DBA 1.2.
ELEMENT SUMMARY
Element |
Road |
Good |
Bad |
Type |
vs. Foot |
vs. Mtd |
Notes |
Combat results if beaten, if doubled destroyed unless otherwise noted |
|||||||
Artilley |
4" |
2" |
NA |
Foot |
+4 |
+4 |
5" shot, opponents bound only, not after move, NC |
Destroyed if in close combat. If not, recoil. |
|||||||
Auxilia |
4" |
3" |
3" |
Foot |
+3 |
+2 |
|
Destroyed by knights if in good going. If not, recoil |
|||||||
Blades |
4" |
2" |
2" |
Foot |
+5 |
+3 |
NF |
Destroyed by scythed chariots if in good going, or by warband. If not, recoil. |
|||||||
Bows |
4" |
3" |
3" |
Foot |
+2 |
+4 |
2" shooting |
Destroyed by any mounted.If not, recoil. |
|||||||
Camelry |
4" |
4" |
2" |
Mtd |
+3 |
+4 |
|
Flee 600p from elephants or camelry, or if in bad going. If not,recoil. |
|||||||
Camp Follower |
|
|
|
Foot |
+1 |
+1 |
|
Abandon camp defenses and flee off table. |
|||||||
Cavalry/LCh |
4" |
4" |
2" |
Mtd |
+3 |
+3 |
|
Flee 600p from elephants or camelry, or if in bad going. If not,recoil. If doubled: Flee 600p from Pikes or Spears in good going. If not, destroyed |
|||||||
Elephants |
4" |
3" |
2" |
Mtd |
+4 |
+5 |
2 pips to move, NF |
Dest, by psiloi,auxilia,light horse,artillery,or if in bad going.If not, recoil. |
|||||||
Knights/HCh |
4" |
3" |
2" |
Mtd |
+3 |
+4 |
Pursue, HCh-NF |
Dest.by elephants,scythed chariots,camelry or light horse,or if by bows they have moved into contact with this bound, or if in bad going. If not, recoil. |
|||||||
Light Horse/2Cm |
5" |
5" |
2" |
Mtd |
+2 |
+2 |
MPM not ending within 600p of enemy |
Flee 600p from elephants or camelry, or if in bad going. If not,recoil. If doubled: Dest.by any mounted,war wagons or bows, or in bad going. Else flee 6" |
|||||||
Pikes |
4" |
2" |
2" |
Foot |
+3 |
+4 |
+3 rear support*, NF |
Dest.by knights or scythed chariots in good going or by warband. If not, recoil. |
|||||||
Psiloi |
4" |
3" |
3" |
Foot |
+2 |
+2 |
+1 |
Destroyed by knights in good going. If not, recoil. If doubled: Dest. by Kn,Cv,or LH in good going, or by Bw,Aux or Ps. Else flee 6". |
|||||||
Scythed Chariot |
4" |
4" |
2" |
Mtd |
+4 |
+4 |
Pursue; Do NOT count toward victory conditions |
Destroyed if TIED or Beaten |
|||||||
Spears |
4" |
2" |
2" |
Foot |
+4 |
+4 |
+1 rear support*, NF |
Dest.by knights or scythed chariots in good going or by warband. If not, recoil. |
|||||||
Warband |
4" |
2" |
2" |
Foot |
+3 |
+2 |
+1 rear support*, Pursue(1st rank only), NF; MPM into close combat |
Destroyed by elephants,knights or scythed chariots in good going. If not, recoil. |
|||||||
War Wagon |
4" |
2" |
NA |
Foot |
+4 |
+5 |
2" shooting, NC |
Destroyed by artillery or elephants. If not, no effect |
NC--Cannot move into contact NF--Cannot "flank" from line in one bound in 15mm MPM--Multi PIP move
Pursue--Attacker follows up one own base depth for enemy recoiling, breaking
off, fleeing, or destroyed
* if neither is in bad going, attacking a camp or being shot at or just moved into contact with bows or artillery
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Tactical Factors
+2 if camp followers or other foot occupying a camp; -1 each overlap, flank,
or rear or shooting support (*only bows overlap a camp)
+1 if the generals element, close combat, or shot at; +1 if uphill or defending a river bank
-2 if any but auxilia, psiloi and in bad going or -2 if mtd and in contact with enemy in bad going
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Interpenetration of friendly elements if room beyond first element met:
Mounted always pass through psiloi in same or opposite direction.
Psiloi may pass through any friends in same or opposite direction.
Mounted may recoil through friends in same direction except pikes or
elephants
Blades recoil through blades, spears; or pikes or bows through blades in
same direction.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Deployment: both roll 1D6. Low chooses terrain & numbers edges 1-4.
High numbers adj. sides 5 and 6; dices for starting side. High places camp,
followed by low. High places army within 600p of edge, followed by low;
Victory Conditions: 1st army to lose general or 4 elements, not including
Scythed Chariots at end of bound, if its lost more elements than opposing
army, loses. Camp counts as 2 elements, in addition to its garrison.
Elements that recoil or flee from camp, or across board edge, are lost.