Tuesday, 28 April 2026

A mapless campaign

Refining the campaign rules

Designing a simple set of campaign rules will at some time need to address the strengths of armies to be used for subsequent battles. The DBA2.2 campaign system had elements that are lost in battle are placed in a reserve and all elements “recruited” are taken from that reserve ensuring the maximum strength will not exceed 12 elements. 

This variant omits the “recruitment” phase by keeping the strength of armies at 12 elements but replacing elements lost in battle with their optional troop type. For example, archers may be listed as (4Bw/Ps), the 4Bw lost in battle would be replaced with the psiloi, 3Kn/4Bd, mounted knights may fight on foot having lost their mounts and levies (7Hd) may be called on to bring the army up to strength. 

Replacing a general lost in battle is handled differently and though DBA3 makes no distinction as to their quality, there are some ways to give a nod in that direction. The player cast a die to determine his quality, a score of 1, the general is classed as “inert” and it functions as a CP or Command Position (see the last paragraph, page 9 of the rule book). Scores 2-6, the general is competent with a score of 6 will enable a player to select the manner of deployment for the next battle as listed below in Deployment Options. 

The campaign objective is to inflict 12 casualties on your opponent. With a minimum of three battles to be played in the campaign, it is possible to reach that goal without being the victor in all three battles. The degree of success is determined by the difference between the scores of the two sides, a minor difference may call for the resumption of another campaign, while scoring twice as many may call for an early demise of a successful general (humour).

 

Campaign sequence

 A first encounter

The role of attacker/defender is determined for the scenario. The defender selects a terrain card and the attacker chooses a side for his deployment. Game continues as normal. 

The second battle

Reference the table below to determine if optional troop types are to be employed, these are noted in red for the scenario and will bring the total number to 12. Choice of terrain card falls to the loser of the previous battle, now the defender.    

The third battle

Two resounding victories may all that is needed to reach a score of twelve, if not, then follow the procedure as noted above. The losing army is the defender and proceed as a standard game.

 

Optional rules

 Replacing a general who is killed or captured, cast a die for his successor: 1 – an inert commander and use the CP or command position rule for the game. A score of 2,3,4,5,6* – a competent general (*see deployment option below). 


Deployment options are three, a standard deployment, an alternate system or the Collision Course variant.The last two listed may be selected if the replacing general has a score of 6. 

Standard deployment follows the sequence in rule book.

Alternate deployment of vanguard, main body and rearguard*.

Collision course variant*.


Allied contingents

These may be employed if listed with the army used. If the allied contingent is part of the losing army, then cast a die on the player’s first bound to determine what action the allies may take for the subsequent battle.  

1,2, 3 – They have been sufficiently bribed and will perform as normal.

4, 5 – Are deployed for battle, but will not attack unless provoked (shot at or enemy enters TZ).

6 – Are deployed for battle, but will depart the field.

 

Replacing troops lost

To determine if optional troop types are to be employed, compare the difference of elements lost in battle. If only a 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.


No comments:

Post a Comment