DBA

Ancient Rules

Reviewed by Rod Burr

DBA is a fast, simple set of rules for the ancient and medieval periods by Phil Barker, the author of the well known WRG 3000 B.C. to 1485 AD. rules, and Richard Bodley Scott. DBA is a completely different beast. The only thing in common with the classic ancients rules are suggested, but not required, base sizes. DBA 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 (WRG elements) per side. Each element is essentially a separate unit. 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 either a single die roll modifier or separate modifiers 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 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.

The terrain rules in DBA are simple. There are effectively four types of terrain (hills, rivers, roads and difficult terrain) plus camps. Most U.S. players will either need to build terrain modules of the correct size or come up with a variation on the terrain selection rules. These suggest using 1 or 2 foot square terrain modules with attached terrain in order to limit terrain customizability. I don't know of any clubs or individuals in the U.S. that use either of these sizes of terrain module other than basically clear, flat square on which other terrain is loosely placed, and few are likely to want to build or buy them specifically for DBA, at least when first trying the rules.

The tactical rules in DBA are quite simple, but lead to a subtle and interesting game. Given the simple victory conditions and limited numbers of units involved, a run of good or bad luck can be very decisive. This luck factor may not be to everyone's taste. The game plays quite quickly and there will frequently be time for a rematch. Even though the game uses alternate movement, there is little time to get bored while your opponent is moving. The rapid pace of the game tends to generate and maintain a level of excitement like that of 5 minute chess for chess afficianados.

The campaign rules for DBA are a natural addition since the short playing times for battle resolution will allow several campaign rounds to be played in a day or even an evening. The campaign rules are very basic, but include provisions for sea movement, sieges (just a die roll), supply, and the participation of allied contingents.

The army lists occupy one line for most of the armies covered, and include limited options for variations in troop mix. The lists are generally much less flexible than the older WRG Books.

Overall the DBA rules are an excellent alternative to the larger, slower playing ancients games such as WRG 7th and TACTICA. They will also be a good way to introduce newcomers to ancients with an experienced player present. Given the briefness of the rule book (20 pages), and the rules writing style for which WRG is so well known, there are a number of points that may not be clear on first reading, but which should be resolvable using common sense. An earlier version of the tactical rules called DBSA has been circulating in photocopied copies in the U.S. for about a year. This new version has added new categories of troops to those covered in DBSA, and has fine tuned the effectiveness of a number of troop styles against others, such as reducing a bit the effectiveness of knights versus infantry.

DE BELLIS ANTIQUITATIS is available for £ 2 plus shipping (15% for surface, 50% for Air mail) from WRG, The Keep, Le Marchant Barracks, London Rd., Devizes SN10, 2ER, U.K. They may be ordered by phone at 0380-72-4558 using VISA or Mastercard. They are also available from Wargames (see their advt. at the front of this issue), and should be available from your local hobby shop.

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