This action might not be possible to undo. Are you sure you want to continue?
INTRODUCTION DBA is an ancient period wargame on a small board, using a minimal number of model figures and the simplest set of rules that can produce a historically and visually realistic and exciting game. Its genesis was an experimental set for battles between Romans and Celts demonstrated by Phil Barker at the 1988 Society of Ancients conference. This led to a more general two-page rule set called “De Bellis Societatis Antiquorum” used for a knock-out competition intended to be played in the small gaps between events at the 1989 conference. Unfortunately for the organisers, the knocked-out players refused to go away and a separate “undead” completion continued. This produced pressure for a commercial version “De Bellis Antiquitatis” which extended the combat system, added a few extra troop types, included fuller explanation of procedures and philosophy than possible in two pages and incorporated set-up information, a campaign system and compositions for all important armies between 3000 BC and 1485 AD. It has proved the most influential wargames rule set of recent times. Figure manufacturers, initially alarmed by the small number of figures needed, were reassured when they found that most players were buying several different armies... A more complex large army derivative “De Bellis Multitudinis” (DBM) produced in 1993 has been superseded since 2007 by “De Bellis Magistrorum Militum” (DBMM). DBA continues an independent existence and is still probably the most played ancient set worldwide. There is a large overlap between players of DBMM and players of DBA; so DBA can serve as a simpler introduction to DBMM (or to ancient wargaming in general) as well as a stand-alone game. Our original intent was to provide the simplest possible set of wargames rules that retain the feel and generalship requirements of ancient or medieval battle. The rule mechanisms were then entirely new. They started from the assumptions that the results of command decisions could be shown rather than the minutia of how orders were communicated and interpreted, that the proportions of different troops fielded were decided by availability within their culture and not costeffectiveness against the current opponent, that differences between troops of the same class and era were relatively unimportant, and that most shooting regardless of theoretical weapon range was at very short distances. The resulting system is more subtle than may be immediately apparent, and is the fruit of much detailed development work. This version 3 of DBA is the result of a thorough revision process by a panel that included DBA competition organisers and umpires on three continents. Many of the changes are new wordings recommended to improve clarity and minimise confusion. Many fewer are substantive changes to improve balance and historical realism and to eliminate geometrical ploys beloved of a few gamesmen that have no historical basis. In particular, troops that would contact or shoot at each other in real life must now do so in the game. Some of the changes derive from DBMM experience, but are included not for conformity, but because they markedly improve DBA. The time period has been extended up to 1515 to take in the earlier part of the Great Italian Wars and the fully revised army lists include much extra description to help inspire beginners. The DBA 3.0 rules and lists are also included in Sue’s forthcoming hardback “Start Wargaming”, which has extra explanation and background, including a photographically illustrated example battle; and another forthcoming book will have a new campaign system replacing that in earlier editions of DBA and include a number of example campaigns. The average player has memorised sufficient of the battle rules part way through his or her first game, but tactical skill, especially in the use of light troops, takes longer to develop. A game usually lasts less than an hour, so that a 6 round convention competition can be completed in one day and still leave plenty of time for visiting the trade stands. Since all battles end in outright victory, the organiser's work is minimised. Copyright (c) Phil Barker & Sue Laflin-Barker 2011.
PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES. Page 2 TROOP DEFINITIONS. 3 BASING YOUR FIGURES AND MODELS. 5 BATTLEFIELD TERRAIN. 6 BUA. 7 CAMPS. 7 FIGHTING THE BATTLE. 8 EXTENDED OR MULTIPLE GAMES 13 DIAGRAMS. ? ARMY LISTS. ? CONTACT ADDRESSES AND ACKNOWLEDGEMENTS. 15 INDEX ? All Rights Reserved No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without prior permission in writing from the copyright holder.
Victory as well as realism under these rules is most likely to be achieved by thinking of elements as bodies of real troops rather than as playing pieces.200mm/48” square for 25mm. he would be able to see if a body was advancing cheering. may be provided instead by a competition organiser. a dice that scores 1 in six successive throws may be junked and replaced. Elements consisting of a single model represent up to 25 elephants or 50 chariots. but a single integral terrain block or grouped quarter-size blocks. all warbands are fierce but brittle. one of which includes its only general. each simulating approximately 15 minutes in real life. especially in North America. but gives results very similar to those of more elaborate systems using written orders. but for convenience 100 paces in real life is taken to be equivalent to the width of an element base (BW). transmission by messenger or signal and testing of interpretation on receipt. PLAYING AREA AND GROUND SCALE The standard playing area. A rectangle 100 paces x 50 paces with a vertical handle is also very useful for measuring gaps. and by resisting the temptation to break formation for short-term advantage. However. at the possible cost of longer games and more draws. if then. all knights are rash.PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES CHOICE OF FIGURE AND MODEL SCALE These rules can be used with any scale of figure or model. he should avoid making the terrain too symmetrical or average. or a with a strip of card or similar material 500 paces long marked at 100 pace (1 BW) intervals. If so. We have applied the same principle throughout with no apparent loss of overall realism. Thus. all skirmishers are timid. We provide players with that information and that only. Wargamers pay more attention to differences in arms than did real commanders. They can be measured on the table either with a selection of rods cut to length. Similarly. as a concession for the superstitious. which should be used for the whole game to avoid suspicion of malpractice. 10mm. where its easier visibility for spectators and the opportunities for more detailed painting are valuable. These can be occupied by one of the 12 elements. Distances specified in the rules are multiples or halves of a BW. The standard 12 elements are sufficient at the nominal ground scale to simulate an average army of 10. However. a real general did not know a unit’s losses until next day. “Within” means “at or closer than”. this does not imply that the troops it represents are necessarily in such a block or do not vary their position. war wagons or artillery pieces.000 men or less. ARMY SIZE AND TROOP REPRESENTATION An army consists of 12 elements. It also substitutes for the testing of troops’ reaction to events and effectively simulates loss of cohesion in battle. artillery or wagons. Morale and training distinctions have also been discarded as linked with function. “the battlefield”. DESIGN PHILOSOPHY The DBA command system is arbitrary. 25mm is ideal for public demonstration games at conventions. TIME SCALE Play is in alternate bounds.200 for close formed foot. 2 . Surviving ancient manuals lump all foot skirmishers as psiloi whether armed with javelins. Although each element is depicted as a rigid rectangular block. which is 40mm if using 15mm or smaller figures. which can also have other information on its reverse to serve as the equivalent of a reminder sheet.200mm/48”square for 25mm are also used. 4 or 5 ranks of most mounted troops or of skirmishers. or by camp followers or BUA denizens which are additional to the 12 elements (see page 7) An element consists of a thin rectangular base of card or similar material. but 750mm/30”square for 15mm and 1. 250-300 for horsemen or light troops. sling or bow. scythed chariots. by using them historically. standing its ground. or a single rank of elephants. 15mm is the most usual scale and combines cheapness with convenience. It has the same size and number of figures as corresponding DBMM (and the obsolete DBM and WRG 7th) elements. is 600mm/24”square for 15mm or smaller figures and either 900mm/36” or 1. edging back looking over its shoulders or had broken in rout. The number of men represented by a single element varies according to the size of army simulated. It must also have either an on-table camp or a BUA (Built-Up Area) and can have both (see page 7). 6mm and 2mm are also used by a few groups of players. The ground scale varies with the size of army represented. The very largest armies are covered by the Big Battle and Giant Battle rule supplements for games on much larger areas with many more figures. to which is fixed figures (or the equivalent 6mm or 2mm blocks) usually representing 6 to 10 ranks of close-formed foot. It is usually assembled from separate terrain features placed on a flat base. Dice with spots are more easily read across the table by an opponent than those with numbers. DICE All dicing uses a single ordinary 1 to 6 dice. but at the nominal ground scale would be 500-1. which you will find at the back of the book. or 60mm if using 25mm. in effect defining them by function rather than armament.
but not those that only skirmished or infantry transported by camel. Artillery or War Wagons. Scythed Chariots or Camelry. Bows. Massed bows could shoot them down as at Crecy. Light Horse. representing all those horsemen that charged at first instance without shooting. LIGHT HORSE. Hordes. but could greatly hamper their movements. who made their rally position unsafe. the drivers often jumped out at the last moment. including all light horsemen (LH) or camel riders (LCm) who skirmished in dispersed swarms with javelin. elephants or scythed chariots. casualties or disorder made the enemy incapable of resisting. Since they usually wrecked in the process. are shot at and fight as their infantry type. Apparent anomalies caused by grouping together some troops with greatly disparate armour can be rationalised as the disparity being compensated by other factors. They could destroy or drive away psiloi or auxilia. They were often used for wide flanking movements behind the enemy. A few army lists permit some of their mounted elements to “dismount” i. they evaded shooting behind them. so are permitted extra movement out of contact and are not affected by distance from the general. They detested foot archers. KNIGHTS. armour. enabled them to charge straight ahead at a mad gallop into enemy formations early in a battle to disrupt or destroy them. using rapid archery or circulating formations to concentrate a mass of missiles. Not as committed to the charge as knights. Late Roman “Illyrians” or Equites Sagittarii. offering some hope to the target that the horses might swerve away from contact. primarily armed with javelins.TROOP DEFINITIONS Troops are defined by battlefield behaviour instead of the usual formation. but. Blades. or be distracted by psiloi. They did not charge until fatigue. Psiloi. Their chief value was to disorder a superior enemy's horses. A very few have mounted infantry (prefixed by Mtd) on larger bases with their mounts that move as Knights but shoot. they could retire out of range of archery or to breathe their horses between missile attacks on pikes or spears. Norman or medieval knights (all Kn). forcing them to retire to charge again. If charged. such as Numidians. and also un-scythed heavy chariots (HCh) with more than 2 animals or crew greater than 2 or armed with a lance. which are depicted as double elements (6Kn). ready to turn on an over-confident pursuer. SCYTHED CHARIOTS (SCh). ELEPHANTS (El). They typically fought by sending a constant stream of small parties to gallop past shooting several times at close range. including those camel-mounted warriors who charged to close quarters or used mass archery. Gothic horse. or steady spears or pikes stop them with a dense array of shields or weapon points. A few armies such as Later Byzantines and the Teutonic Order used knights in deep wedges with the most heavily armoured in front and on the sides and lesser troops inside. They usually started combat with close range shooting. genitors or border staves. Auxilia. were in less danger from light horse. so with a high power/weight ratio. However. but charged when that would serve better or to follow up an advantage. Cavalry. depicted as double-elements with lancers in the front row (6Cv). and are unobtrusive if the army fights only opponents of its own era. bow or crossbow and would not charge unshaken enemy. 3 . and artillery. operating semi-autonomously rather than under close control. Other foot were likely to be ridden down. the point-blank range and their continuous rapid shooting made them as effective against most foot as much larger numbers of foot archers and more so than cavalry in formation and lacking their large numbers of spare mounts. but are extra elements of armed civilians and count as foot. with four horses and usually a single crewman. Huns. bows or other missile weapons but combining these with sword or lance (Cv). and also light chariots (LCh) with 2 animals and 1-2 crew. or to block mounted troops. weapons and morale classes. such as ferocity or skill. be exchanged for a related foot element during the game by using a complete single element tactical move to dismount. These were used to charge solid foot. such as Macedonian companions. of any breed or crew complement. They were outmatched in hand-to-hand combat by knights. We distinguish only between troops whose fighting style differs sufficiently to need to be treated differently by either their general or their foe. Knights could be confident of defeating ordinary heavy cavalry.e. Pikes fought them on nearly level terms. Warband. Parthian horse archers. who outshot and outranged them. Sarmatians. being more agile and having missile weapons. These must sooner or later be charged rather than accept a constant drain of casualties. Pikes. Knights were not well suited to dodging elephants or scythed chariots. A few armies such as the Byzantines used deep formations with lance-armed cavalry in front and bow-armed behind. but cannot remount. CAMELRY (Cm). and they could be killed by artillery or showers of lighter missiles. with no need to conserve the horses’ energy. ride down foot bows caught at a disadvantage. representing the majority of ancient horsemen. They were vulnerable to archery and to troops closing on foot. CAVALRY. They were unlikely to destroy solid foot with good shields and/or armour unless these had an open flank. Parthian and similar cataphracts in full armour on fully armoured horses trotting in tight formation (4Kn). whose frightened horses would often not close with them. Foot troops can be: Spears. an over-rash pursuit risked being surrounded and shot down in detail. Knights. The boldness engendered by their near invulnerability. Camp followers and denizens of BUAs (Built-Up Areas) are not included in the allowed total of 12 troop elements. They were mainly dangerous to those troops who offered a solid target and could not dodge easily. and force other foot to retire or even destroy them. Mounted troops can be: Elephants. which. with the intention of breaking through and destroying enemy as much by weight and impetus as by their weapons. so were often countered by psiloi. but light skirmishing horsemen were a greater danger. then return to rest or change ponies while others took their turn.
clubmen or later samurai. HORDES (Hd). such as hoplites. as a link between heavier foot and mounted troops. weapons that could more readily defeat armour. 4 . torsion. Since they could fight all-round. ARTILLERY (Art). Punic African foot. but not to manoeuvre. they exploited success by following up exerting continuous pressure. AUXILIA (Ax). crossbow or hand gun. but could not themselves charge and were very vulnerable to artillery. including Hussite mantleted wagons for shooters. but psiloi or light skirmishing horse could force them to halt and present shields. and so can be mounted on square bases. Except for mobile towers. while in deep formations they could roll over most foot. but the long shafts also made formation keeping more difficult. that used pavise or shield bearers are depicted as double elements with a row of close fighters in front and bowmen behind (8Bw). such as Macedonians. and might surround and destroy an outflanked body. their philosophy being “Where is the enemy. They are permitted extra movement when rushing straight forward into contact. whether tension.SPEARS (Sp). Their longer weapons made them even better than spears at holding off charging mounted troops. flexibility and insensitivity to difficult terrain. or Chinese or Italian crossbowmen. occasionally as a mobile reserve. dismounted knights. so that gaps resulting from movement or the stress of combat could be exploited by blades or warband. Unsupported psiloi in the open were vulnerable to cavalry. They often had better armour or shields than other foot. billmen. they made up for this by increased mobility. such as Hellenistic peltasts or thureophoroi. Spanish scutarii. They are unwilling soldiers. longbow (Lb) or crossbow (Cb) and relied on dense shooting. They typically huddle in dense masses whose inertia provides a kind of staying power. including all dispersed skirmishers on foot with javelin. Dacians. BLADES (Bd). Flemings or Swiss. often in volleys at command. BOWS. which was a foreign concept to them. Outclassed in open country by other close fighting foot and vulnerable to cavalry. unlike armed citizens who are willing to fight but not soldiers. Gauls. but were very useful to slow and hamper enemy movements. galloglaich. representing foot able to fight hand-to-hand but emphasising agility and flexibility rather than cohesion. to support heavier foot by shooting from behind them. PSILOI (Ps). they count the first edge in contact as their front edge when in close combat and can choose any one edge each bound to shoot from. to take or hold difficult terrain. WARBAND (Wb). representing unskilled and unenthusiastic foot conscripted from the peasantry to bulk out numbers and perform the menial work of sieges and camps. but was immobile and vulnerable to close attack. Thracians. including all close formation infantry who fought collectively with pikes or long spears wielded in both hands. spearmen or pikemen for survival at close quarters instead of skirmishing or evasion. tight formation and row of spear points gave them great resisting power. destroy war wagons or elephants and counter enemy artillery. Early or Late Imperial Roman auxilia or Irish kerns. added supplementary missile weapons. and often as the main troop type of mountain peoples. staff sling. so that two opposed bodies of spears might fence and shove for some time before one broke. Also includes generals carried in litters (Lit) surrounded by bodyguards with cutting or cut and thrust weapons and the standard-bearing carroccio with guards of the Khazars and Italian city states. Indian foot. counterweight or gunpowder. Less effective shields made them more vulnerable than spears to bows and psiloi. and other wagons that fought mainly by shooting and that could manoeuvre during battle. including all wild irregular foot that relied more on a ferocious impetuous charge than on mutual cohesion. In DBA they are usually depicted without draft animals. to co-operate with cavalry. These fought in a loose swarm hanging around enemy foot. halberdiers. and to counter elephants or scythed chariots. would often be swept away. or were taught to close quickly to avoid missiles. WAR WAGONS (WWg). representing all close formation infantry fighting with spears in a rigid shield wall. light spears. English longbowmen. but they lacked staying power and were sensitive to harassment by psiloi and to mounted attack. Those in armies. early Germans. Britons or Galwegians. but if these got into contact without being checked by the shooting. such as Egyptian archers. bow. mobile towers. including all those close fighting infantry primarily skilled in fencing individually with swords or heavier cutting or cut and thrust weapons. such as Roman legionaries of any period. simulating the removal of these before combat. hold or dispute difficult terrain. but not transport wagons utilised to laager camps. pestering it with a constant dribble of missiles and running away if charged. When fighting against foot. representing foot who fought in formed bodies with bow (Bw). Theban hoplites that formed very deep are depicted by double elements (8Sp). to protect the flanks of other troops. Swiss halberdiers that acted offensively in columns can be depicted as double elements [6Bd]. Enemy foot that failed to withstand the first impact of their charge were swept away. they had great resisting power to blunt an enemy attack. huscarles. sling. They shot at longer range than psiloi. stakes. PIKES (Pk). They rarely caused serious casualties. They always followed up success against foot but could fall into disorder by the speed of their advance. Achaemenid immortals and other sparabara. Steady spears could usually hold off horsemen. let us go and smite them”. These were used to chase off or support psiloi. such as those of medieval Italian city states. but were superior in hand-to-hand combat to any foot except pikes in deep formations and followed up close combat successes. to seize. such as Galatians. or sometimes front ranks of pavise or shield bearers. which can attack a BUA or Camp. They were especially effective against mounted troops. The mutual protection provided by their big shields. They were less safe than spears or pikes against charging mounted troops. Byzantine skutatoi or Saxon fyrd. This could annoy the enemy at long range. Scots. They could not shoot effectively on the move. individual skills or missiles.
O. led horse or mounted figure. 60mm Pk (S. Recommended base depths: Players should keep as closely as possible to the depths specified below. X) 20mm Bd (S. X) 30mm Not now used. 8Sp have 2 ranks of 4.BASING YOUR FIGURES AND MODELS All figures must be combined into elements of several figures. O. 8Bw have a row of 4 with pavise or shield plus spear followed by 4 with bow or crossbow. Bd (Lit) Sallying denizens or camp followers. I) 40mm Mtd-X 60mm Sp (S. A required double element counts as 1 element of the army’s 12. I) DB 80mm Cv (S. F. I) 30mm Bw (S. I) 80mm LH (S. O. I) 40mm Cv (S. They can be further distinguished by distributing figures representing regular troops evenly along the base in a single level row. that number can be used to differentiate troops of the same type but different origins. bowmen or warband. Although elements of a DBA type other than mandatory double elements have the same game effect in DBA regardless of the number of figures on the base. Depict camp followers and BUA denizens that advance outside their defences as armed civilians. spears. F) 40mm Hd (O) 40mm Art (S. O) 80mm Cv (S. pose and/or colour scheme placed more randomly. loose for most knights. fixed to a thin rectangular base. Troop Type: DBA lists code: ELEPHANTS El KNIGHTS Kn 4Kn 6Kn HCh CAVALRY Cv 6Cv LCh LIGHT HORSE LH LCm SCYTHED CHARIOTS SCh CAMELRY Cm MOUNTED INFANTRY Mtd-X SPEARS Sp 8Sp PIKES Pk BLADES Bd 3Bd 6Bd AUXILIA Ax BOWS Bw. I) 20mm Bd (F. X) 30mm Wb (S. and irregulars by using figures of differing type. The general's element must be recognisable by his figure. O. I) 30mm Bw (X) DB 60mm Ps (S. it fights in close combat as if the rear element was providing rear support. F. O. 6Kn have a row of 2 followed by a row of 4 with the centre 2 of the second row being the lighter type. Base width is critical and must not be changed. they may extend them slightly if they have been sold over-large figures that cannot be modified to fit on bases of the standard depths. with irregulars and skirmishers often in small random groups. auxilia. Cb or Lb 8Bw PSILOI Ps WARBAND Wb Wb or 3Wb 5Wb HORDES Hd ARTILLERY Art WAR WAGONS WWg GENERAL IN LITTER. They must be cut and combined to look realistic. F) 40mm Kn (X) 40mm Kn (S) + (I) DB 80mm Kn (S. I. I. I) 40mm LH (I) 40mm Exp 80mm Cm (S. O. O) 20mm Wb (F) 30mm Hd (S. Use open formation blocks for light horse or psiloi. cavalry. pikes and most blades. 40mm if using 15mm or smaller figures. but as 2 elements when lost. O. 60mm Ax (S. standard or conventional white charger and be of a type specified in the army list. O. and close for cataphracts. I) 80mm WWg (S. I. Double elements required by army lists are based in two rows. DBMM Base depth if lists figure scale is code: 25mm or larger: El (S. O. O. 6Cv and 6Bd have two rows of 3. O. Basing of 6mm or 2mm blocks is complicated by them being cast with varying frontages. O. O. If your army is of individual 10mm or 6mm figures. chariot or artillery model. 5 . Base width: 60mm if using 25mm or larger scale figures. O. X) 80mm Kn (S. or an elephant. However. it is because a DBA troop type represents more than one DBMM type or grade. I) 60 or 120mm Bge (S) 60 or 120mm 30mm Base depth for smaller figure scales: 40mm 30mm 30mm 60mm 40mm 30mm 60mm 40mm 30mm 30mm 40mm 30mm 40mm 15mm 40mm 15mm 15mm 20mm 40mm 20mm 20mm 40mm 20mm 15mm 20mm 30mm 30mm 40mm 40 or 80mm 40 or 80mm 20mm Figures or models per base: 1 model 3 4 6 1 model 3 6 1 model 2 2 1 model 3 3 + mount 4 8 4 3-4 3 6 3-4 3-4 8 2 4 3 5-6 5-8 1 model 1 model 5-6 2-4 Where more than one basing option exists. Mounted Infantry are based as 3 foot figures plus a vehicle. I) 20mm 2 elements of above. O. In partial compensation. use twice as many figures and models as specified above.
the defending player dices for each as it is placed. Oasis. players should invest time and ingenuity in making their terrain as visually attractive as their troops. Optional features: River. A score of 1 to 4 directs that the feature must be placed within that quarter. River. A feature that cannot be placed is discarded. It cannot cross a hill and must not go within 400 paces of any battlefield edges except those on which it starts or ends. 1 road must pass through it or less than 1BW from it. Difficult Hills. As generalship is definable as the skill with which generals adapt their troops’ movements to those of the enemy and to the battlefield. which the defending player numbers clockwise from 1 to 4. River. Gentle Hills. Unless a competition organiser provides permanent terrain boards or blocks incorporating equivalent features. but each must each fit inside a rectangle. 6 . BUA can be polygonal and ploughed fields must be square or rectangular. Difficult Hills. Road. and cannot include more than 1 each of Waterway. Oasis or BUA. Rivers and Roads.BATTLEFIELD TERRAIN Players must be able to provide a battlefield in case they become the defender. It extends 100-400 paces inwards from an entire battlefield edge and half its length must extend no more than 300 paces in from that edge. An element is defending the bank if on land with its front edge or both front corners touching it. varied and realistic terrain is essential for interesting battles. Woods. A road must run from 1 battlefield edge through 2 or 3 battlefield quarters towards the other battlefield edge. or a river end by joining a waterway. Rough. optionally boggy ploughed fields. Woods. or more than 3 each of any other feature type. Compulsory features must be placed first. BUA. River. Marsh and Rough are bad going. extra Woods. Dunes and Oasis are bad going except to camels (both Cm and LCm). thickly scrubbed or wooded) Hills. the length plus width of which totals between 3 and 9 element base widths. They should vary in size. A River cannot be more than an element base width across or longer than 1½ times the distance between its ends. Difficult Hills and area features other than hills must be placed entirely within the indicated quarter. or in Arable. All features are placed by the defender. Gentle Hills. Road. Waterway. A Waterway represents the sea or a great river such as the Nile and is impassable. Roads can be paved or be earth tracks (best depicted as pale brown) created by frequent civilian traffic. and also BUA. The types of feature that can be used depend on those of the defending army’s historical home terrain. Either Difficult Hills or Marsh. Woods. Woods. If a BUA is also used. Marsh. otherwise all features must have curved edges. which is good going. Road. Marsh. Marsh. extra Difficult Hills. either Woods or Dunes. even if of a compulsory type. Terrain categories and their compulsory and optional features are: Terrain: ARABLE FOREST HILLY STEPPE DRY TROPICAL LITTORAL Compulsory features: BUA and/or Road. Difficult (but not Gentle) Hills. Rough. Road. LINEAR TERRAIN FEATURES include Waterways. Woods. bending only optionally to avoid terrain features and crossing rivers by ford or bridge. BUA. elements moving astride centred on them rather than confined between the edges of the road. extend into an adjacent quarter. It is neither good nor bad going. A road cannot run to a waterway edge. Rough. Rough. Movement along a road counts as in good going. and provide better routes across bad going. Rough represents rocky or scrubby flat ground. After choosing all the features. Difficult Hills. Gentle Hills. River. Combat along a road counts as in the going the road is passing through. Woods. which slows the movement of and reduces the combat effect of some troop types. the rectangle’s length must not exceed twice the width. extra Woods. Gentle Hills. A score of 6 directs that the quarter is chosen by the invader. The battlefield is now notionally bisected twice at right angles to its edge to produce 4 equal quarters. Oasis. open arable fields. All hills slope up to a centre line crest and give a close combat advantage if part of an element’s front edge is upslope of all of its’ opponent. Rough. the battlefield is produced by the defending player placing separate terrain features on a flat board or cloth representing flat good going such as pasture. It can be bordered by a beach or flood plain extending up to 200 paces further. Unless the feature is Marsh. Its nature is constant along its whole length for the whole game and will not become known until the first attempt by either player to cross it off-road. River. Features cannot be less than 1 element base width across in any direction measured through the centre. BUA. A score of 5 directs that the quarter is chosen by the defender. There must be a gap of at least 1 BW between area features and between an area feature other than a BUA and a battlefield edge. An element which is partly in bad going is treated for movement. except that a road can end prematurely by joining another road (or cross it) or end at a BUA. Waterway. They are depicted as less than a BW wide. close combat and command distance as if entirely in bad going. A Gentle Hill may. steppe grassland or smooth desert. Dunes. and linear features must. River. Each must run from one battlefield edge to a different battlefield edge. AREA TERRAIN FEATURES include Difficult (steep and/or rocky. Since so little time is needed to paint DBA armies and the playing area is so small. but elements crossing it are often penalised in other ways. Dunes. The defender must choose 1-2 compulsory and 2-3 optional features. BUA. BUA.
its shooting effect is reduced because the artillery is distributed around the perimeter. but does not pursue defeated attackers as an outcome move. It must have a gate (or. compulsory if it does not. A garrison or other occupying element can vacate its camp or BUA voluntarily by a tactical move. so will be an act of desperation. It should be remembered that treachery by an internal faction was the most common reason for a city’s fall. It can be hollow with an interior space that can be occupied by a single removable defending troop or camp follower element or be permanently occupied by fixed camp followers with tents. If the denizens of a BUA are destroyed and it is left unoccupied by the enemy or vacated. If the denizens of a BUA surrender to artillery shooting. Denizens sometimes sallied out to assist a relieving army. the player that originally owned it can pay 6 PIPS at the start of any of his side’s bounds for its denizens (unless already destroyed in this battle) to revolt against and overthrow the puppet administration. There is no game penalty for the loss of camp followers because more will have recruited themselves before the next battle. It can then garrison the BUA or vacate it. the denizens continue to defend the BUA. adding the internal distance to the normal movement distance. A BUA across a road can be passed through along the road by friendly elements even if occupied. the victorious enemy element occupies the BUA and remains inside it sacking it until its player has a PIP score of 5 or 6. the latter are driven out to make room and are permanently removed from the game. resume their original loyalty and defend the BUA. These cannot end the move inside if it is garrisoned by troops. A BUA or a road notionally leading towards one is compulsory in ARABLE because intensive agriculture needs markets and creates exploiters. A camp must be at least 1 element width square. but gives a combat advantage to a 1-element garrison or. If the garrison is an Artillery element. This is therefore permitted to a few specific armies. CAMPS The camp is the logistical element of the army. to its denizens. BUA occupiers cannot count as uphill of attackers since a hill incorporated in a BUA is part of its defences. Denizens of a surrendered BUA cannot sally. can be occupied without combat by moving a troop element into it. as the puppet administration is fully occupied holding down a doubtful populace. a brush boma. fires and similar. Occupiers of a BUA near a river (of any degree of difficulty) count as defending the bank against enemy elements still partly in the river. positioned roughly at its centre but representing defenders manning its perimeter. kneeling camels or anything else appropriate to the army. by denizens not represented by an element. A BUA can be garrisoned by (a) 1 only troop element. and which has not been re-occupied by its original side or revolted is said to be under enemy control. so this is allowed if the BUA does not contain a troop element and there are both enemy and friendly troop elements within 2 BW of the BUA and cannot themselves go more than 3 BW from it. If a BUA surrendered or was captured during the battle or earlier in a campaign and the enemy occupiers have vacated it or been destroyed by shooting. A camp that has been occupied by enemy has been looted and is destroyed. Mongol yurts with tethered ponies. An appropriate enemy element that occupies it immediately becomes a garrison. When a garrison or denizens are destroyed in close combat. Prior to that. it does not get the garrison tactical factor and cannot shoot or be shot at. which can vacate it or be replaced by another such element. but only foot other than War Wagons can garrison a BUA and get the tactical factor. Your camp can be occupied either (a) by 1 only of your troop elements. All of a BUA must be within 500 paces (5 BW) of each of 2 battlefield edges. not concentrated. the length plus width of which totals between 3 and 9 BW. either side can move into or through it without combat. It is optional if the army has a BUA. a group of medieval tents with interlaced guy ropes. and fit into a rectangle the length plus width of which totals no more than 4 element base widths. it must fit inside a rectangle. and the BUA is undefended in their absence. it is not sacked and they change sides and will defend it for the enemy. the denizens do not continue to defend the BUA. If a troop garrison element vacates or is destroyed by shooting. The problem can be avoided by providing a garrison. or (b) in the absence or loss of such a garrison. and should include only temporary structures. it has been left undefended. There are rare historical examples of camp followers voluntarily leaving the camp to potentially fight in the open but more realistically as a decoy or false reinforcement. It is depicted by an outer perimeter consisting of a simple earthwork and/or palisade. Their fighting value in the open is minimal. They must leave and return by a gate. Denizens of a BUA are armed civilians initially loyal to the defender. (either during the battle or earlier in a campaign). or a camp whose defenders have been destroyed. It must be placed in good going on its side’s battlefield. If troops are moved into a camp occupied by friendly camp followers. if a road passes through. but will be of minimal combat value and leaves the camp undefended. if there is none. 2 gates) through which elements must enter or leave unless in an assault on the walls. a puppet administration being assumed to have been put in power. Like other area features. An undefended camp. If neither has been provided. 7 . and length of which must not exceed twice the width. A BUA that is or has been occupied by the enemy.BUA A BUA (Built-Up Area) represents a large palisaded or walled village. If a troop garrison is destroyed in close combat. laagered wagons. waterway or beach base edge. or (b) by camp followers (represented either by a Camp Follower element that can move out of it but without being able to return. Any single element can occupy an undefended BUA and then defend it. or by un-based or fixed figures that cannot move out of it). A BUA is neither good nor bad going. a hill fort or a walled town or castle.
During each player's bound: (1) The player dices for player initiative points (PIPs). No other changes in frontage. Artillery. Any unused PIPs are lost. except that 1 element of foot may be used to garrison a BUA even if further forward. Elements that do not join the tail of the column that bound are no longer part of the same group. 8 . Such a marker must be removed before starting to move another element. The first tactical move of each bound uses 0 PIPs if it is by a single element or by a column the leading element of which moves the full distance possible and entirely by road without reversing direction. It can be by a single element or a group of elements. a move uses up an extra PIP for each of the 3 cases following that apply: (a) If the element or group to be moved includes any Elephants. It must not be confused with outcome moves (recoils. (2) The player uses these PIPs to make tactical moves (3) Any Artillery. a group or single element can move to join other elements and make its next move as a group including these. beyond a BUA or a camp. Light Horse or Psiloi element within 200 paces (2 BW) of a battlefield side edge or any other element within 400p (4 BW) of it unless in a BUA or camp. then others successively join behind it. PLAYER INITIATIVE POINT DICING The side starts its bound by dicing. flees and pursuits). (c) If the element or group to be moved is entirely Light Horse and does not start within 2. follows the leading element and wheels in succession at the same places through the same angles. Oasis or Marsh. each element moves the same distance. (4) Any elements of both sides whose front edges are in suitable contact with enemy fight in close combat in the order the moving player decides and make or inflict outcome moves. (b) If its general’s element has been lost or is in a BUA. TACTICAL MOVES A tactical move is a voluntary move that normally uses up PIPs and happens before shooting and close combat. at or closer than) 800 paces (8 BW) of its general’s element (reduced to 400 paces (4 BW) if entirely either beyond the crest of a Hill. Elements are a group if facing in the same direction with each in both edge and corner contact with another. The score is the number of PIPs that can be used for tactical moves this bound. or in or beyond a Wood. It cannot deploy any Cavalry. and either move the distance of the slowest or wheel through the same angles. must shoot once each (in case of dispute in the order the moving player decides) and make or inflict outcome moves. Except in the side’s 1st bound. A group can only move straight ahead or wheel by pivoting around a front corner. can pass through any gap as wide as the edge that first enters it or through 1 element corner. the invader’s base edge must be one of the edges the road joins. the invader can choose any edge as his base edge except that opposite a waterway. even diagonal or oblique. not kept for future bounds. and can end facing in any direction. usually follow distant shooting or close combat and are always by a single element. or across any but a paltry river. No element in contact with an enemy front edge can move as part of the group. Oasis or Dunes). SEQUENCE OF PLAY The defender takes first bound. No element can end further to its original rear. it can reserve 0-4 elements instead of deploying them and instead place them together anywhere on an existing waterway edge (at least 2 touching it) as a 1 PIP group move in its 1st bound. out-of or through a BUA. Wood. then moves in subsequent bounds as that type. The leading element moves forward. A tactical move by a single element can be in any directions. Groups are temporary: if the whole of a group cannot move. or if the element or group to be moved is not entirely Light Horse and does not start within (that is. or moves into. or across bad going unless entirely by Psiloi. An element whose move is replaced by dismounting is exchanged for the foot type. direction or facing can be made except to slide sideways less than 1BW to line up when in an enemy DZ. A legal tactical move cannot be taken back once the element has been placed unless the initial position was marked and the opponent consents.000p of its general. If any side’s home topography is LITTORAL. To move as a group. A group move can include reducing frontage to form such a column for this or any other purpose. War Wagons. moving as if by single element moves. If the defender has used a compulsory road. Both sides now place their camps if needed. BUA denizens or camp followers. It places terrain of those types allowed to its army to create a valid battlefield. do not use up PIPs. War Wagons or Bows elements of both sides that are eligible to do so. the first of them that moves. The side with the lower total is the defender. or follow.FIGHTING THE BATTLE DEPLOYMENT Each side dices and adds the army’s aggression factor to the score. which are compulsory. Once in the column. some of its elements will probably be able to move as a smaller group or as individual elements. Each other tactical move uses up 1 PIP. which must be further than 200 paces (2 BW) from the battlefield centre line. The invader then does the same. each element must move parallel to. must be in or into a one element wide column. camp. the defender first. The defender now deploys its troop elements. If not. The defender’s base edge is that opposite the invader’s. Hordes. A group move by road. then the two sides alternate bounds. The high scorer is the invader. Conversely.
Whether the initial contact is on an edge or a corner. at the end of the movement phase a single contacting element or at least one element of a contacting group must be lined-up in both front edge and front corner-to-front corner. (b) Blades recoiling into Blades or Spears. Cavalry.TACTICAL MOVE DISTANCES Distance is not measured for that part of an off-road move that is between anywhere in the interior of a BUA or camp and its edge. that enemy element must pivot and/or slide sideways into such contact or fight as if in full contact and overlapped. its bank aids defence and that each element attempting to enter it off-road must dice separately and score 2 or more to cross successfully. but only if they did not dismount or break-off and are entirely: (a) Light Horse making a 2nd or subsequent move that will not start or go within 100 paces (1 BW) of any enemy. or as a combat outcome. 250 paces (2½ BW) If Knights or Elephants only in good going. All movement by elements on a road counts as in good going even if through terrain that would otherwise be bad going. An element at the far edge of. Extra wheeling. (d) Troops moving along a road if making a second or subsequent move that will not contact enemy. If an element or group moves its front edge into contact with an enemy element but cannot make front corner-to-front corner contact because other enemy. 100 paces (1 BW) While the front edge of a single element or of a column is in a non-paltry river. Single elements contacting or contacted by a group conform to the group unless part of a contacted single element is in bad going. or to line up with. If it scores only 1. or fleeing after completing recoil. When opposing groups contact. Artillery or War Wagons cannot move into any contact with an enemy element or (unless a WWg mobile tower) an enemycontrolled BUA or camp. or if it will end in bad going. except that they cannot move or deploy off-road in bad going. Camelry or Scythed Chariots and only in good going. or if Auxilia or Psiloi in good or bad going. or if mounted troops moving off-road in bad going. (c) Warband making a 2nd move that is straight ahead and will contact an enemy element part of which is directly in front. that contacted must if it can. or in overlap. mounted troops can always pass through Psiloi and Psiloi pass through any friends. but only if either (a) mounted troops recoiling into any friends except Pikes or Elephants. 200 paces (2 BW) If other foot in good or bad going. DANGER ZONE The area 100 paces (1BW) deep in front of an element (in which an enemy risks being suddenly charged or shot at from close range) or within 100 paces (1BW) of any point of a camp or BUA is its Danger Zone (DZ). 3. A score of 1 or 2 indicates that the river is paltry. The first element to try to cross a river off-road during the game must dice for its state. Artillery or War Wagons move as foot. It can move into contact with an enemy rear edge only if it starts entirely on the far side of a line prolonging that edge. pivoting and/or sliding sideways movement of less than 1 BW that is the minimum necessary for a group or single element to line up in contact as required above is free. Otherwise the maximum distance between the starting point of the furthest moving front corner of a single element or any element of a group and that corner’s final position is: 400 paces (4 BW) If Light Horse. the attempt still uses up a PIP. but in both cases only if (a) starting at least partly in front to end directly behind or (b) starting directly behind to end directly in front and (c) there is sufficient clear space beyond and enough move to occupy it. Only a group can move into edge contact with a single element’s or group’s corner. but the element remains on the near bank and no other element can attempt to cross that river this bound. Recoilers can pass through friends facing in exactly the same direction to a clear space immediately behind the first element met. If a single element contacting a single enemy element cannot line up. 9 . MOVING INTO CONTACT WITH ENEMY The general principle is that troops that would contact in real life should do so in the game. (c) Pikes or Bows recoiling into Blades. or directly towards or away from. or in full front edge to rear edge contact with an enemy element’s edge. part-element spacing between enemy. CROSSING A RIVER Troops that enter a river must continue crossing at the same angle to its course as they enter. in or entering an enemy DZ with no part of another element between can move only into contact with. the moving group conforms with as many elements as possible. or a terrain feature prevents this. or divert by the minimum necessary to line up in close combat with an enemy element on the opposite bank preventing their exit. one such element or that camp or BUA. An element can move into close combat against an enemy flank edge only if it starts entirely on the opposite side of a line prolonging that edge or if partly on the opposite sides of lines prolonging both flank and rear edges. which then applies along its entire length for both sides for the whole game. 6 that it slows crossing. SECOND OR SUBSEQUENT TACTICAL MOVES DURING THE SAME BOUND Elements or groups that have already moved this bound can make a 2nd or subsequent tactical move. (b) Psiloi making a 2nd move if either in their side’s 1st bound of the game. 4 or 5 that it slows crossing and its bank aids defence. too shallow and easy banked to aid defence. INTERPENETRATING FRIENDLY TROOPS If making a tactical move. or (d) Psiloi recoiling into any friends except Psiloi. Elements attacking a BUA or camp must be in front edge contact with it.
A 2nd or 3rd element shooting at the same target aids the shooting of the closest shooter by providing a tactical factor instead of being treated separately.BREAKING-OFF FROM CLOSE COMBAT A single element can use a tactical move to break-off from enemy foot in contact with its front. If not. An element that is at least partly in a river or entirely in a marsh cannot shoot. Artillery always chooses its target and can shoot through enemy Psiloi. +5 +3 Spears. elements not in mutual front edge contact with an enemy element but contacted to flank or rear by an enemy front edge turn to face the first enemy element to so contact. shooting or only shot at. Artillery. DISTANT SHOOTING Distant shooting is limited to Artillery up to 500 paces (5 BW) and Bows and War-Wagons up to 200 paces (2 BW). +2 +4 Light Horse. or Artillery if shooting or shot at unless in a BUA. Cavalry. A ½ BW or the full side edge of a target element must be available to be shot at between lines connecting corners of the shooting and target edge that do not cross each other or the target element. back or the minimum sideways to maintain them. +3 +4 Cavalry. both front edge and front corner-to-corner contact with an enemy element or front edge contact with a camp or BUA. An element can overlap 2 enemy elements on opposite flanks. the 2nd moving to behind the 1st. the contactor moves back to make room. if not. Only 1 overlap or flank contact can be counted on each flank. Light Horse or mounted infantry. measured between the closest points of the shooting edge (any edge of a War Wagon or the front edge of Bows or Artillery) and of any 1 enemy element edge (the target edge) that is within 50 paces (½ BW) of directly in front. Psiloi or Hordes. +3 +3 Auxilia. +3 +2 Bows. other legal contacts being adjusted by moving the elements forward. others provide Tactical Factors. Any enemies in mutual flank edge contact overlap each other whether in close combat or not. Attacking a BUA or camp: A BUA can be attacked by up to 3 enemy elements fighting separately. combats ceasing if its defenders are destroyed. It moves at least 200 paces straight back and ends facing the original enemy. It occurs when elements move into. woods. Overlapping in combat: An element not in close combat to its front but in mutual right-to-right or left-to-left front corner contact with an enemy element overlaps it. If elements contacted do not have room to turn. only the element in front fights. A 3rd moves back to make room. this is resolved first using the same dice score. Pikes or War-Wagons. A camp can be attacked by only 1 enemy element. except that shooting at or from a BUA or camp is between its nearest point and the shooter or target. CLOSE COMBAT In addition to hand-to-hand fighting. +4 +4 Knights. RESOLVING SHOOTING OR CLOSE COMBAT Whether in contact. A War Wagon counts the edge first contacted that bound as its front edge. Artillery shoot only in their own bound. shooting at them. but is possible at or by an overlap. A BUA or camp cannot be overlapped or overlap. so does not turn to face. If an element so contacts the flanks of 2 enemy elements. Turning to face: At the end of the movement phase. +2 +2 Camp followers or BUA denizens. A 2nd element contacting that edge is treated as if overlapping the nearest flank Combat to both front and to flank and/or rear: When an element is contacted both to front and to flank or rear. both these turn. or remain in. has no enemy front edge in contact with its flank or rear and will not meet either friends it cannot pass through or enemy. or elements exposed by frontal opponents having recoiled. Any more elements shooting at that target this bound have no effect. +0 +0 10 . fled or been destroyed that bound. Scythed Chariots. Bows and WWg must shoot at a target in their DZ or. If a shooter whose target cannot shoot back is shot at by a third party. War Wagons and mounted infantry cannot both move and shoot. oasis or dunes blocks shooting from and at an element base edge entirely beyond that crest or that depth. close combat includes all shooting by mounted troops or foot skirmishers or during a charge or melee. An element with a flank edge or corner within ½ BW of a battlefield edge counts as overlapped on that flank. Shooting is not possible if either shooters or target are in close combat or in rear support. but only if it is Knights. Warband or Camelry. each player dices for their element. +5 +4 Blades in close combat. A Hill’s crest or a half BW depth of difficult hills. Blades if shot at. otherwise choose any eligible target. Artillery in close combat or in a BUA. and adds the combat factor below and any rear support and tactical factors to the score: If against foot: If against mounted: Elephants.
recoil. and either uphill or defending any but a paltry river’s bank off-road. If not. 6Cv. Camp followers or BUA denizens. Artillery shooting. or if in bad going. recoil. and either in close combat or being shot at. Artillery. If not. Recoil from Artillery in close combat unless Scythed Chariots. and either in close combat or being shot at. recoil. by Elephants. Scythed Chariots. 8Sp. Destroyed if in a BUA or camp. If not. recoil.Rear support factors: Pikes add +3 and Warband +1 when in frontal close combat against enemy foot other than Bows or Psiloi. 8Bw) add +1 when in frontal close combat against enemy foot except Bows or Psiloi. Flee from Scythed Chariots. Warband. recoil. which depends on its own type and that of the opponent in close combat with its front edge or shooting at it. If not. bad going on or off-road. If neither. flee. Bows or Psiloi. Spears. Destroyed by Knights if in good going. +1 If in close combat. If not. Destroyed by Knights or Scythed Chariots if in good going. Cavalry or Camelry in going the opponent counts as good. Bows or Psiloi. If sallied out or in close combat. 11 . and either in close combat or being shot at. recoil. destroyed. A Psiloi element (but not other elements) that provided any rear support to a destroyed element is also destroyed. Destroyed by any mounted. Destroyed by Elephants. Cavalry. If not. Destroyed. If not. All others No effect. or by Bows whose front edge they have moved into contact with this bound. Psiloi. Camelry or Light Horse. Double elements (6Kn. Light Horse. If not. Destroyed by Psiloi. or by Warband not in a BUA or camp. Destroyed by any mounted. 6Bd. or if in a BUA or camp. Flee from Pikes. If not.front corner contact with them. Destroyed by Knights. and neither supported nor supporting element is in bad going. Elements shooting without being shot at disregard an unfavourable outcome. recoil. +2 If camp followers or other foot occupying their own camp. Tactical Factors: Add to or subtract from scores for each of the following tactical factors that applies: +3 If foot garrisoning a BUA or its denizens. recoil. destroyed. Knights. recoil. Blades. Light Horse or Artillery shooting. flees or is destroyed. Pikes or Spears. Psiloi. If not. COMBAT OUTCOME An element whose total is less than that of its opponent must make an immediate outcome move. All others. Destroyed by Knights. no effect. Light Horse or Scythed Chariots if in good going or by Warband not in a BUA or camp. recoil. +1 If the general's element. Blades (except Lit) or Auxilia add +1 if fighting mounted troops or Warband or attacking a BUA or Camp while supported by a single friendly element of Psiloi lined up in contact directly behind them or directly behind a friendly element of the same type in both side edge and front corner-to. -2 If any troops but Auxilia. If not. -1 For each enemy element either overlapping or in front edge and front corner-to-front corner contact with flank or in full front edge contact with rear. or if in bad going. Elements in combat with an enemy flank or rear recoil if a friendly element in combat with the front recoils. Destroyed by Knights. Surrender if denizens in BUA shot at by Artillery. or if in bad going. Bows. if in either case they are supported by a friendly element of the same type lined up directly behind and facing the same direction. from Artillery shooting. Hordes. If not. or if in bad going. or Artillery in close combat. Light Horse. or if mounted in close combat with enemy foot who are in. Warband or Psiloi and in close combat in. War Wagons. no effect. flee. or by Warband not in a BUA or camp. or for each 2nd or 3rd enemy element aiding opposing element’s shooting. Knights or Scythed Chariots if in good going. If its total is equal to that of its opponent: Scythed Chariots. If not. Destroyed. Camelry or Light Horse if in going these count as good or if in close combat against Auxilia. Bows. If its total is half or less than half that of its opponent: Cavalry. or by Elephants. destroyed. If its total is less than that of its opponent but more than half: Elephants. If not. Cavalry or Camelry. Spears or Hordes if in good going. If neither. If not. Auxilia. Destroyed by Knights or Scythed Chariots if in good going. recoil. Auxilia. Scythed Chariots. Destroyed by any if in close combat. Flee from Scythed Chariots. no effect. If not. Destroyed by Artillery shooting. and Pikes add +1 when in frontal close combat against Knights.
the near bank of a river it cannot cross. Scythed Chariots do not count towards the lost total because while expensive to provide their loss is expected and discounted. WINNING AND LOSING THE BATTLE The first side that at the end of any bound has lost 4 elements not including Scythed Chariots. This represents an unacceptable number of its men being killed. impassable terrain. An element with a recoil outcome to shooting entirely from behind a line extending its rear edge turns to face its rear before recoiling. or on a rear corner by its rear edge. If 2 elephants meet. If an enemy element is contacted on its rear edge by a recoiling or pushed-back element’s rear edge or rear corner. rear or rear corner. friends it cannot pass through. If its front edge contacts enemy. It changes direction only by the minimum needed to avoid enemy. A required double element counts as 2 elements when lost. A mounted element can choose to move either 1 BW or its own base depth if this is less. entering which destroys it unless the river is paltry. It cannot avoid a river. bad going except Marsh or Rough. PURSUING An element of any of Knights. otherwise pushed back unless Elephants or War-Wagons. A recoiling element that meets impassable terrain. or any BUA or camp ends its move there. Any element that destroys the defenders of a BUA or camp in close combat immediately occupies that BUA or camp. or that contacts an enemy with its rear edge or rear corner. or has recoiled. It stops if it can go no further. unless Psiloi or Light Horse. flee or are destroyed must immediately pursue ½ BW if foot or 1 BW if mounted unless it is in a camp or BUA. or is in or would enter bad going other than Marsh or Rough. then turns 180 degrees and moves an additional full tactical move distance towards its original rear. 12 . all friends or enemy met are destroyed. An element that cannot start its recoil because already in contact with any of these is destroyed. fled or been pushed back across a battlefield edge. Scythed Chariots or Elephants that is fighting against mounted or foot. whose close combat opponents recoil. or of Pikes. friends it cannot pass through or push back. both elements are destroyed. a battlefield edge other than its side’s base edge.DESTROYED ELEMENTS A destroyed element is removed. It is destroyed if it cannot move at all. A camp that has been occupied (and so destroyed) by enemy counts as 1 element lost. Camp followers and denizens do not count because they are self-replacing (there are usually plenty of hopeful new prospective inhabitants for a once prosperous city and plenty of hungry peasants willing to adopt soldiers who will feed them). LOST ELEMENTS An element has been lost if it has been destroyed. or on a side edge by its rear corner. both are destroyed. is destroyed. A BUA occupied by enemy during the battle and still under enemy control counts as 2 elements lost if it was used without a camp or 1 if used with a camp. An element already in a river recoils normally. RECOILING A recoiling element moves a short distance to its rear without turning: A foot element always moves its own base depth or ½ BW if this is less. or would cross a battlefield edge. camp followers or denizens loses the battle if it has also lost more such elements than the enemy has lost. or elephants dead or fleeing in panic. If the recoiling element is Elephants. it or they line up immediately as if contact was by a tactical move. break-off. FLEEING A fleeing element recoils. friends facing in the same direction are interpenetrated if allowed. disabled or made prisoner and the remaining survivors dispersing and quitting the battlefield individually. or that is in a BUA or camp. Those that crossed a battlefield edge and destroyed camp followers or denizens are only lost for this battle and will reappear in the next turn of a campaign. A recoiling or pushed back element starting with enemy in any front edge contact with its flank. If it is not Elephants. Blades or Warband (or that could provide rear support to any element of these even if not providing such support against current opponents) that is fighting against foot. but the resulting combat is resolved next bound. wagons and artillery having been smashed and abandoned by crews. A general lost during the battle counts as 1 extra element lost. a garrisoned BUA or camp. or.
If there is only 1 allied command. multiply the number of elements of each type allowed by the army list by 3. The player must write down after terrain has been placed and base edges chosen which non-allied command will always be given the highest scoring dice. not more than 3 of which can be of the same type. Other generals can be any element of their list except Lit.B. and all that command’s elements must deploy within 1 BW of the Water Way. and that has also lost more such elements in that bound than the enemy has lost the battle. If it is important to eliminate draws (as in knock-out competitions) and neither side has achieved victory when the time limit is reached. Any other camp destroyed or BUA currently controlled by the enemy counts as extra losses to each non-allied command. each usually played to a time limit. Anachronistic pairings should be minimised by organisers giving priority to pairings between those armies with equal cumulative scores whose army lists specify each other as enemies. Oasis or BUA. the defender takes that opposite. The number of compulsory features is changed to 13 and the number of optional features is changed to 2-4. An army whose cumulative total of lost elements at the end of any bound other than Scythed Chariots. The army can instead include allied commands of the same year from lists with a different number or the same number but a different letter. they must be from different lists and the remaining command is also a normal 12-element army from its own list. One non-allied general must be designated as Commander-in-Chief (C-in-C). BIG BATTLE D. Once in each game. which are always full 12-element independent armies from those lists. each element not held that bound or in close combat fleeing whether or not it fled before. The C-in-C and all ally-generals must be of the troop type specified by their list as general. but not if only demoralised. then the invader deploys all his. An allied command must be provided with its own camp. it needs to ensure that a single massive victory does not outweigh a more consistent string of successes. Each of the 3 generals controls a command of at least 6 elements chosen from those available. This is repeated at the start of each subsequent friendly bound. An element is lost if it is destroyed or crosses a battlefield edge. The defender deploys all commands. not 4 elements. If there are 2 allied commands. Elements not in a BUA or camp deduct -2 in close combat. The defender places terrain as in standard DBA. the C-in-C’s element can add +1 to its combat score after this has been calculated. one possible solution available to the organiser is to eliminate both players. An allied command can make a littoral landing only if the army providing it has WW listed as home terrain. Organisers of established tournaments usually have their own tried and tested scoring systems. He discloses this when he first dices for PIPs.A This is a variant enabling a single player on each side to use a larger army divided into commands and a larger playing area. River. that wins are always more valuable than draws and players are not encouraged to get ahead in a game by a small margin then stall. the remainder of the army is then restricted to its list multiplied by 2 instead of 3. camp followers or denizens is at least half its original troop elements or whose C-in-C’s command is demoralised. If you are designing your own system. During the remainder of the game it cannot make tactical moves. A command that at the start of any of its bounds has lost its general or whose lost elements other than Scythed Chariots. 13 . There still cannot be more than 1 each of Waterway. A command’s PIPs cease to be diced for when all its elements have been lost or left the battlefield. Other elements not in close combat immediately flee directly towards the nearest point on the army’s base edge without first recoiling. One PIP dice is needed for each command. commonly of 60 minutes. which the next highest scoring dice.EXTENDED OR MULTIPLE GAMES MULTI-GAME TOURNAMENTS Tournaments consist of several rounds of games. Scythed Chariots or Artillery. and which the lowest scoring dice. A Swiss chess competition format enables players potentially travelling long distances to play in every round. but without the added detail and complexity of DBMM. camp followers or denizens total a third of its original troop elements is permanently demoralised. The width of the battlefield is doubled. but the depth remains the same.200 paces of its command’s general. Each element not in a BUA or camp must be within 1. otherwise the whole army has 1 normal-size camp unless it uses a BUA instead. All a side’s dice must be the same colour except that an allied command’s dice must be a different colour and is always used for that command. but making an initial turn if necessary. Each army consists of 36 elements. This differs from the standard version only as described below. The invader chooses a long side as his base edge. An allied command whose camp is destroyed counts this as extra losses only to that command. but it can use PIPs to turn and hold in place individual elements or to hold in place groups. If it is from a single list. A littoral landing must involve a full command.
or specify the order in which PIP dice are to be allocated among them according to their scores. they can be simple affairs at club level to provide an excuse for a series of battles at the same meeting in which each is partially dependent on the results of those before and so are not always between armies of identical strength. Some terrain affected some armies more than others. Moving an army took far more time than today and battles rarely followed in close succession. At the bottom end. To avoid fence sitting. In a one-day club campaign. For example. because in real life there are few places from which it is possible to move a significant military force in 6 directions. they can have a very large number of postal or electronic players moderated by an umpire through general and personalised news reports. The width of the battlefield is increased to 3 times that of standard DBA and the depth can optionally be increased by up to half. a move across mountains was the most difficult. Such campaigns place a great load on the umpire and the really good ones may continue for many years. a modified PIP system is ideal. A drawn battle counts as a win to the defender. often in 3. with each player dicing at the start of each campaign year. but are chosen and placed by agreement to duplicate the terrain of the real battle. At the end of a campaign year. and risky in Spring and Autumn unless moving along a coast line. The number of compulsory features becomes 1-4 and the number of optional features becomes 3-6. Opposed movement across a major river was less so. not more than 4 of which can be the same type. You can nearly always move in 2 directions (forward or back).B. Movement by sea was impossible in Winter. and I use a full 3 month season. exaggeration. Terrain features are not chosen by the usual selection rules. A network node from which an army can move in more than 3 directions is strategically important. then divide the number of troops of each type in each command by the ratios on page 2 to calculate the number or proportion of elements to be used. Moves differed in difficulty. politics and economics which sometimes overwhelm the military aspects. A separate player controls each general (or more than 1 general). then play continues clockwise for the rest of the year. rumour and player propaganda) to which each player responds with written orders. CAMPAIGNS Campaigns are considered by many to be the highest form of wargaming. Each player dices at the start of each season and can move any combination of armies and stages (of varying PIP cost) up to his total of PIPs. desert would not greatly affect an army from a Dry area. armies go into winter quarters and start recruiting. and include diplomacy.A Giant DBA is an extension of Big DBA for games with several players on each side and/or re-fighting large historical battles. Even a month may be too short for a playing period. Movement is between provinces or (my preference) between nodes (usually major cities) of a transport network. Each side’s C-in-C must specify either that all generals dice independently for PIPs. ideally depicting an area historically involved. I recommend that using a modified PIP system. This section is mainly included for potential organisers of such The first requirement is a stylised map. The battlefield area must be scaled to the size of the area historically fought over. Hex maps should never be used. this should only partly replace losses and be tied to how much territory the defender has left or how many move stages the invader is from home. With several players. because of the problem in blocking all crossing points. “News of the Known World” or “Grape Vine” containing a potent mix of truth. Army size is increased to 12 elements x number of generals. except that the armies and terrain are based on those of a large historical battle. it is necessary to decide the order in which they move. In real life. but would be very difficult for an Arable area army. 14 . At the very top end. A player that loses a battle immediately retires 1 move if it can. It differs only as described below. since he loses no territory.GIANT D. HISTORICAL REFIGHTS As Big DBA or Giant DBA. The player with the highest PIP in the first season of each year moves first. Each player controls a nation of several sub-territories. (usually supported by a news sheet such as the “Shadizar Herald”. Research the number of commands and troops actually used. Ideally. we recommend that a player scoring 6 must either invade a neighbour or attack another player occupying the same territory.
including the DBA rules with sample games. Contact: www. Chris Hanley. spread over 3 continents. Martyn Simpson. which themselves are the work of hundreds of often very erudite contributors.fanaticus.org www. It should also be mentioned that the new lists owe a great deal to the DBMM army list books. In alphabetical order. you are welcome to email Phil Barker at pc. 19th and early 20th century battles to be played in a normal evening. Norman Whapshott.G PUBLICATIONS www.org HISTORY OF WARGAMES PROJECT John Curry’s “The History of Wargames” project reprints an increasing number of normally inaccessible early wargames rules and books. the army lists and a lot of extra information on armies. www.org. These are: www. and far from least. a modern infantry set for counterinsurgency warfare “Sharp End”.soa. and for the Renaissance period “De Bellis Renationis”. 15 . Ray Briggs. Andreas Johansen. ACKNOWLEDGEMENTS We owe special thanks to the stalwarts. including (with permission) several out-of-print WRG titles.barker@blueyonder. are an ancient skirmish set DBV “De Bellis Velitum”. for larger ancient armies DBM “De Bellis Multitudinis” (since replaced by DBMM “De Bellis Magistorum Militum”).R. Sue’s “Start Wargaming with DBA” is an illustrated hardback guide for beginners. Peter Feinler and Bill MacGillivray have also contributed greatly to DBA list revision with extensive comments on all four sections of army lists. revised versions of our old WRG armour rules. John Gillson. Andreas Johansson. Its bi-monthly journal SLINGSHOT balances research of a very high standard with more specifically wargaming content. 3 more period specific and lower scale derivatives of HFG. These are being followed imminently by HFG “Horse.RELATED PUBLICATIONS Since its publication. Comments have also been received from many other members of the DBA Yahoo and Fanaticus groups.DBA@yahoogroups . and hints and tips on painting and terrain making. under test for several years and hopefully to be published in due course. Sue’s fellow members of the Shrewsbury Wargames Club.uk has links to all related web sites. a modern naval set “Subs & Sams”. not to be missed.wrg. but who had to be rejected because I found it very difficult to keep up with analyzing the input from those I already had. they are Bob Beattie. DBA has been joined by other rule sets using very similar mechanisms. David Schlanger. THE SOCIETY OF ANCIENTS is a long established worldwide society for all interested in ancient and medieval warfare. and a higher level combined arms “Arrows & Goose Eggs”. Tom Thomas.com OTHER W.uk WARGAMES DEVELOPMENTS is an association of wargames innovators centring around an annual “try it on the dog” conference.net has details of WRG publications. CONTACT ADDRESSES AND ACKNOWLEDGEMENTS QUERIES AND SUGGESTIONS If you have any queries or suggestions. Foot and Guns” which enables the very largest 18th.co. Contact: www. such as for fantasy battles HOTT “Hordes of the Things”.me.uk There are 2 DBA internet fan groups which will also welcome your input and provide help.wargamesresearchgroup. including Tony Bath’s seminal “Setting up a Wargames Campaign”. Also related to the DB rules. Scott Russell. of our DBA revising committee and their local helpers. There were many more excellent candidates who volunteered to help in the testing. Doug Melville.wargamedevelopments.
This action might not be possible to undo. Are you sure you want to continue?
We've moved you to where you read on your other device.
Get the full title to continue reading from where you left off, or restart the preview.