DBA Rules 2.0
DBA Rules 2.0
VERSION 2.0
A ll Ri ghts Reserved
No part of this publ ication may be reproduced, stored in a retrieval system or transmitted, in
any form or by any means, electronic, mechan ical, photocopying, recording or
otherwise, without prior permission in writing from the copyright ho lder.
INTRODUCTION.
These rules derive from an experimental set for battles between Romans and Celts demonstrated by Ph.il Barker at
the 1988 Society of Ancients conference. Its reception led to a more general two-page rule set called "De Bellis
Societatis Antiquorum" produced for a very successful and popular competition at the 1989 conference. "De Bellis
Antiquitatis", the commercial version of this, extended the combat system, added a few extra troop types,
included fuller explanation of procedures and philosophy than proved possible in two pages and incorporated set-
up infbrmatiQn, a campaign system by Richard Bodley Scott and suggested compositions for all important armies
between 3000 BC and 1485 AD. We hoped it would prove acceptable both as an introduction for new players and
as a tonic for the jaded. In fact, it has proved the most influential wargames rule set of recent times and, despite
the introduction of its more complex large army derivative "De Bellis Multitudinis" in 1993, still competes with
DBM for pole position as the most popular competition rules in the USA. Indeed, some experts maintain that
despite or because of its simplicity, its better exponents demonstrate greater tactical skill than those of DBM!
Our 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 cost-effectiveness against the current opponent, that differences between troops o( 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. It should not be tampered with.
The average player has memorised 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. Campaigns for up to six
historically opposed armies can also be completed in a single day if desired.
This version 2.0 introduces new terrain rules improving both variety and realism, increases some troops mobility
in particular circumstances to provide extra opportunities for generalship, and changes some wording to eliminate
all possible ambiguity. As well as the basic battle rules, it includes campaign rules, 59 suggested mini campaigns,
310 army lists based on those of DBM, many with alternatives, and battle rule variations for larger armies.
Copyright (c) Phil Barker, Richard Bodley Scott & Sue Laflin-Barker 1990, 1995, 2001.
CONTENTS
The ground scale varies with the size of army represented, but for convenience 100 paces in real life is taken to be
equivalent to 25mm or 1" measured in the game if using 15mm or smaller figures, or to 40mm if using 25mm.
Measure distances on the table with a strip of card or similar material 600 paces long marked at 100 pace intervals.
Any distance can be measured whenever a player wishes.
An element consists of a thin rectangular base, usually of card, to which is fixed figures (or the equivalent 6mm or
2mm blocks) usually representing 6 to 8 ranks of close-formed foot, 4 or 5 ranks of most mounted troops or of
skirmishers, or a single rank of elephants, scythed chariots, artillery or wagons. They have the same size and
number of figures as DBM (and the obsolete WRG 7th) elements. The number of men represented by an element
varies according to the size of army simulated, but at a nominal ground scale would be 1,000-1,200 if it consists of
25mm/15mm figures mounted 4 to a base, 750-900 if 3, 5 or 6 to a base, 500-600 if 2 to a base. Elements consisting
of a single model represent up to 25 elephants or 50 chariots, war wagons or artillery pieces.
Although each element is depicted as a rigid rectangular block, this does not imply that the troops it represents are
necessarily in such a block or do not vary their position.
TIMESCALE
Play is in alternate bounds, simulating approximately 15 minutes in real life.
DICE
All dicing uses a single ordinary 1 to 6 dice.
DESIGN PHILOSOPHY
The DBA command system is arbitrary, but gives results very similar to those of more elaborate systems using
written orders, transmission by messenger or signal and testing of interpretation on receipt. It also substitutes for
the testing of troops' reaction to events and effectively simulates loss of cohesion in battle.
Wargamers pay more attention to differences in arms than did real commanders. Surviving ancient manuals lump
all foot skirmishers as psiloi whether armed with javelins, sling :Jr bow, in effect defining them by function rather
than armament. We have applied the same principle throughout with no apparent loss of overall r"'"lism. Morale
and training distinctions have also been discarded as linked with function. Thus, all knights are rash, all warbands
fierce but brittle, all skirmishers timid.
Similarly, a real general did not know a unit's losses until next day, if then. However, he would be able to see if a
body was advancing cheering, standing its ground, edging back looking over its shoulders or had broken in rout.
We provide players with that information and that only.
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, by using them historically, and by resisting the temptation to break formation
for short-term adva ntage.
2
TROOP DEFINITIONS
Troops are defined by battlefield behaviour instead of the usual formation, armour, weapons and morale classes.
We distinguish only between troops whose fighting style differs sufficiently to need to be treated differently by
either their general or their foe. Apparent anomalies caused by grouping together some troops with greatly
disparate armour can be rationalised as the disparity being compensated by other factors, such as ferocity or skill,
and are unobtrusive if the army fights only opponents of its own era.
Mounted troops can be: Elephants, Knights, Cavalry, Light Horse, Scythed Chariots or Camelry.
Foot troops can be: Spears, Pikes, Blades, Auxilia, Bows, Psiloi, Warband, Hordes, Artillery or War Wagons.
Camp followers and denizens of BUAs (Built-Up Areas) are not troops, but also count as foot
A few army lists permit some of their mounted elements to be exchanged for a related foot element during the
game as part of a tactical move. They cannot remount
ELEPHANTS, of any breed or crew complement These were used to charge solid foot, or to block mounted
troops, whose frightened horses would often not close with them. Pikes fought them on nearly level terms, and
they could be killed by artillery or showers of lighter missiles, or be distracted by psiloi.
KNIGHTS, representing all those horsemen that charged at first instance without shooting, with the intention of
breaking through and destroying enemy as much by weight and impetus as by their weapons; such as cataphracts,
Macedonian companions, Sarmatians, Gothic horse and Norman or medieval knights, and also those unscythed
heavy chariots (HCh) with more than two horses or crew. Massed bows could shoot them down as at Crecy, or
steady spears or pikes stop them with a dense array of shields or weapon points, forcing them to retire to charge
again. Other foot were likely to be ridden down. Knights could be confident of defeating ordinary heavy cavalry,
but light skirmishing horsemen were a greater danger. These must sooner or later be charged rather than accept a
constant drain of casualties. They were rarely caught, but the charge would give a temporary respite. However, an
over-rash pursuit risked being surrounded and shot down in detail. Knights were not well suited to dodging
elephants or scythed chariots.
CAVALRY, representing the majority of ancient horsemen, primarily armed with javelins, bows or other missile
weapons but combining these with sword or lance, (and also light chariots (LCh) with up to two crew). They
usually started combat with close range shooting, more intense but less continuous than that of light horse, using
rapid archery or circulating formations to concentrate a mass of missiles in space and time, but charged when that
would serve better or to follow up an advantage. They could destroy or drive away psiloi or auxilia, ride down
foot bows caught at a disadvantage, and force other foot to retire or even destroy them. Not as committed to the
charge as knights, they could retire out of range of archery or to breathe their horses between missile attacks on
pikes or spears. They were outmatched in hand-to-hand combat by knights, but, being more agile and having
missile weapons, were in less danger than these from light horse, elephants or scythed chariots.
LIGHT HORSE, including all light horsemen (2LH) or camel riders (2Cm) who skirmished in dispersed swarms
with javelin, bow or crossbow and would not charge unshaken enemy; such as Numidians, Huns, Parthian horse
archers, Late Roman "lllyrians" or Equites Sagittarii, genitors or border staves. They typically fought by sending a
constant stream of small parties to gallop past shooting several times at close range, then return to rest or change
ponies while others took their turn. The boldness engendered by their near invulnerability, 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. They did not
charge until fatigue, casualties or disorder made tile enemy incapable of resisting. If charged, they evaded
shooting behind them, ready to tum on an over-confident pursuer. They detested foot archers, who outshot and
outranged them, and artillery, who made their rally position unsafe. They were unlikely to destroy solid foot with
good shields and/ or armour unless these had an open flank, but could greatly hamper their movements.
SCYTHED CHARIOTS, with four horses and a single crewman. These were intended to charge into enemy
formations early in a battle to break up or destroy them. Since they usually wrecked in the process, the drivers
often jumped out at the last moment, offering some hope to the target that the horses might swerve away from
contact They were mainly dangerous to those troops who offered a solid target and could not dodge easily, so
were often countered by psiloi.
CA MELRY, including those camel-mounted warriors who charged to close quarters or used mass archery, but not
those that only skirmished or infantry transported by camel. Their chief value was to disorder a superior enemy's
horses. They were vulnerable to archery and to troops closing on foot.
3
SPEARS, representing all close formation infantry fighting with spears in a rigid shield wall; such as hoplites,
Punic African foot, Byzantine skutatoi or Saxon fyrd. The mutual protection provided by their big shields, tight
formation and row of spear points gave them great resisting power, so that two opposed bodies of spears might
fence and shove for some time before one broke. An advantage could be gained against some opponents by
increasing formation depth, provided the reduced frontage did not cause them to be overlapped. Steady spears
could usually hold off horsemen, but psiloi or light skirmishing horse could force them to halt and present shields,
and might surround and destroy an outflanked body.
PIKES, including all close formation infantry who fought collectively with pikes or long spears wielded in both
hands; such as Macedonians, Scots, Flemings or Swiss. Their longer weapons made them even better than spears at
holding off charging mounted troops, while in deep formations they could roll over most foot. but the long shafts
also made formation keeping more difficult, so that gaps resulting from movement or the stress of combat could be
exploited by blades or warband. Less effective shields made them more vulnerable than spears to bows and psiloi.
BLADES, 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, huscarls, galloglaich,
dismounted knights, halberdiers, bill men or later samurai. They often had better armour or shields than other foot,
weapons that could more readily defeat armour or added supplementary missile weapons, or were taught to close
quickly to avoid missiles. They were less safe than spears or pikes against charging mounted troops, but were
superior in hand-to-hand combat to any foot except pikes in deep formations.
AUXILlA, representing foot able to fight hand-to-hand but emphasising agility and flexibility rather than
cohesion; such as Hellenistic peltasts or thureophoroi, Thracians, Spanish scutarii, Early or Late Imperial Roman
auxilia or Irish bonnachts. These were used to chase off or support psiloi, to take or hold difficult terrain, as a Link
between heavier foot and mounted troops, occasionally as a mobile reserve, and often as the main troop type of
mountain peoples. Outclassed in open country by other close fighting foot and vulnerable to cavalry, they made
up for this by increased mobility, flexibility and insensitivity to difficult terrain.
BOWS, representing foot who fought in formed bodies with bow, longbow or crossbow and relied on dense
shooting, light spears, stakes, or sometimes (8Bw) front ranks of pavise or shield bearers, spearmen or pikemen for
survival at close quarters instead of skirmishing or evasion; such as Egyptian archers, Achaemenid immortals,
Indian foot, English longbowmen, or Chinese or Italian crossbowmen. They shot at longer range than psiloi, often
in volleys at command. They were especially effective against mounted troops, but if these got into contact without
being checked by the shooting, would often be swept away.
PSILOL including all dispersed skirmishers on foot with javelin, sling, staff sling, bow, crossbow or hand gun.
These fought in a loose swarm hanging around enemy foot. pestering it with a constant dribble of missiles and
running away if charged. They rarely caused serious casualties, but were very useful to slow and hamper enemy
movements, to protect the flanks of other troops, to hold or dispute difficult terrain, to co-operate with cavalry, to
support heavier foot by shooting from behind them, and to counter elephants or scythed chariots. Unsupported
psiloi in the open were in great danger from cavalry.
WARBAND, including all wild irregular foot that relied more on a ferocious impetuous charge than on mutual
cohesion, individual skills or missiles; such as Galatians, Gauls, early Germans, Dacians, Britons or Galwegians.
Enemy foot that failed to withstand the first impact of their charge were swept away, but they lacked staying
power and were sensitive to harassment by psiloi and to mounted attack.
HORDES, representing unskilled and unenthusiastic foot conscripted from the peasantry to bulk out numbers and
perform the menial work of sieges and camps. They typically huddle in dense masses that are an ideal target for
archery and artillery but whose inertia gives them staying power against other attack, but may also pursue rashly.
ARTILLERY, whether tension, torsion, counterweight or gunpowder. This could annoy the enemy at long range,
destroy war wagons or elephants and counter enemy artillery, but was immobile and vulnerable to close attack.
WAR WAGONS, including Hussite mantleted wagons for shooters, mobile towers, the standard-bearing carrioco
with guards of the Khazars and Italian city states and other wagons that fought mainly by shooting and that could
manoeuvre during battle, also generals carried in litters surrounded by non-shooting bodyguards (Lit), but not
transport wagons utilised to laager camps. They had great resisting power to blunt an enemy attack, but could not
themselves charge and were vulnerable to artillery.
4
BASING YOUR FIGURES AND MODELS
All figures must be combined into elements of several figures, or an elephant, chariot or artillery model, fixed to a
thin rectangular base. Base size is not critical provided that all bases have the same frontage and both armies use
the same conventions. However, the basing system of DBM, and to a large extent of its competitors and
predecessors, is used by nearly all DBA players, enabling garners who normally play with more complex sets to
play DBA without duplicate troops, and beginner~ to upgrade from DBA to DBM if they later wish to. These are:
Base width: 60mm if using 25mm scale figures. 40mm if using figures of other scales.
Where more than one basing option exists, it is because a DBA troop type represents more than one DBM type or
grade or because a compulsory DBM double base (DB) is a single element in DBA. DBA has no double bases.
If your army is of individual 10mm or 6mm figures, use twice as many figures and models as specified above.
Basing of 6mm or 2mm blocks is complicated by them being cast with varying frontages. They must be cut and
combined to look realistic, with irregulars and skirmishers often in small random groups. Use open formation
blocks for light horse or psiloi, loose for most knights, cavalry, auxilia, bowmen or warband, and close for
cataphracts, spears, pikes and most blades.
Distribute figures representing regular troops evenly along the base in level rows, and distinguish irregulars by
using figures of differing type, pose and/or colour scheme placed more randomly. Depict ca mp followers as
armed civilians. BUA denizens are not represented by an element. The general's element must be recognisable by
his figure, standard or conventional white charger and be of a type specified in the army list.
5
CREATING THE BAlTLEFIELD
Players must be able to provide a battlefield in case they become the defender. As generalship is definable as the
skill with which generals adapt their troops movements to those of the enemy and to the battlefield, varied and
realistic terrain is essential for interesting battles. Since so little time is needed to paint DBA armies and the
playing area is so small, players should invest time and ingenuity in making their terrain as visually attractive as
their troops.
The battleft'?ld is usually produced by placing separate terrain features on a flat board or cloth representing flat
good going such as pasture, open arable fields, steppe grassland or smooth desert Alternatively, the player can
provide permanent terrain boards or blocks incorporating equivalent features . The battlefield is now notionally
bisected twice at right angles to its edge to produce 4 equal quarters.
The types of feature that can be used depend on those of the defending army's historical home topography.
Topographical categories and their compulsory and optional terrain features are:
The battlefield must include 1-2 compulsory and 2-3 optional features. It must also comply with all the following:
(1) At least 3 of its quarters must include at least part of a terrain feature.
(2) At least 2 of its quarters must include a Waterway, a River or some bad going.
(3) It cannot include more than 1 each of Waterway, River, Oasis or BUA, or more than 2 each of any optional type
of feature.
AREA TERRAIN FEATURES include Steep Hills, Gentle Hills, Woods, Marsh, Rough, Dunes, Oasis, and BUA.
They should vary in size, but each must each fit inside a rectangle, the length plus width of which totals no more
than 9 element base widths. Unless the feature is Marsh or Rough, the rectangle's length must not exceed twice the
width. Features cannot be less than 1 element base width across in any direction. BUA can be polygonal, otherwise
all features must be roughly oval. There must be a gap of at least 1 element base width between area features.
Steep (but not Gentle) Hills, Woods, Marsh and Rough are bad going. Dunes and Oasis are bad going except to
camels (3Cm and 2Cm). An element which is partly in bad going counts as entirely in bad going for movement
and close combat All hills slope up to a centre line crest and give a close combat advantage if all an element's
front edge is upslope of all of its' opponent. A Hill's crest or the edge of a Wood or Oasis blocks shooting from or
at an element base edge entirely beyond it.
A BUA (Built-Up Area) represents a large palisaded or walled village, a hill fort or a walled town or castle. It is
neither good nor bad going, but gives a combat advantage to a 1-element garrison or, if there is none, to its
denizens. It is compulsory in ARABLE because intensive agriculture needs markets and creates exploiters. All of a
BUA must be within 900 paces of 1 battlefield edge and all of it at least 900 paces from any other battlefield edge.
LINEAR TERRAIN FEATURES include Waterways, Rivers and Roads. Each must run from one battlefield edge to
that opposite, crossing two only of tl1e battlefield's quarters.
A Waterway represents the sea or a great river such as the Nile. It is impassable, and you should not get your
troops where they must recoil into it! It extends 200-600 paces inwards from an e ntire battlefield edge and half its
length must extend no more than 400 paces in from that edge. It can be bordered by a beach or flood plain
extending up to 200 paces further, which is good going.
A River cannot be more than an element base width across or longer than l V2 times the distance between its ends.
It must not go within 600 paces of any battlefield edge except those on which it ends. It is neither good nor bad
going, but troops crossing it are often penalised in other ways. 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 . An element is
defending the bank if on land with its front edge or both front corners touching it.
6
Most Roads were simply convenient tracks by which people were in the habit of moving. Few were paved, so they
can be depicted as pale brown tracks less than an element width wide, troops moving astride rather than on them.
A road must run from 1 battlefield edge to another battlefield edge, bending only to avoid terrain features and
crossing rivers by ford or bridge. If a BUA is also used, 1 road must contact it or pass through it. A BUA across a
road can be passed through by friendly troops even if occupied, the internal distance being added to the normal
road move distance. They cannot end the move inside unless it is not occupied by troops.
CAMPS
The camp is the logistical element of the army. It is not used if the army has a BUA or more than 1 war wagon. It
must fit into a rectangle the length plus width of which totals no more than 6 element base widths and is depicted
by a simple earthwork and/or palisade, a wagon laager, a brush boma, a group of medieval tents with interlaced
guy ropes, Mongol yurts with tethered ponies, kneeling camels or anything else appropriate to the army. It must
include space for a troop or camp follower element and be in good going on a battlefield, waterway or beach edge.
A camp can be occupied by 1 only of your troop elements, which can vacate it or be replaced by another such
element, or by an extra camp follower element that cannot vacate it If neither has been provided, it has been left
undefended. An undefended camp, or a camp whose defenders have been destroyed or surrendered or have
vacated it, can be occupied without combat by moving a troop element into it If troops are moved into or recoil
into a camp occupied by friendly camp followers, the latter are driven out to make room and are permanently
removed from the game. Surrendered camp followers are also permanently removed.
A BUA can be garrisoned by 1 only troop element, positioned roughly at its centre but representing defenders
manning its perimeter, or in the absence or loss of such a garrison, by denizens not represented by an element
Any single element can occupy an undefended BUA or camp and then defend it, but only foot ot11er than War
Wagons can garrison a BUA and get the +4 tactical factor. A garrison or other occupying element can vacate its
camp or BUA voluntarily by a tactical move, but does not pursue defeated attackers as an outcome move.
Occupiers of a BUA near a river counts as defending the bank against enemy elements still partly in the river. BUA
occupiers cannot count as uphill of attackers since a hill incorporated in a BUA is part of its defences.
Denizens of a BUA are initially loyal to the defender. If a troop garrison element vacates or is destroyed by
shooting, the denizens continue to defend the BUA. If a troop garrison is destroyed in close combat, the denizens
do not continue to defend the BUA. When a garrison or denizens are destroyed in close combat, the victorious
enemy element occupies the BUA and remains sacking it until its player has a PIP score of 6. It can then garrison
the BUA or vacate it Prior to that, it does not get the garrison +4 tactical factor.
If the denizens of a BUA surrender to artillery shooting, it is not sacked and they change sides and will fight for
the enemy, a puppet administration being assumed to have been put in power. An appropriate enemy element
that occupies it immediately becomes a garrison.
If the player that originally owned an enemy-controlled BUA that surrendered or was captured during the battle
or earlier in a campaign pays 6 PIPS at the start of any of his side's bounds whjle it is ungarrisoned by enemy,
whether because vacated or because an enemy garrison has been destroyed by shooting, denjzens not already
destroyed in this battle will revolt against and overthrow the puppet administration, resume their original loyalty
and defend the BUA.
If the denizens of a BUA are destroyed and it is left unoccupied by tile enemy or vacated, eitiler side can move into
or through it without combat
A camp or BUA that is or has been occupied by tl1e enemy, either during tile battle or earlier in a campaign, and
which has not been reoccupied by its original side or revolted is said to be under enemy control.
Some of these provisions may seem inconsistent with the time scale of a battle, but are necessary for campaigns. It
should be remembered that treachery by an internal faction was the most common reason for a city's fall. The
problem can be avoided by providing a garrison. Players that do not have only tilemselves to blame.
7
FIGHTING THE BATTLE
DEPLOYMENT
Each side dices and adds the army's aggression factor to the score. The side with the lower total is the defender. It
places terrain of those types allowed to the army. The high scorer is the invader. It now numbers 3 battlefield
edges 1,2,3 and a preferred fourth edge, which cannot be that closest to a BUA, 4,5 and 6, then dices for which
edge will be its base edge. The defender's base edge is that opposite. Both sides now place their camps if needed,
the-defender first. The defender now deploys its troop elements within 600 paces of its base edge, or of the shore
line if a waterway edge, except that 1 e lement of foot may be used to garrison a BUA even if this is further
forward . It cannot d eploy any element within 300 paces of a battlefield side edge unless in a BUA or camp. The
invader the n does the same, except that it has no BUA. The defender can now exchange the positions of 0-2 pairs
of its elements. lf a ny side's home topography is LmORAL, it can reserve 04 elements to be placed together
anywhere on an existing waterway edge (at least 2 touching it) as a 1 PIP group move in its 1st bound.
SEQUENCE OF PLAY
The invader takes 151 bound, the n the two sides alternate bounds. During each side's bound :
(1) It dices for player in.itiative points (PIPs).
(2) It uses these PIPs to make tactical moves
(3) Any Artillery, War Wagons or Bows elements of both sides that are eligible to do so, shoot once each in the
order it decides and make or inflict outcome moves.
(4) Any elements of both sides whose front edges are in suitable contact with e nemy fight in close combat in the
order it decides and make or inflict outcome moves.
Except in the side's 1st bound, a move uses up an extra PIP for each of the 3 cases following that apply:
(a) If it includes any Elephants, Hordes, War Wagons or Artillery, or dismounting.
(b) U all the element or group to be moved starts more than 1,200 paces away from the general's element. or both
starts 600 paces away and also either beyond the crest of a Hill, beyond a BUA or a camp, or in or beyond a
Wood, Oasis or Dunes, or if the general has been lost.
(c) lf the general's element is in ii BUA, camp, Wood, Oasis or Marsh.
TACTICAL MOVES
A tactical move is a voluntary move that uses up PIPs and happens before shooting and dose rom bat. It can be by
a sinp,le element or a p,roup of elements. It must not be confused wi th o utcome moves (recoils, flees and pursuits),
which are compulsory, do not use up PIPs, usually follow distant s hooting or close comba t and are always by a
sinp,le element. A l<'ga l tactical move ca nnot be taken b.1ck once the element has been placed.
A tartic,tl mov<' by~ sinp,le element ran be in any directions, <'Ven diagonal or obliq ue, can pass through any gap
as wide as its leadinp, Pdp,e, and can end facinp, ,111y way.
Elements Me a group if facing in the same direction with each in both edge and corner to ntart with another. To
move as a group, Pa< h Plemcnt must move parallel to, or follow, the first of the m that moves and must move the
same distance or whf'<'l through th<' sam~ angles. None can s tart in conldct with a n enemy element's front edge.
Groups arf' temporary: if the whole of a grou p cannot move, some of its e lements will probably be able to move as
a s maller group or as individual ~ieme nts . Conversely, a g roup or single element ca n move to joi n other elements
.tnd mo~ke its ne>.t move as a group mcludinp, these.
A group move by road, or across bad going or across any but a paltry river, must be in a single element wide
column. A group move can include reducing frontage to form such a column or to pass through a gap between
terrain f('atures or troops of at Je,,~t 1 e le ment base width, fo llowing a road, or moving up to half an element hase
width sideways to lin!' up wilh en('tny within I e lf'nlf'n t hase width a head. O therwise a group can only move
straip,ht ahead or whc'<'l h\· pivoting around a fronttorner. No other reductions o r inrreas('s in frontage or cha nges
in dire<:tion or frlcmg can be mddt•.
An element or group whose movP includes dismounting moves the distance of and e nds as the foot type. It cannot
end in edge or corner l"Onldct wi th enemy.
RIVER CROSSING
Troops that enter a river must continue crossing at the same angle or line up in close combat with an enemy
element that is defending the opposite bank. The first element to try to cross a river off-road during the game must
dice. A score of 1 or 2 indicates that the river is paltry, too shallow and easy banked to aid d efence, 3, 4 or 5 that it
slows crossing and its bank aids defence, 6 that it slows crossing, its bank aids defence and each element crossing
it off-road must dice separately and score 3 or more to cross successfully, 1 or 2 causing it to use up a PIP but
remain on the near bank and preventing any further element attempting to cross the river anywhere this bound.
Recoilers can pass through friends facing in exactly the same direction to a clear space immediately behind the
first element met. but only if mounted troops recoiling into any friends except Pikes or Elephants, Blades recoiling
into Blades or Spears, Pikes or Bows recoiling into Blades, or Psiloi recoiling into any friends except Psiloi.
9
DISTANT SHOOTING
Distant shooting is limited to troops intended to shoot at long range, namely ArtiUery up to 500 paces and Bows
and War-Wagons (except Lit) up to 200 paces. These can shoot at any 1 enemy element edge, which is within 360
degrees if the shooters are garrisoning a BUA, or within an element base width of directly forward if not,. but not if
either shooters or target are in close combat or currently providing rear support or counting as an overlap, or if
another element is even partly between the shooting edge and the target edge. Elements of different sides that can
shoot at each other must do so. Artillery shoot only in their own side's bound or if they are themselves shot at by
the !'lrget and then only if they did not move. A 2nd or 3rd element that shoots at the same target element,. BUA or
camp aids--the shooting of the nearest instead of being treated separately. Any more elements shoo_ting at that
target this bound have no effect. Shooting at or from a BUA or camp is treated as at or from its edge.
CLOSE COMBAT
In addition to hand-to-hand fighting, close combat includes all shooting by mounted troops or foot skirmishers or
during a charge or melee. It occurs when eleme nts move into, or remain in, both front edge and front comer-to-
corner contact with an enemy element or front edge contact with a camp or BUA. When an element is contacted to
front and to flank or rear, its opponents use only 1 dice and the combat factor of the element in front. Elements not
in mutual front edge contact with an enemy e lement but contacted to flank or rear by an enemy front edge tum to
face the first to so contact at the end of the movement phase, the contactor making room. If an element so contacts
the flanks of 2 enemy elements, both these turn, the 2nd moving to behind the 1st. If a 3rd element is contacted, it
recoils. An element not in close combat to its front but in mutual right-to-right or left-to-left corner contact with an
enem y element overlaps it. Any enemies in mutual flank edge contact overlap each other whether in close combat
or not. An element can overlap 2 enemy elements on opposite flanks, or elements exposed by frontal opponents
having recoiled, fled or been destroyed that bound. Only 1 overlap or flank contact can be counted on each flank.
A BUA can be attacked by up to 3 enemy elements fighting separately, combats ceasing if its defenders are
destroyed. A camp can be attacked by only 1 enemy element. A BUA or camp cannot be overlapped or overlap.
Spears, Blades or Auxilia add +1 if fighting mounted troops 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 side edge and
front corner-to- front corner contact with them.
Tactical Factors:
Add to or subtract from scores for each of the following tactical factors that applies:
+4 If foot garrisoning a BUA or its d enizens; and either in close com bat or being shot at.
+2 If ca mp followers or other foot occupying their own camp; and either in close combat or being shot at.
+1 If the general's element; and either in close combat or being shot at.
+1 If in close combat; and either uphill or defending any but a paltry river's bank off-road.
-1 For each enemy element either overlapping or in front edge and front corner-to-<:orner contact with flank
or rear, or for each 2nd or 3rd ene my e lement aiding an opposing element's shooting.
-2 If any but Auxilia, Bows or Psiloi and in close combat in, or mounted in close combat with enemy in, bad
going on or off-road, or if mounted attacking a BUA unless elephants.
10
COMBAT OUTCOME
An element whose total is less than that of its opponent must make an immediate outcome move, which depends
on its own type and that of the opponent in close combat with its front edge or shooting at it Elements shooting
without being shot back at disregard an unfavourable outcome. An element that added +1 (but not +3) in rear
support of a destroyed element directly to its front is also d estroyed. Elements in combat with an enemy flank or
rear recoil if a friendly element in combat with the front recoils, flees or is destroyed.
If its total is less than that of its opponent but more than half:
Elephants. Destroyed by Psiloi, Auxilia, Light Horse or Artillery·shooting. If not, recoil.
Scythed Chariots. Destroyed.
Knights. Destroyed by Elephants, 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.
Cavalry or Camelry. Flee from Scythed Chariots or if in bad going. If not, recoil.
Light Horse. Flee from Scythed Chariots, from Artillery shooting, or if in bad going. If not:. recoil.
Pikes or Spears. Destroyed by Elephants, Knights, Light Horse or Scythed Chariots if in good going or by
Warband not garrisoning a SUA. If not, recoil.
Blades. Destroyed by Knights or Scythed Chariots if in good going or by Warband not garrisoning
a SUA. U not, recoil.
Aux.ilia. Destroyed by Knights if in good going. If not, recoil.
Bows. Destroyed by any mounted. If not, recoil.
Psiloi. Destroyed by Knights, Cavalry or Camelry in going these count as good. If not, flee.
Warband. Destroyed by Elephants, Knights or Scythed Chariots if in good going. If not, recoil.
Hordes. Destroyed if garrisoning a BUA, or by Elephants, Knights or Scythed Chariots if in good
going, or by Warband not garrisoning a SUA, or if shot at If not, no effect.
Artillery. Destroyed by any if in close combat If not, recoil.
War Wagons. Destroyed by Artillery shooting or by Elephants. If not, no effect.
Camp followers or SUA denizens. If shot at by artillery, surrender. If in close combat, destroyed. If not, no effect.
A recoiling element moves its own base depth to its rear without turning. If it is Elephants, any friends it meets are
destroyed. If not, and it meets friends facing in the same direction, it interpenetrates if allowed, otherwise pushes
back any except Elephants or War Wagons. A recoiling element starting with enemy in any front edge contact with
its flank or rear, or that recoils from shooting entirely on its rear edge, or that meets enemy, impassable terrain,
friends that it could not pass through or push back, or a troop-garrisoned friendly SUA or camp, or that is in a
SUA or camp, is destroyed. Enemy contacted on their rear edge by the recoiling element's rear edge or rear corner,
or contacted on a side edge by its rear comer only are also destroyed.
A fleeing element recoils its own base depth, then turns 180 degrees and moves an additional full tactical move
distance towards its original rear. It changes direction only by lhe minimum needed to avoid enemy, friends it
cannot pass through, a garrisoned BUA or camp, impassable terrain or, unless Psiloi or Light H0rse, bad going
except Marsh or Rough. It halts if it cannot move at all It cannot avoid a river, which destroys it unless paltry.
An element of Knights, Scythed Chariots, Warband or Hordes whose close combat opponents recoil, break-off, flee
or are destroyed and any element providing it with rear support immediately pursues its own base d epth unless
currently garrisoning a camp or SUA or it would cross a battlefield edge or enter bad going other than Marsh or
Rough. An element that destroys the defenders of a SUA or camp in close combat immediately occupies this.
II
COMBAT EXAMPLES.
CLOSE COMBAT:
A line of four elements of Roman legionaries (classed as BLADES) are moved into contact with four elements two
deep of Macedonian pike men (classed as PIKES). Each element must be lined up exactly with its opponent with
no part-element overlaps. BLADES (3) includes the Roman general.
PIKES (4) I
PIKES (3) PIKES (2) I
PIKES m
I BLADES (1) BLADES (2) BLADES(3l I BLADES (4) I
BLADES (2) and PIKES (1) now dice.
BLADES (2) scores 6 and adds its combat factor of +5.
PIKES (1) scores 1, adds its combat factor of +3 and a further +3 for s upport by pikes, but must deduct -2, since it
is now overlapped by both BLADES (1) and BLADES (3).
PIKES (1)'s score is half or less that of its opponent, so it is destroyed. PIKES (3) is not destroyed.
It is now the Macedon.ian player's bound, and he can move PIKES (2), (3) and (4) back into contact if he wishes to,
and if he does not first use up his move dice score with other moves.
DISTANT SHOOTING:
Two elements of English longbowmen (classed as BOWS) shoot at a Scots schiltron (classed as PIKES).
BOWS (2) shoots at PIKES (1), assisted by BOWS (1) and (3). Both dice.
BOWS (2) scores 2 and adds +2 for its combat factor against foot
PIKES (1) scores 5 and adds +3 for its combat factor. It receives no support from PIKES (2), and must deduct -1 for
each of the two e lements supporting its opponent
BOWS (2) has scored less than its opponent, so does not destroy it or force it to recoil, but escapes penalty itself
because it is not shot back at
Had the dice scores been reversed, PIKES (1) would have been destroyed. PIKES (2) would not be destroyed with
it, since it does not count as supporting against shooting.
12
CAMPAIGN RULES
INTRODUCTION
This section contains procedures for a simple mini-campaign for 3 to 6 players, capable if desired of being played
to a conclusion in one day, and using the battle rules of the previous section. The battle rules can equally be used
to decide battles for larger military /political campaigns, or for Richard Bodley Scott's computer moderated
campaign system.
MAPS
A stylised circular map for a six-player campaign is shown below. Movement is by marked routes between nodal
points representing cities or provinces, ownership of which can conveniently be shown by coloured counters. The
circular form can be substituted by others that correspond better to the historical geography and/or modified by
eliminating some routes or specifying them as sea movement, but it must not be possible to attack a player's capital
without first attacking another of his cities.
"The Penguin Atlas of Ancient History'' and "The Penguin Atlas of Medieval History'' are excellent easily
available cheap sources for geographical relationships.
13
tESOURCES
~ach player starts with three cities or provinces, one of which is his capital, and a field army of 12 troop elements
orresponding to his nation's army list, plus a camp follower element if desired. One player also controls the
entre city in addition to his normal three.
\II elements that are lost through battle or siege are placed in a reserve, and all elements that are recruited are
aken from that reserve, so the field army can never exceed 12 troop elements. Any element of the field army can
JE> nominated at the start of a battle to include the general.
fa player does not take part in a battle or siege during a campaign year, the maximum size of his field army next
·ear is reduced to 10 troop elements, it being assumed that the profound peace has led him to economise and
md uly neglect his defences.
~fore the spring round, all players simultaneously write down U1e location of their field army. Each must locate
lis entire field army in any one city currently under his control. Its location is revealed and marked at the start of
1is first tum of the year, or if his territory is invaded or he sends a contingent to assist another player. Declarations
•f war are also written down and read out together.
\t the end of the autumn round, the armies retire into winter quarters until the following spring, dicing for each
€a movement stage necessary to reach their own or an ally's territory if no land route is available. Each player
hen transfers 1 troop element from his reserve to his field army for each city now under his control, other than his
·a pi tal, and 2 for his capital, this simulating new recruitment.
vtOVEMENT
~ac h time troops move, they can travel a maximum of 2 movement stages along the designated routes. They
·annot pass a city U1ey do not control unless granted passage by the controlling player.
\ field army that moves by a sea route, other than in summer, must dice for each sea movement stage. A score of 1
ndicates that it has been caught in a storm and must dice again for the number of troop elements the player must
ransfer to his reserve as lost to shipwreck. The first element lost must be of mounted troops if any are present. An
tdvancing player then decides whether to continue to his destination, to halt, or to return to his starting point
vithout dicing again.
NVASION
) n his turn, a player who has not yet sent a contingent that season to help an ally may attack a city of a player
-vilh whom he is at war. Before deciding to do so, he may solidt allies to assist him. If he then decides to proceed
-vith his attack, the defender may also solicit allies.
rhe defender can then choose either: (a) to engage the attacker in battle, moving up his field army if it is not
tlready present; or (b) to stand a siege, moving up his field army or retreating it away if he so wishes. He can do
•tther of these even if he has earlier that season himself attacked or sent an allied contingent, surviving elements of
;uch contingents having by then returned .
l'he field armies of players allied or tributary to the attacker or defender are not moved to their aid, but send allied
·on tingents. The only circumstance in which two allied field armies ca n be at t11e same location is if one is standing
;iege and the otl1er is attempting to relieve it, in whkh case the besieged army provides only a contingent for the
Jattle.
Instead of moving to invade, a player may use his turn to move his field army to another of his or an ally's cities in
·eadiness for further movement in future turns.
l.f
SUPPLY
A player's field army is in supply if it is either at, or next to, a city controlled either by himself or by another player
who permits him to be supplied and which is not under siege. A field army that ends its move or the autumn
round out of supply dices for the number of troop elements lost to hunger, disease and desertion before entering
battle or undertaking a siege, or during its return to winter quarters. A field army that starts its turn out of supply
can retreat into supply even if it has previously provided an allied contingent.
GIVING BATfLE
If an invaded player decides to give battle, this is fought between the opposing players' field armies, using the
standard battle rules. Terrain is chosen by the current owner of the city, but from those types permitted to the
original owner at the start of the campaign. If a BUA is used, it represents the city.
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 dice
to determine how many elements/ groups they can move each turn. They do not arrive until they score 6, then
arrive in a single 1-element frontage column at that battlefield edge best representing their map route to the
battlefield relative to the main protagonists, and measure their first move from that edge. They may sometimes
have a choice of edge. They do not have a camp on the battlefield. They cannot leave the battlefield intentionally
or change sides and attack thei.r 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 by providing tactical factors. Artillery shoot only in
the contingent's own bound, or if shot at by enemy.
An allied contingent
(a) Cannot be sent to aid a player with whom its nation, overlord or tributary is at war.
(b) Cannot be sent to aid an invasion of the territory of a player with whom its nation or overlord is not at war.
(c) Can be sent to aid defence against an invader with whom its nation is not at war.
Elements destroyed by combat are transferred from the players' field armies to their reserves. Elements that leave
the table return to their field army after the battle, as do camp followers.
Loss of a main protagonist's general and/or camp is penalised by the transfer of 2 extra troop elements from his
field army to his reserve at the end of the battle in addition to those destroyed during the battle. This simulates
desertion by demoralised troops.
If the player controlling the city fought over is defeated, the city is captured by the other main protagonist without
a siege. A defeated field army or contingent must retreat to another of its own cities. If it cannot, it is destroyed.
After a battle, each player gains 1 prestige point for each enemy troop element his troops have destroyed or forced
to recoil or flee across a battlefield edge in excess of those of his own troop elements that have been destroyed or
forced to so recoil or flee. A player who was the first to capture the enemy camp or occupy an enemy-controlled
BUA or whose troops destroyed the main enemy protagonist's general gains an additional 2 prestige points for
each such instance.
15
STANDING A SIEGE
If the defender elects not to fight a battle, the city is besieged. If he has a field army at the city, tltis must either
retreat to another of his cities or stand siege. The attacker now dices. He must score 6 to capture a city in which the
enemy field army is standing siege, or 5 or 6 if the enemy field army is not present If a captured city contains the
defender's field army, the whole army is lost. If a besieger fails to capture the city, he loses 1 element of his choice,
which he transfers from his field arm y to his reserve. His allies suffer no losses. The siege continues next season
unless winter intervenes or the besieging army moves or is defeated in battle. The score needed for capture
reduces by 1. each season the siege lasts.
A field army that is being besieged can sally out in its next turn to give battle, but not to retreat without battle.
An allied contingent assisting a besieger is automatically recalled if its own nation is invaded.
TRIBUTARY RULERS
Any player can ask at any time to become a tributary of another, who, if he agrees, becomes his overlord. A player
whose capital is taken automatically becomes a tributary of the conqueror, retaining control of his capital and any
other cities yet remaining to him. If a tributary's capital is subsequently captured by a different player, he becomes
a tributary of that player instead. A tributary cannot declare war without the consent of his overlord and must
provide an allied contingent if ordered to do so by his overlord. Neither can attack the other while the relationship
lasts. A player who himself is or becomes tributary can retain or acquire tributaries of his own. and can order these
to provide a contingent to support his own field army or provide a substitute contingent for his own overlord. A
player cannot have 2 overlords. A player whose overlord loses his own capital or loses two consecutive battles can
renounce tributary status and regain his independence.
CONQUEST
When the time limit has been reached, each player counts as his score the prestige points he has gained in battles, 3
points for each city now under his personal control, and 2 points for each of his direct tributaries' cities.
16
SUGGESTED SIX-PLAYER HISTORICAL CAMPAIGNS
The armies are listed here in sequence, usually clockwise, with that holding the central city in bold type. Where
the last army is followed by a//, this means that there is no single link connecting it directly with the first army
other than at the central city if either possesses this.
Sumer 3000BC: Martu 1/6a, Kish I/1a, Isin I/ 1a, Larsa 1/1a, Lagash 1/la, Elam 1/5af/.
Fall of Akkad 2193BC: Amurru 1/6a, A.kkad 1/lla, Guti 1/ 4b, Lullubi I/4b, Elam I/5b, Sumer I/Ua.
Theban Revolt 2046BC: Elam 1/Sc, Ur 1/Ub, Amurru 1/ 6a, Herakleopolis Ifla, Thebes 1/ 2a, Nubia 1/3//.
Hyksos rnvasion 1645BC: Hatti 1/16, Syria 1/15, Hyksos I/17a, Lower Egypt f/2a, Upper Egypt 1/2a,
Nubia 1/3// .
Ahmose' Rebellion 1543BC: Nubians 1/3, Upper Egypt I/22a, Hyksos f/l7b, Syria 1/20b, Hatti 1/16,
Mitanni 1/19//.
Hittite Empire 1274BC: Mycenaeans 1/18, Gasgans I/4d, Hatti I/24b, Mitanni 1/19, Assyria I/25a,
Egypt I/22a//.
Sea Peoples 1180BC: Sea People 1/ 28, Hatti I/24b, Gasgans I/4d, Ugarit I/20a Egypt "l/22b,
Libyans l/7b.
Neo-Assyrian 745BC: Egypt 1/38, Hebrews I/34c, Phoenicia I/35b, Assyria 1/45, Babylonia l/44a,
Elarn 1/42//.
Hoplite Dawn 669BC: Argos l/52a, Sparta I/30c, Thrace 1/48, Lydia l/50, Kimmerians I/43a, Tyre f/35c.
Babylonian Empire 560BC: Egypt 1/53, Ionians I/52g, Lydia 1/50, Babylonia l/44b, Medes l/40c,
Skythians I/43a/ /.
Persian Empire 547BC: Skythians I/43a, Persia l/60a, Babylonia I/ 44b, Egypt I/53, Ionians I/52g,
Lydia I/50.
Greeks in Peri1480BC: Persia l/60a, Thebes I/52d, Athens I/52f, Sparta I/52b, Sicily 1/521,
Carthage I/61a/ /.
Rise of Rome 358BC: Etruscans I/57b, Celts 11/11, Rome II/10, Hill Tribes 1/36, Lucanians ll/8a,
Italiot Greeks II/ 5g.
Alexander the Great 334BC: Greeks ll/ 5b, Macedon 11/12, Thrace 1/ 48, Persia 11/7, Skylhians I/43a,
Indians II/3/ /.
Diadochi 320BC: Antipatros ll/18a, Lysimachos 11/17, Antigonos II/16a, Eumenes ll/16d,
Seleukos ll/ 19a, Ptolemaios ll/20a.
Chinese Warring States 300BC: Northern Barbarians 1/ 14b, Ch'in ll/4a, Wei ll/4e, Chao 11/4c, Ch'i 11/4e,
Ch'u ll/4d .
Pyrrhus in Italy 280BC: Rome 11/10, Lucanians ll/ 8a, Epiros ll/ 27b, Apulia If/8<:, Syracuse 11/9,
Carthage 1/61b.
Galatian Invasion 279BC: Athens II/5b, Aitolia If/5e, Thebes 11/Sc, Galatians ll/30a, Macedon ll/18d,
Seleucids Il/19b.
Bactrian Empire 250BC: Parthians 11/37, Seleucids ll/19b, Bactria Il/36a, Hsiung-nu II/38a, Saka I/ 43b,
India 11/3.
17
1st Punic War 264BC: Gauls II/ 11, Rome II/33, Syracuse II/ 9, Siciliot II/ 5h, Carthage H/32, Libya
I/7c/ /o
2nd Punic War 218BC: Carthage ll/32, Spain ll/39a, Ga uls II/ 11, Rome 11/33, Italy II/ 8a, Syracuse II/ 90
Rome Expands 190BC: Rome ll/ 33, Macedonia ll/35, Greece Il/3lj, Pergamum II/34, Seleucids Il/ 19c,
Egypt II/20b/ I o
Parthian Empire 170BC: Seleucids II/ 19c, Parthia 11/37, Saka I/43b, Bactria II/36a, Graeco-Indian II/ 36b,
India II/30
Optimates or Popu1ares 87BC: Spain II/39a, Gaul II/ 11, Rome (Populares) 11/49, Greece (Optimates) II/ 49,
Pontus II/ 48, Armenia II/28b/ I 0
Caesar or Pompey 49BC: Spain ll/39a, Rome (Caesar) II/ 49, Greece (Pompey) 11/49, Egypt II/ 20d,
Nabataea II/ 22a, Parthia II/37I I o
Year of Four Emperors 69AD: Batavi II/ 47c, Gaul (Vitellius) 11/ 56, Rome (Otho) 11/56, Dlyricum II/ 56,
Syria (Ves pasian) II/ 56, Jewish Revolt II/ 59//.
Trajan's Wars 101AD: Caledones II/ 60, Rome ll/56, Germans II/ 47g, Dacia ll/ 52, Sarmatians II/ 26,
Parthia II/ 37I I 0
Three Kingdoms 220AD: Wei 11/63, Shu II/ 63, Vietnamese I/ 49c, Kushan II/ 46b, Wu II/63,
Hsiung-nu II/ 38ao
Aurelianic Revival271AD: Germans II/72d, Gallic Empire II/ 64a, Rome (Aurelian) ll/64a, Goths II/ 65b,
Palmyra II/74b, Sassanid Persia II/ 69/ / 0
Carausius' Britain 296AD: Scots II/ 54a, Picts II/ 68a, Britain (Carausius) Il/64a, Saxons II/ 73, Franks II/ 72d,
Roman Gaul (Constantius) II/ 64a/ / 0
Divided Empire 394AD: Franks II/72d, Western Roman Empire II/ 78a, Goths in Dlyricum II/ 65b,
Huns 11/SOd, Eastern Roman Empire II/ 78b, Sassanid Persia 11/69/ I o
Fall Of Rome 451AD: Vandals II/84, Rome II/S3a, Visigoths II/ 82a, Franks ll/ 72d, Huns II/ 80a,
Eastern Empire II/ 83bo
Justinian Revival 533AD: Vandals 11/84, Franks III/Sa, Ostrogoths ill/3, Byzantine Empire lll/4a,
Huns II/ 80d, Sassanid Persia II/ 69/ / o
Rise of Islam 633AD: Lombards III/2l a, Byzantine Empire 111/17, Slavs III/ l c, Khazars III/ 16,
Sassanid Persia II/69, Arabs III/25a/ /0
Charlemagne 770AD: Avars III/ 13a, Saxons ll/ 73, Franks 111/28, Lorn bards III/ 21a, Andalusia III/34 b,
Christian Spanish ill/35a/ I 0
Troubled T'ang 800AD: Khitans II/ 6ld, Uighurs III/ llb, Korea II/77b, T'ang China 111/39,
Vietnam I/ 49d, Tibet III/ 150
Byzantine Resurgence %3AD: Franks lll/52, Bulgars ill/ 14c, Russ III/ 48, Byzantine Empire 111/64,
Hamdanids III/ 53, Iqshidid Egypt III/ 49/ / 0
Rise of the Seljuks 1037AD: Serbia III/26a, Byzantine Empire ill/ 64, Buyids III/ 57c, Se1juks lll/73b,
Ghaznavids III/63b, Fatimids III/ 65/ / o
Norman Conquest.1066AD: Welsh III/ 19a, England 111/71, Scots Ill/ 45b, Vikings III/ 40b, Normans III/51,
French III/51/ /o
18
First Crusade 1097AD: Crusaders IV/7, Byzantine Empire IV/la, Seljuks Ill/73b, Armenians IV/ 2,
Syria IV/6, Fa timid Egypt Ill/ 65.
Saladin 1174AD: Byzantine Empire IV/1b, Seljuks Ill/73b, Zangid Syria IV/20,
Kingdom of Jerusalem IV/17, Ayyubid Egypt IV/20, Abbasid Caliphate IV/ 6//.
Franks in Greece 1223AD: Empire of Nikaia IV/31, Latin Empire IV/32, Bulgaria IV/ 25,
Despotate of Epiros IV/33, Frankish Greece IV/32, Venetians Ill/ 72b/ I.
Northern Crusade 1226AD: Poland ill/62b, Teutonic Order IV/30, Prussians IV/'213, Lithuanians IV/ 18,
Estonians IV /27, Denmark llf/40d.
Mongol Terror 1236AD: Hungary Ill/ 67b, Poland III/62b, Russia Ill/78, Mongolia IV/35, China Ill/ 61,
Khwarizm IV/ 24//.
Feudal Britain 1275AD: England IV/23, Welsh III/19c, Irish Pale IV/21a, Wild Irish Ill/ 46, Isles Ill/ 77,
Scotland IV/ 16.
Kublai Khan 1279AD: Sung China IIV61, Yuan Mongol IV/48, Korea Ill/ 56, Japan Ill/ 54,
Vietnam III/ 59, Burma Ill/9b.
Chola Empire 1279AD: Burma Ill/ 9b, Hindu India Illf10c, Pandayas ll/42b, Chola IV42b, Ceylon ll/42d
Sumatra IV/ 37a. {Can be linked at Burma with that above as 11 nation campaign.)
100 Years War 1369AD: Scotland IV/16, England IV/62, France IV/64b, Low Countries IV/ 57b,
Burgundy IV/76, Spain IV /68a/ f.
Catalan Twilight 1388AD: Morea IV /51b, Latin Empire IV/61, Duchy of Athens IV/ 60, Serbia IV/ 22,
Bulgaria IV/ 25, OHoman Sultanate IV/5Sb.
India 1398AD: Timur IV/ 75, Sultanate of Delhi IV/36b, Malwa 111/lOc, Burma lll/ 9b,
Vijayanagar Ill/10c, Bahmani Sultanate IV/36b/ I.
Tamerlane 1400AD: Hungary IVI 43c, Lithuania IV/18, Golden Horde IVI 47, Timur IV/75,
OHoman Sultanate IV/55b, Mamluk Egypt IV/45//.
Fall of Khmer 1400AD: Burma Ill/ 9b, Vietnam Ill/59, Champa Ill/23, Khmer Ill/ 23, Siam IV/40,
Java IV/ 37c/ / .
Christendom in Perii1420AD: Holy Roman Empire IVf13b, Venice IV/61, Hungary IV/ 43c, Poland IV/ 66,
Golden Horde IV/77, Ottoman Sultanate IV/5Sb/ / .
Italy 1422AD: Holy Roman Empire IV/ 13b, Swiss IV/79, Milan IV/61, Venice IV/ 61,
Naples IV/ 61, Aragon IV /Sc/ / .
Louis the Spider 1471AD: Lancaster IV /83a, York IV/ 83a, France IV/82b, Burgundy IV/ 84, Swiss IV/ 79,
Holy Roman Empire IV / 13d/ /.
Sengoku-jidai 1477AD: China IV/ 73, ~orea IV/ 78, Imagawa IV/59b, Hojo IV / 59b, Takeda IV / 59b,
Uesugi IV/59b/ /.
Imperial Ottoman 1478AD: Venice IV / 61, Hungary IV/ 43c, Poland IV /66, Ottoman Sultanate IV/5Sb,
White Sheep Turks IV/77, Mamluk Egypt IV/ 45.
Aztec Empire 1492AD: Dog Peoples Ill/ 41, Tarascans IV /19, Aztecs IV/63, Tlaxcala IV/ 19,
Mixtees & Zapotecs IV153, Maya ,III/ 22d/ I .
Pacific 1500AD: Sumatra IV /37a, Malacca IV /37a, Moluccas IV/37b, Polynesia IV / 12a,
Melanesia IV / 12b, Hawaii IV / 12c/ /.
19
ARMY LISTS
The armies listed below have now been completely renumbered to be compatible with the current army lists for
DBM. They are organised into four sections, one corresponding to each volume of the DBM Army Lists. Each list
provides sufficient flexibility to allow for historic variation or differences of interpretation, but not to allow armies
to be tailored for specific opponents. Such foreign mercenaries or subject races as were habitually used are
included, but allied troops serving under their own generals are usually not, since they are provided for in the
campaign. rules and by the allies listed for Big Battle DBA. Since an army needs less than 50 figures, we hope that
players will produce armies in opposing pairs or sets rather than fight unhistorical opponents.
The DBM lists provide more detailed descriptions of the troops and notes on the armies. ln many cases, additional
information on the armies is given in the WRG " Armies and Enemies" series of handbooks and where this is the
case, a reference to the appropriate book is included, using the following codes:
AAN E = Armies of the Ancient Near East3000 - 539BC. N. Sti llman & N. Tallis.
AMPW = Armies of the Macedoninrz and Purzic Wars 359- 146BC. D. Head.
AEIR Armies and Enemies of Imperial Rome 150BC- 600AD. P. Barker.
ADA Armies of the Dark Ages 600 - 1066 AD. I. Heath.
AFE Armies of Feudal Europe 1066 - 1300 AD. I. Heath.
AEC Armies and Enemies of the Crusades 1096 - 1291 AD. I. Heath.
AMAl Armies of the Middle Ages 1300- 1487 AD (W. Europe). I. Heath.
A MAl Armies of the Middle Ages 1300- 1500 AD (E. Europe). I. Heath.
Other references are to books which are not published by WRG, but which have been written by contributors to
ou r lists. These are:
Each entry consists of a number identifying the am1y, its name, its dates, its home terrain type and its aggression
factor, plausible contemporary enemies "E" identified by their section and number, allies" A" that can be used in
Big Battle DBA similarly identified, references where available, and the army's composition in number and type of
elements, using the codes given on page 5 to designate the number and type of figures making up each elemenL
A single slash between numbers means that either num ber of figures per element can be used. The word "or'
between type codes means either ki nd of element can be used, but that chosen must be used for the whole of a
one-off ga me or all games of a competition or campaign. The form "3x4Sp or 3x2Ps" means that all 3 elements
must be the same. The form "3x4Sp or 2Ps" means that any combination of 4Sp and 2Ps can be used. A double
slash between type codes, as in List I/42 "2xLCh/ /3Bw", mea ns U1at the foot type can be substituted for the
mounted type during the game as part of a tactical move but cannot change back during the remainder of the
game.
Where potential Big Battle DBA allies are separated by "or', this means that either one or neither can be used. If
separated by "and /o r ', one, both or neither can be used. If separated by "and", both or neither must be used .
20
SECTION ONE- THE CHARIOT PERIOD- 3000BC TO SOOBC
f/1. Early Sumerian. 3000BC-2334BC, and the "Great Revolt" circa 2250BC
Arable. Ag: 2. E ~(a) lf1a, 4a, Sa, 6a. (b) lflb, 4a, Sab, 6a, 9. (c) 1/lc, 4a, Sb, 6a, 9, lla. (d) I/lla. A= (a)
I/4a or I/Sa or I/6a. (b) l/4a or lfSab or I/6a. (c) Ij4a or I/Sb or I/6a or I/ 9. (d) I/10. Ref: AANE.
(a) 3000-2800BC: 1x3Bd (Gen), 8x4Bw, 3x2Ps.
(b) 2799-2SOOBC: lxHCh (Gen), 6x4Pk, 2x4Pk or 3Bd, 3x2Ps.
(c) 2500-2334BC: 1x4Pk or HCh (Gen), lxHCh, 6x4Pk, 1x4Pk or 3Bd, 1x3Ax or 2Ps, 2x2Ps.
(d) 22SOBC: 1x4Pk or HCh (Gen), 1 xHCh, 4x4Pk, 1x4Pk or 3Bd, 2x7Hd, lx3Ax or 2Ps, 2x2Ps.
f/ 3. Nubian. 3000BC-1480BC.
Dry. Ag: 1. E = I/2ab, 3, 7a, 22a. Ref: AANE.
1x3Bw (Gen), 2x3Wb, 9x2Ps or 3Bw.
21
1/9. Early Syrian. 2700BC-2200BC.
Arable. Ag: 2. E = I/lbc, 2a, 4ab, 6a, 9, lla. A= I/lbc or I/6a. Ref: AANE.
1xHCh or 3Bd (Gen), 2x4Pk, 4x3Ax, 5x2Ps.
(a) 2000-1300BC: 1x4Bw (Gen), 3x4Bd, 2x3/ 4Ax or 3Bw, 6x3/4Bw or 2Ps.
(b) 1299-1017BC: 1xHCh or LCh (Gen), 3x4Bd, 2x3/4Ax or 3Bw, 6x3/4Bw or 2Ps.
22
1/21. Kassite and Later Babylonian. 1595BC-747BC
Arable. Ag: 1. E =(a) I/4c, Sed, 6abc, 12, 19, 20b, 24ab, 25a, 31a. (b) I/5d, 6c, 25b, 42. A= (a) I/31a. (b) I/6c
and/or (1/31b or I/35b). Ref: AANE.
(a) 1595-890BC: lxLCh (Gen), 3xLCh, 5x3Ax, 3x2Ps.
(b) 889-747BC: 1xHCh (Gen), lxHCh, 2xLCh, 1x3Cv, 5x3Ax, 2x2P
23
1/32. Western Chou and Spring & Autumn Chinese. 1100BC-480BC.
Arable. Ag: Western Chou unti1770BC 3, others 0. E =(a) I/13b, 14a, 32a. (b) I/32bc, 49a. (c) I/14a, 32bc,
43a, 49a. A= (a) I/13b and/or I/14a. (c) I/14a. Ref: ACA.
(a) 1100-701BC: 1xHCh (Gen), lxHCh, lx3Bd, 5x4Bd, 2x3/4Bw, 1x3/4Ax, 1x2Ps.
(b) Wu or Yueh 584-480BC: lxHCh (Gen), lxHCh, 1x3Bd, 4x3Sp, 2x3/4Bw, 2x3Wb or 3Sp, 1x2Ps.
(c) Others 700-480BC: lxHCh (Gen), 3xHCh, 1x3Bd, 4x3Sp, 2x3/4Bw, 1x2Ps.
24
1/42. Neo-Elamite. SOOBC-639BC.
Hilly. Ag: 2. E = I/ 21b, 25b, 37ab, 40ab, 43a, 44a, 45, 51. A= I/6c or I/44a. Ref: AANE.
lxHCh or LCh/ /3Bw (Gen), 2xLCh/ /3 Bw (kallapani), lx2LH, 7x3Bw, 1x2Ps.
25
V52. Early Hoplite Greek. 6SOBC-450BC.
Hilly if Phokian or Aitolian, Littoral if Asiatic, Italiot or Siciliot, Arable if others. Ag: 2. E = (a) I/30c,
52bef. (b) lf7c, 52acdef. (c) I/ 47, 52bdh, 54. (d) 1/47, 52bcefh. (e) 1/48, 52abd. (f) I/ 48, 52abd, 60ac. (g)
lf3Sc, 48, 50, 52g, 60ac, 62. (h) I/47, 52cdh, 60a. (i) I/36, 52i, 55abc, 57a, 61a. A= 0-2 of any I/ 52 except
l/ 52g or lf52i or combining l/ 52e with I/52f.
(a) Argive 680-450BC: 1x4Sp (Gen), 9x4Sp, 2x2Ps.
(b) Spartan 668-450BC: lx4Sp (Gen), 10x4Sp, 1x4Sp or 7Hd.
(c) Thessalian 668-450BC: 1x3Cv or 2LH (Gen), 3x2LH, 4x4Sp, 4x2Ps.
(d) Theban 668-450BC: 1x4Sp (Gen), lx3Cv, 9x4Sp, lx2Ps.
(e) Athenian 668-541BC: 1x4Sp (Gen), 9x4Sp, 2x2Ps.
(f) Athenian 540-450BC: 1 x4Sp (Gen), 1x3Cv or 2LH or 4Sp, 7x4Sp, 1x3Ax or 4Sp, lx2Ps or 4Bw, lx2Ps.
(g) Asiatic Greek 668-450BC: lx3Cv (Gen), 1x3Cv, 9x4Sp, 1x2Ps.
(h) Phokian or Aitolian 668-450BC: 1x4Sp (Gen), 3x4Sp, 8x2Ps.
(i) ltaliot or Siciliot 668-450BC: 1x3Cv (Gen), 1x3Cv or 2LH, 8x4Sp, 2x2Ps.
26
f/60. Early Achaemenid Persian. 550BC-420BC.
Arable. Ag: 3. E =(a) lj6c, 7c, Sb, 23b, 35cd, 40c, 43a, 44b, 48, 50, 52fgh, 53, 54, 56a, 58, 62, 63, II/ 1, 2, 3. (b)
1/50. (c) l/6c, 7c, Sb, 23b, 35d, 43a, 52fg, 53, 56ab, 58, IT/1, 2, 3, 5b, 6. A= (a) lj40c or 1/43a or I/ 62. (c) 1/ 62.
Ref: APA.
(a) 550-466BC: 1xLCh or 3Cv (Gen), l x3Cv, 1x2LH, 4x8Bw, 1x3Bw, 1x3Ax, 1x2Ps or 4Sp, lx2Ps, lx7Hd.
(b) 546BC: lx3Cv (Gen), 1x3Cv, l xSCh, 1xWWg (towers), 1x3Cm, 5x8Bw, Ix3Ax, lx2Ps.
(c) 465-420BC: 1xLCh or 3Cv (Gen), 1x3Cv, lx2LH, 2x8Bw, 2x4Bw or 3/4Ax, l x3Bw, 1x3Ax, 2x2Ps,
1x7Hd.
27
SECTION TWO- THE CLASSICAL PERIOD- 500BC TO 476AD
28
IVlO. Cunillan Roman. 400BC-275BC.
Arable. Ag: 1. E = I/36, 55de, 57b, 11/5g, 8abc, 11, 13, 27b, 28b. A=11/13. Ref: AMPW.
1x3Cv (Gen), 1x3Cv, 3x4Bd, 5x4Sp, 2x2Ps.
29
11,120. Ptolemilic. 320BC-30BC.
Littoral. Ag: 1. E =(a) Ij7c, 56a, 58, ll/ 16ab, 18ad, 19ab. (b) I j7c, 56b, 58, ll/ 19bc. (c) I/7d, 56b, 58, ll/ 19d,
49. (d) 1j7d, 56b, 58, ll/ 20d, 49, 51. Ref: AMPW.
(a) 320-275BC: 1x3Kn (Gen), 1x3Kn, lx2LH, 6x4Pk, lx3/ 4Ax, l xEI or 2Ps, l x2Ps.
(b) 274-167BC: 1x3Kn (Gen), lx3Kn, 1x2LH, 6x4Pk, 1x4Ax, 1xEI, 1x2Ps.
(c) 166-54BC: l x3Kn (Gen), 1x3Kn, lx2LH, 4x4Pk, 2x4Bd or4Ax, 1xEl, 1x4Ax, 1x2Ps.
(d) 53-30BC: lx3Kn (Gen), 1x2LH, 2x4Pk, 2x4Ax, 2x4Bd or 4Ax, l x3Cv or 4Wb, 2x5Wb or 4Bd, 1x2Ps.
JO
11/29. Tien and K'un-ming. 295BC-45AD.
Tropical. Ag: 0. E = l/49ab, II/4ad, 2la, 29, 41ab.
lx3Cv (Gen), 1x4Bd or 2LH or 3Wb, 2x4Bd, 6x4Pk, 1x4Bd or 3Cb, 1x2Ps.
31
11/38. Hsiung-nu or Juan-juan. 250BC-555AD.
Steppe. Ag: 2. E- (a) l/43b, I1/4ace, 21a, 38a, 41ab, 46ab, 61a, 63. (b) I1/21bc, 38b, 61abc, 63, 79b. (c)
II/21c, 3&, 61abc, 63, 79a, SOd, III/S, 11b. A= (a) II/2la and/or 11/41a. (c) III/11b.
(a) Hsiung-nu 250BC-304AD: 1x3Cv (Gen), 2x3Cv, Sx2LH, lx2LH or 2Ps.
(b) Southern Hsiung-nu 304-439AD: lx4Kn (Gen), lx4Kn, 6x2LH, 3x3Ax, 1x2Ps.
(c) Juan-juan 30S-555AD: lx3Cv (Gen), 1x3Cv, 9x2LH, lx2LH or 2Ps.
32
H/47. Early German. 115BC-250AD.
Littoral if (c) or (d), Forest if others. Ag: 4 if (a) or (b), 2 others. E =(a) II/11, 39ab, 47g, 49. (b) Il/11, 47g,
49. (c) II/ 56. (d) II/47efg. (e) 11/11, 47dfg, 56, 64a. (f) 11/ 11, 47deg, 56, 64a. (g) I/47, 11/11,26, 47abdefg, 56,
64a, 66. A= (a) II/11. (c) II/47g. (defg) 0-2 other ll/47defg. Ref: AEIR
(a) Cimbri & Teutones 113-102BC: 1x3Cv (Gen), 1x3Cv, 9x4Wb, 1x2Ps.
(b) Ariovistus's in 58BC: 1x4Wb (Gen), 2x3Cv, 8x4Wb, 1x2Ps.
(c) Batavi in 69AD: 1x3Cv (Gen), 2x4Ax, 8x3Wb, 1 x2Ps.
(d) Qther Batavi: 1x3Cv (Gen), 9x3Wb, 2x2Ps.
(e) Cherusci: 1x3Cv or 3Wb (Gen), 9x3Wb, 2x2Ps.
(f) Tencteri: 1x3Cv or 4Wb (Gen), 1x2LH, 9x4Wb, 1x2Ps.
(g) Others: 1x3Cv or 4Wb (Gen), 10x4Wb, 1x2Ps.
33
ll/58. Alan. 50AD-1500AD.
Steppe until400AD, then Arable. Ag: 1. E = II/25, 26, 28bc, 37, 56, 6Sb, 66, 67b, 69, 78ab, 80bd, ill/ 13b,
14a, 16, 31, 47, 53, 70abc, 73b, 79, N / 24, 31, 34, 35, 46, 47, 50, 55ab, 60, 75, 71. Ref: AEIR, ADA.
1x3Kn or 2LH (Gen), 5x2LH, 3x2LH or 3Kn, 2x2LH or 4Bd, lx2LH or 2Ps.
11/72. Early Frankish, Alamannic, Quadi, Suevi, Rugian or Turcilingi. 250AD-496AD, 506AD, 406AD, 584AD,
487AD & 493AD.
Forest unti1406AD, then Arable. Ag: 3. E =(a) II/64a, 66, 71, 72d, 78ab, BOd. (b) II/64a, 70a, 72d, 73, 78a,
83a. (c) II/64a, 66, 70a, 71, 72d, 78a, 82a, 83a. (d) II/64a, 65b, 66, 67b, 70a, 71, 72abcd, 73, 78a, 80ad, 82a,
83a, ill/lc, 2, 3. A= (a) II/26. (b) (II/58 and /or II/66) or (II/67b and /or II/70a) or II/ 72ad. (c) II/67b or
ll/78a. (d) II/72b. Ref: AEIR, ADA.
(a) Quadi 250-406AD: 1x3Kn (Gen), 10x4Wb, lx2Ps.
(b) Alamanni 250-506AD: 1x3Cv or 4Wb (Gen), 7x4Wb, 3x3Bw, 1x2Ps.
(c) Suevi 250-584AD: 1x3Kn (Gen), 8x4Wb, 2x3Bw, lx2Ps.
(d) Others: 1x3Cv or 4Wb (Gen), 10x4Wb, 1x2Ps.
11/73. Old Saxon 250AD-804AD, Frisian 250AD-690AD, Bavarian 250AD-7SSAD, Thuringian 250AD-531AD or
Early Anglo-Saxon 428AD-617AD.
Arable if Old Saxon or Anglo-Saxon, Littoral if Frisian, Forest if Bavarian or Thuringian. Ag: 2. E = II/64a,
68ab, 72bd, 73, 78a, 81abcd, 83a, III/la, 2, 3, Sa, 13b, 19a, 21ab, 28. Ref: AEIR, ADA.
lx4Wb(Gen), 10x4Wb, lx2Ps.
35
11/79. Chinese Northern & Southern Dynasties. 317AD-589AD.
Arable. Ag: 2 if (a), 1 if (b). E =(a) II/2lbc, 3&, 46c, 61bcd, 75, 76, 77ab, 79ab, III/8, 11b. (b) l/ 49d,
II/2l bc, 38b, 79ab. A= (a) II/3&. Ref: !CAl.
(a) North: 1x3/4Kn (Gen), 2x3/4Kn, 2x2LH, (1x3Bd, 3x4Bd or 4Sp, 3x4Cb or 2Ps) or (2x3/4Kn, 2x3Cv,
3x2LH).
(b) South: lx3/ 4Kn (Gen), 1x3Cv, 1 x2LH, 1 x3Bd or 4Cb or 2Ps, 3x4Bd or 4Sp, 3x4Cb or 2Ps, lx3Bw or 2Ps,
lx3Wb or 4Bd or 4Sp or El.
36
SECTION THREE- THE EARLY MEDIEVAL PERIOD- 476AD TO 1071AD
37
IIJ/11. Central Asian Turkish. 550AD-1330AD.
Steppe. Ag: 3. E ~ (a) ill/11b, 15, 39, 42ab, 44, 55, 66, IV/15,35, 48, 52. (b) II/3&, 61d, 69, 79a, SOd, ill/8,
11ab, 13b, 14a, 15, 16, 20ab, 31, 32, 37a, 43abc, 44, 47, 63a, 73b, 79, IV /8. 15, 24, 35. A= (a) lll/11 b or lll/ 15.
(b) (ill/8 and/or ill/14a) or ill/15 and/or ill/31) or ill/55. Ref: ADA.
(a) Uighurs 860-1330AD: 1x3Cv (Gen), 2x3Cv, 3x2LH, 3x3Bw or 2Ps, 3x4Sp.
(b) Others: 1x3Cv (Gen), 2x3Cv, 6x2LH, lx2Ps or 2LH, 2x7Hd or 2LH.
38
111/21. Italian Lombard. 584AD-1076AD.
Arable. Ag: 1. E =(a) II/73, illflc, 5ab, 13ab, 17, 28, 29. (b) Il/73, illf13a, 21 b, 28, 29, 30b, 33, 51, 52, 64, 75.
A= (a) ill/lc or ill/13b. (b) III/33 or ill/ 51 or lli/ 52. Ref: ADA.
(a) 584-774AD: 1x3Kn (Gen), 7x3Kn, 3x3Bw or 2Ps, lx3Kn or 4Sp.
(b) 775-1076AD: lx3Kn (Gen), 4x3Kn, 4x4Sp, 2x3Bw or 2Ps, l x7Hd.
39
111/32. Volga Bulgar. 675AD-1237AD.
Forest. Ag: 1. E = IIl/lc, llb, 16, 47, 48, 78, 79, IV/35. A= IIl/79.
lx3Cv (Gen), 4x3Cv, 3x2LH, 2x3Bw, 2x7Hd.
40
111/43. Khurasanian. 821AD-1003AD.
Dry. Ag: 1. E = (a) Ill/lOb, llb, 16, 43ab. (b) Ill/ lObe, llb, 16, 37b, 38, 43abc. (c) Ul/ 8, 11b, 16, 38, 43b,
57ac, 63a. A• (a) Ill/ 37b. (b) Ill/ 38. (c) (Ill/llb and j or Illj 57c) or Ill/ 38 or Ill/ 43b or Ill/ 63a.
(a) Tahirids 821-873AD: l x3Cv (Gen), 1x3Cv, 2x2LH, 3x4Sp, 3xBw or 2Ps, 1x4Ax, 1x3Wb.
(b) Saffarids 861-1003AD: 1x3Cv (Gen), lx3Cv, 2x2LH, 2x4Sp, 2x4Bw or 2Ps, 2x3Wb, lx4Ax or 3Bd,
1x3Bw.
(c) Samanids 900-999AD: 1x3Cv (Gen), 2x3Cv, 1x2LH, 1xEI, 3x4Sp, 3x4Bw or 2Ps, 1 x4Ax.
41
111/56. Koryo Dynasty Korean. 918AD-1392AD.
Hilly. Ag: 1. E - II/77b, ill/39, 54, 55, 61, N jl4ab, 35, 48, 59a. A• N /14b or N /48.
lx3Cv (Gen), 1x3Cv, 1x2LH, 4x4Sp, 4x3/4Bw, 1x3Cv or 3Sp or Art or 2Ps.
43
SECfiON FOUR- THE HIGH MEDIEVAL PERIOD -1071AD TO 1500AD
44
IV/12. Polynesian or Melanesian. 1100AD-178SAD.
Littoral. Ag: 1. E =(a) IV/ 12abc. (b) IV j12abc, 37d. (c) IV/ 11, 12abc. (d) IV /1 2d.
(a) Polynesian: 1x3Bd (Gen), 9x3Bd, 2x2Ps.
(b) Melanesian: 1x3Sp (Gen), 9x3Sp, 2x2Ps.
(c) Hawaii: 1x3Bd (Gen), 2x4Pk, 6x3Bd, 3x2Ps.
(d) Maori: 1x3Bd (Gen), 11x3Bd.
IV/15. Qara-Khitan.1124AD-1211AD.
Steppe. Ag: 2. E = III/llab, 44, 73b, 79, IV / 8, 24, 35. A= Ill/ llab, III/44 or IV /24.
1x3Kn (Gen), 2x3Kn, 3x3Cv, 4x2LH, 1x2LH or 7Hd, 1x2LH or 2Ps.
45
IV/23. Feudal English. 1181AD-1322AD.
Arable. Ag: 3. E = Ill/19bc, IV/4b, 16, 23, 39a. A= Ill/19c or Ill/35b or Ill/46. Ref: AFE.
1x3Kn (Gen), 3x3Kn, 4x3Bw, 1x3/ 4Sp, 2x7Hd, 1x3CvI j3Sp or 2Ps or 4Cb.
47
IV/48. Yuan Chinese. 1260AD-1368AD.
Arable. Ag: 2. E = ill/9b, lla, 23, 54, 56, 59, 61, IV/35, 37c, 40, 52, 73. A ill/11a or ill/56 or IV /35 or
2
48
IV/59. Post-Mongol Samurai 1300AD-1542AD.
Hilly. Ag: 0. E =(a) Ill/56, IV/59a, 73, 78. (b) IV/59b, 73, 78.
(a) 1300-1464AD: lx3Cv or 4Bd (Gen), 1x3Cv, 6x4Bd, 3x3Ax, 1x3Bw.
(b) 1465-1542AD: 1x3Cv or 4Bd (Gen), 1x3Cv, Sx4Bd, 1x3Sp, 4x5Wb or 4x7Hd or 4x3Sp.
49
IVf72. Amazonian. 1350AD-1662AD.
Tropical. Ag: 0. E = N /29, 81. Ref: ASC2.
1x3Bw (Gen), 9x3Bw, 2x2Ps.
50
BIG BATILE D.B.A
INTRODUCTION
This is a variant enabling a single player on each side to use a larger army divided into commands and a larger
playing area, but without the added detail and complexity of DBM. This differs from the standard version only as
described below.
ARMY COMPOSITION
Each army consists of 36 elements. If it is from a single list, multiply the number of elements of each type allowed
by the army list by 3. Each of the 3 generals controls a command of at least 6 elements chosen from those available.
The army can instead include allied commands of the same yea r from lists with a different number or the same
number but a different letter, whkh are always full12-element independent armies from those lists. If there is only
1 allied command, the remainder of the army is then restricted to its list multiplied by 2 instead of 3. If there are 2
allied commands, they must be from different lists and the remaini ng 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). The C-in-C and all
ally-generals must be of the troop type specified by their list as general. Other generals can be any element of their
list except Scythed Chariots, Psiloi or Artillery.
CAMPS
An allied command must be provided with its own camp; otherwise the whole army has 1 normal-size camp
unless it has a BUA or more than 1 War Wagon.
DEPLOYMENT
The defender places the terrain and the invader chooses which long side will be his base edge, the defender taking
the opposite edge. The defender deploys 2 commands including that of his C-in-C, then the invader deploys all his
commands, then the defender deploys his remaining command.
DIONG
One PIP dice is needed for each command. 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. 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 and which the lowest scoring dice. He discloses this when he first dices for PIPs.
A command's PIPs cease to be diced for when all its elements have been lost or left the battlefield .
COMBAT
Once in each game, the C-in-C's element can add +1 to its combat score after this has been calculated.
LOSSES
An element is lost if it is destroyed or crosses a battlefield edge, but not if only demoralised. An allied command
whose camp is currently controlled by the enemy counts as 2 elements extra loss to that command. Any other
camp or BUA currently controlled by the enemy counts as 2 elements extra loss to each non-allied command.
DEMORAUSATION
A command that at the start of any of its bounds has lost its general or whose lost elements other than Scythed
Chariots, camp followers or denizens total a third of its original troop elements is demoralised. It can use tactical
moves only to turn and hold in place elements or to hold groups. Other elements not in close combat immediately
flee directly towards the nearest point on the army's base edge without first recoiling, but making an initial turn if
necessary. This is repeated at the start of each subsequent friendly bound, each element not held that bound or in
close combat fleeing whether or not it fled before. Elements not in a BUA or camp deduct -2 in close combat.
51
GIANTD.B.A
INTRODUCTION
Giant DBA is an extension of Big DBA for games with several players on each side and/ or re-fighting large
historical battles. It differs as described below.
HISTORICAL BATTLES
Research .the number of commands and troops actually used, then divide the number of troops of each type in
each command by the ratios on page 2 to calculate the number of elements. The battlefield area must be scaled to
the size of the area historically fought over. Terrain features are not chosen by the usual selection rules, but are
chosen and placed by agreement to duplicate the terrain of the real battle.
Since its publication, DBA has been joined by derivatives for fantasy battles "Hordes of the Things", for larger
armies "De Bellis Multitudinis", for the Renaissartce period "De Bellis Renatiorus" and these are being followed up
with derivatives covering other eras.
THE SOCIETY OF ANCIENTS is a long established worldwide society for all interested in ancient and medieval
warfare. Its bi-monthly journal SLINGSHOT balances research of a very high standard with more specifically
wargaming content. Contact The Membership Secretary, " Mabar', Blackheath Lane, Wonersh, Guildford, GUS
OPN, or http:/ jwww.soa.org.uk/
D.B.A ON-LINE
Wargaming.Net. working with the authors, has produced DBA Online. DBAOL has excellent graphics and can be
played on a computer on- or off-line against human opponents at www.dbaol.com or at home. Email
[email protected]. A fan site for DBA as well as DBAOL can be found at http:/ /fanaticus.org/
ACKNOWLEDGEMENTS
We owe special thanks to two Americans, Julie Ann Stannoch, whose repeated elephant trampling of Phil's armies
provided the motive for him to start this revision, and Bob Beattie, who organised the majority of the testing; to a
Canadian, David Kuijt, for indefatigable proofreading of army lists; and in England to Duncan Head, whose
contribution to every facet of the new army lists was invaluable.
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