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Welcome to the Kirklees Wargames Club blog and forum. We are a small group of table-top wargamers who get together weekly to play games which vary from Ancient/Medieval, through English Civil War, American War of Independence, American Civil War, and all things Napoleonic, plus WW2 to Sci-fi and fantasy, using scale-model armies on purpose-built terrain and scenery. We meet at Beaumont Park Visitors Centre, Beaumont Park Road, Huddersfield HD4 7AY on Monday evenings from 6.15pm. New members (over 18) are always welcome. You can just drop in or contact us on: kirkleeswargamesclub@gmail.com. Facebook: Kirklees Wargames Club and Twitter: @KirkleesWC
Showing posts with label DBA. Show all posts
Showing posts with label DBA. Show all posts

Thursday, 23 July 2020

DBA Battle Report 04: Polybian Roman vs Ptolemaic Egyptian


The Armies:
II/33 Polybian. 1xCv(Gene), 1xCv, 6x4Bd, 2x3Ax, 2xPs.
II/20 Ptolemaic Egyptian. 1x3Kn(Gen), 1x3Kn, 1xLH, 1xEl, 4x4Pk, 1x4Bd, 2x4Ax, 1xPs.
The Battlefield comprised two Ploughed fields and two Scrubby areas.
On the left, the Romans placed a line of Blades in the centre, supported by Auxilia and Psiloi. They held some more Blade and the Cavalry in reserve.
The Egyptian force set up on the right of picture: Elephant supported by Pike (seems to be a popular formation), with Auxilia and Psiloi on the flanks. The Knights remained in reserve.


Turn 1: The Roman’s rolled a 2 for Pips, so I decided to remove the Plough features as they had no effect (treated as Good Going). Both sides advanced.
Turn 2: Both sides rolled low again, so continued a steady advance.


Turn 3: The Romans engaged, destroying a Psiloi on their left, but being pushed back at points elsewhere, and both sides began to move their reserve into play.


Turn 4: Both sides took casualties as the fighting became desperate. The Romans lost a Blade and an Auxilia, the Egyptian lost their Elephant and an Auxilia.


Turn 5: The Romans took advantage of a high Pip roll and surrounded a couple of groups, but the tenacious Egyptian resistance held firm – for a brief moment. But it was the Romans who won the day when a quick check with the rules confirmed that Blades destroy Knights in tied rolls. Game over.


Conclusion: A Roman victory, 4-2.
Assessment: This is not a compatible pairing, but was quite an entertaining game. The Egyptian resistance was impressive they would have survived to a sixth bound and were in a reasonable chance of winning themselves, but for the nagging memory that made me check the rules. Also, this is the second game that featured an Elephant and it was destroyed in both, due to being 6-1’ed each time! Poor effalumps.

Future thoughts: This will be the last one-off battle report for a while as I am looking at creating a little solo-play mini-campaign using six compatible armies from book 2 lists. Version 3 does not include the campaign rules, so I’ll dig out version 2.2

Friday, 17 July 2020

DBA Deep-Dive: 6. Tactical Moves (1)


A tactical move is a voluntary move that normally uses up PIPs and happens before shooting and close combat.
A legal tactical move cannot be taken back once the element has been placed unless the initial location is marked and/or the opponent agrees.

Single Element Tactical Move

·         Can be in any direction
·         Can pass through any gap its leading edge (not necessarily its front edge) can fit through.
·         Can end facing in any direction
·         Cannot be made by an element in close combat

Dismounting Knights, Cavalry, Camelry and Light Horse

·         Only if army list allows
·         Uses full tactical move of mounted element
·         Uses 1 PIP per element
·         Front edge of foot element placed in position of mounted element it replaces
·         Cannot dismount if in contact with enemy or in enemy Threat Zone (discussed later)

Group Tactical Move

·         A group is a contiguous set of elements all facing in the same direction with each in edge and corner-to-corner contact with another, or in corner contact if part of a wheeling column
·         Can only move straight forward, to wheel (pivoting on a front edge corner), or slide to conform in a Threat Zone
·         Moves at the speed of its slowest member
·         Elements maintain position while moving
·         If in column, they follow the lead element
·         Cannot move that bound if joined by other elements
·         Allied elements can only form a group with other elements of their contingent
·         Can only move in a column to gain road movement benefit
·         Must move in a column if in BAD GOING (unless entirely of Psiloi)

Reducing Frontage

·         A group can reduce its frontage to form a column or for any other reason
·         Lead element(s) move forward and others follow on behind as if by single element move
·         A following element’s front edge must not end up further to the rear than their original position
·         Elements that are unable to follow on behind a column that bound are no longer part of the group

Tactical Move Distances

Movement is measured in a straight line from the starting point of the furthest moving FRONT CORNER of the single element or group and that corner’s final position.
If the element is following a road or deviates to avoid another element or enemy TZ, measure its path.
A move can be up to:
·         4BW if Light Horse, Cavalry, OR Scythed Chariots and only in GOOD GOING
·          3BW if Knights, Elephants, Camelry, or any mounted infantry and only in GOOD GOING
·         3BW if “Fast” foot in any type of going
·         2BW if “solid” Auxilia or “Solid” Warband in any going
·         2BW if any other “Solid” foot and only in GOOD GOING
·         1BW if any other than “Fast” foot, any Auxilia or any Warband and in BAD or ROUGH GOING for any part of their move
·         1BW if the front edge of any single element or group is in a non-paltry river for any part of its move
Artillery and War Wagons may not be deployed or move off-road in BAD GOING.

Second or Subsequent Tactical Move in the Same Bound

Elements or groups that have already moved this bound can make a second or subsequent move if:
·         there are enough PIPs
·         does not start or go within 1BW of enemy (unless moving along a road)
and is entirely by:
·         Light Horse or mounted infantry and making a second or third move entirely in GOOD GOING
·         Psiloi making a second move either in their side’s first bound of the game or if every element starts entirely within GOOD GOING and ends at least partly in BAD or ROUGH GOING
·         Troops moving along a road and making a second or subsequent move

Crossing a River

The first element to try to cross a river off-road during the game must dice for its state, which then applies along the entire length for both sides, for the rest of the game.
·         A score of 1 or 2 indicates the river is paltry and has no effect on movement or combat.
·         A score of 3 or 4 indicates it slows movement and the banks aid defence.
·         A score of 5 or 6 is treated as 3 or 4, but also indicates elements must cross singly or as a column.
Troops that enter a river:
·         cross at the same angle to its course as they enter
·         divert by the minimal increase to line up in close combat with an enemy element.

Interpenetration

If making a tactical move or fleeing,
·         Mounted can pass through friendly Psiloi.
·         Psiloi can pass through any friends.
Must be enough room for moving element to occupy, and if:
·         Starts partly directly in front and ends up lined up behind.
·         Starts lined up behind and ends lined up in front.
Recoilers pass through friends facing exactly in same direction to clear space behind first element met, but only if:
·         Mounted recoiling into friends except Pikes, Hordes, or Elephants
·         Blades recoiling into Blades or Spears
·         Pikes of Bows recoiling into Blades
·         Psiloi recoiling into any except Psiloi
One rear corner may pass through an element base, a TZ or a terrain feature if its front edge pivots about one corner.

Threat Zones

Is an area 1BW square in front of an element.
A War Wagon has a TZ on each face.
A camp, city or garrisoned fort exert a TZ for 1BW all around them.
The front edge and corners count as part of the TZ, but the sides do not.
An element even partly within, or whose front edge enters an enemy TZ may only move to:
·         Advance to line up with one enemy
·         Advance into or towards contact with the enemy
·         Move straight back if a single element
TZ do not affect outcome moves.

Tuesday, 14 July 2020

DBA Battle Report 01: Mithridatic vs Commagene


The Armies:
II/48 Mithridatic. 1xCv(Gene), 1x3Kn, 2xLH, 4x4Bd, 1x4Ax, 2x3Ax, 1xPs.
II/44 Commagene. 1x4Kn(Gen), 1x4Kn, 2xLH, 2x4Pk, 4x3Bw, 1x4Ax, 1xPs.
The Battlefield comprised a BUA, two Boggy areas and a road.
The Mithridatic force was set up on the left of picture: Blade in the centre, Auxilia on the right flank and Light Horse on the left flank with Psiloi support. The General and his Knights waited in reserve.
The Commagene army arrayed the Pike in the centre, with Bow either side. Auxilia and Psiloi on the left flank, Light Horse on the right. The General and his Knights in reserve.


Turn 1: The Mithridatic advanced and opened their lines. The Commagene pushed the Kn out to the right and linked with the LH.




Turn 2: The Mithridatic advanced again. The Commagene Kn and LH charged the Mithridatic LH and Ps, recoiling the LH and destroying the Ps. Bow-fire recoiled a single Ax element.




Turn 3: The Mithridatic Kn and General bolstered his LH, and pressed his infantry into melee, only managing to destroy a single Bw. The Commagene general seemed at a loss what to do, simply redressing his lines, but managed to destroy the Ax on the Mithridatic far right.




Turn 4: The Mithridatic Bd made no headway, and then lost their other 3Ax. Their Kn destroyed an enemy LH, but their own LH on the far left were ridden down. Game Over!




Conclusion: The Commagene won 4-2.
Assessment: Good combat rolls won this for the Commagene, who were completely out-PIPpped by the Mithridatic, whose Bd should have wiped the floor with the enemy Bw in the centre.



Wednesday, 8 July 2020

DBA Resources

Here's an excellent youtube resource for the DBA wargame systen.

https://www.youtube.com/channel/UCbRAe5rGG3lYIHXFgkrC3wQ?view_as=subscriber&fbclid=IwAR1a0zSmHcua6rcW_niIi_IEbp9ODJ9YLPCxdQwUckaa9_8juN3KEsho2JE

Saturday, 4 July 2020

DBA Deep-Dive: 5. Deployment, Sequence of Play & PIPs


DEPLOYMENT

Each side rolls 1d6 and adds the aggression factor of its army list to the score, dicing again if the scores are equal.
·         The side with the lower total is the defender, the other is the invader.
The defender chooses and places terrain allowed to its army to create the battlefield.
The invader then selects a base edge.
·         If a road crosses the battlefield, one of the intersected sides must be chosen, otherwise, any edge that is not opposite a Waterway.
The defender’s base edge is the one opposite the invader’s base edge.
Next, both sides place their camps, the defender first.
Then the defender deploys his troop elements, one of which (if eligible) may be used to garrison a City or Fort.
Then the invader deploys his troop elements.
All non-garrison troops must deploy at least 3BW from the battlefield centre line and 1BW from any enemy City or Fort.
Cavalry, Light Horse, Camelry, Mounted Infantry, Auxilia and Psiloi must be deployed at least 2BW from battlefield side edges, and others at least 4BW away.
If a Waterway has been placed, either side can reserve 2-3 elements (who’s army lists them as LITTORAL) to be deployed at the start of its first bound (before PIP dicing) as a single group anywhere along the Waterway.
·         At least one element of the group must touch the Waterway.
·         These elements cannot include Elephants, War Wagons or Artillery.

SEQUENCE OF PLAY

The defender takes first bound, then the two sides take alternate bounds.
During each player’s bound:
1)       The player dices for Player Initiative Points (PIPs).
2)       The PIPs are used to make tactical moves.
3)       Any Artillery, War Wagons or Bows elements of both sides that are eligible to do so, must shoot once each (the moving player decides the order) and make or inflict outcome moves.
4)       Any elements of both sides whose front edges are in suitable contact with enemy must fight in close combat in the order the moving player chooses and make or inflict outcome moves.

PIP DICING

The side starts its bound by rolling 1d6.
·         The score is the number of PIPs that can be used for tactical moves this bound.
·         Unused PIPs are lost.
In each bound, the first move of each single element or column uses 0 PIPs if it is entirely by road, providing it moves until it contacts enemy or friends or moves its full tactical distance and does not reverse direction.
Each other tactical move uses 1 PIP.
Except in the side’s first bound, a move that uses a PIP uses up an extra PIP for each of the following cases that apply:
a)       If the moving element or group includes any Scythed Chariots (not moving into contact with enemy), Elephants, Hordes, War Wagons, Artillery, denizens or camp followers, or it is an element currently garrisoning a City.
b)       If an element is not the general’s element and either its general’s element has been lost or is entirely in a BUA, Camp, Wood, Oasis, Marsh, or Gully, or if the element or group to be moved starts outside the command radius of its general.
COMMAND DISTANCE:
·         20BW if entirely Light Horse in line of sight.
·         4BW for troops entirely beyond the crest of any Hill, beyond a BUA or Camp, on a Difficult Hill, or in or beyond a Wood, Oasis, or Dunes.
·         8BW otherwise
  

Thursday, 2 July 2020

DBA Deep-Dive: 4. Built Up Areas & Camps


BUILT UP AREAS

If a Built-Up Area (BUA) is chosen, it must be a City, Fort, Hamlet, or Edifice and will belong to the defender.
These are placed like other area features except that all of a City or Fort must be within 6BW of 2 battlefield edges and can be on a hill.
At the start of the game, a City can, and a Fort must, be garrisoned by one (non-allied) foot element.
If the garrison is Artillery. Its shooting effect is reduced because the artillery is distributed around the perimeter.
Thereafter, any single foot element (except War Wagons) can move completely within an undefended City or Fort and then garrison it.
A garrison or other occupying element does not pursue defeated attackers as the result of an outcome move.
Occupiers of a BUA beside any but a paltry river counts as defending the bank against enemy elements assaulting it   who are still partly in the river.
A City or Fort on a hill includes the hill in its tactical factors and so occupiers do not count uphill, nor do assaulters count as being in BAD GOING.

CITIY

 A City has defensive walls, high economic and prestige value and denizens who will defend it if it has no garrison.
It must be modelled with 1 or 2 gates, through which all elements entering or leaving must pass unless they are enemy assaulting it.
A single friendly group or element can move through a City, even if it is garrisoned, by using 1 PIP per element to get from just outside the near gate to having the last element moving just outside the far gate (PIPs will be explained in a later post).
DENIZENS of a City are armed civilians initially loyal to the defender, and are NOT a garrison.
If a garrison vacates a City, the denizens continue to defend it.
If a garrison of the City is destroyed, the denizens do not defend it.
When a garrison or the denizens are destroyed in close combat, any one assaulting enemy element (except Elephant or a mobile tower) occupies the city and sacks it until its player has a PIP score of 5 or 6.
The sacking element can then garrison the City if eligible, or vacate it.
Prior to that, the sacking element does not get a garrison tactical factor in close combat and cannot shoot or be shot at.
Denizens may sally out to assist a relieving army if the City does not contain a troop element and there are both enemy and friendly troop elements within 2BW of the City.
The denizens cannot themselves go more than 3BW from their City.
A City is undefended in their absence.
If the denizens of a City sally out or are destroyed and it is left unoccupied, by the enemy or vacated, either side can move into or through it without combat.
If denizens defending inside the city are destroyed by artillery, the City surrenders and is not sacked.
An appropriate enemy element immediately becomes a garrison on moving into it.
If it is not occupied by the enemy, or it is vacated, a puppet administration has been put in power and its denizens will defend the City for the enemy.
Denizens of a surrendered City cannot sally.
If a City has surrendered during the game or was captured earlier in a campaign, and there is no enemy troop garrison or this has been destroyed by shooting, the player that originally owned the City can pay 5 PIPs at the start of any of his side’s bounds for its citizens to revolt against and overthrow the puppet administration, resume their original loyalty and defend the City.

  FORT

A Fort (or castle) has permanent defences and a gate and must start the game garrisoned by a foot element.
It has no economic value or denizens.
It is left undefended if its garrison vacates it or is destroyed and can then be moved into and garrisoned by any foot element (except War Wagons) of either side.

  HAMLET

A Hamlet (or township) is a small inhabited area of scattered or grouped houses among small enclosed fields, or a larger village or town with denser housing, but no permanent defences except fences to keep out animals.
It has insignificant economic or defensive value and its inhabitants flee when troops approach.
It functions only as ROUGH GOING.

  EDIFICE

An Edifice is an isolated large building.
It has no denizens, economic or defensive value.
It is treated as BAD GOING, except when it is used as a CAMP.

CAMPS

The Camp is the logistical component of the army.
It is optional if the army has a City or more than 2 War Wagons, compulsory if it does not.
It must be in GOOD GOING (but not Plough), on the rear edge of its side’s deployment area, or on a Waterway, or beach and should have only temporary structures, except that an Edifice so positioned can act as a Camp.
A Camp must be at least 1BW x ½ BW and fit into a rectangle the length plus width of which totals no more than 4BW.
At the start of the game, a Camp can be occupied either by:
a)       1 non-allied troop element (except Elephant or Scythed Chariot) which can subsequently vacate it and may be replaced by another such element
b)       By Camp Followers (represented either by a camp follower element that can move out of it, but without being able to return, or fixed figures that cannot move out of it, but not both)
If neither has been provided, it has been left undefended.
A Camp that has been captured by any enemy either as a tactical or outcome move is immediately sacked and ceases to have any defensive or other value.
Camp followers may sally but this leaves the Camp undefended.

Monday, 29 June 2020

DBA Deep-Dive: 3. Terrain


The battlefield is produced by the defending player, placing pieces on a flat field representing GOOD GOING.
Defender bisects the battlefield into four equal quarters, numbered 1-4 clockwise from his left.

Choosing and placing features

Each army list has a list of terrain types for use when the army is defending.
·         Choose 1-2 compulsory and 2-3 optional pieces.
·         Must include at least one BAD or ROUGH or River or Waterway.
·         Can only have one of Waterway, River, Oasis, Gully, or BUA.
·         Can only have up to two of Roads, or three of any other single type.
Place Waterway first, then compulsory, then others.
Dice for each feature.
·         1-4 indicates which quarter it goes in.
·         5 means defender chooses quarter.
·         6 means attacker chooses quarter (but does not place it).
Plough MUST overlap one adjacent quarter.
Gentle Hills MAY overlap one adjacent quarter.
All other area features must be entirely within the quarter.
Linear features MUST overlap one adjacent quarter.
A feature that cannot be placed is discarded.
Each area feature must have at least 1BW of free space around it (but can be closer to a BUA).

Feature Size

Area features must fit into an area whose length plus width is within 9BW total.
Only one feature can have a length AND width less than 3BW.
 Length and width must not be less than 1VW each for all features.
A Gully’s length must be at least 3 times its width.
Length of other features must not exceed twice their width.
BUA and Plough can have straight edges. Others need to look ‘natural’.
A City or Fort can be combined with a permitted Hilly type which has a larger footprint.

Good, Bad, and Rough Going

BAD GOING includes:
·         Difficult Hills, Woods, Marsh, and Gullies.
·         It slows down movement and affects close combat factors for some foot and all mounted.
·         May also affect shooting.
·         Dunes and Oasis are BAD Going for all except camels.
·         Hills slope up to a central crest line and give close combat advantage to an element whose front edge is partly up slope of his foe’s base.
ROUGH GOING includes:
·         Rocky, Scrubby or Boggy flat ground, and Enclosures.
·         They affect some movement but not combat or shooting.
·         Plough is ROUGH if game’s first pip roll is a 1.
GOOD GOING includes:
·         Plough (but see above), Gentle Hills and all other areas not covered by terrain features.
·         An element only partly in GOOD GOING is considered in the other going type.
LINEAR features include:
·         Waterways, Rivers and Roads.
WATERWAYS:
·         are impassable,
·         extend along one battlefield edge.
·         can be 1-4BW wide,
·         no more than half its length can be more than 3BW.
·         can have a 2BW beach or flood plain which is GOOD GOING.
RIVERS:
·         run from one edge to another or join a Waterway.
·         Cannot be wider than 1BW wide
·         Length cannot be more than 1 ½ length of board.
·         Can cross any feature except Hill, Dunes, Oasis, or BUA.
·         Must be further than 4BW from any edge except end edges.
·         Can only be entered when attempting to cross it.
·         Condition is true for its whole length for the whole game.
·         Conditions determined when first element tries to cross (see a later post).
·         An element is defending the bank if all of it is on land and its opponent is at least partly I the river.
ROADS:
·         can be paved or dirt tracks.
·         Must be less than 1BW wide.
·         An element is on the road if the centre of its front edge is in the centre of the road.
·         Must run from one (non-Waterway) edge to opposite edge, bending minimally to avoid features if necessary.
·         A second road must join or cross the first.
·         Combat is made in going it passes through.


Friday, 26 June 2020

DBA Deep-Dive; 2. Troop Definitions


Troop Definitions

Troops are defined by battlefield behaviour instead of the usual formation, armour, weapons and morale class.
Mounted troop types are: Elephants, Knights, Cavalry, Light Horse, Scythed Chariots, or Camelry.
Foot troop types are: Spears, Pikes, Blades, Auxilia, Bows, Psiloi, Warbands, Hordes, Artillery, or War Wagons.
Camp Followers and Denizens of a city are not included in the allowed total of 12 troop elements, but are extra elements of armed civilians of no specific troop type, but which, if they sally, count as “Solid” foot for movement and “Fast” foot for combat.
A few army lists permit some elements defined to “dismount” i.e. be exchanged for a foot element, but these cannot later remount. These listed as / or // can be deployed as either the mounted type or already dismounted as the foot type; those listed as // can also dismount during the game as a compete ingle element tactical move. A very few armies have mounted infantry (prefixed by “Mtd”). These are on larger bases with their mounts, but remain foot and differ that in GOOD GOING they have the same tactical move as knights and can move more than once per bound.
ELEPHANTS (El). Used to charge massed foot and block horses. Vulnerable to artillery and skirmishers.
KNIGHTS (Kn or 6Kn), and heavy chariots (HCh).  Rode down most foot and good against cavalry. Vulnerable to massed bow fire, massed spear, pike and blades, and skirmishers, elephants and scythed chariots.
 CAVALRY (Cv or 6Cv), light chariots (LCh). Good all-round type against most enemies.
LIGHT HORSE (LH) or camel riders (Lcm). Good to hamper movement of most solid formations. Disliked other light troops, foot bow, and artillery.
SCYTHED CHARIOTS (SCh). Used early in a battle to disrupt solid formations.
CAMELRY (Cm). Main purpose is to disrupt other mounted troops. Vulnerable to massed fire and foot in close combat.
SPEARS (Sp or 8Sp). Good at blocking other foot. Can hold their own against mounted. Classed as “solid”.
PIKES (3Pk or 4Pk). Excellent against most foot if double ranked. Vulnerable to bow fire and skirmishers.  3Kn are classed as “fast”, 4Pk are “solid”.
BLADES (3Bd, 4Bd, or 6Bd). Less safe than spears against mounted, but superior to all other foot in close combat except double-ranked pike. 3Bd are classed as “fast”, 4Bd are “solid”. Also includes Command Post (CP) represents stationary generals with their bodyguard, or in a litter (Lit), or Command Wagon (CWg). The latter are treated as Blades, but cannot move into contact with enemy.
AUXILIA (3Ax or 4Ax). Over-matched in the open by other close formed foot and cavalry. Good in difficult terrain or as a link between heavy foot and mounted, and a melee reserve. 3Ax are “fast”, 4Ax are “solid”.
PSILOI (Ps). Used to slow the enemy down, support flanks, capture difficult terrain. Vulnerable to mounted in open terrain. Classified as “fast”.
BOWS (3, 4, or 8. Bw, Lb, or Cb). Effective at recoiling foot and mounted. Very effective against knights. 3-figure bases are “fast”, all others are “solid”.
WARBAND (3Wb or 4Wb). If not resisted they swept their enemy away. Susceptible to Psiloi and mounted. 3Wb are “fast”, 4Wb are “solid”.
HORDE (5Hd or 7Hd). A good holding element. 5Hd are classed as “fast”, 7Hd as “solid”.
Artillery (Art). Long ranged, but slower to fire. Good against war wagons, elephants and other artillery. Classed as “solid” foot.
WAR WAGONS (WWg). Used to blunt enemy attacks or provide slow pressure. Vulnerable to artillery. Can fight all-round. Shoot from one edger only per bound. Classed as “solid”. Can be depicted without draft animals, so mounted on a square base.
BASING.
Figures are based on rectangular or square thin bases with the number of figures mentioned above.
There is a table in the rules which gathers all this information together in one place.
The general’s base should be easily identified.

Friday, 19 June 2020

DBA Deep-Dive; 1. Equipment


Figures

Two broad categories of figure and base sizes are used;
·         large (nominally 25mm figures on a 60mm wide rectangular base)
·         Small (nominally 15mm figures on a 40mm wide rectangular base).
The base depth and number of figures represent different element types which we will discuss in a later post).

Playing Area

Battlefield area is square, and tied to figure scale.
·         For Large, use a 900mm to 1200mm,
·         For Small use a 600mm to 900mm square.
Integral terrain may be modelled into the playing area, but separate pieces are recommended.

Army Size

All armies comprise of 12 elements, one of which must be the general.
Each army must also have a camp (there are exceptions to this – discussed later).

Measurements

The unit of measurement used is the Base Width (BW);
·         60mm for large games
·         40mm for small games
Pre-measuring is freely allowed as part of the movement process.

Time

Play is in alternate bounds that represents about 15 minutes of real time.

Dice

Each player uses a single, regular 1 - 6-sided dice.


Tuesday, 16 June 2020

DBA Deep-Dive: Introduction

I was recently inspired to return to playing DBA when I came across a series of games uploaded to Youtube. I ordered a copy of the latest set (version 3.0), dragged out a couple of armies from the garage, and started to play.
It soon became clear that the new revision differed sufficiently from V2.2 that I would have to familiarise myself fully with the changes (which, incidentally, following a quick skim through, are in the main what I consider improvements).
I then came up with the idea to split the sections down into manageable chunks and deal with them in depth one at a time. Those familiar with Phil Barker's writing style will understand that although the rules cover a mere 9 pages, they are complexly worded and require a number of read-throughs to fully comprehend. And while I was doing that, I figured I might as well report my progress so that others can learn them too.
And so, over the next how ever many weeks, I'll break down the rules by section and provide an in-depth deep-dive of DBA v3...
We will start off with a short section of Playing Equipment and Representational Scales.