Author Topic: Activating Ally Generals  (Read 1436 times)

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Battle Damage

  • Guest
Activating Ally Generals
« on: November 22, 2016, 08:05:51 AM »
Howdy all - a reasonably experienced DBA player dipping a toe in DBMM here. I have some questions on using allied generals.

1. I assume that the three PIP cost for activating the ally has to be paid in every turn in which you want their command to do something?

2. And once the CinC has paid the PIPs, the allied general then uses his own PIPs as normal?

3. I assume that if the CinC does not pay three PIPs to activate an ally general, that ally general's command makes any impetuous moves as per normal, but the ally general can't pay any pips to halt elements/groups?

Overall, on paper having ally generals looks to be a very PIP-heavy proposition. Particularly if I'm playing Papal Italians and I'm saddled with at least two of them...

additz

  • Guest
Re: Activating Ally Generals
« Reply #1 on: November 22, 2016, 10:30:07 AM »
Hello Battle Damage,

1. I assume that the three PIP cost for activating the ally has to be paid in every turn in which you want their command to do something?
No - IF your ally is unreliable, (which is the case only, when you have thrown a "1" on his first PiP-Dice)
this is only one way how he can become reliable. See page 14 - UNRELIABLE ALLIES

2. And once the CinC has paid the PIPs, the allied general then uses his own PIPs as normal?
Only if this activation was successful -> see page 14

3. I assume that if the CinC does not pay three PIPs to activate an ally general, that ally general's command makes any impetuous moves as per normal, but the ally general can't pay any pips to halt elements/groups?
No ... -> see page 14 and 30 (SPONTANEOUS ADVANCE 2nd paragraph / 8th bullet)


;-)

Welcome to DBMM :-)


« Last Edit: November 22, 2016, 01:49:50 PM by additz »

Battle Damage

  • Guest
Re: Activating Ally Generals
« Reply #2 on: November 23, 2016, 08:15:08 AM »
Thankyou. So to confirm I understand your answer to my first question correctly: The three PIP cost to activate an ally general only applies to an unreliable ally, and then only until he becomes reliable?

additz

  • Guest
Re: Activating Ally Generals
« Reply #3 on: November 23, 2016, 08:28:49 AM »
1st question:
Yes

2nd question:
You can choose to spend three PiP's for activation - you don't have to !
You can still hope for the other events which will activate your ally (see page 14)