DBA v3.
0 QRS v1 ForeverGame 2014
Turn Sequence, per player Tactical Move Combat Factors
1- Roll for PIPs F SB SG vs Foot vs Mntd
2- Make Tactical Moves (line up contact) - x 2 Art 4 4
3- Both: Distant Combat (Shooting) in City/Fort 2 2
4- Both: Close Combat 3 2 2 Aux 3 3
5- Victory? (4 & more, not Hd, SCh, CF) 3 1 2 Bd/shot at 5/4 3/4
3 1 2 Bw 2 4
PIP cost: all moves cost 1 PIP, but - 1 3 Cm 3 3
-1 1st move by road, if full (i.e. 0 PIP). - 1 4 Cv 3 3
+1* is/+ Art,El,Hd,WWg,Den/CF; or SCh - 1 3 El 5 4
not into CC; or from City/Fort/Camp. 3 1 2 Hd 3 2
+1* not Gen: Gen lost/in BUA/Camp/gully/ - 1 3 Kn 3 4
marsh/oasis/woods; or if group & Gen - 1 4 LH 2 2
not in command distance (8-4/LH 20). 3 1 2 Pk 3 4
*: unless it’s the side’s first bound. 3 - - Ps 2 2
- 1 4 SCh 3 4
Tactical Move, in BWs (on road = Good) - 1 2 Sp 4 4
F= Fast. SG= Solid/other in Good Going. 3 2 2 Wb 3 2
SB= Solid/other in any Bad/Rough. But: - x 2 WWg 3 4
if Mtd-xx and all in Good Going: 3 BW. - 1 2 Denizens/CF 2 0
If front edge of any element or group in
non-paltry river for part of move: 1 BW. Support Factors if both in Good Going
Support for vs from in
Groups: face same, edge & corner contact Bd (6*) +1 foot - -
Move forwards only, as slowest, copy first. Bw-Solid +1 foot Bd-Solid flank
Road/Bad: must in Column (unless Ps). Bw (8*) +1 foot - -
Column: 1 wide. Form: lead moves, others Cv (6*) +1 foot - -
1-by-1 behind, none ends further back. Kn (6*) +1 foot - -
LH +1 any LH rear
Multiple moves in same bound Pk +1 El,Kn,SCh Pk rear
Any & 2nd move: if along a road. Pk +3 foot not Ps Pk rear
Ps & 2nd move: in 1st bound of game; Sp +1 foot Bd-Solid flank
or from entirely in Good, to (part) in Sp +1 foot Sp flank
Bad/Rough, not within 1 BW of enemy. Sp (8*) +1 foot - -
LH or Mtd-xx, 2nd & 3rd: in Good Wb +1 foot not Ps Wb rear
Going, not within 1 BW of enemy. *: Double element not in City/Fort/Camp.
Move in Threat Zone (1 BW forward*) Tactical Factors
Element / group (partly) in, or front edge +4 in City/Fort, unless shooting/Denizen.
enters or touches TZ, it can move only: +2 Foot in own Camp, unless shooting.
to line up front edge with TZ enemy, or Denizens in own City, unless shooting.
to advance into / towards TZ enemy, or +1 General's element, unless shooting.
single elem.: entire move straight back. +1 In close combat, and uphill or off-road
TZs don’t affect outcome moves. defending a river bank (unless paltry).
* all WWg sides, all City/Camp/gar. Fort. -1 Per enemy element which is:
overlapping, or
Shooting (unless in gully/marsh/river) in front edge and front corner-to-
Shortest from front* to: ½BW target side front corner contact with flank, or
& entirely within 1 BW of straight ahead in full front edge contact on rear, or
& not contact/rear support/blocked (p.22). for each 2nd or 3rd enemy element
* any WWg, 1BW of City/Camp/gar. Fort. aiding enemy element’s shooting, or
Art 5 BW, not own bound if moved. per additional enemy elements also
Prio: any, may ignore enemy Ps. assaulting a City/Fort/Camp, max 2.
Bw, WWg 3 BW, unless moved > 1 BW. -2 If any troops but Aux, Bw, Wb or Ps
Prio: in TZ, shot at by, any. and in close combat in Bad Going.
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DBA v3.0 QRS v1 ForeverGame 2014
Combat Outcome (CC is ‘close combat’, SA is ‘shot at’, CFC is ‘city, fort or camp’)
Tie Result If
Any nothing if in/vs CFC. Else:
Bd (x) Destroyed x is CP, CWg or Lit, and in CC vs foot while in contact on 2 or more
edges by enemy front edges.
Cm, Kn Destroyed in CC vs Bd, Bw (Lb), Bw (Cb). Interpenetration of friends
Recoil in CC vs other Solid foot. If Move/Flee: in front <=> behind,
Recoil if Kn (4) in CC vs Kn (3).
Cm, Cv, El, Kn, SCh <=> Ps.
Cv, El, LH Recoil in CC vs Solid foot.
SCh Destroyed Ps <=> any.
Fast foot Recoil in CC or SA vs Solid foot. If Recoil: same direction, => behind,
Cm, Cv, El, Kn, SCh => El, Hd, Pk.
Lower * Result If * but more than half Bd => Bd, Sp.
Any Destroyed in CFC, Bw, Pk => Bd.
Recoil in CC vs CFC. Else: Ps => any not Ps.
Mtd-xx Destroyed in Bad. Else (including -xx): 1 rear corner may pass through any.
Art Destroyed.
Aux Destroyed in Good and in CC vs Kn. Recoil: straight back own depth*.
Recoil otherwise. Interpen./push-back facing same,
Bd no effect if Bd (CP), (Lit) or ( CWg). unless El or WWg.
Destroyed in CC vs Wb, or in Good & in If rear contacts: enemy, edge, can’t
Recoil otherwise. CC vs Kn, SCh. enter/push-back/interpn, CFC:
Bw Destroyed in CC vs Cm, Cv, El, Kn, LH, SCh. Destroyed if at start, Stop if during.
Recoil otherwise. If from shot at through rear: face.
Cm Destroyed in CC vs SCh, or if in Bad.
El: ▪ Destroy all, not in BUA/Camp.
Flee in CC vs El.
Recoil otherwise. ▪ from CC vs City/Fort: Destroyed.
Cv Flee in CC vs SCh, or if in Bad. ▪ meet El: both Destroyed.
Recoil otherwise. *or foot ½BW/mntd 1BW, if it’s less.
El Destroyed in CC vs Aux, LH or Ps, or
Push back: can’t itself Push back.
Flee in CC vs El. SA by Art.
Recoil otherwise. End if can’t, but if must: Destroyed.
Kn Destroyed in CC vs Cm, El, LH, SCh. Flee: turn 180, move full, straight.
Recoil otherwise. Move as starting Going. Destroyed if:
Hd Destroyed in CC vs Wb, or in Good & in
▪ enemy front on flank/rear,
Recoil if SA. CC vs El, Kn.
▪ can’t move after 180,
LH Flee in CC vs SCh, or if SA by Art,
Recoil otherwise. or if in Bad. ▪ enters river or touches rear edge,
Pk Destroyed in CC vs Wb, or in Good & in ▪ El, SCh meet any: both Destroyed.
Recoil otherwise. CC vs Kn, SCh. Pivot on side edge. Stop & line up if:
Ps Destroyed in Good & in CC vs Cm, Cv, Kn. enemy, can’t interpenetrate, CFC,
Recoil otherwise. waterway, Bad Going (not Ps, LH).
SCh Flee SA unless at least partly on their
Destroyed otherwise. rear edge. Pursue, must straight ahead if:
Sp Destroyed in CC vs Wb, or in Good & in Destroyed enemy in CFC: 1 enters.
Recoil otherwise. CC vs Kn, SCh. El, Hd, Kn (not 4), SCh: 1BW.
Wb Destroyed in Good and in CC vs Kn or SCh. Bd*, Pk, Wb vs foot not Ps: ½BW.
Recoil otherwise Line up if any contact.
WWg Destroyed SA by Art, or if in CC vs El. Can’t: in CFC, in/to Bad**, over edge.
Deniz./CF Destroyed not in CFC. *not CP/CWg/Lit. **not gully/marsh.
Half * Result If * or lower than half
Any Destroyed in CFC. Else:
Cv Flee in CC vs Art, or if in Good and in CC vs Hd, Pk, Sp.
Destroyed otherwise.
LH Destroyed in Bad, or if in CC vs Bw, Cm, Cv, El, LH, Kn, Ps, SCh; or if SA by Art.
Flee otherwise.
Ps Destroyed in CC vs Aux, Bw, PS; or if in Good & in CC vs Cm, Cv, Kn, LH.
Recoil in CC vs El, SCh.
Flee otherwise.
All others Destroyed.
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EXPLANATORY DIAGRAM
Bows, Solid #1 Bows, Solid #2
Push back of Pikes #2
Shooting edge TZ of Bows #2
Max. Range Bows #1
Pikes, Solid #2
Pikes, Solid #1
Light Horse
Target edge
Spears Blades, Solid
Psiloi #1 Psiloi #2
Psiloi Recoiled through Spears and Blades, from combat (Pikes) &
Auxilia shooting (Bows).
Pikes then advanced into contact.
Bows moved less than 1 BW, then shoot: Bows #1 at Blades with +1
support from Bows #2. Target is within Max. Range (3 BW), and #1’s
shooting edge reaches ½ of target edge, although it’s almost blocked by
Pikes #2. Blades is involved in close combat, but the shot is allowed,
because Blades is overlapping and not actually in contact.
In close combat Pikes #1 gets +3 rear support from Pike #2, but also -1
from the overlap by Blades.
Spears get +1 flank support from the solid Blades (but never vice-versa).
If Pikes #1 Recoils from combat, it pushes back Pikes #2 into Bows #2.
Pushed back elements can’t push back: Pikes #2 will then be Destroyed.
If later the Light Horse move forward, they enter the TZ of Bows #2:
that must therefore shoot at the Light Horse instead of the Blades.
If later Auxila moves into the rear of Psiloi #1, Pisloi must turn to face
the Auxila: although they’re behind Spears, they’re not supporting it.
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DBA v3.0.ForeverGam e addendum Celtic Chariots
Classed as Cv as normal, but they have the
Based on my research, from the ancient option to Dismount as Fast Auxilia. From
Chinese military classics to a 9,000 line then on they become Battle Taxis.
medieval poem of a battle, I suggest the
following amendments: Chariot Runners
Fast Auxilia, they offer +1 rear Support to
Chariots Tactical Move their Chariots. They and their Chariots can
Rough Going let’s them move 2BW, not 1. Interpenetrate each other. They and their
The wheels take the load off the legs. Chariots can Tactical Move as a single
element if they start the turn directly behind
New Kingdom Egyptian Chariots each other, facing the same direction. They
Classed as LH, but may Shoot to 3BW. They then move at the slowest pace of the two.
may have Chariot Runners. Army lists that have chariots that may/must
Their distance capability represents them have Chariots Runners should include a
having composite foot bows and their ability maximum of 1 base of Chariot Runners per
to ‘caracole’ with relative impunity. base of such chariots.
Ancient Near East 2-Horse 2-Men Chariots Chariots vs Chariots Combat Outcome
These are either classed as Cv (as normal) If the combat scores tie, both Recoil
OR as LH: Cv if they start the game with FORWARD, ending up with their REAR edge
Chariot Runners; LH if they don’t. If classed ½BW in front of their front edge (i.e. with
as LH, they can’t use Chariot Runners. 1BW between them). Any contact on the
This represents the evolution from chariots front edge resulting from this is immediately
without, to chariots with runners. resolved.
This represents them ‘threading’ each other
Ancient Near East 2-Horse 3-Men Chariots and shows another advantage of having
Also called Medium Chariots (MCh). These Chariot Runners: the threading chariot
are classed as Cv, but receive a Tactical contacts the runners and will be destroyed
Factor of +1 if in front edge contact with if it recoils back against the other chariots.
any chariots that aren’t Kn.
Final development of 2-horse chariots: a Medieval Knights Combat Outcome
runner stayed on board as a third man. Less If these Recoil from Kn on an own even roll,
effective against foot, hence 3-/4- horses. Recoil the element, then replace it with a
suitable element of Solid Blades.
‘Battle Taxis’ During battle against other knights, they
Add a decorative chariot base to noble would lose horses much faster than men.
infantry, making that Mounted Infantry. If it
Recoils on an own even roll, remove the Knights Combat Outcome
chariot base, it’s no longer Mtd-Inf. If Kn Recoil on an own even roll, while in
Example: Homeric chariots. Rough and in CC vs foot (not Ps), it’s
Destroyed instead.
Chinese 4-Horse Chariots It’s not the ground they charge over that
Classed as Kn as normal, must have Chariot mattered, but the ground they fall back
Runners. over, like at Courtrai and many others.
38