DBA V1.2 BATTLE RULES - July 1999

DEPLOYMENT

Both sides dice. The low scorer chooses the terrain from that available and numbers its edges 1 to 4 clockwise unless this has already been done. The high scorer allocates the numbers 5 and 6 to two adjacent edges, so that these are represented twice, then dices for which edge will be his base edge. The low scorer's base edge is that opposite. The high scorer places his camp, then the low scorer places his. The high scorer now deploys all his troops within 600p of his base edge or of its shore line if a sea edge. The low scorer then does the same. The high scorer then takes first bound. (this is not what the amendment sheet says but this is the text Phil sent, the same effect just a bit different wording)

SEQUENCE OF PLAY

The two sides take alternate bounds. During each player's bound:

(1) NO CHANGE

(2) NO CHANGE

(3) Any elements of both sides whose front edges are in contact with enemy fight and make or inflict outcome moves, in an order decided by the player whose bound it is.

TACTICAL MOVES

FIRST PARAGRAPH, NO CHANGE.

Elements moving as a group must each be in edge and/or corner contact with another of its elements and not in contact with an enemy elements front edge. Each must move parallel to, or follow, the first of them that moves; and must move the same distance or wheel through the same angles. A group move by road, or across bad going or a river, or away from enemy to its front, must be in a one element wide column. A group move can include reducing frontage where necessary to form such a column or to pass a gap, following a road or wheeling up to 90, moving up to half an element base width sideways to line up with enemy, but not other reductions or increases in frontage or changes in direction or facing.

THIRD PARAGRAPH, NO CHANGE

No element can move across the front of any enemy element which is within one element base width and not separated from it by another element, except to contact or face one such element's front or to retire directly to its own rear.

FIFTH PARAGRAPH, NO CHANGE

 

An element can always move from overlapping an enemy element to front edge contact with its flank. Otherwise, the maximum distance any front* base corner of a single element or element of a group can move is:

(*this change is not on the amendment sheet but was in the Battle Rules text from Phil)

500p NO CHANGE.

400p if cavalry, camelry or scythed chariots in good going, or if any except light horse moving by road. (omit war wagons or artillery)

300p if knights or elephants in good going, or if auxilia or psiloi moving off-road. (omit bows)

200p NO CHANGE.

100p NO CHANGE.

 

Second or (unless warband) subsequent moves can be made only by:

a. Light horse not ending that move within 600p of enemy.

b. Psiloi in their side's first bound.

c.Warband ending that move in close combat.

d. Any troops by road.

 

 

RIVER CROSSING

NO CHANGE

INTERPENETRATING FRIENDLY TROOPS

Mounted can always pass through psiloi, or psiloi through any friends, which are facing in the same or opposite direction. In addition, mounted can similarly recoil through any friends except pikes or elephants, blades recoil through blades or spears, or pikes or bows recoil through blades, but only if facing in the same direction.

DISTANT SHOOTING

Artillery within 500p and bows or war wagons within 200p can shoot at any one enemy element within an element base width of straight ahead, but only if neither is in close combat or overlapping and no other element is even partly between. A target that has not already shot and which can shoot back must do so. Artillery shoot only if they did not move or pivot.

 

SECOND PARAGRAPH, NO CHANGE

CLOSE COMBAT

FIRST PARAGRAPH, NO CHANGE

FACTORS LIST, NO CHANGE

Pikes add +3, spears fighting spears +1 or warband +1, if supported by another such element which is contiguous behind and facing in the same direction, and neither is in bad going or attacking a camp, nor is being shot at by or just moved into front edge contact with enemy bows or artillery.

Spears, blades or auxilia who are fighting mounted troops or warband or attacking a camp add + 1 if supported by an element of psiloi contiguous behind and facing in the same direction.

Add to or subtract from scores for each of the following tactical factors that applies:

+2 NO CHANGE

+1 NO CHANGE

+1 NO CHANGE

-1 for each flank overlapped, and/~ each enemy element in front edge contact with flank or rear, or for each 2nd or 3rd element aiding a shooting enemy. A camp has no flanks and can be overlapped only by bows.

-2 if any but auxilia, bows or psiloi and in, or mounted in contact with enemy in, bad going on or off-road.

LAST PARAGRAPH, NO CHANGE

COMBAT OUTCOME

FIRST PARAGRAPH, NO CHANGE

If its total is the same as the enemy's:

Scythed chariots. NO CHANGE.

If its total is less than that of enemy but more than half:

Elephants. NO CHANGE
Scythed chariots NO CHANGE.
Knights. Flee 600p from elephants. Destroyed by scythed chariots or light horse, or by bows whose front edge they have moved into contact with this bound, or if in bad going. If not, recoil.
Other mounted. Flee 600p from scythed chariots or if in bad going. If not, recoil.
Blades. NO CHANGE
Auxilia. NO CHANGE
Bows. Destroyed by any mounted, If not, recoil. ("in contact" omitted)
Warband. NO CHANGE
Psiloi. Destroyed by knights or cavalry if in good going. If not, recoil.
Artillery. Destroyed by any if in close combat. If not, recoil.
War wagons. NO CHANGE
Camp followers. NO CHANGE
Other foot. NO CHANGE

If its total is half that of enemy:

Cavalry. Flee 600p from pikes or spears if in good going. If not, destroyed.
Light horse. NO CHANGE
Psiloi. Destroyed by knights, cavalry, camelry or light horse if in good going, or by bows, auxilia or psiloi. If not, flee 600p.
Others. NO CHANGE.

A recoiling element moves back its base depth to its rear without turning. If it meets friends who are facing in the same direction, it passes through to their rear if of a type allowed to do so, otherwise pushes back any but elephants or war wagons. Troops not facing in the same direction cannot be recoiled through or pushed back. A recoiling element in contact with enemy front edges to both front and flank or rear, or that meets an enemy front edge, or terrain it cannot cross, or friends that it cannot pass through or push back, is destroyed.

SECOND PARAGRAPH, NO CHANGE

THIRD PARAGRAPH, NO CHANGE

FOURTH PARAGRAPH, NO CHANGE.

WINNING AND LOOSING

The first side that at the end of any bound has lost either its general or 4 elements not including scythed chariots, and has also lost more elements than the enemy, loses the battle. A camp still occupied by enemy counts as 2 elements lost extra to the loss of its camp follower or other garrison. Elements that recoil or flee from a camp or across a board edge are counted as lost, although they may reappear in the next turn of a campaign. Victory is most likely to be achieved by thinking of elements as bodies of troops rather than playing pieces, using them historically, and resisting the temptation to break formation for short term advantage.

CLARIFICATIONS (questions from me and answers from Phil)

Q, What consititutes close combat for warbands in second move ?

A. Front-edge contact, rear supoort, not overlap, unless they have moved as a group.

Q. Recoiling only into enemy front edge destroys recoiler but what if there is some other edge or corner behind, does the element just stop there?

A. Yes.

 

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