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Unofficial Rules Variants
Big Battle DBA Rules
DBA players who enjoy the fast-play ease of the DBA game mechanism may also occasionally wish to fight larger battles with a greater number of figures on the board. Larger battles also allow more than two players to participate in a game. The Big Battle DBA Variants provide a mechanism for expanding the number of troop elements in play and/or increasing the number of players. Bob Beattie has collected various ideas and proposals for Big Battle DBA for an article in the Courier magazine. The following are suggested rules for Big Battle DBA. In several instances, alternate rules are provided and gamers are encouraged to adapt these variants for their own purposes.
• • • • • • • •
Variant 1 (Mike Demana) Variant 2 (Anonymous) Variant 3 (Paul Liddle) Variant 4 (DBA 1.0 Big Battle Rules) Variant 5 (David Kuijt) Variant 6 (Ken Blackley) Variant 7 (Craig Nichols) Every Option Variant (Jim Wright)
Variant One -- Big Battle DBA by Mike Demana, as edited and modified by Chris Brantley
Unless altered by the variant rules below, all the standard rules of DBA shall apply.
Armies used in the Big Battle DBA Variant can be selected in any of the following ways:
Double, triple, etc. the element distribution in a current DBA army list. (e.g., a 36 element Big Battle DBA Arab Conquest Army would be comprised of 9 x Cav, 6 x Light Horse, 18 x Warband, 3 x Bow/Psiloi). Add historically appropriate armies as "allies" to an approved DBA army. (e.g., Early Spartan army fighting with an Early Hoplite Greek ally army) Use a mutually agreed upon points system to purchase both an approved DBA core army and additional elements. A 200 point game will average approximately 24 elements, a 300 point game will average approximately 36 elements. Use a historical scenario, determining the number and type of elements according to
the actual order of battle based on a fixed scale (e. Certain close order troops (pike. Alternate: If an army is comprised of one or more subordinate (but not allied) commands. When reorganizing an army. or as mercenaries.g. one 12 element command/army shall be designed as the principal or core force. Allied commands are typically armies of different nationality/origin who have joined forces to honor an obligation or treaty. the flank unit arrives as expected and may deploy. All players dice. then the process is repeated for the lowest scorer and his allies/subordinates on the opposite base edge. Subordinate commands are typically of the same nationality/origin as the principal command and enjoy greater cohesion and loyalty as a result. numbered 1-3 and 4-6. Within the Big Battle army. war wagons and/or artillery can be collected in one command. For Big Battle DBA. If the result is 1-3. maintain a depth of 24 inches. The highest scorer then dices for his base line section and deploys his troops. all generals should end up with an approximately equal number of elements in their commands. Battles involving 36 elements aside would be played on a board 4 feet wide by 2 feet deep. The specified turn of arrival may be turn six or any later turn. spear. 36 or 48 inches by 24 for 15mm). If the result is 4-6. Once all troops and allies of the highest scorer are deployed. then elements can be regrouped between commands prior to the game as follows: All mounted troops can be collected in one command. 1 element = 1000 men). Deployment The deployment rules are modified as follows to reflect the increased number of players and the widening of the playing area (e. Any combination of the above. the flank unit is delayed by an . the commanding general must roll 1d6 to determine whether the flank march arrives as planned. or blade) of the same type can be collected in one command. All elephant. but not earlier. umpire. Gaming Area The standard DBA area is 24 inches square for 15mm figures. These troops are not deployed on the table. The highest scorer's allies/subordinates then go in order of their initiative roll to deploy troops either behind a friendly deployed command or in a base line section either to the immediate left or right of friendly deployed troops." Other commands are then designated by the scenario. All light troops (psiloi or auxilia) can be collected in one command. Alternate: Either commander-in-chief may elect to send one of his subordinate commanders on a flanking march. For example. When the specified turn is reached. however. but are held in reserve until their specified time of arrival. during initial deployment. whose commander also serves as the "Commander-in-Chief. The low scorer chooses and places terrain according to the normal rules and then divides the two opposing base lines into three equal sections. The flank edge and the turn on which the flanking command is expected to arrive should be recorded secretly by the commanding general in writing. battles involving 24 elements aside would be played on a board 3 feet wide by 2 feet deep. but add 12 inches of width for every 12 elements added per side. • • Agreement of the parties or by specification of a game umpire.g. to achieve common goals or resist a common foe. or players as either "subordinate" or "ally" under the command of their own General.
) within a 12 inch radius and not disbersed across the board. etc. then the command which arrives first will deploy normally. This rule is adopted rather than fighting secondary battles between flanking forces who may meet off-board. Commands entering the gaming area via flank march may deploy within a 6 inch radius of the midpoint of the flank edge. <Alternate: Either commanding general may elect to deploy one of his subordinate commands in or behind any available terrain concealment. The same check should be made each successive turn until the flank command successfully makes its appearance. the returning unit is deplayed by an additional turn. The concealed command need not be placed on the table until one or more of its elements falls within the unobstructed line of sight of an opposing element. one 1d6 to determine if the returning unit has arrived. but may not "trade-up" to move/fight in lieu of a subordinate/allied command with higher initiative. If the opposing commanders-in-chief have both designated subordinate commands for a flank march by the same flank. followed by the next highest.additional turn. If the result is 4-6.g. If the result is 1-3. Generals whose direct commands exceed 12 elements may add +1 to the result for every 4 elements in excess of 12. arriving at the nearest friendly base edge section no sooner than 5 turns after the first flank command successfully deploys. deep ravine. All elements of a concealed command must be concentrated in or behind the concealing terrain (e. Units of different commands may not join together for a group move. The Commander-in-Chief may allocate up to one-half of his movement pips per turn from his principal command to any element or group of a subordinate/allied command that is both within 12 inches of their commander and the commander-in-chief. The opposing flank command will counter-march. On the fifth turn. etc. The player rolling the highest initiative on that side will move/fight his elements first. Sequence of Play The sequence of play is modified by adding an initiative roll each turn to determine the order that players/commands within each Big Battle army will conduct their movement and resolve combat. Subordinate/allied generals may not allocate their movement allowances to elements or groups within another command. hill. but not within the immediate zone of control or recoil of any enemy element. Victory Conditions The first side to end a turn having lost either its commander in chief and/or one-third of its . Tactical Movement The normal Tactical Movement Rules are used with the following modifications and clarifications: Each general with a 12 element command will roll 1d6 for movement pips. the flank unit arrives and may deploy. The Commander-in-Chief may elect to defer initiative for his personal command until one or more allies/subordinates with lower initiative have moved and conducted combat. forest.
However. played on a 3'x2' board. but thereafter may move normally. Variant Two -. loses the battle.. and will fight with a -2 modifier in close combat if contacted.Big Battle DBA by a member of the DBA Society of Western Pennsylvania The club in my area uses mostly "double DBA". or is both more than 600p from it and also beyond obstacles. All elements within the command move normally and fight with a +1 close combat modifier. there will only be one designated camp.. or 25 elements in all. in which case their position along the baseline should be noted on paper prior to the start of the game. All elements retire their maximum move distance for one turn facing the enemy.an extra point is needed if. when they are counted as lost elements. The defeat of an allied or subordinate general does not trigger the victory conditions. Thereafter. All elements within the command fight and move normally. In the case of an army comprised of a principal army and allied commands. All elements within the command will stand in place or voluntarily retire for 1d6 turns. The armies are each 2 12-element armies (each with its own subgeneral) plus one more stand representing the commander-in-chief ("C-in-C"). and also having lost more elements than the enemy. the morale of that general's command must be checked. until crossing board edge. The normal command radius applies ("... declining to move toward enemy elements for 1d6 turns. Roll 1d6 and apply the results indicated in the chart below: 1 Panicked 2 Disheartened 3 Stunned 4 Uncertain 5 Unaffected 6 Vengeful All elements within the command move to the rear directly avoiding enemy elements by fastest possible speed each turn. The camp must be placed on the game table once it falls within the unobstructed line of sight of any enemy element.. and it's loss will effect all elements of the army as per normal rules. The loss of a camp requires that command to check its morale by the same procedure used in the case of the death of an allied general. All elements stand in place. They fight with a -1 close combat modifier for the balance of the game.total elements.") except that the C-in-C can be used as a general for . elements will decline to move toward enemy elements for the balance of the game.200p from the general's element. Encampments In the case of an unified army with subordinate commands.all of the element or group to be moved is more than 1.. Alternate: Allied units which are designated for flank march do not have to place a camp on the gaming area. Otherwise they fight normally. when an ally or subordinate general's element is destroyed. Alternate: Camps may be concealed by appropriate terrain. there will be a seperate camp for the principal and each allied command.. The loss of an allied camp counts as one element lost in addition to the lost of its camp follower or other garrison.
0 for reference. The army which had to deploy the first 6 elements gets to move first. That is.David Kuijt's Big Battle DBA Rules Latest version available at http://www. regular vs.1 and DBM.200p of the C-in-C but more than 1.12-element affairs of standard .edu/~kuijt/dbaDocs/BigBattle. then the first side. they just don't seem to work well with double-sized armies. there was DBA Version 1. The crux of DBA 1. although that gets a bit unwieldy.Highly Irregular DBA by Paul Liddle Highly Irregular DBA is a set of rules for expanded DBA battles based on 24 element armies published on-line by the DBA Society of Western Pennsylvania in their society newsletter. Elements that recoil or flee from a camp or across a board edge are counted as lost. from The DBA Society of Western Pennsylvania may also end up on my page. and various ploys and strategems. it doesn't include a system for creating random terrain.1. Variant 5 -. Bob Beattie has reproduced this excised section of DBA 1. A camp still occupied by enemy counts as a loss of 1/6 rounded down of the original number of elements extra to the loss of its camp follower or other garrison. etc until both armies are deployed. irregular troops.0. which includes a brief section discussing how DBA could be used to fight battles between unequal armies and battles with larger armies. Highly Irregular DBA includes rules for variations in victory conditions. Variant 3 -. One of the nice things about this setup is that you can have up to 4 players in a game.0's big battle variant was a slight modification of the victory conditions to keep them proportionale to the size of the force engaged: "The first side that at the end of a bound has lost either its general or 1/3 rounded down of its original elements.umiacs. although they may reappear in the next turn of a campaign.umd. and the high scorer places 6 elements. and the other thing about double DBA is our deployment rule .troops of either or both sub-armies. This is a fairer system than that included in DBA 1. These rules are intended to allow larger battles than the small.200p from its own general is still OK. We haven't been playing with camps or camp followers.DBA 1. Unfortunately. My terrain system will eventually be put up on my wargaming web page and the house rules/articles from the newsletter/etc. Variant 4 -. an element within 1." All other basic rules were applicable.html.0 On Battles With Larger Armies Before DBA Version 1. then the other side places 6. Oh.both sides dice. and has also lost more than the enemy. command quality (reflected in type of die used to roll PIPs). so I'm working on that. loses the battle.
In my gaming group we often have an odd number of players. so long as each command contains only forces available to one nationality. Each command has its own camp. For example. a 36 element Big Battle DBA Arab Conquest Army would be comprised of 9 x Cav. determining the number and type of elements according to the actual order of battle based on a fixed scale (e. Play with a width of 24" base but add 12 inches of width for every 12 elements extra after the first 12. Early Spartan army fighting with an Early Hoplite Greek ally army. Agreement of the parties or by specification of a game umpire. The players flip a coin for sides. without going to the additional complexity of DBM. Add historically appropriate armies as "allies" to an approved DBA army. For Big Battle DBA.g. Note that the choices don't have to be identical. another might choose the Bd and only 6 archers plus an Arty.g. The player who placed the first command moves first. One HYW English Army might choose the Cv option and 7 archers. then they alternate placing a single command until done. rules are standard DBA 1. we tend to prefer fighting two-on-one battles with one player playing two DBA armies facing two other players with a DBA army each. triple. but both sides should have the same number of commands.g. 3 x Bow/Psiloi). (e.5 feet deep. Any combination of the above. etc. play with a mapboard that is 30" deep. Commands may end up with more or less than 12 elements if desired. All players dice. or Later Swiss as an ally to Italian Condotta Use a historical scenario. Fiddle with the size and amount of terrain until it feels right. The camp from a command should start within the . 36 or 48 inches wide for 15mm). the element distribution in a current DBA army list. Deployment The deployment rules are modified as follows to reflect the increased number of players and the widening of the playing area (e. 6 x Light Horse. as mentioned in the optional rules The Map The standard DBA area is 24 inches square for 15mm figures. so long as they are legal by DBA army standards. Battles involving 36 elements per side would be played on a board 4 feet wide by 2. Special scenarios may modify this and allow one side to have more or less commands than the other side. battles involving 24 elements aside would be played on a board 3 feet wide by 2.5 feet deep. 1 element = 1000 men).1. The low scorer chooses and places terrain according to the normal rules. The forces available may be split into various commands. based upon one command per 12 elements. 18 x Warband. Army Composition Armies used in the Big Battle DBA Variant can be selected in any of the following ways: • • • • • Double.DBA. The loser places one command first. For example.. Unless specifically altered by the variant rules below.
if any. Any element of a demoralized command will move towards the board edge in the fastest and safest way unless pips are spent on it. An alternative deployment system is described in the optional rules section. . regardless of their troop type. Pips may not be used for any other commands. round down to 4. counts as a single element towards demoralization. For example. If it loses 5 elements.command radius of the general of that command. One element in each command is designated as the general. Effects of Demoralization on a Command Demoralized troops suffer a -1 to all combat factors. Command and Control: Pips A command corresponds in most ways to an army in DBA. that army is defeated. which rounds up to 5. A command with 14 elements would have a DL of 4. it must be on the friendly baseline. set at 1/3 of its elements (ignoring camp followers. a command with 13 elements would have a DL of 4. While a camp is occupied by the enemy it counts as two additional elements towards demoralization. it is not demoralized. 1 pip (per group) suffices to hold a group in contact with the enemy. and should be deployed approximately behind that command on the field. and treating the General's element as a single element) and rounding off. command radius is calculated from the single general of that command only. It takes +1 pip to move a demoralized unit or group into contact with enemy forces. it is demoralized. The loss of a General counts as 2 elements lost towards demoralization. The loss of a "camp follower" element. Otherwise movement as in DBA. Demoralization Level (DL) for a Command Each command has a Demoralization Level.67. if any. Note that troops that are engaged in combat may not withdraw unless they are faster than their opponents. This is still true even if no pips are spent on the units in question. If it loses 4 elements. Rout Level for a Command Once a command has taken losses of at least 1/2 its elements (determined in the same way as for Demoralization Level) it is considered Routed. Units from different commands may not be moved as a group.33. Victory Conditions If a turn ends and all the commands of one army are Demoralized or Routed. 1d6 is rolled for pips for each command on the shared allied turn. All elements of that command are removed from play at the end of that turn. Like all camps. Demoralized troops that suffer a recoil result in combat treat it as a flee result. The general's element of a demoralized command does not suffer this penalty.
Optional Rules Alternative Deployment As an interesting alternative to normal deployment. place a camp at the entry point of each column. Any troops that do not enter in the first turn must enter in the second turn (in a column entering at the entry point) or are lost (and count against that commands demoralization threshold). A march move represents the movement of forces out of contact with the enemy. or any other easily verified. March Moves Big-battle DBA can start with forces quite far from each other. as follows: • • • A group using a March Move moves twice as far as normal for the speed of the slowest unit in that column. All troops moving together in a March Move must be organized in a one-elementwide column. Each March Move is subject to the usual restrictions listed above. The cost of a March Move is one pip. a group that has used a March Move may make one more March Move (at an additional cost of one pip). To be eligible for a March Move. After all attacking troops have entered. There are normally 12 hours of daylight. Elements that make a March Move may not make a tactical move (a non-March move) in the same turn. Battles rarely started on time. Bonus Road Movement from being a group containing a General's element on a road is considered tactical movement. in some scenarios reinforcements may enter far from the enemy. March moves allow a column out of contact with the enemy to move into engagement range much more quickly than normal. and be at least 8" from any enemy unit throughout the move. The attacking player must write an entry location for each entering command on his edge of the board (giving a distance from one edge of the map. a column of Blades (normally 200 pace move) using a March Move would move 400 paces.night falls. and numerous factors could delay things. and must move each command onto the map in a single column entering at its entry point. have players roll to determine who is attacking and who defending. At the end of the last turn the game is over -. Time Limits on Battles A turn represents 30 minutes (both sides taking their bound in sequence). Two March Moves is the maximum on any given turn. which works out to 24 turns. If desired. . forces must meet the following criteria: • • Must begin and end their move at least 8" from the nearest enemy unit. Each command must have a different entry point. Once the attacker has written down his entry points the defending player deploys all his forces as normal. To accelerate play when enemies are entirely out of contact. The attacker takes the first turn. use the following optional rule for March Moves. For example. unique location). and cannot be used by any elements that make a March Move on the turn they March Move.
The Polish were not particularly known for being more. which combines DBM/DBA with Avalon Hill's "Kingmaker".Craig Nichols (a. were tremendously well-organized and drilled. 18 + 2d6 turns for Summer battles. and how well they responded to commands. allow a commander with an ungainly force to field one less commander than normal. use 12 + 2d6 turns for length of the battle for Spring and Fall battles. but gain an additional three elements. a force of Mongols is facing the Polish in a 24-element (per side) game. command breakpoints. of major redeployment in the face of the enemy. to produce a full-scale campaign based on the Wars of the Roses. Ixanian) Big Battles Variant According to Nichols. So the Mongol commander takes 21 elements instead of 24. Other armies were hugely unwieldy.Ken Blackley's Medieval Big Battle DBA Ken Blackey has collected a set of experimental rules for Medieval Big Battle DBA. Allow the more controlled force to split its elements between its greater number of commanders as desired. It includes a variety of provisions adapted from DBM including rash troops and halts. Some armies were tremendously well-drilled. but several rules are also taken from Wim Oudshoorn's excellent "Warweyck" ruleset. so that the players who elect not to offer battle in a given turn are not . The German commander adds another 3 elements of Warband (39 elements total) and only has two commands. capable of feigned flights. Variable Number of Commands Historical armies varied in how much control their commanders had.k. and Hordes. or less. Remove three elements from an army (in some systematic fashion. and capable of very complicated maneuvers in the face of battle. For players who wish to experiment with some variability in army size and controllability. the same in all ways as its other commanders. Variant 6 -. the main reason for these DBA Big Battles is to include all players in DBA campaign battles. here is a simple mechanism. so proportions are still in accordance with those in a normal 12-element DBA army as far as possible) and allow it to designate one of its elements as an additional commander. on the other hand. and similar controlled efforts. unwieldy than other armies.a. so they choose to take 2 commands as normal for 24 elements. ungainly. and responded poorly to any attempt to redeploy troops before battle. Variant 7 -. As an example.If this is a campaign game with seasons. Another example: in a 36-element game between Early Imperial Romans and Early Germans. which he describes as follows: This version of Big-Battle DBA is really a combination of DBA and De Bellis Multitudinis (DBM). ambushes and flank marches. Alternatively. The Mongols.
1Art. loses the battle. 1Ax + 1Ps. CA) On Saturday. . Big Battle . 7Bw. 4Bd. The defender chooses an army from the list of historical opponents. That player is the attacker. 2Cv + 2LH. 1LH + 1Sp. Victory Conditions The first side. 1Sp. four of the SBGC's DBA fans played a couple of games using experimental rules for big tables. Each player's army consists of ALL the options in ALL their variations. c. 1Ps or 19 elements. 2LH + 2Ps. 1Ps for a grand total of 26 elements. 1Ps) would field 8Kn. Early Achaemenid Persians. French Ordonnance. So it's not really "Big Battle" DBA. 1Ax and 2Ps or 16 total elements. 8Bd. 3Ax.org. Send them to Chris Brantley. 2Lb + 2Cb. 4Lb. Last Updated: Jan. #179 foes (2Kn + 2Bd. 1Art. 2Ps or 18 elements. A 3x2 or 3x3 board (or larger) should be used. 3Bw. that's the army. 2Cb. has lost either its general or one-third of its total elements not including Scythed Chariots. Big Board DBA By Bob McDonald and Members of the South Bay Game Club (Cupertino. 1999. Setup and play are per "normal" DBA rules.Every Option Variant By Jim Wright Each player rolls a D6. Examples: Early North Greek. 6Bd. Fair or unfair. #178 (5Kn + 5Bd + 2Lb. War of the Roses English. 2Cv. 4Bw + 1Sp + 3Ax) would field an army of 3Cv. as suits the horseoriented armies that we were running. 10. 2Bd + 2Bw + 2Ax. 1Art + 1Ps) would field 2Kn. 2LH. one game was played with double armies. 2Bw. 2Pk. 6Sp. The maneuver was wide-open. The other player is the defender. #24c (1Cv. 1Art. but the other was just one army on each side. but rather "Big Board" DBA. 1Ps) would field an army of 3Cv. High roll chooses an army from a list of armies available. 3Lb. #28a (3Cv. 1Bd. 7Sp. However many elements this results in is the army each player will field. that at the end of any bound. and has also lost more such elements than the enemy. 3LH. 2Ax. December 4. Both games were played on 6-foot by 6-foot tables (about 2m by 2m for you metric users out there).punished by having to sit around while others play. 3Kn + 2Cv + 2Pk.brantley@ieee. 2000 Comments and suggestions welcome. 3Lb.
as long as all such movement is at least 1200p from the enemy. 5. Dice to see who moves first. Second player sets up troops under the same restrictions. and then put four roads leading in from the four edges to a bridge and town near the center. it was tuned to a 24 inch table). in which the players put their camps pretty much anywhere. defined as a chain of friendly elements. we decided to declare a "perimeter" for each army.In order to cope with such large tables. The first player sets up camp anywhere he wants (but of course. 4. The initial stance of the troops and the pace of the opening is up to the players.) 7. Camps should probably be no more than about 600p across. so these perimeters were pretty neatly laid out. there was no intermingling of hostile units. with lots of flank space and lots of depth available. 3. If you have the "half rectangle" camps called for in the rules. In the end. Dice to see who sets up camp first. my Byzantines squeaked out a hardfought 4-3 over John Rickman's Normans. Dice to see who deploys troops first. We quickly determined that the standard DBA system of 100p extra per PIP was not enough (or more accurately. 2. or the camps could be just 1000p apart and the troops already in contact. We decided to play doubles (two full-size allied armies on each side). since we didn't have it all figured out when we started. it must be in good going. We wound up setting up pretty close together and joined battle right away. For the first six turns we would move toward contact. we used the "camp setup" rule. Mine was far too narrow and deep. and John had the Byzantines. I concentrated on hustling up the road as fast as the dice would allow. In our second game. We were lucky to have all four players willing to work out how the ruleson the fly. Frustrated by low PIP dice. with no two elements more than 1200p apart. The battle could open with the camps 3000p apart and the two battle lines 2000p apart. By happy coincidence. we improvised a "march to contact" rule. each with a 40mm square "baggage" element. First player sets up troops within 2000p of his own camp. We set up the 6-foot square table with a river running diagonally across it. 6. then "stop for the night" and redeploy for the next day's main battle. At the end of the sixth turn. and then set up their troops based on the camp locations. The four armies entered in road column. . we tried two rules: a "camp setup" rule. 8. as called for in the standard rules). Ix had the Normans. Dice to see who sets up terrain. Another problem with large tables is that the armies start too far apart if they set up within six inches of the edge. and a "movement to contact" rule. you need to treat them as full-circuit camps. (It helps to put a yardstick or something halfway between the camps and at right angles to a line drawn between the camps. only to redeploy on the near side after skirmishing with Marty's vanguard. we were joined by Marty Schmidt and Ix [Ixanian Nichols]. To solve this problem. since I had emphasized speed on the road instead of fanning out LH and Ps. Marty and I each had an Arab Empire army. The details of this rule are as follows: 1. So instead we used the DBM march rule allowing an extra tactial move per PIP. John galloped across the bridge. In the first game we played. and closer to his own camp than to the enemy camp. but instead of the "camp setup" rule. The second player sets up camp at least 1000p and no more than 3000p from the enemy camp. We had mixed results in pushing forward scout-and-picket lines (evidence that we did not yet know what we were doing with this new rule!) Ix spread out on the near side of the river when he determined he would not have enough time before "nightfall" to make a bridgehead. a lesson to remember. This gave us a situation of extreme wide-open setup. we had to use march movement rules.
Gamer Feedback Marty Schmidt: One thing Bob didn't mention is that during the four player game we rolled two d6 for pips taking the higher of the die rolls for movement. This was the only deployment surprize. changed the "baggage" elements into camps where they were (the baggage/camp element was the only one not allowed to redeploy overnight). I hope this provides some food for thought among the proponents of bigger tables in DBA. Marty forced a river crossing with a deadly combination of CB shooting and advancing cav. and we still need to work out some odd wrinkles with declaring perimeters and such.Between the sixth and seventh turns. and to Marty for his rubber roads and his baggage elements (including herds of filthy. I now had +2 PIPs extra per move (one for no general and one for demoralization). and removed all other elements from the table. hoping to catch them halfway across. Eventually. The "camp setup" rule is good for a quick start and a short game. Ouch. John (who had raced his LH across the bridge) was first to redeploy. It hurt but was not as bad as when Bob lost his General. whether double or single armies. Special thanks to John for providing all the troops. . Please let us know if you come up with any good ideas. disgusting swine for the infidel armies). The "march to contact" could be really fun for the opening maneuvering. Big tables need a DBM-style march rule. and the day was fun for all. Then we diced to see who would deploy first "in the morning". In the meantime. True to DBA form the final die roll as my line of Fanatic Cavalry charged into the Norman Knights proved that Allah was with us! My 6 to Ix's 1!!! Forthcoming. John's Byzantines broke right about the time that Ix and I began to engage decisively. When I broke John's army he still rolled 2 dice but had to pay the +1 pip per group move. A hard-fought contest and a very productive workout for our improvised Big Board rules. At this point we decided to keep the broken armies in play. Everyone made lots of good suggestions and observations about the rules. He went down to one die along with the +2 pips for movement. I was far enough back from the river that I just spent my time spreading out from my too-narrow perimeter while waiting for the Normans to cross. This became even more painful for me when. as the rest of us pretty much set up as far forward as our perimeters allowed. and he decided to abandon his bridgehead and set up on his own side of the river. overcommitting to an attack. my Arab army broke with my General killed. Marty's Arabs and Ix's Normans met and Marty saved the day for the Faith. we marked the perimeters with coins and such. with a penalty of +1 PIP cost for all moves and -1 to all combat dicing. Conclusions: • • • • We really liked the big 6-foot tables.