Designed and Compiled by Rudy Nelson, Chip Russ and Gary Strickland
The idea of conducting an enjoyable tournament for beginning DBA players is daunting. The debate seems to center around whether to conduct a tournament in which both experienced and new players can fight or whether to conduct games designed for the novice players to fight in several independent battles. It is rewarding to see new players ask for rematches or another battle after finishing their first attempt. This concept will allow a controller (game master) to conduct and even participate in a meaningful series of battles for both the novice and experienced players. The basic idea is to conduct several rounds of battles with the results contributing to the status of the kingdom on a master board. The elements are presented in a modular method so players can use any or all of the ideas as needed. Not all of the ideas will apply to the conditions that a game master can use to conduct their campaign. Purpose As the subtitle indicates, these concepts are designed in order to allow any controller to conduct a mini-tournament and/or to teach new players on how to play DBA. Each player should command a number of different forces during the event. The final objectives are for the player to have fun, learn the rules and become more interested in history. Time The controller should ignore Sessions if used by the convention planners. Most DBA games are short in duration resulting in being able to fight several games or rounds during a single session. In fact if the three or four sector spoke option is used, a campaign may be finished in a single session. The game master will need to control the clock for the campaign. Each combat round should be limited to no more than thirty minutes. Participants Both experienced players and novices can play in these matches. The rotation and force selection method should ensure that both groups would play each other. In other words, novices will play other novices as well as experienced players. The format allows for new players to enter and old players to leave after a round without hindering the basic format. The controller should view this as a chance to introduce new players rather than show their personal skill. He should be willing to participant as either side if an odd number of players are playing. Historical Perspective The country is being threatened by various invading tribes or conquering armies. The ruler has assigned the border areas to be defended by a General. Should a general win he will advance to destroy the invaders home base. However should he lose, he may be replaced by another General and sent to a less stressful job. The scenario allows for a number of different invading armies to be used while most if not all of the players will get a chance to fight with a more regular defending army. Armies Controllers can produce a number of DBA armies from a larger DBM army. Obtaining enough defending armies may present one of the more challenging aspects of preparation. The designer will use the list of enemies provided in the DBA guidelines to select the invading armies for a particular defender. Not all of the invaders have to be ‘Barbarians’. Many countries fought campaigns for dominance against other ‘Civilized’ nations. The following defenders are recommended because they fought numerous invaders and many players can find a DBM army to divide but these are by no means definitive. Any defender in the book can be used as long as a DBM army can be found and divided for DBA use. Biblical Book I: New Kingdom, any Assyrian or Hittitie Classical later Book I and Book II: Hoplite Greek, Pre-Roman dominated Italy, Roman dominated Italy, Alexander and Successors, China Book III: Byzantine, China Book IV: Any European Power, China Example A: Republican Rome with four invaders. The invaders are Gauls, Carthage, Spain, and Macedonia Example B: Later Imperial Rome with eight invaders. The invaders are Germans, Visigoths, Scots-Irish, Picts, Dacians, Huns, Sarmatians, Sassinid Persians. Army Variations Many of the Defenders and invaders will have options within their army lists. Each defending army should consist of a variation in order to give the defending players a number of troop types to operate. It is faster and causes less controversy if the game master pre-determines the defending and invading forces that makes up a command. These should remain the same throughout the campaign. A controller may vary a command should a player quit, enter or is destroyed. Map Preparation The master map is drawn to show a kingdom with the capital in the center. A number of battle sectors are drawn based on the points of a compass. Using the primary points will allow for four defenders (North South, East and West). Up to eight defenders can be used by simply adding secondary points such as northwest and southeast. Each transportation route (spoke of the wheel) will start at the capital and end at a tribal (invader) home base. Each route (spoke) can consist of several battle location (sectors). For a fast campaign three are recommended (interior near the capital, border and invader camp). For longer campaigns additional sectors can be added such as an invader interior prior to the camp sector. Player Assignments Initial players are assigned armies by drawing lots from a bowl. Colored or numbered chits can be used. A less random method can be for the controller to assign a certain number of commands among the more experienced players. As new players enter they can be assigned as a new invader or a new general for the defender. Players who elect to discontinue with the campaign and participate in other events are simply removed from play. As an invader their force retreats, as a defender they are executed or retire from active service. If they later return, they are regarded as a new player. Player Rotation This can be one of the more complicated of the elements of the system. The rotation ensures that a player will control different forces and fight several different foes during the campaign. Both Players Stationary Option This option is more for a non-convention campaign. A victorious player remains in control of his command. If he is a defender he moves one sector closer to the invaders home base. If he is an invader, he moves one step closer to the capital. The available (Losing) commands from both the invader and defender are placed in the same bowl. Losing players must draw from the bowl again. It is possible but unlikely that they will draw the same command again. They are regarded as a new general for their new force. Players may be assigned to a new side as well. If invaders’ camp is lost the force dissipates and the commander is eliminated. The winning defending force will return to the border fort. A new invader may appear out of the ‘barbarian’ mist. If the capital is lost the defending general is executed and the capital is looted. Defender Stationary Option The forces of both invaders and defenders remain at the appropriate sector of the compass point spoke. A winner will advance and a loser retreat. Prior to the next round the players who are invaders rotate clockwise (right) one point of the compass. This will allow the defenders to control the same force but each invader will have a new force. Invader Stationary Option The forces of both invaders and defenders remain at the appropriate sector of the compass point spoke. A winner will advance and a loser retreat. Prior to the next round the defenders rotate clockwise (right) one point of the compass. This will allow the invaders to control the same force but each defender will have a new force Total Rotation Option The forces of both invaders and defenders remain at the appropriate sector of the compass point spoke. A winner will advance and a loser retreat. Each force despite winning or losing receives a new commander due to commander status or political intrigue. This allows the players to play the most number of players with a variation of armies. The armies of both the invaders and defenders will remain at the same compass point spoke. Prior to the next round the invaders rotate clockwise (right) one point of the compass. The defender rotates counter-clockwise (left) one position. This represents the possibility that a commander may be transferred to an easier or harder position. (With Politics you never can tell?) Defense of the Capital This can be a touchy situation. A barbarian invader has entered the capital sector. If a stationary defender Option is used, the king (controller) can elect to recall any successful defender to defend the capital. Other options allow the king to either defend it himself or have a random choice (historically, whomever is available). Loss of the Capital or Invader’s Camp Officially the campaign is over once the capital has been lost. But as history records, an occupation did not mean the end of ‘civilized‘ government. Many capitals were occupied by invaders several times during their history and continued to govern. If invaders’ camp is lost the force dissipates and the commander is eliminated. The winning defending force will return to the border fort. If the capital is lost the defending general is executed and the invader will loot the city then return to its home base. The Master Map The Progress of the campaign will be recorded on a master map. Participants can see how their ‘side’ is doing during the war. The Final Battle At the controller’s option, any player who remained undefeated during the prior rounds can fight a final battle over the capital. If the players the played the same army throughout the campaign, they will use that force. If they used Defender and invader forces, then a random draw will be conducted by the players. This could be a civil war between two defending generals and a fight over dividing the loot by two invading forces. If only one player is undefeated, he can be proclaimed as the new ruler or challenge the current ruler (controller) to a battle. Back to Time Portal Passages Summer 2003 Table of Contents Back to Time Portal Passages List of Issues Back to MagWeb Master Magazine List © Copyright 2003 by Rudy Scott Nelson This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |