DBA Battle Campaign
Rules used are De Bellis
Antiqitatis V2 & Campaign Rules detailed below.
Background.
The objective of this campaign is
to get the greatest number of battles fought within the time available. The
game has not been set into any historic context though the armies conform to
the current or previous version DBA’s army lists.
The campaign makes use of the new
terrain rules based on defenders territory rather than who is the aggressor.
It limits national army resources over the three year campaign period. The
game will end at 5pm or when the three years campaign is up - whichever
comes first.
There has been added a couple of
additional twists, “General’s Luck” and “The Gods” as successful generals
seemed to make their own luck and the outcome of battles was affected by the
superstitious belief of the troops.
Resources
Initially each player secretly
nominates which army he wants to use from the list below. If no other player
has selected that army he keeps that choice. If more than one player has
selected the same army they dice and the highest uses that army. Those
players which an army nominate a new choice from the remaining armies. The
above process is repeated till all players have an army. One should be aware
when selecting an army the rules for replacement forces, especially where
there is limited replacement for some element types.
|
1 |
Midianite Arab |
Dry Ag3 |
General with 2Cm, 5x3Cm,
6x2ps |
|
2 |
Hittite |
Arable Ag2 |
General with HCh, 2xHch,
1xLCh, 6x3Sp, 2x2PS |
|
3 |
Mycenean |
Littoral Ag2 |
General with LCh, 4xLCh,
4x4Pk, 1x3Wb, 2x2Ps |
|
4 |
New Kingdom Egyptions |
Littoral Ag2 |
General with LCh, 3xLCh,
1x4Bd, 4x4Sp, 2x4Bw, 1x2Ps |
|
5 |
Early Assyrian |
Arable Ag4 |
General with HCh, 2xHCh,
1x3Cv, 2x3Bd, 2x3Aux, 4x2Ps |
|
6 |
Sea People |
Littoral Ag4 |
General with HCh, 7x3Wb,
2xWWg, 2x2Ps |
|
7 |
Later Libyan |
Dry Ag0 |
General with LCh, 1x3Wb,
10x2Ps |
|
8 |
Early Hebrew |
Hilly Ag3 |
General with 3Au, 5x3Au,
1xWWg, 2x3Wb, 3x2Ps |
|
9 |
Nubian |
Dry Ag1 |
General with 3Wb, 2x3Wb,
6x3Bw, 3x2Ps |
|
10 |
Gallic |
Arable Ag3 |
General with 3Cv, 3x3Cv,
6x3Wb, 2x2Ps |
|
11 |
Early Samurai |
Hilly Ag1 |
General with 3Cv, 3x3Cv,
5x3Ax |
|
12 |
Han Chinese |
Arable Ag3 |
General with HCh, 2x3Cv,
2x2LH, 3x4CB, 3x4Sp, 1x2Ps |
Each player starts with a complete
army and two reserve forces that have the same composition as the original
army. When elements are lost in battle these can be replaced from the
reserves until that element type has been exhausted. At no time can an army
have more than 12 elements and at all times an army must have no more
elements of a particular type than allowed in the army list given above. If
a player has lost all his then he is eliminated from the campaign.
Player’s Territory
There is no map for the campaign
but it works on each nation having three provinces between their capital
city and boundary of each of their neighbours. This is the same for all
nations, hence any invasion, between two nations, is along their connecting
provinces and is independent of the relationship to other nations. All
nations are thus connected to all other nations by three provinces. Nations
only fight over one province in a battle campaign season and martial
etiquette means once a nation’s army is committed to battle there are no
more invasions of that nation’s territory. This means there are no lines of
communication to worry about, territorial gains only matter at the end of
the full campaign to see who is the most powerful landlord, and troops can
travel anywhere to fight in a campaign season without hindrance.
Provinces are capture by the
attacker of that province - allies do not gain any land. This is the only
way provinces change hands. A war between two nations ends when one nation
captures all the opponents three provinces - the capital then surrenders and
losing player is out of the game and his army disperses. Any invasion by
other nations on the defeated nation provinces will be defended by the new
owner.
General’s Luck
Players start with five ‘General’s
Luck Stones’. Players will get one more of these for each time their general
survives a battle. They will get two more if the general survived and is on
the winning side.
General’s Luck can be used in two ways:
-
Each one buys an initiative point. Up to five can be used
in the imitative stage.
-
Stones can be used to enable the player to re-roll a dice
during a battle. They must accept the second roll. They must declare before
the battle starts how many they will use in the battle to a maximum of
three. Declared but unused stones are lost.
The stones can only be used once.
The Campaign Year
There are three periods to each
year, Winter, Spring and Summer. Spring and Summer are battle campaign
seasons. Winter is for negotiation between countries. The war lasts for
three years.
Winter Negotiation Season
Players will have ten minutes to
negotiate with other players during this season. At the end of the ten
minutes each player will write down who they are declaring war on during the
coming year. This will then be made public. In the coming year players will
only be able to attack those they have declared war on or those who have
declared war on them.
Battle Campaign Seasons
There are two campaign seasons in
the year Spring and Summer. The sequence of play is:
Divination
Players can sacrifice to the Gods
at the beginning of a battle campaign season (Spring and Summer) in an
attempt to gain a favourable omen from the gods for a forthcoming campaign
season and battle. They do not have to do so but if they do they draw a
single card from the pack. All players draw a card and results should not be
declared until they need to be at the end of the initiative round or during
the battle. Whatever the omen is, good or bad, it will affect that player’s
campaign or battle in that season and MUST be played. At the end of the
season all cards are returned to the pack and the pack reshuffled.
The cards give the following
events:
|
Card |
Outcome |
|
Zeus |
Your sacrifice was well
received by the god and your general has received divine guidance:
Have 1st initiative for the coming season’s campaign. |
|
Joker |
Your sacrifice has insulted
the gods. They favour your enemies. You have last initiative for the
season’s campaigns. |
|
Mercury |
Mercury will aid you in the
coming battle. Your may re-roll any one of your dice in the coming
battle in this campaign season and choose the best result. |
|
Apollo |
Apollo has decided to aid
you enemies during the battle. Your opponent may make you re-roll any
one of your dice rolls in the coming battle in this campaign season
and nominate which you take. The card must be passed over to your
opponent before the battle. |
|
Seven |
Your priest has partially
interpreted the riddle of the Oracle. You gain +1 on this seasons
initiative score |
|
Neptune |
Your priest has correctly
interpreted the riddle of the Oracle. You gain +2 on this seasons
initiative score |
|
Aphrodite |
Aphrodites takes a fancy to
your general. If your general dies in the battle he is saved by the
gods for the next seasons battle. He is counted as lost for game
purposes in this battle but not removed from resources. |
|
Achilles |
Your general has been given
divine strength for the battle of Achilles and you may re-roll any one
of THE GENERAL element’s dice rolls during the battle |
|
Odysseus |
The Gods toy with you for
their amusement. You may re-roll any one of your dice rolls during the
coming seasons battle but must take the second roll. |
|
Three |
The gods are too busy
partying and ignored your request |
|
Dionysus |
Dionysus gives your army a
divine sign before the battle inspiring your troops. Take the first
‘Play initiative points’ dice roll as ‘6’. |
|
Aeolos |
Aeolos gives your army a bad
omen before the battle demoralising your troops. Take the first ‘Play
initiative points’ dice roll as ‘1’. |
|
Juno |
Juno aids you in battle. Once
during the battle one of your elements can move twice in a single
turn. However an extra play initiative point must be used to do this.
|
|
Diana |
Diana confuses your troops in
battle. Your opponent can, once during the battle, nominate an element
which cannot be moved in that turn. No initiative point is lost
however. This card must be given to your opponent before the battle. |
Initiative and campaign army
moves
Players can effect when they act
in relation to each other by calling on the gods through divination and by
“biding” their general’s store of ‘luck’. The results of this are declared
simultaneously.
The players hold the number of
general’s luck stones they wish to bid concealed in their hand. Hands are
opened simultaneously. The maximum number of general’s luck stones that a
player can “bid” is five.
The player with the highest score
(or whom the God’s favours the most) decides their actions for the season
first. If there is an equal score a d6 is rolled and the highest on a dice
goes first. The highest initiative player determines who they will attack
this turn - it must be someone who they are at war with and who is not
already committed to a battle. The person they have attacked can only defend
and can not declare an attack on any other player in the current season.
This is repeated for the next
higher initiative player who is not already in battle and then the next
highest and so on for all remaining players .
If a player is not in combat after
this they can offer to act as ally for an attacker or defender as per the
‘Call for Allies’ below.
Call for Allies
If there are any players who are
not committed to a battle then allies can be called for by attacking or
defending players.
The participation by allied
contingents follows the following procedures:
-
A player whose field army is not committed in a season.
Distance etc is not a problem.
-
An allied contingent can only be sent to aid an invasion
of the territory of a player whom he is at war with or sent to aid in
defence to a nation whom it is not at war with.
-
An allied contingent consists of up to 3 elements from
the player’s own field army, one of which must be nominated to include a
general.
Allied contingent(s) move in
sequence after the second of the main protagonists. They use their own
separate die to determine how many elements/groups they can move each turn.
They do not arrive in table until they score 6, then arrive in a single
column at that edge. They may sometimes have choice of board edge. They do
not have a camp on the battlefield. They cannot leave the table
intentionally or change sides and attack their supposed ally, but the
eagerness with which they assist him is a matter for their own conscience!
An element can affect combat in an
allied player’s bound only be providing tactical factors. Artillery shoot
only in the main enemy protagonist’s bound.
The Battle
The battle follows the DBA V2
Rules adjusted as below.
Before the game starts:
-
Players determine how many general’s
luck stones are in play (to a maximum of 3). These are declared simultaniously by revealing number held in hand.
-
Players must
play relevant “Divination” card and where specified pace them over
to the opponent. The others they do not need to declare they have a card
but not what it is.
- The terrain features will be of the type of the
country which is being fought over. The person fighting in his own
terrain is always said to be the defender for terrain selection. The
invader on attacking the first province of the country numbers the board
sides 1 to 4 and then any other side he likes 5 & 6 dicing to see which
side of the table he comes on. On invading the second province in enemy
country the invader numbers board sides 1 to 4 and then two adjacent
edges 5 and 6 dices to see which side of the table he comes on. On
invading the third and last province the defender picks which side of
the table he is on. A player who is attacking to regain provinces within
his own nation numbers the board sides 1 to 4 and then any other side he
likes 5 & 6 dicing to see which side of the table he comes on.
Battle Result
The battle is fought until ended
as in the battle rules. The loss of allied players , including those of camp
followers, are added together when determining whether their side is
defeated. Loss of an allied contingent’s general requires its remaining
elements to attempt to march off and leave the table, starting with its next
bound.
Elements destroyed by combat are
noted against resource ledger. Elements that leave the table return to their
field army after the battle as do camp followers. Use the “Call on Gods”
card to save general if relevant. If a player has 5 uncommitted general’s
luck stones he can use these to save a general killed during this battle.
This does not effect outcome of battle.
Loss of a main protagonist’s camp
is penalised by the removal of 2 extra troop elements from the field army at
the end of the battle in addition to those destroyed in battle - these being
chosen by the general losing the camp. This stimulates desertion by
demoralised troops.
After a battle, each player gains
1 prestige point for each enemy troop element his troops have been destroyed
or forced to flee off the table in excess of those of his own troop elements
that have been destroyed or forced to flee off the table. A player who was
first to capture the enemy camp or whose troops destroyed the main
protagonist’s general gain an additional prestige point for each such
instance.
General’s Luck stones nominated
for use in the battle are surrendered - even if not used.
Campaign Victory
Players count up all their prestige points.
Count 2 points for each General’s Luck stones still
retained.
Count 1 points for each enemy province now controlled.
Loss 1 points for each of own provinces control by enemy.
Count 30 points for each capital, including own,
controlled.
Count 5 points for each surviving general.
Add prestige points gained in a battle.
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