Refining the campaign rules
Determining what number of elements may be used for subsequent
battles differs rule set to rule set. In my experience, deploying the survivors
of a previous encounter will have a losing player spiral to a quick end. Alternatively,
keeping a full twelve elements for a subsequent encounter seemed a better
solution, however, one minor change would make this a better test of wits; replace
lost elements options listed for that army. As an example, archers may be listed
as (4Bw/Ps), the loss of the 4Bw would be replaced with the psiloi, further, mounted
may lose their mounts and levies may be called upon to continue the struggle. These
options would be noted for each participating army.
I like the manner DBMM treats generals as either brilliant,
average or inert, though DBA3 makes no distinction to the quality of generals,
there are some ways to make a nod in that direction. Replacing a lost general, the
player cast one die. On a score of 1, the general is classed as “inert” and its
replacement functions as a CP or Command Position (see the last paragraph, page
9 of the rule book). Scores 2-5, the general is competent and a score of 6, the
player may select the manner of deployment for the next battle. This may be a standard
deployment, the collision course variant or the alternate deployment of
“battles” or divisions. As this campaign rule set is developed for our medieval
games, players will be accustomed to organising their army in divisions or
“battles”.
To determine the victor of the campaign, a sides total
number of casualties inflicted are compared and the difference will become the
degree of success. If the difference is small, this may force another campaign
to be made at a future date, scoring twice as many over your opponent would be
considered a decisive victory and perhaps cause for an early demise (humour).
Campaign sequence
A first encounter
Determine who is the defender/attacker, the defender will select
a terrain card, the attacker chooses a side for his deployment. Game continues
as normal and losses are noted.
The subsequent battle
Severe losses may necessitate the use of optional elements,
these are noted in red and will be used to bring
the total number of elements to 12. The losing army now becomes the defender
and selects a terrain card. Play the game as normal and note accumulated
losses.
The third battle
If available, further replacements are selected from the
army list, if not, then army composition remain unchanged. The losing army is the
defender and proceed as per a normal game. Accumulated scores are noted and in the
unlikely event scores are tied, despite one side having lost two battles, a fourth
and final engagement will be required to determine the outcome of the campaign.
Optional rules
Replacing a general who is killed or captured, cast a
die for his successor. On a score of 1, he is replaced by an inert commander (use the CP or command position
rule for the game). On a score 2 - 5, he is a competent general, score a 6, the general may select deployment options (see below).
Deployment options: a standard deployment follows the sequence in rule
book, an Alternate deployment positions the vanguard, main body and
rearguard in sequence and Collision course variant. The latter two may be used only if the replacing general has a score
of 6.
Allied contingents may be employed if listed with the army used. If the allied contingent is part of the losing army, then on the player’s first bound of the subsequent battle, determine what action the allies may
take. A score of 1 -3, they have been sufficiently bribed and will perform
as normal, a score of 4 or 5, they will deployed for battle, but will not attack unless
provoked (shot at or enemy enters TZ), lastly, a 6, allies are deployed for battle, but will depart the field on the player's first bound.
Replacing troops lost. Compare the number of elements lost in battle and if the difference
is 1 or 2, the losing player may use again his current
composition. If, greater than 3, the losing player must use replacement
options.
Note: Hordes lost do not count as casualties to determine
the need for replacements, but are tallied as elements lost at campaign end.