Reviewed by Rod Burr
Abstracted from the original review inThe Courier IX-4 DBA is a fast, simple set of rules for the ancient and medieval periods by Phil Barker and Richard Bodley Scott. It includes tactical battle rules, a simple campaign system and army lists for DBA for all the armies covered in the three volumes of army lists for the WRG 3000 B.C. to 1485 AD. rules (180 armies plus variations). The basic tactical game for DBA is fought with 12 elements or stands per side. Each element is essentially a separate unit with 2 to 4 figures per stand. This means that less than 50 figures are required per army. Troop classification is based on the historical prototype unit’s function rather than details of armor and armament. The classes distinguished are Elephants, Knights (melee cavalry without missile weapons), Cavalry (loose order mounted with some missile weapons), Light Horse (skirmishing, open order), Scythed Chariots, Camelry (loose order), Spears, Pikes, Blades (e.g. axe, trained sworsdmen), Auxilia (e.g. peltasts, Spanish scutarii, Roman auxillia), Bows (loose or close foot, including crossbow and longbow), Psiloi (light infantry), Warband (Gauls, Franks, etc.), Artillery, and War Wagons (for Hussites, Khazars, etc.). Each troop type has a single die roll modifier versus foot and mounted for combat. A few types of troops receive a bonus in some circumstances for having an additional element deployed behind them, e.g., Pikes, Spears, and Blades. Otherwise, troops only fight one rank deep, with bonuses for overlapping and having additional elements in contact with an opponent, and for terrain. Combat is resolved by comparing opposing elements’ modified die rolls, with two levels of severity for results. Elements with a roll half or less than their opponent’s suffer the more severe result, usually elimination; while whose with a roll more than half and less than their opponent’s suffer a less severe result, normally a retreat. The exact result depends on the winning and losing element types. The most distinctive feature in the game is the command and control rule which limits the number of elements each side may move in a turn. Each side may alternately move up to one D6 worth of elements or groups of elements a turn. Each move of an individual element or a group of contiguous elements together costs 1 (or 2 if too far from the general) from this die roll which is made each turn. This restricts the ability to maneuver each element individually. An army which on a high roll splits into several groups on one turn can easily find itself destroyed piecemeal if it has low rolls on the next couple turns. A shooting and a combat phase occurs after each side’s move. DBA battles are designed to be fast and decisive. The suggested table sizes are 2 foot square for 15mm, and 4 foot square for 25mm. The movement rates for 15s range from 2” to 5”, and double those for 25s. Whichever side loses its general or 4 units, and has lost more than its opponent at the end of a player’s turn is the loser. With the limited space for maneuver and the clear cut victory conditions, games tend to last 30-45 minutes in my experience. More DBA: 10 Years
My Personal Voyage into DBA DBA in the Wargame World World Wide Acceptance of DBA in the 90s DBA and the Internet Preview of DBA 2.0 Big Battle DBA (BBDBA) Conclusion DBA: Review from Courier Vol IX No. 4 Back to Table of Contents -- Courier #81 To Courier List of Issues To MagWeb Master Magazine List © Copyright 2001 by The Courier Publishing Company. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |