I am reading at TMP (The Miniatures Page) and
Fanaticus more new players are expressing their interest using the DBA 3.0 big
battle option with a preference for historical match ups. That is good news. Our
historical match ups have centred on the major armies of the 3rd
century AD; Rome vs. Early Germans, Parthia vs. Sassan and either one of these
vs. Rome and with plenty of minor armies to add as an Ally which do provide a
mix of troop types adding spice to a game.
Recalling my earlier experiences with 2.2 and the big
battle option I have found my style of game has changed with DBA 3.0 and this
is principally what I wish to share here. These points are not earth
shattering, but players with some big battle experience will recognize familiar
trodden paths.
The Deployment.
I found with DBA 2.2 my games were characterised by
maintaining an unbroken battle line of three commands. To ensure any holes were
quickly filled, reserves, were usually positioned directly behind and in
contact with the main battle line which meant they were essentially committed
to that particular section of the line. The entire army would do its best to
move forward while cavalry would protect its flanks from enemy encirclement.
DBA 3.0 with its increased move distances I can now
position my reserve formations further back knowing they can be quickly
employed when needed; in the case of mounted troops this can be 4BW or more or
half that for reserve formations of infantry. I also find leaving space between
commands an advantage (2 to 4BW) as formations can quickly be extended with the
use of reserve units. This evolved to an interesting ploy as the smaller front worked
as a lure for an opponent believing an advantage could be quickly gained against
small numbers.
Redefining the deployment area and permitting certain
troop types to form up on the flanks has helped move our game along historical lines
and this prompted a quick brushing up on such classic writings as Vegetius and
Frontinius. Further changes to the rules or clarifications have help improve
the speed of play and two such stand out in my opinion; the conditions needed to
flank an element and threat zones; these will be covered in detail below.
The
Length of Game.
With the older version we found the limitation of time
influenced how we deployed. As our games averaged 2 hours or more the pressures
was on to finish a game within the allowable time and reach a decision. This
resulted in tactical moves that were more desperate charges than tactical
genius. Under 3.0 these same games now average slightly over an hour, which not
only opens an opportunity for a second game, but more importantly, we are now
beginning to exercise more thought and cunning.
Additional improvements and clarity regarding flanking
an element and threat zones also helped game flow.
Flanking an element is now better defined and eliminates
the long periods of pre-measuring and element gymnastics and wheeling a group
is better defined and allowing groups to “slide” and neaten contact for close
combat.
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