by Daniel Burkley
USING D.B.A. FOR THE TREBBIAWRG's D.B.A. rules lend themselves well to large multi player battles. Below are some modifications for refighting the 2nd Punic War. MODIFICATIONS TO RULES All DBA rules are used except inclining (use wheeling, 90' and/or 180' turns to move individual stands - otherwise wheeling only for group moves). Inclining can be used ONLY to allow opposing stands to line up to define melees. It is the obligation of the ATTACKER to reach the defenders position and have sufficient movement to properly line up with the defenders front corners. A Panic Level is used to determine the winner and loser. PANIC LEVEL This determines the point where an army is prone to collapse and bolt from the field (and so losing!). The Panic Level is the number of unit (or stand) equivalents lost. For the purposes of Panic Level a general is worth 2 units, elephants and skirmishers 1/2 unit, and all others 1. As a general rule the Panic Level of an army is about 1/3 of the total number of units in the army. When the Panic Level of an army is reached, at the end of the full turn the CinC rolls 1D6. He subtracts the number of unit equivalents lost that EXCEED the Panic Level and adds his own modifier (either +1, O or -1). If the modified total is O or less the army has collapsed and it flees the field (it has lost the battle - there is no chance of recovery). It is possible for both armies to flee the field. REBASING None required unless you are playing in 25mm in which case it is suggested that Elephants are on a 60mm by 60mm stand (and chariots as well if they will fit). They are on a square base in 15mm, why they didn't suggest the same for 25mm is a mystery. DISPOSABLE LABELS Extremely useful in demonstration and participation games. Using these removes the need to constantly look up what your troops are and their capabilities in movement and combat. The labels I've used for 25mm troops are just under 60mm wide and extend about 10mm off the back of the base. The label identifies the troops, their movement and combat modifiers versus infantry and cavalry. it just takes a little rubber cement to attach a small piece of paper under the back of the base. REDEFINING TROOP TYPES: Some of the troop types have been renamed for this period. GENERALS Are based on a cavalry stand. You can mix foot and mounted figures on the same stand (it's a good spot to use all those aides, musicians, standard bearers and other oddball figures you can't seem to use anywhere else). A stand with mixed foot and mounted, especially with standards and a good looking general will never by mistaken for anything except a command stand. Generals normally fight as Heavy Cavalry but MAY have BETTER combat ratings versus infantry or cavalry depending on who they are. Generals are rated as +1, 0, -1, which is the modifier they use when rolling for the number of orders they can issue to their troops. HEAVY CAVALRY (HC) Are the same as DBA's Cavalry. These include all the main battle cavalry used by the Carthaginians, Romans, Spanish, Gauls etc. MEDIUM CAVALRY ( MC) Are treated as heavy cavalry but have poorer combat ratings. They are normally used to represent the poorer Roman and Allied battle cavalry which was especially prevalent at the start of the 2nd Punic War. LIGHT CAVALRY (LC) Are the same as DBA's Light Horse. This includes all Numidian cavalry and some Spanish and Italian cavalry. SWORDSMEN (SD) Are the same as DBA's Blades. These include all Roman, Italian and Penal legionaries (except Triarii) and some of Hannibal's veteran infantry. IMPORTANT: Note on the summary of troop types used for each battle that some troops (notably SKIRMISH (SK) Are the same as DBA's Psiloi. These include Roman, Italian and Penal velites, all Balearic, Gallic, Numidian, Punic and Spanish skirmishing infantry. Some skirmishers have lower ratings to reflect their poorer performance or unreliability in battle. AUXILIA (AUX OR HEAVY AUX) These include Italian and Roman marines and also allied mercenaries etc. Some Auxilia (such as the Extraordinari) are better rated against cavalry. WARBANDS (WB) These come in a variety of different combat capabilities and movement rates. Warbands with only a single movement rate of 3 (or 300 paces) are NOT adversely affected by Bad Going terrain. If you opt not to use labels for your stands (or can't think of another way of differentiating between the various types - perhaps by type and number of figures per stand - this is what I do - Ed) this will be something of a headache - in which case I suggest use the standard ratings for all Warbands. NOTE that all Warbands at the Trebbia are of the standard type, the variations appear in later battles. INTERPENETRATION Mounted troops may pass through SK, or SK may pass through any troops, which are facing in the same or opposite direction. The following interpenetrating recoils are permitted only if facing in the SAME direction:
COMBAT MODIFIERS Use the following for 2nd rank support rather than the ones in DBA. SPEARS add +1 if supported by another SP unit which is behind and facing in the same direction. This does NOT apply if in Bad Going, attacking a camp or supporting element is being shot at by bows or artillery. SWORDS OR SPEARS attacking a camp may add +1 if supported by a unit of SK which is behind and facing in the same direction. HEAVY OR LIGHT CAVALRY fighting cavalry or elephants add +1 if supported by a unit of SK which is behind and facing in the same direction. Tactical Modifiers and Combat Outcome is unchanged from DBA.
Those readers interested in playing their way through this scenario and the ones that follow should ensure that the above DBA rules variants are kept to hand as references will be made to them in future articles. It is possible that we may reprint the above at the end of the series together with a 'universal' unit listing. REFIGHTING THE TREBBIATable Requirements are 6' by 4' minimum. Special Rules MAGO'S AMBUSH Mago's force may not enter the game until a Roman/ltalian SD or SP unit has been in combat with a Carthaginian unit which is NOT Skirmish. Once this has occurred Hannibal may summon Mago at a cost of 3 'command pips'. On the following turn after being summoned Mago and his force arrives. Roll 1D6 and multiply the score by 400 paces.This is the number of paces from the centreline that Mago's force appears on the Roman left hand side of the table. He may arrive either on the edge or 600 paces from the nearest Roman unit. ROMAN FATIGUE After turn 4 Sempronius rolls 1D6 each turn to check for fatigue. If a 1 is not rolled, subtract one from the following turns roll. If a (modified) 1 is not rolled on this turn the next fatigue check die roll is at minus 2 etc. If a 1 (or modified 1 is rolled) the 'fatigue clock' is reset to 1 again and the procedure starts again from scratch. If a 1 (or modified 1) is rolled the effects of fatigue are felt. This is simulated by giving Hannibal an ADVANTAGE CHIP (see below). Hannibal must immediately decide if he will keep this or give it to one of his generals. From turn 4 this procedure is followed every turn to help simulate the effect of fatigue on the Roman army (brought about through fording an icy river and having had no breakfast). VARIABLE INITIATIVE Both CinCs roll for initiative EVERY turn to see who goes first each turn. Each CinC adds his modifier to this roll. This may permit 'double' turns. INITIATIVE CHIPS and ADVANTAGE CHIPS One INITIATIVE CHIP is given to Hannibal at the start of the game. This chip can be used once (it is surrendered upon being used) for one of the following:
ADVANTAGE CHIPS Each leader starts with one Advantage chip which function exactly as Initiative chips EXCEPT that they can ONLY be used for purposes c) and d) above. Once used they are lost. In addition Hannibal acquires Advantage chips when the Roman army feels the effect of fatigue (see above). PANIC LEVELS When an armies Panic Level has been reached an Army Morale check is performed at the end of EACH completed turn. 1D6 is rolled, adding the CinCs die roll modifier and subtracting one for each unit lost above the Panic Level. If a modified roll of O or less is rolled the army's spirit has been broken and it routs from the table (and so their opponents win!). LEADERS AND COMMANDS Troops should be assigned to each leader. CinCs can give commands to any of the troops on their side. Otherwise leaders may only issue commands to troops assigned to them at the start of the battle. A leader may 'take command' of a unit outside his initial command by attaching to it (such that the leader stand prolongs its front or is directly in front of or behind the unit and in contact with it) and issuing a separate order to it NEXT turn. The CinC must issue the first order during a side's turn. If the CinC commands a battleline to move forward as the first order, other units from other leaders / commands that are part of this battleline at the start of the turn 9 may move along with it (which allows subordinate leaders 'pips' to move other commands). SET UP VICTORY To break the enemy army. End Thoughts While we normally try to provide some sort of universal guide for scenarios designed for a specific rules set there seems no point with this one as easy DBA seems to be played everywhere and secondly the unique system is virtually impossible to translate for other rules. Apologies to those of you incovenienced by this. I personally like the above as it preserves the elegant simplicity of DBA but places into a specitc historical setting (perhaps oddly, I rather like DBA but have never enjoyed DBM). I shall certainly be adopting the command variant rules for other battles. I'd be interested in hearing from other readers who have developed historical scenarios using DBA. More Trebbia: More Doing the Punic Wars Back to Battlefields Vol. 1 Issue 4 Table of Contents © Copyright 1996 by Partizan Press. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |