Tuesday, 28 April 2026

A map-less campaign

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.

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