Another Movement-Pip Alternative to DBA/DBM

Command Performance

By Anonymous

Editor's note: This article was submitted by a PW member who wishes, at the present time, to remain unknown. I can understand the fear, the trepidation, not to mention the tremblies, suffered by any gamer when he takes it upon himself to question the premises on which DBM/DBA are based. Perhaps, sometime in the future, our bold lad will come forth to proclaim himself.

Respectfully Submitted to the Center For Provocative Wargaming Analysis (CFPWA)

The DBA/DBM rules are fast losing their two main attractions, simplicity and commonality. They were meant to simplify things (compared to WRG 7), and they are played at most clubs. However, the rules don't match themselves, and some people refuse to play one or the other. So much for a standard.

An Inverse Pip Theory was put forth by the CFPWA... let me offer another idea. There are some efforts at humor enclosed, and DBA/DBM players must spent one pip to really get it. Critiques sent on the back of a sawbuck will get my undivided attention.

Each section of the army is grouped into "commands"... these will be defined as those units under a common General or assigned the same task, i.e., reserve. Each command may execute movement freely until its units come into an enemy's "Combat Radius", i.e., they are within "attack range" in a single bound (where "attack" is defined as either melee or fire). Artillery will be dealt with shortly.

At the beginning of a game, and at any time prior to a unit coming into an enemy Combat Range, the unit may be given an order, with one condition attached. For example, I can order my Left Flank Cavalry to "Skirmish the enemy cavalry; if successful, attack the main line from the rear". The unit will still be under the direct control of the commander, but under limited options.

If I want to change the orders of the cavalry, I must spend a pip to have a chance of success. The expenditure of pips and the chances for success are interdependent on the type of troop, the training given, and the order given. The terms regular, superior, and irregular will be synonymous with average, elite, and raw or green, respectively.

Regular troops can perform many more types of maneuver than irregular troops. For example, a well disciplined Roman Legion could "Reform in Place" to readjust from the falling back of units.

An irregular force must "Fall back and Reform". A pip expended to make a unit do something not defined in its orders gives a unit a base 70% (see the Simon influence?) to perform the action. A regular unit can perform any maneuver, an irregular Unit can only perform certain actions well.

Chart 1 gives some commands. Those in the Regular column can be attempted by irregulars, but only at 1/2 chance (i.e. 50% of 70 is 35%). A regular unit can do the irregular actions at 100% success. Superior units can perform one free action, and then spend a pip for a chance at a second. Superior units do not require written orders at any time.

Some troops developed nation-specific tactics, i.e. the Scottish schiltron or the later Roman testudo. These troops can perform these actions at 70%, regardless of the troop type. Other nation­specific action list are left to more experienced minds.

An element contacted on its flank or rear must roll 70% to face. Obviously those attacked will turn, but the roll allows the element to act effectively.

Tactical moves, those made outside the Combat Range of an enemy, can use additional pips for chances at extra moves/maneuvers. Artillery, in most ACW rules, can hit anything on the board, but not effectively. A unit is not considered to be in artillery Combat Range unless it, or an adjacent unit within 3", has taken casualties from an artillery battery. If the unit is in cover, thus limiting the artillery to "area" or "blind" fire, the unit is not in the Combat Radius of the battery.

Chart 1, Commands

RegularIrregular
Reform in PlaceFall back (1/2) and Reform
1/2 Move/ShootShoot
Shoot and Retreat (1/2)Move
WheelTurn less than 90 degrees and 1/2 move
Move on the ObliqueCharge
Reform Forward (1/2)Halt
Column to Line (1/2)Turn over 90 degrees, no move
Line to Column (1/2)-
Interpenetrate (1/2) -
Reserve Action-

Some Actions may need explanation. A Reserve Action allows an element or unit to move out of the way of a friendly unit that is forced to fall back. Interpenetration allows those troops not normally allowed to interpenetrate to do so. Orders marked "1/2" permit troops to move 1/2 of their allowed distance.


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© Copyright 1994 Wally Simon
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