Compiled and Developed by Jeff Bolton
Some issues ago, I suggested some DBM rules modifications. There seems to be interest in this topic (see SAGA 48 - Cavalry, Light Horse, Blades and mixed formations), so I am offering the following for your review. Elites Rear Support FactorsAdd the following:
It should be noted that when dismounted knights or nobles, or the elite Foot troops, were put into a line, it was to stiffien the line - make it more resilient in combat. The normal way to do this was to put the good or elite warriors in the front. The less well-equipped troops provided mass to support the warriors. Example: Use this factor to re-fight the ba1tle of Hastings (1066 - Anglo-Danish against the Normans of William the Conqueror). The huscarles and supports will not go after the Norrnans; however, the parts of the fyrd that are not used for support will move impetuously after the Norrnans. The effects on battles are minimal, but more historically accurate. Sample armies eligible for this rear support factor include:
Swiss Rear Support FactorsAdd the following:
This factor is added simply to provide a better reflection of the historical impact of the Swiss deep columns in melee. Alternative Victory ConditionsChange the following sections to allow for altemative victory conditions. Lost Elements: Destroyed elements are lost. An element is removed from the table if any part of its base crosses the game area edge, such as when recoiling or fleeing, and is counted as lost. The only exception is naval elements retiring off the game area for the "night." For the purposes of calculating demoralization, defeat, and tie break situations:
Demoralized Commands: Demoralization affects an entire command when either of the following applies:
A demoralized command can use its PIP die each bound to make one (1) single element tactical move and any remainder to halt groups or single elements for the current bound. All other mobile elements must flee in spontaneous retreat unless already in edge contact with enemy other than as an overlap. Naval landing troops flee towards the nearest unladen friendly naval element capable of embarking them (if any exist); other elements flee towards the nearest point of their side's base game area cdgc or the flank edge of the game area from which they initially entered the game area. Victory and Defeat: When, at the end of either side's bound, at least half of an army's original AP value, including baggage in both counts, is lost, demoralized, or have changed sides, and the army has lost more elements than the enemy, its remaining commands also become demoralized. The game is over and the other side has won. For competition games and tournaments, use the existing rules. Back to Saga #49 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1995 by Terry Gore 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 |