one moving one element takes a.
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One command point, there are some special cases like if you need this far away from your
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command of general, then it takes one point more or is there in the middle of the forest or you
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can generalize in the middle of the forest for some other reason, because then the leading of the
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battle is really hard for the general. Then movement costs one more and so some units like
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artillery, these are catapults and ballistas and even some primitive cannons later in the game.
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Moving those takes one extra point.
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Because you cannot move that many units, even if you throw, if you move them one by one,
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you can move them. You can have a middle group battle formation and hold formation moves in as a group.
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And of course, as soon as you encounter forest, you have to adapt, you cannot march in a
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midline through the forest, you have to be a column or you have to go around the forest or you have
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to break up your army or battle line. Same thing as soon as you come. It is easy to march in a plain
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field, but when you encounter the enemy and you start throwing a pushing, then your battle line
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starts to fall apart. And what else? As soon as you collide with the enemy, you start throwing a
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die about who wins the combat. Some units perform better against some units and some units are
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not so strong. Like light horse, for example, these are units that ride with the horse pro
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light spears through with the light bows and then run away or ride away. They are not strong
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by themselves, but they are also very hard to catch because they are so fast. And they are
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really great at harassing the slanks. For example, they are really horrible in the forest, but they are
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really great in the open plains. So as soon as you get into close combat, both players
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throw a die, compare one or two tables to see which side wins. And sometimes nothing happens,
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sometimes your opponent bags up a little bit, sometimes they start, free, sometimes they are
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and are removed from the play. And some units, if the opponent sees, or
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bags up a little bit, follow them. Night for example, that's how input in the tables
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or either to engage that they are impossible to control. As soon as they get into the combat,
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they just start running after the enemy or riding after the enemy. Warbands are the same.
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And close combat isn't everything that they use. There's also two types of misal fire,
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bows that shoot on every turn. Like when I move, they don't move them. As long as they're somebody
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on the range, they shoot them. And they also do the same thing on my opponent's turn.
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And then there's the artillery that only shoot on my turn is the artillery, of course.
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And can't shoot if they have moved, because these are slow and cumbersome. These are huge,
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huge hits and since for example, primitive cannons that take time to set up.
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And well, that's basically this, of course a little bit special rules. They have forest,
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they have swamps, they have different kinds of hills. Heels are nice. They
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provide the advantage on the unit that is on the high ground and they break the line of sight
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and they also look nice on the table top. Because part of the, big part of the draw for me
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for the game is that you get to build and paint and do all kinds of creative arts and crafts.
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Of course, you can just buy the, buy the, for example, the hills from the gaming stores,
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countless of different kinds of hills and, for example, model railways, model railways, stuff,
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works fairly well with the game. But I just like building stuff by myself.
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And what else? Well, that's pretty much it. Players, players alternate between
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each, each turns, like, first I call and then the opponent calls and then I call and
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it keeps repeating them until one side wins. Trolls aren't really possible in this game.
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Because of this, a situation where it's a draw, it just keeps going until one side wins.
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Like that. I'm currently painting horses for the ancient, pretty, pretty army that I'm building.
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So that's the sound of me washing the grass in the mean of chasing colors.
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Tentes are, if self-units isn't, isn't big enough, you can play a variant called
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Pit Battle DPA where you have three armies. But I have on each side, but I have never tried that.
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The game is fun, fun because you can have various kinds of armies of different eras
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and they fight nicely against each other, because later armies don't have any advantage over the
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early armies. Of course, the composition of the army can have some effect on how you play it,
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if you have an army of consisting only of siloys or like skirmishing infantry, then it's
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really hard to play on open plains. Parties, you have a lot of forest for example,
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they're pretty, pretty well developed. All right, the composition of armies, that I've
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forgotten completely. I should have written some sort of outline for the result, but
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so like I said, every army has a 12 unit and a table and unlike in other games, you don't have
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or in some other games, of course. You don't use points to purchase your army, but you have a
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pre-made army list. I don't know how many, probably, probably well over 100 different army
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lists in the book, rule book that are fighter, fighter, sort of country or tribe or whatever
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you want to call it, like you have ancient equipments and you have Sumerians and then you have a
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postmongol samurai and then you have a Aztecs and then you have a late medieval police armies
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and wars of the roses army for the priests. Anyway, you have army lists for
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preach and or section or group, whatever. And for a certain period of time, like for the Romans,
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you have well over 10 and that's not counting the Byzantine stuff. That's just a western empire
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starting from the early Roman army, the VD vote in the, what's that called?
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Not cohort, not manipulpate. Yeah, I'm drawing a plank. Well, it doesn't matter.
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That's the, but now it waters me, some some Greek formation, phalanx, yeah, phalanx. So you have
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early Roman armies fighting in a phalanx, so consisting mostly of spheres with a little bit of
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maybe one unit of horses. And then it, then you have a Marian Romans that is mostly of
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legionaries and then you have a early integral Romans that is legionaries, plates and then you have
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some auxiliary units, few food units and maybe a ballista. And then late Byzantine armies
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to have catafracts like heavily armored horses that really excel in a plain spot, really, really
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in a trouble in the woods. And within those army lists, you might have some room for
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choosing a choosing elements, like they usually say, this is your core. These are the ones that you
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always taking. And then you can pick from this set, like you can have choice between, for example,
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with ancient preaches, you have, you have some amount of four bands. And then you have a choice
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between Harriots and wall bands. And then I think there was a horse, a light horse there do.
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So, while you have a premier armies to have some say to what kind of armies exactly you want to
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play. And because the armies are fairly small, it doesn't take tons of figurines to paint,
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that you need to paint. So, it doesn't take tons of time. Also, it doesn't take lots of space or
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money to have a duplicated show, armies, people often end up with multiple armies. Like when I started,
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I started this, I built two walls of roses, armies, yoke and Lancaster, which are
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on a retrospect, quite big because there's a quite a bit of options. So, I built two,
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buildings and painted two armies, took them to the local gaming store and asked my friends,
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hey, I have this new game, I have complete set of figurines to even to play. And that's how we
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started. Now there's a mostly painting I'm not playing that much. And the part is that all the research
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that you can do when you start setting up your army like reading about fate, the lift and what
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they did and what kind of color scene, the armies used and what kind of famous people were
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in that era and settings.
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That's basic basics of the DBA. There's a more complex game for the sort of sensory
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stories called DPM and DPM debellists, multitudinous and debellist Magistar Militum, if I'm not mistaken.
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That's a hand plate that's a little bit more complex and also a little bit.
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I think a little bit more units to play. But good thing with the DBA and DPM and DPM
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is that they used the same same general basing rules, rules on what size base you attach your
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tin soldiers. So in theory you can start by building a DBA army and then start adding a
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unit on that to get to DPM or DPM and army. I haven't done that those games, actually.
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Interest me that much. They are fairly bit more complex and they have a point system and they have a
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difference between different kinds of units in a way that you can have a superior quality or
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inferior quality and such units. So the DBA Spartans are Spartans, Piemen are stronger than
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some other Spiemen. But in DBA that's not the case. The Spiemen is a Spiemen, very that's Spartan
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or Barbarian or Samurai or what. Which also makes the game easy to learn. And while the
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rule book is a tin, it's extremely dense. The information is actually tightly and it can be quite
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hard to read and decipher when you start. Luckily the Washington area players have written their own
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guide that expands the official rule book. It has more examples and it has more
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variables, explanation of rules and it has more readable papers. So if you start with DBA or
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if you are interested in the DBA, I really recommend that you get hold of that that booklet
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and read that because it makes the game much easier to understand in the beginning. That booklet
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doesn't contain amylists so you still need to collect copy of the official rules. The current
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version I believe is free. I haven't played that. I have only played the previous version 2.2 but
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the difference shouldn't be that big for what I have read. I'll try to find a link to that
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and include that into the show notes. But I guess that's for it for now. Thanks for listening.
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Have a good one. Bye.
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You've been listening to Hacker Public Radio at Hacker Public Radio dot org.
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If you have comments on today's show, please email the host directly, leave a comment on the website
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