Professional Documents
Culture Documents
0 System Study
Edition 1
April 2001
Jerboa
DBA 2.0 system study
I. INTRODUCTION
De Bellis Antiquitatis (DBA) rules by Phil Barker (PB) Richard Bodley Scott and Sue
Laflin-Barker were first published in 1990, and unexpectedly initiated a paradigm shift in
wargaming principles that would dominate the whole decade. Through these rules WRG
accomplished the most unlikely endeavour of introducing some degree of standartisation
concerning base sizes in ancient and medieval gaming and to some extent miniature scale as
well, probably because the bases used in DBA were compatible with the older WRG ancient
rules.
The key point for the success of DBA and DBA 1.1, was the consecration of the concept
of result oriented game design and streamlined procedures, with no necessity for
bookkeeping.
But though the slim rulesbooks displayed the most innovative concepts, the concise but
cryptic writing style hid surprisingly complex rules and - most unfortunately - major
omissions. But those who would persevere in deciphering the text and get information on
missing procedures would be rewarded with unsuspected game depth.
The success of the new game system warranted a second edition in 1995 (DBA 1.1) and
finally in March 2001 the much anticipated 2.0 version, the object of this article, hit the
press.
In this article gaming mechanics of DBA 2.0 are analysed in some detail, with the main
objective of highlighting its remaining problems as objectively and unbiased as possible.
Major needed clarifications are also covered, especially when these are directly related to
the issues under discussion.
This article is in no way endorsed by the authors, directly or indirectly, but will
hopefully be interpreted as a tribute to their work.
Many insights on the game were acquired during net playtest discussions oriented by
Bob Beattie, to whom I sincerely thank for its patience and open mind. I believe that due to
his work the text in 2.0 is more tight and clear than it might have been.
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specifically covered. Occasionally DBA 2.0 is compared with its predecessor 1.1 version,
those being shortly designated by the version numbers.
All rules citations are between quotation marks: cited text.
1. Game description
Standard DBA is an ancient and medieval wargame played over a 60x60cm battlefield,
usually a cloth with some model terrain on it, over which armies of 12 bases of figures fight.
The playing area is quite small, considering the average 180x120cm wargame table, and so
is the number of required figures. Yet as the game unfolds one can abstract from the small
format, as it becomes apparent that the army has a centre line and flanks, which can be
committed or refused, won or lost, as in most historical battle descriptions.
In 2.0 totally new and well laid terrain rules may present interesting tactical challenges
and do greatly increase the game variety, complete with specific army aggression factors
and home topography.
The included army lists closely follow those of previously published WRG books and
display an impressive research, even on nations whose historical information is remarkably
scarce. The game allows the choice among hundreds of army lists. Variety is further
amplified by the fact that there are 16 different basic troop types, plus variants, to combine
into the final 12 element sets.
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CONTENTS (Chapter II)
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II Rules analysis
In this chapter a factual analysis of the rules is attempted, as to highlight the main
problems of interpretation, logical loopholes or omissions. As some specific procedure
instructions were not found during close reading, sometimes how presumably the game
should be played is suggested, but in no way these assumptions are rules.
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2. Terrain features
Terrain rules are one of the major improvements of 2.0 over 1.1, definitely making the
latter obsolescent. Inclusion of different terrain types, rules for terrain feature size, shape,
number and placement are all fundamental additions.
While this section defines terrain features use it also includes special rules that apply to
tactical moves or combat, which could also fit into the correspondent sections and will be
discussed there.
The BUA is a notable exception to area feature rules and will be discussed in the next
chapter.
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2.3 Linear terrain features
River and road length restrictions seem necessary for when the game is played in more
competitive settings. Fortunately the extremely bendy road is now effectively restricted,
with a subtle but potentially important impact on tactical move rules. Yet the sentence
bending only to avoid terrain features may suggest that avoiding such features is
mandatory. Bending only <if> to avoid terrain features would stop both the erratic bends
but also clearly show that such bends are optional.
As a waterway can extend up to 600p (15cm) inland and is a linear feature, there is no
rule to stop you from using a small area feature as an island surrounded by water, including
a BUA. Isolating a camp along the same lines is more circuitous but possible by placing
first a gentle hill and then placing the camp over its good going slopes.
2.4 Camps
Camp maximum size is now clearly defined ending the vagueness in 1.1. The minimum
size is unfortunately not mentioned but something a little above 1 BW wide per half BW
deep is a reasonable assumption, considering that the current wording suggests that a camp
follower base should fit inside. There is nothing to stop you from building a fortress or
castle with an appropriate open space within.
3.1 Deployment
In deployment the invader has a 50% probability to start from a preferred board side,
which can be an adequate compensation for the lack of input on the terrain placement,
provided the armies are balanced. Yet the defender may still adapt his army disposition to
that of the invader, so it seems that defense is definitely the preferred status, which is not
unreasonable. The aggression army level may become a major factor in picking up
tournament armies.
Switching two pairs of elements means that a maximum of 4 elements may be
rearranged, but some problems may arise if the exchange involves different base depths. It
is suggested that the front edge is used as a reference, those in the rear conforming to keep
the original formation. Nothing forbids that only three elements are rearranged, as for
example A is swapped with B and then B with C.
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The possibility of a flank or rear attack by a littoral native army may pose an interesting
strategic challenge and is another reason for littoral armies to prefer a defensive stand.
Deployment over a river is not consistent with the rule to dice before entering a river. In
fact PB is known to have declared about 1.1: "No real army ever formed up in a river, so
better to ban it?". With 2.0 this problem was alleviated because now a river cannot lay
entirely along the setup zone, but players may still be tempted to place units in the river if it
ends or crosses the deployment area.
4. Tactical moves
Information in the text is remarkably dispersed and somewhat scarce, considering that
pushing troops around should be a most basic procedure. In fact some information on how
to move may be missing.
The basic measurement procedure is a point-to-point technique, ignoring any curved
arcs, but perhaps taking into consideration the path. But a reference to the point-to-point
technique is only found under Tactical Move Distances section, after rules such as river
crossing and interpenetration, and hidden after an otherwise, the maximum distance
between the starting point of any front base corner of a single element and that corners
final position is: distances in paces following.
In the next sections an interpretation of how movement should be conducted is
attempted.
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In 1.1 groups were defined as elements touching each other, but now both edge and
corners contact are required for group formation. As the contacting corner is not specified,
rear corner contact should be legal [fig. 1].
Fig. 2 - Point-to-point
measurement technique: the
solid line illustrates the
correct procedure. A rear
corner may travel more than
a front corner because it does
not influence measurement.
- Movement can be over good or bad going, except for Artillery and War
Wagons off road.
- It can benefit from road travel.
- The main problem comes if changes of direction are necessary, for example to
avoid impassable terrain, bad going or the enemys ZOC (discussed latter). A wise
solution may be to consider the path travelled by the reference front corner as several
straight segments to be measured separately and added together (the segmented path
measurement technique) [fig. 3]. Yet as the rules omit the exact procedure other
interpretations are possible.
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Fig. 3 The
segmented path
theory: A moves
through 2 segments
to avoid an enemys
ZOC. The total
distance traveled is
the sum of both
continuous lines
(green). Please note
that no part of the
elements crosses the
ZOC.
- It is clear that a single element may pass trough a gap less than one element
wide, if its side edge leads the movement. So the minimum gap an element can possibly
pass through is 15mm for elements on 40x15mm bases.
Fig. 4 Line
wheeling:
measurement
is in a straight
line. During
wheeling the
inner front
corner F is
fixed.
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- It may not include elements in contact with an enemy front edge.
- No element in the group can be over bad going.
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contact to still qualify for a group move on next bound, so a fast front element will have to
move less than its allowance.
Expanding from a column into line is not allowed as a group move.
4.1.8 Dismounting
Some elements may start as mounted, for example knights or light chariots, then
dismount and move as a foot type, in a single element or group move that spends 2 PIP.
This strengthens some armies significantly, especially if they include elements that start as
knights and may end as blades. In this case there is the option of choosing among two of the
most powerful DBA units, staying mounted if facing mounted enemy and then dismounting
if foot enemy approaches. Fortunately this is only of tactical importance and does not affect
the core game system.
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The relevant facts to point out are that interpenetration always involves psiloi and that
troops must be facing exactly the same or opposite direction (unlike recoil that is in the
same direction only). Recoil and flee rules are analysed in the combat outcome sections.
Fig. 6 Legal
contacts.
A: Close combat;
B: Flank contact,
note that same
side front corners
must touch; C:
Rear contact.
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c) rear contact, when a front edge and corners contact and align with those of a rear
edge;
d) overlap contact, when an element that is not in close combat to its front touches with
any front corner a same side front corner of an enemy already in close combat; or when any
part of the side edge touches that of the enemy, whether in frontal combat or not [fig. 7].
Fig. 7
Overlap
contacts. For
an overlap is
it sufficient
that front
same side
corners
touch.
Contacts with enemy other than those defined in the rules text cannot occur as a result of
a tactical move by a single element [fig. 8]. Group movement abides to the same rules but
allows for important exceptions, as described below.
About d) it is important to stress that moving into contact is illegal if the enemy is not in
frontal close combat [Fig. 9].
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Fig. 9 Illegal contact to
overlap. A may not move into
corner contact with B,
because B it is not in close
combat to its front.
Elements not in a legal contact position should not be considered in combat, and if this
convention is accepted rules for disengaging (see 4.4.1.2) and shooting (see 5.1.4) are
affected.
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A move even partially over such area may only include a directly forward or rear
movement without any wheeling whatsoever, unless to align with an enemy in a forward
movement. So even if you start with a small corner over the ZOC you may not back up and
then change direction for the rest of the move [fig. 11].
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On group movement there is a limit to sideways shift of one half BW. This means that
an element in the group must contact the enemy whose ZOC covers it the most [fig. 13].
It should be noted that the ZOC shortens for all purposes if an element is partially
interposed [fig.14].
4.4.1.1. If your element is within the ZOC but facing away from the enemy:
a) there may be some confusion as the text says an element can only: "retire directly to
its own rear." A very strict interpretation would mean that a forward movement facing away
is not possible. It may be reasonable to assume that a straight forward movement is perfectly
legal, as long as there are no wheels. A displacement forward that moves the element away
from enemy is an equivalent to "retire directly to its own rear." If retiring to the rear is legal,
then forward movement in the same direction should not be forbidden.
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b) those who think that DBM rules should apply to DBA, will first demand that the
element turns towards the enemy and then move backwards. This introduces new
complications because this procedure is not mentioned in 2.0, there is the question weather
the diagonal of the base (turn around) should be added to the distance traveled (see 4.1.1 -
segmented path theory) and the position where to stop such turning around is also not
defined.
An alternative interpretation is that single elements must turn around on the spot and
then conform to the enemy whose ZOC covers it the most. In that case P would align to A in
fig 15.
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any tactical move.
The only difficult point is how to understand the sentence construction ends facing that
broken-off from. Yet if we change the sentence to ends facing that enemy it has broken-
off from it all becomes clear.
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5.1.2 Area-of-fire (AOF) assessment
Distant shooting is now blocked by intervening troops, by a hill crest and by a wood or
oasis edge, but the influence of troops or terrain on firing is very different.
5.1.2.1 The rules state that if a troop element is even partly between the shooter edge and
the target edge fire is blocked. This means that the area between the two edges must be
accessed for intervening troops and can be designated as an area-of-fire (AOF). This is a 4
sided polygon whose opposed edges are:
- the shooter and target edges,
- the lines that join the front corners of the shooter element and both front, rear or a
pair on either side of the target corners. [fig. 17].
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Fig. 19 A and B are friends and A
shoots at C. In this position only the
rear hedge would be eligible as a
target, because the front and side edge
areas are blocked by a troop element.
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5.1.2.4 Targeting a side in a parallel position
This is a limit situation, in which the front shooter and target edges are parallel and
aligned exactly facing each other. The problem is: can a side be targeted? [fig. 21].
Fig. 22 A is bows
and shoots at B. The
WRA ends at the dashed
line but C blocks the
frontal AOF beyond the
200p range.
This result is reasonable because a commander of the unit in the field would not measure
a range, and would only see that some troops are close, covering to some extent the intended
target. Also the range limit in the rules can be viewed as an average, some arrows possibly
reaching a little longer or ending shorter of the conventional limits.
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5.1.3 Rear shooting
In 1.1 when an element was shot from the rear it would recoil towards the shooter. Now
the rules state that an element that recoils from shooting entirely on its rear edgeis
destroyed.
This should mean that the target is destroyed if it is possible that all the incoming fire
would exclusively hit the targets rear. Graphical projections demonstrate that this is only
possible if the shooter front edge is completely behind a line that extends the targets rear
edge [fig. 23].
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5.2 Close combat
Combat definitions were dramatically improved and many detail problems were solved,
so there are no significant problems under this section.
Close combat occurs when: elements move into, or remain in, both front edge and front
corner-to-corner contact with an enemy element.
Please note that overlaps, flank, rear contacts and rear rank support are all positions that
may aid friends in close combat to their front but are not true close combat positions.
Note: maybe features that can be attacked, like camps, should require that their
sides were at least 1 BW long for smoother working with other combat rules.
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good going, so the bad going rules should not apply. But the opposite interpretation has also
been advocated.
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5.3.5 The sideways support psiloi protection
Psiloi can support spears, blades and auxilia against mounted if directly behind them and
also if an element of the same type is immediately to the side. The rules also state that: An
element that added +1 in rear support of a destroyed element directly to its front is also
destroyed. In conclusion it is safer to provide support to a side unit because if such unit is
destroyed a supporting psiloi can avoid destruction.
Please note that the psiloi support is valid with either element on bad going, unlike other
types of rear rank support.
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If the psiloi has a PIP to move back it can only move 55mm forward. This is measured
from the front corner facing to the rear to the end position, that corner having moved 75mm
in fact. It cannot join the line but can cover part of the gap with it's ZOC. So on the next turn
it's friends in the line have to fight overlapped, with a greater probability of more flees - a
falling domino effect.
3rd - If a single psiloi has not enough PIPs to move back then a gap is created without
ZOC limitations.
The next turn one of the psiloi in the gap will be attacked in the flank (shut-the-door
move) and all the line is in big trouble.
But this is under ideal conditions, if the psiloi have to meet non psiloi enemy in the open
all odds are very great against the light ones. One single loss = flee = battle loss.
One of the advantages of psiloi is the move rate and ability to surround on the sides, but
as the table is small if psiloi try to fight on the flanks they will simply flee off-board.
Fortunately all small changes made recently increase the psiloi power, but only when
supporting the heavies, in fact making the latter stronger. This is no compensation for the
catastrophic consequences of either fleeing or dying when psiloi do have to fight on their
own.
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If a river is over bad going terrain then troops partially over both should be treated as in
bad going for combat purposes because: An element which is partly in bad going counts as
entirely in bad going for movement and close combat.
For most elements attacking across a river is less severe than attacking over bad going,
which is strange. Attacking across bad going gives the element a 2 TF, but if the same
element is in a river there is no penalty, unless the enemy is positioned as defending the
bank. Even so the enemy gets only a +1 bonus. Please note that a negative modifier is more
severe than a positive one to the enemy, because a negative TF will lower the total nearer to
0 (see section 5.4.2).
If an element is both over any river and bad going then it counts as in bad going for
close combat purposes.
Obviously elements that may flee should avoid attacking across a river.
5.5.1 Recoil
There are no major problems concerning recoil rules, but four potentially difficult
interpretation situations are mentioned:
5.5.1.1 Please note that recoils can pass through friends met, but only if facing in exactly
the same direction. This is different from interpenetration during a tactical move, which can
take place if friends are facing in exactly the same or opposite directions.
5.5.1.2 Another interpretation problem is what happens when elephants recoil into
elephants, as the text includes: If it is Elephants, any friends he meets are destroyed. If not,
and it meets friends otherwise pushes back any except Elephants and War Wagons. This
may be tricky to understand but I will cite a mail by B. Beattie citing PB: It really should
be obvious that both are destroyed and so the problem is solved, but only if we know about
the citation.
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5.5.1.3 Recoiling into a type 6 river
If a 6 is rolled for a river type then it may appear strange that an element can recoil into
a river that can be impassable for that turn. If try to cross is interpreted as a voluntary
action, then these river crossing rules can reasonably be assumed to apply to tactical moves
only. If so, there is no requirement to dice when recoiling into such a river, and that is the
most likely correct procedure.
On the other hand, it should be remembered that any but a paltry river will destroy a
fleeing element, in this case the river feature affecting an outcome move. This demonstrates
that the rule is a bit unclear and that other interpretations are possible.
5.5.2 Flee
Fleeing moves are in fact a sequence of three different events: first a recoil, then an
about-face and then the flee move proper. Elements that can flee in the standard rules are
light horse, cavalry, camelry and psiloi.
5.5.2.1 The recoil must follow all the regular recoil rules.
5.5.2.3 The flee move is then conducted, for a distance that is equal to the maximum
tactical move allowance. It is not mentioned if the terrain crossed affects this distance, so by
default it should as with a tactical move. So a cavalry element will flee for 400p in good
going but only 200p if it starts its move over bad going. During flee interpenetration can
occur along the same lines as tactical moves.
5.5.2.3 If the fleeing element cannot move then it halts, except that meeting a non paltry
river means doom.
5.5.2.4 Some further restrictions on the fleeing path could be done, or two strange results
may occur: ending the move just by another enemy element; ending the move anterior to the
starting point [fig. 25].
Note: the former could be solved by not allowing movement to end inside a ZOC
and the latter by limiting the angle of the fleeing path.
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Fig 25 A flee
move that ends
anterior to the
starting position.
L is light horse
and the
horizontally
stripped area is
its starting
position. W is
waterway. The
dashed line
indicates the
path followed by
the left front
corner that is
500p long from
point F to the
arrowhead.
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III Final considerations
In this chapter some considerations are added that do not fit into a purely technical
analysis. After a thorough study of the game system some subjective opinions are
unavoidable, hopefully fundamented by the preceding work. Wherever the reader stands, it
must be stressed that this work derives from the quality of v2.0 rules, as this study would
have never been written based on the 1.1 wording.
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On the other hand others have considered that the BUA enhance the game scope and
they are an interesting addition for campaign rules, where in fact siege fighting do make full
sense.
It is surprising that BUA and camp rules are not integrated. For example denizens rules
work exactly as camp followers, because both are +1 troops that cannot leave the site. So
why is the camp follower element physically represented?
A BUA is defined as a polygon with an undetermined number of sides. It should be
noted that a regular polygon with an infinite number of sides is equivalent to a circle.
3. Compatibility problems
If you really like DBA, on reading the rules you cannot avoid the strange feeling that the
game is somehow under the domination of another set.
The most obvious distortion of the system is the requirements for official DBM base
sizes. These were directly imported from those rules without any adaptation to the different
DBA system. As a result recoil distances, troop positioning and shooting rules are affected,
with undesirable consequences, as pointed out in chapter II-1.3.
Players should have to option to bring elements assembled for DBM into DBA, or to
base DBA elements in DBM standard, and all should be legal. But this compatibility should
not preclude DBA to have appropriate autonomous conventions. This means that all DBA
knights and cavalry should be officially allowed as 3 figures on a 40x30mm base, all bows
auxilia and warbands as 3 figures on a 40x20mm stand and all blades and spears as 4 figures
on 40x15mm bases.
But the influence of the large derivative does not restrict itself to basing issues. The TF
might have been tweaked to simulate the effect of numerous hordes in DBM and the psiloi
side support rules may be related to the higher numbers of such troops allowed in DBM, as
some compensation for the lack of a points system.
On the other hand increased compatibility could be expected to bring the baggage
elements from DBM into DBA, but these were left out. Instead camp rules are retained in
2.0, including some archaic aspects, for example the inclusion of camp followers that cannot
leave the camp, thus becoming mere decorative elements. Simply awarding the camp a 3 TF
would perform exactly the same function.
Some rules omissions in DBA are apparently covered in DBM and so such players may
be encouraged to assume a tutoring attitude towards DBAers. It would be great for DBA to
regain the status of a fully compatible but also independent rule system and this game well
deserves it.
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4. Generic limit contact situations
Limit contact situations are not always covered by the rules, sometimes raising
interpretation problems. These include the cases of contacting but not overlapping area
terrain features, a river, a ZOC, or the WRA boundaries. Such positions are again a
theoretical occurrence because in reality the imaginary lines that define the absolute
boundaries have a certain thickness and they can be imagined to be at least overlapping a
little.
6. Conclusion
DBA 2.0 is not an amendment to 1.1 but a much improved rules set. Many detail
clarifications and tightening of the text will not be readily apparent in a first browsing, but
are a relief for the tournament empire. DBA is now more appropriate than ever to be played
in a competitive setting, from the largest conventions to the neighborhood tournament. The
terrain rules alone make of 1.1 an obsolete variant, with only historical interest left because
of its former impact on the hobby.
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We have highlighted a few important problems of the game system and many minor
bugs, yet the game concept shines well above such contingencies, in its basic simplicity,
subtleness and incredible fast play.
It is also fair a reference to the commercial value in Europe: the asking price is very
reasonable considering the contents and the work behind the small booklet. DBA 2.0
deserves to fare well, and hopefully huge sales and increased popularity will warrant for a
new revised edition.
If this article contributes in some way to promoting DBA or demonstrates the necessity
for further improvement, then it will have fulfilled its objective.
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Glossary
AOF area-of-fire.
BUA built-up area.
BW - base width: a standard measurement unit in DBA.
DBA De Bellis Antiquitatis, by Phil Barker, Richard Bodley Scott and Sue Laflin-
Barker.
DIB destroyed if beated: when an element is destroyed if the total combat result is
less than that of its opponent but more than half.
Limit situation a limit situation occurs in game design when the rules do not define
limits for quantifiable elements, specially those that can be increased up to an infinite
number, or calls for absolute positions that are only theoretically attainable.
PB Phil Barker
PIP player initiative points.
TF tactical factor.
WRA within the range area.
WRG Wargames Research Group.
ZOC zone of control: the 1BW square space directly to the front of an enemy unit.
Acknowledgments:
Special thanks to Bob Beattie for his constructive criticism and for the hard job he
undertook in reviewing my poor English. Thanks to my friends in the AJSP Lisbon club for
their support and to all that have discussed the game with me over the internet, including
Jan Spoor and John Hills. My gratitude goes also to Chris Brantley who has kindly accepted
to host this file in his awesome website.
Feedback:
Please send comments, corrections or contributions to jerboa@mail.Eunet.pt
Or to:
Jerboa Wargames
Av. Dr. Mario Moutinho Lt 1708, 9A
1400-136 Lisboa
Portugal
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