Supreme Warlord

The DBA Campaign System

by Rudy Scott Nelson



Supreme Warlord was originally published in 1984 as a campaign system for several popular ancient rules. That version used a hex movement grid. Further research has convinced me that a point-to-point movement grid is more reflective of ancient era operations. Area control grids are a playable option but not preferred. Supreme Warlord provides players with the opportunity to conduct realistic campaigns and challenging battles. It is a Clash of Arms system not a political game, so I have eliminated the complicated section dealing with neutral countries.

This revised version is for use with the currently popular DBA rules. The rules can be used as a complete game. Since players may need to customize certain aspects of the rules to meet the needs of the group, these can be viewed as more as a set of guidelines that can be plugged in as needed. This is one of three revisions. Another set published as a separate rules set is designed to be used with any set of rules including my own set (‘Supreme Warlord: Bloodlust’) for ancients and Fantasy gaming in 15mm. A more lengthy set of this version for DBM is available upon request and may be released at a later date.

In order to conduct a campaign, the following items will be needed:

    A. Master Log will list all units, leaders, treaties and other vital data.
    B. Campaign Map designed according to the point-to-point construction guidelines.
    C. Set of DBA gaming rules.
    D. Gaming Miniatures for the era that the Campaign occurs.
    E. Blank counters or small colored poker chips, dice, rulers and other support items.

MASTER LOG

Every country has a well-established spy network in the campaign region. It is efficient enough to reduce the amount of ‘secret’ undisclosed data to an insignificant level. The spy network makes data such as treaties, the location of leaders, plus the number of ships and scouting points in a transit location common knowledge. The situation will reduce paperwork and prevent most illegal actions (whether intentional or not). Everyone can participate without a playing controller having more access to data than other players. The Master Log should contain the following items:

1. Copies of each treaty signed by two or more active players.

2. Active Country facts including:

    a. A list of treaties and a summary of its relationship with every player;
    b. Naval Ship List with ID code, condition code and Fleet assignments;
    c. Native Army force list with Commander ID code and assigned elements;
    d. Allied Neutral Army and Mercenary List with element assignment;
    e. Battle Honors, TOEs and special command names are optional;

3. Campaign Chronicles that provides a history of the wars including:

    a. Tactical battle reports including casualties per unit and prisoners.
    b. End of Conflict results including annexations, terms and new treaties

4. List of Tactical terrain ratings for each Point on the Map.

TABLE OF CONTENTS FOR RULES


Fundamentals
Sieges
Pre-campaign Procedures
Naval Rules
Economics
Neutral Country Rules
Strategic Map
General Rules
Commanders
Political Aspects

1.1 Counters Players can make counters by using blank counters/chips with a pencil for data changes. Counter Type Front Information Back Information Land Force Force ID & Scouting Points Total Force Points Ex. E - 120 1600 Naval Fleet Fleet ID & # of ships Galleys-Transports/Merchants Ex. AA - 9 8 / 5 / 7 Outposts Symbol Garrison strength

1.2 Strategic Campaign Map.

The campaign coordinator will design a specific map depending on the region and era to be simulated. Commercial maps from other board games can be used or act as an outline for an overlay to create the map. Of course a generic area can be created, especially if non-historical battles are expected. Climate lines may be added if a ‘world or continental’ map is designed. The recommended map type is the point-to-point movement system but the area control system can be used.

The point-to-point system represents the need of armies to use specific established transportation routes. Resource location points are used to represent population centers, route junctions, material supply centers and key terrain features which dominate the surrounding areas. The following symbols are used to construct the map grid.

TypeDescription
SquareMajor Resource area
CircleLimited Resource area
TriangleDominate terrain feature
PentagonMajor City with Fortress
Blue LineRiver-Lake Waterway
Black LineRoad
AnchorPort, Harbor
Sea SquareCoastal waters
Sea CircleOpen seas

Square: Major Resource area including special troop type recruitment areas with several villages and major mining operations.

Circle: Limited Resource area with very few villages and little grazing, or minerals.

Triangle: Dominate terrain feature: a mountain pass, river ford/bridge, or desert oasis

Pentagon: Major City with Fortress. Forces in these when attacked can chose an open battle or one of the Siege options.

Blue Line: River-Lake Waterway

Black Line: well traveled roads

Anchor: SeaPort and river harbors. Ships may stop here and unload their cargo.

Sea Square: Sailing lanes that are often within sight of land. Troops may be disembarked.

Sea Circle: Open Sea with almost no chance of intercepting enemy ships. Also ships in it are at great risk to loss from storms.

Dot or Dash Lines can used to create borders between regions and countries. They will not affect combat or movement but will influence political aspects.

An area control map system uses regions with resource and population centers being controlled after it has been occupied.

1.21 Terrain Definitions.

These strategic terrain types will help the campaign designer.

Clear refers to normal arable farmland including small villages and is the most common terrain type used as transportation routes.

City includes an urban area and its supporting farmland.

Forest represents a valley that can be crossed but the roads are poor quality.

Rough represents a mountain pass and the very difficult to cross steep hills.

Desert represents the barren areas of a variety of arid regions where it is difficult to support many troops. An Oasis can be located in some but not all Desert locations.

High Seas are open water points where no land can be seen, storms are frequent.

Coastal Water refers to commonly traveled sea lanes which are within sight of land.

Ports are cities that are located adjacent to a coastal zone.

Rivers are actual transportation routes that will have location points on them.

The river point locations can use other terrain symbols would include towns, waterfalls, major ford crossings.

An island may be large with several points or small with just a single point.

Type TerrainMovement CostSupply CapacitySuggested symbol
Clear-Arable-Normal124Clear White
City-Urban124Castle, checkered
Port City124Anchor
Forest218Trees, Green
Rough-Mountains312Mountain,Brown
Desert212Dots, Yellow
Desert Oasis218Yellow, building
High Seas2n/aDark Blue
Coastal Seas1n/aLight Blue
River1n/aBlue Line
Major Trade Route (opt)?n/aRed Line
Minor Route.?n/aBlack Line

1.22 Conversion of Strategic Maps to Tactical Battle Boards.

Point and area system maps are more flexible than hex maps in entry deployments. In ‘DBA’ tactical rules, there is an elaborate system for board layouts based on the defender’s home country classification. Each point and/or area is given a terrain classification during the design phase and will retain that rating throughout the entire campaign.

PRE-CAMPAIGN PROCEDURES

This is a lengthy activity but it can save a lot of time during the campaign. During this segment, the players will conduct administrative tasks. These are:

1. Assign ownership of the various territories/points. Balancing the number of initial Econpoint resource values is a good method.
2. Classify the Uncontrolled areas as Disputed Territories
3. Build Native Armies based on supply limitations, garrison requirements and Leaders
4. Build navies including galleys, merchants and transports.

2.1 Native Forces.

Each Active Player is allocated a specific number of Generals though some independent elements may be assigned to garrison duty. The designer determines the number of authorized Generals and any national Standard. Certain troop types are restricted to Special Recruitment areas or obtained as mercenaries. The DBA list should be regarded as including all native troop elements or subject tribes and these are the only troop types available to that player. Elements of an independent garrison cannot move unless attached to a Commander.

2.11 Unrestricted availability of native Troop Types. The designer will need to use the DBM cost table or create a cost table of his own, to allow the players to raise new commands or replacements.

2.2 Econpoints.

Each major player will receive 50 Econpoints that can be used to tailor the Armies to their needs. EPs can be used to purchase ships, outposts and mercenaries.

2.3 Mercenaries. Off-board neutral countries are the main source for mercenaries. Units of on-board neutral countries cannot be hired as mercenaries. Active players may NOT hire out their own troops as mercenaries. 2.32 Ancient era mercenary Specifics. One Econpoint can hire 2 elements of mercenaries. Hired units appear at any home country port or any controlled home city. There are not any mercenary replacements only new mercenaries. 2.33 Renaissance era (post 1300 AD). Many countries relied heavily on mercenaries during this era. To reflect this, up to 30% of the Native force allotment can be used to hire those mercenaries listed in that country’s army list. During the campaign the mercenary ratio cannot exceed 40% of a native Army. One econpoint can raise 3 elements of mercenaries.

2.4 Special Recruitment Areas (Optional Guideline). Prior to the assignment of countries, during the map design phase, certain points/areas can be designated as a special recruitment location. Control of these areas is required in order for a player to raise a specific troop type as a native troop. Example: A desert point/area can be designated a special location that produces camels.

2.41 Even in a non-historical campaign it is recommended that the following troop types be restricted to mercenary status or raised only in specific location points.

    1. Gunpowder artillery, flame-guns
    2. Elephants
    3. pre-1200 era Crossbowmen
    4. Camels

2.5 Deployment. Each player will assign his units/elements/men to a force or garrison, assign Generals and prepare counters. Troops must be deployed in their home country. Ships must be assigned to a home port. Outposts must be assigned to a point.

ECONOMICS

No campaign can be realistic without making the players manage the logistical system needed to support their country’s army. The economic system has been simplified to ensure fast play. A territory’s economic capability is expressed in Econpoints (EPs).

3.1 Raising Econpoints. Each turn Econpoints are produced by each controlled point with the amount printed next to the point symbol. Example of values set: Each location point produces ONE EP, each City = 2 EPs, Each port = 3 EPs.

3.2 Econpoint Storage and Movement

3.21 For an EP to be used, it must be moved to the controller’s home city. The transfer is automatic if a land transportation route can be traced from the point to a home city. EPs can be transferred by sea only if they control a port. Transport by sea is automatic.

3.22 Points cannot store EPs unless it has a garrisoned Outpost. It can store ONE EP.

Non-Home Country cities can store up to 10 EPs. Home Country cities can store up to 30 EPs. Excess EPs are eliminated (distributed to the masses as food)

3.3 Econpoint Expenditures. EPs can be used in a variety of methods. A few items can be purchased on a monthly/turn basis. Other activities can only once per year.

3.31 Raise additional native troops. ONE EP can raise 5 elements in Native troops if any commanders located in theri home country need elements to bring their force up to full strength. They can only be raised once per year during the Inter-year Production Phase.

3.32 Pay Troops. This represents the troop’s salary and the cost of their equipment. This cost is levied during the Inter-year Production Phase. It is based on the number of Generals and Garrisons controlled by a player including controlled Allied troops. It is paid prior to the raising of New Troops or hiring of Mercenaries. The cost is One EP per General or Independent garrison.

3.33 Raise Mercenaries. They can only be hired during the Inter-year Production Phase. ONE EP can buy Two elements. They are placed at any Home Port or if no port is available then any home city. See Rule 2.3.

3.34 Build Ships. Ships can only be built during the Inter-year Production Phase. They are placed at any Home Port.

3.35 Repair Ships. Ships can be repaired the turn after they enter a friendly controlled port. It costs ½ EP to repair a ship.

3.36 Build Outposts. Outposts can only be built at locations without a city, which has a Resource point value and is currently occupied by a friendly force. For example an outpost cannot be built on a desert point but can be built at an Oasis point. They can only be built in the Inter-year production Phase and costs 5 EPs each. They are represented on the Tactical board as a built up area.

STRATEGIC MAP OPERATIONS

4.1 Basics. The strategic map must be designed to contain a variety of terrain types depending on the area a being campaigned. The Point locations will affect movement, Supply/Force size limitations, available resources and Tactical combat board layout.

4.2 Point - Area Supply. Each Point based on its dominant terrain will be able to provide subsistence supply for a maximum number of points. This is a management tool that limits the size of army commands, so that battles will not be too unwieldy. Forces that exceed the supply restriction must eliminate/destroy any excess points.

4.3 Tactical Battle-board Terrain. The placement of terrain on the battle-board is an important part of a game battle. The rules include guidelines for placement. Players do not record the terrain, since a later battle in that point may occur in a different location.

4.4 Strategic Movement. Movement on the Strategic map is based on the land force’s ability to transport its combatants and supply train from one point to another. The basic Land movement allowance is Four points per turn. However a force which is over 75% mounted receives an extra movement point. A player does not have to use all or any of the allowance in a given turn/month. Movement Points are paid based upon entering a point not by using a line.

During the Land Movement Plotting Phase, each player will record the exact route by location point that each force will take. Next, the players reveal their routes and conduct movement. Movement in which enemy troops may be contacted is conducted together in alternating bounds according to movement point expenditure. (example: MP 1, MP 2, MP 3 etc) Movement will be halted early if two or more enemy forces attempt to enter a point on the same MP bound.

4.5 Entering Occupied Points

4.51 Players entering an occupied point must state their intention as either allied, neutral or hostile. Forces occupying a point under allied or neutral conditions cannot exceed the supply restrictions for that point.

4.52 If a player has not moved, and a hostile force enters the point, then he has two options either he can defend the point OR retreat to an unoccupied point.

4.53 All forces are consolidated prior to the decisive battle for the point. Players can have delayed entry flank march arrivals based on MPs expended to get to the point. However, in my opinion the flank march options provided in the rules are sufficient.

4.54 Examples of Movement

a. Blue Army A enters Lowbund on MP 1 then moves on to Mt Sui on MP2; Red Army X moves to Higong on MP1 and moves to Mt Sui on MP2. They will fight at Mt Sui.

b. Blue Army A enters Lowbund on MP 1 then moves on to Mt Sui on MP2. Blue Army C moves to Yoturg on MP 1 and Lowbund on MP2, then to Mt Sui on MP 3. Red Army X moves to Higong on MP1 and moves to Mt Sui on MP2. Red Army Z began the turn at Mt Sui and did not move. Combined armies Blue A+C will fight Red X + Z at Mt Sui.

COMMANDERS

The following rules on Commanders are a tool used to regulate the number of troops raised by a country. Each land force is required to have specific class of General based on the number of elements. There are five classes of Commanders who are named and given a control ID code so their actions to be monitored. If more than one Commander is assigned to the same location, then the Commander markers are stacked. The locations of all Commanders are recorded in the Master Log.

5.1 Commander Types and Availability

5.11 Commander Types and their restrictions are as follows.

    a. Warlord: Represents the player himself. He can control and up to up to 24 elements can be assigned to his command. On the tactical board, he can promote a senior officer to brevet temporary Sub-General status, who disappears after the battle. Use ID code A

    b. Army Commander: Represents a trusted and loyal friend. He can control up to 18 elements. Use ID code B, C, D

    c. Field Commander: He can control up to 12 elements. Use ID code E, F, G, H, I,

    d. Senior General: He can control 12 elements. Use ID code J, K, L, M, N, O, P.

5.12 A player is allowed a Warlord (himself), three Army Commanders, five Field Commanders and seven Senior Generals. These numbers are adjustable by the designer.

5.13 A combined force may exceed the control limit of one commander if an additional commander is also in the location.

5.14 Warlord Bonus A great Warlord must be an outstanding general. Based on the rules, a suitable bonus (combat, morale rally and/or movement plus), should be allowed. If more than one Commander is in a location point a Brevet general cannot be appointed

5.2 Loss of Commanders

5.21 The death of a Warlord results in all treaties being canceled. All armies must withdraw to a home country point by the quickest route possible. Once the entire army is home, then the highest ranking commander is designated as the new warlord.

5.22 A wounded leader (if allowed by the designer) regardless of class, must be escorted to the nearest friendly controlled city for treatment. They must move at the all mounted MP allowance rate. Units in his force will accompany him or fragment. (see rule 5.24). Once at the city, the Commander will be healed in three turns.

5.23 A Commander that is killed is removed from the Commander’s List. A vacancy exists until the next Inter-year production cycle and it will cost 10 EPs to replace a General. Elements will have to be raised or independent garrisons can be assigned to serve under the new Commander.

5.24 The force to which the lost Commander was assigned will fragment or eliminate elements. If another Commander is present some elements can be reassigned to bring its force up to full strength.

5.3 Captured Commanders. A commander who has been captured MUST be ransomed back to the controlling player. They cannot be executed. While terms between players can be negotiated for lesser amounts or territory, the chart establishes a maximum value of a Commander. It might be useful to have a third party mediator using binding arbitration present. Ransoms are conducted only during the Inter-year Diplomacy Phase. An exchange of commanders regardless of Class is considered an equal exchange.

Maximum Ransom Credits (1 EP = 1 Credit)
Warlord = 70; Army Commander = 40; Field Commander = 20; General 10

Alternate Suggestions : Galley/Transport = 5 credits; Non-resource point = 10 credits; City or Port = 50 credits; Resource/Special Recruitment point = 30 credits

5.4 National relics and Standards. Only one National banner/ Holy Relic is allowed per player. National relics and standards must be deployed as war-wagons. They can only be assigned to a Warlord or Army Commander. Lost-Captured banners cannot be replaced.

SIEGES

Cities will be the focal point of activity. Though resources are important, a nation’s strength lies in its population base. During the campaign, a force may enter the city point but is considered outside the city unless the city surrenders or is captured. A captured city is razed. A Razed city cannot produce EPs for the controller for ten game turns. A surrendered city will produce EPs normally for the new controlling player. One of three siege alternatives can be selected to resolve the siege. The attacker will decide whether to assault or invest the city. Only one option can be selected per turn but different options can be used on different turns.

6.1 Alternative ONE: Defender sortie using Miniatures

Resolve the miniature battle according to the tactical rules. This option represents the defender launching a sortie to break the siege. Sorties will be resolved as an Open battle with the defender’s baseline being the city wall with a two-base wide gate being specified. The attacker will deploy first since the wall’s defenders can see their actions.

If the attacker wins, then the city falls and is razed. If the defender wins the sortie battle, then the siege is broken and the attacker must retreat to an adjacent point.

6.2 Alternative Two - Resolution of a Siege Using the Assault Chart

If the players lack the time, this Assault Chart can be used for quick resolution.

Step One: The city has four walls. Each player will secretly allocate which elements will attack or defend each wall.

Step Two: The players reveal troop deployments. Not all elements have to be committed to the assault by the attacker but all defenders must be deployed at one of the walls.

Step Three: Each wall is resolved as a separate battle. Losses are expressed as elements. If any assault succeeds, then the city falls and is razed. If the siege is broken, then the attacker must retreat to an adjacent point. If both sides lose at a wall, then both sides retreat and the city holds but remains under siege.

6.21 Assault Chart : Assaulting Player Rolls a d10

Dice
Result
Siege Status Unit Losses
D- City Defender, A- Attacker
1-2Siege BrokenA = 3......D = 1
3-4-5Draw, Assault failsA = 2......D = 1
6-7-8Draw, Assault failsA = 1.......D = 1
9-10Assault SucceededA = 3......D = 3
11+Assault SucceededA = 2......D = 3

Die Roll Modifiers:

-1 if it is a coastal port or connected by a river transportation line (If this is the only modifier, then the modified result cannot break the Siege.)

-1 if in a desert location

+1 if the Assaulting force has artillery/ siege engines

-/+ 2 If a Warlord’ element is assigned to that wall’s force

6.3 Alternative Three- Investment

A city is considered invested, under siege, if the attacker has twice as many elements in the location as the defender. If it is a port, then the attacker must also deploy a fleet in the coastal/port box. For each turn that a city is invested, it cannot produce EPs and uses 2 EPs from storage. If it runs out of EPs in storage, then the defenders must break the siege on the next turn or surrender. Each turn that the city is invested, the attacker must roll on the Siege Morale Chart. The roll is modified with the result being the siege status at the end of the turn. A modified roll of between 2 and 8 will require an additional plague roll by the defender. An unmodified ‘0’ will result in a plague and each player will roll a d10 with the number indicating how many elements were lost to the plague. The plague will eliminate any EPs in city storage. Losses are removed from troops as determined by the owning player. (Better troops will get more rations.)

6.31 Siege Morale Chart

    1 or less.....The siege is lifted and the attacker retreats to a controlled point.
    2-8.............The Siege Continues.
    9+................The City is demoralized and surrenders
      +1 if the defender has artillery/siege engines
      -1 if there are 3+ EPs left in storage

NAVAL RULES

The importance of naval rules will be determined by the amount of water on the strategic map. Naval considerations are secondary to the land aspects of the system.

7.1 Movement

7.11 All ships should end the turn on a port or coastal point. Those that end in a High Seas location will have to roll for losses on the Storms Chart.

7.12 Ships are allowed Four movement points per turn.

7.13 Movement costs for sea movement is One MP per coastal water point, two MPs per High Seas point, One additional MP to enter a Port.

7.14 Movement costs along rivers are One MP per Blue Line segment plus One additional MP for entering a restrictive point (water falls or trade route ford crossing).

7.2 River Movement Restrictions. Boats used on the river are destroyed after use and rebuilt when needed. MPs are paid not by route (line) but by location point. Therefore location MP cost for a River location point should reflect any restrictive point. A triangle symbol may be used for such points.

7.3 Cargo Ship Capabilities. A galley can carry One DBA element. No EPs. A Cargo Ship will carry either EPs or troops but not both at the same time. On one trip it can carry troops and on the next trip it could carry EPs. It represents a group of ships so it can carry up to 12 DBA elements. It can carry up to 5 EPs.

7.4 Troop Embarkation. Troops are loaded on a ship on any turn that they both begin the naval Phase in the same port.

7.5 Troop Disembarkation. Troops can unload from a ship at any, island, Port or designated beach point or river point. Troops that unload during the Naval Phase cannot move in the Land Phase of that same turn.

7.6 Amphibious Landings

7.61 This is when the disembarkation of troops occurs at a point other than a friendly port. It can occur in an enemy Port location but a siege will occur.

7.62 If it is an occupied point, a field battle will occur. The invader’s board-edge will be considered water and sand up to three inches along the water. Other terrain is placed as per the rules.

7.63 If the invader losses the battle, his surviving troops surrender. If the invader wins, he can pay to build an Outpost at the point and store EPs there. These stored EPs can be used to pay troops during an Inter-year Phase should the force still not have a supply line.

7.7 Naval Combat

7.71 Naval combat occurs when a hostile fleet being intercepted. Interception is automatic when hostile fleets enter the same coastal sea point on the same MP bound or try to use the same sea trade route segment between coastal sea points on the same bound. Interception when hostile fleets enter the same High Seas point on the same MP bound has only a 30% chance to succeed. One, both or neither player may roll to attempt the interception. Interception is impossible when the fleets are trying to use the same sea trade route segment between a High Seas point and any other point at the same bound. Unescorted Cargo ships can be intercepted by galleys. Cargo ships cannot intercept.

7.72 Once interception occurs the battle can be fought using the Naval Combat Chart.

7.73 Patrolling is the act of spending more than one MP impulse or the entire turn in the same coastal Sea point. This will allow for a port to be blockaded and the fleet to attempt more than one interception and battle in the same turn. Unless the fleet is part of a besieging force, it cannot end the turn on an enemy port location.

7.74 After every galley on one side, not both, has been engaged, then that side can elect to disengage from combat. The disengaged fleet must retreat toward the closest non-blockaded friendly port. it must use all of its remaining MPs to try to reach the port. It may be intercepted when it enters another occupied coastal sea point. A disengaged flee attempting to break out of a blockaded port will retreat back to the protected harbor.

7.75 The remaining fleet will resume its patrol or movement to its plotted destination. It cannot pursue the disengaged fleet unless on patrol duty only. If pursuing fleet must attempt to re-intercept in each coastal sea point.

7.8 Naval Combat Resolution

7.81 Naval Combat is conducted by pairing off galleys in a series of one-on-one matches. Each match is resolved separately. Any unpaired galleys from a fleet must form a second battle line and cannot engage cargo ships until the second round. Once the first round is completed, additional galleys are paired with any now unmatched enemy galleys. Any remaining unmatched galleys are paired with enemy cargo ships.

7.82 Cargo ships cannot defend themselves and their combat roll is always a zero (0).

7.83 Damaged ships if damaged and a (*) is shown for that result will sink.

7.84 The crew, cargo and troops on a sunk ship are lost at sea and eliminated.

7.85 Captured ships must be moved normally to a controlled port and repaired before they can be used by the new controlling player.

7.86 STORMS are resolved as battles between the crew and nature. Any player can roll for the Storm. Only storm-high dice counts. Any tie or ship-high dice is no effect. In this case cargo ships will get to roll normally. Modifiers are still applied.

7.87 Combat Procedure. Each player will roll a d10 with 0 being read as ZERO not ten. Add any modifiers and compare each player’s final total for that match. Each match is resolved as a separate battle with separate rolls.

Modifiers : Damaged Ship = -2; Warlord or Army Commander Present on ship = +1.

    DIE ROLL DIFFERENCE RESULTS
    0 (TIE)...............................Both Ships SINK
    1........................................Loser SINKS and Winner is DAMAGED (*)
    2-3....................................Loser SINKS and Winner is DAMAGED
    4-6....................................Loser SINKS and Winner is UNDAMAGED
    7+.....................................Loser DAMAGED & CAPTURED. Winner is UNDAMAGED

GENERAL RULES

8.1 NEUTRAL LAND. After the assignment or drawing of territories to active players, the remaining territories are classified as disputed unclaimed land. These areas tend to be the focus of conflicts as the various players expand their power. The use of independent neutral countries slows and complicates the campaign process. To have all land as disputed territory permits a more aggressive attitude by players and quickly leads to a clash of arms. I have rules for neutral countries and. I will be glad to send the rules for Neutral countries upon request. Garrisons. Each neutral city will have a native garrison of one generic element. They cannot use mercenaries. Garrison units cannot leave their station point. The garrison element is lost if the city is occupied. All location points are controlled by the last player to pass through or garrison them.

8.2 Outposts. Outposts represent a walled encampment or a fortified village. They are composed of a walled palisade and ditch OR a masonry structure. It is frequently built by the controlling player to better defend a valuable resource point. Outposts can only be constructed during the Inter-year production phase. The selected point must be occupied by friendly troops. A garrison of at least one element must always be left at the Outpost. If the outpost point is ever vacated the outpost is destroyed unless occupied by a new player. An outpost cannot be besieged. It is deployed during a battle as a built up area. It will not affect the Supply value of the point but can be used to store up to 5 EPs.

8.3 Scouting Option. If a land force moves into a point adjacent to a point containing another player’s force, He may elect to scout the point. A point connected only by a river (blue line) cannot be scouted. Scouting is done by comparing scouting values. Scouting values are Light Horse elements count as two points each. Cavalry, Knights, psiloi and Chariots count as one point each. This should be printed on the front of the chip/counter. If the scouting value is double that of your opponent, then the scouting player is told the number of elements present. As an option the player may also be told the number of foot and mounted elements. If the ratio is less than double, then no information is revealed.

8.4 Unit Promotions. There are no provisions for promotions. Ships cannot be improved to veterans though designers are free to add such rules

8.5 Weather. The DBA rules cover weather chances and effects during a battle. The campaign year is divided into four traditional seasons. The exact season of a turn will depend on whether a ten or twelve turn year is used. The designer may also declare certain areas as climate zones with continuous weather (such as summer in the desert) or a wet-dry season pattern. The Weather Chart will affect strategic movement, supply and suggest influences on current tactical weather (CTW).

8.51 Weather Chart (Controller Rolls a d6)

SEASON10-Turn12-Turn Roll = 1....2....3....4....5....6
Spring1-21-2-3S...C...C...M....C...M
Summer3-4-54-5-6C..C...C....C....C...M
Autumn6-7-87-8-9S..C...C....C....C...M
Winter9-1010-11-12S...S...S....S....C...M
Desert Climate Zone--S*.C...C....C....C...S*
Tropic Climate Zone--M...C...C....C...M...M
Arctic Climate Zone--C...S....S.....S....S....M

Definitions:
C = Clear, No effects on Play, CTW is 85% sunny and 15% rain
M = Mud, Land MP allowance reduced by one, CTW is 40% rain and 60% sunny
S = Snow (S* is Sand Storms), Land MP is reduced to two, No naval movement is allowed, CTW is 30% = sunny, 60% snow, 10% rain
S* = Sand Storms, Land MP is reduced to two; In the Desert = is Fatigue causing Hot

8.6 Tactical Battles Length (optional). In a campaign, players tend to be more conservative. Designers will make provisions for the start and end of a battle. The length may be longer in the summer and shorter in the winter or on poor weather days. This length should be the same for the entire campaign.

8.7 Tactical Battles - Conclusion Procedures. Though supply constraints should limit the size of battles and allow for clear winners, real time problems or other issues may prevent the establishment of a clear winner. If darkness falls or storms cause the premature ending, then all movement and combat will cease.

    a. The side with the highest number of troop points remaining in good order on the board will remain on the point and the other player will have to retreat to a friendly controlled point. If one is not available, then the force will retreat to an empty location or the one closest to a friendly controlled point.

    b. If either side (larger or smaller) controls a city or Outpost at the point, then they will remain in the location and the other player will have to retreat.

    c. Either side can elect to retreat if it is the last turn of the battle.

POLITICAL ASPECTS

9.1 Treaty Violations. This rule is an effort to bring some morality, responsibility of rule and political stability to the campaign. A required time limit on treaties is not used. The use of an EP penalty for violations allows players flexibility and prevents total trust in an ally. A player who does not have the EPs in storage cannot violate a treaty. The forfeiture clause is why all treaties must be bi-lateral and not multi-lateral in nature. A series of bi-lateral treaties can have the same effect as a multi-lateral treaty. A violation of a treaty with an active major player is the loss of 25 EPs. As noted earlier, if a Warlord dies all treaties are voided but the player will not have to pay any additional EP penalties because they are voided.

9.2 Treaty Contents. Each treaty will focus on one main issue. These can be trade or mutual-defense (ally if attacked but not forced to join an invasion). Therefore more than one treaty can exist between players. Proclamations are statements of intent or propaganda. They may be issued by a single player or signed by a group of them. These are effective deterrents against an aggressive player. They are considered an expression of policy but not a treaty, so they can be rescinded at any time.

9.3 Conquered Countries. An Active player’s country is conquered if he surrenders OR his Warlord is captured OR all of his cities are captured. The last player to occupy that location controls the resources.

    a. All ships are rolled for individually. An odd roll indicates that the ship has gone pirate and is eliminated. A roll of even means that ship joins the fleet of the conqueror.

    b. Mercenary and active Neutral forces are eliminated.

    c. All Native forces and Commanders are eliminated. Those elements assigned to a live Warlord. Force become his Exile Bodyguard. It can never receive replacements. The Exiled Warlord can be sponsored by any player. If no player will sponsor him, the Warlord commits suicide and his force is dissolved.

9.4 Active Player Absence

9.41 Whenever a campaign is a long time, occasionally a player will miss a session. To regulate the strategic situation, the following rules will be used:

    a. The absent player’s country is in disorder and if at war, his enemies will receive 10 EPs per session of absence, not per game turn played in a missed session.

    b. An active player cannot declare war on an absent player

    c. Land and naval units of a disordered country cannot be moved. Storm rolls are made.

    d. Active players cannot attack disordered forces, capture its cities or resource points.

    e. A City already under siege- investment from the prior session can still be captured due to the investment die roll. The controller and other players present will monitor the roll.

9.42 If the state of disorder lasts for more than one session in a row, then the country will be in a state of Civil War. The following rules will apply:

    a. That country’s naval forces must return to a friendly Home Port.
    b. That country’s Generals must be moved to the nearest Outpost or Home city/port.
    c. Those active players bordering the country in civil war can annex one territory location point per session of civil war.
    d. Once a player returns, the civil war or disordered state has ended.
    e. If a player trusts his allies, he can sign a Mutual Support Alliance treaty. This clause allows either signee to control the other’s military forces in case of their absence.

Sequence of Play

I. Production Cycle
A) Yearly (Conducted only on the first turn of each year)

    1) Econpoint Production
    2) Econpoint Expenditures
      Pay Troops, Build Outposts, Repair Ships, Build New Ships, Raise Replacements, Hire Mercenaries

    3) Econpoint Storage = Quantity Adjustments

B) Monthly Economic Activities
    1) Econpoint Production
    2) Econpoint Expenditures = Repair ships

II. Diplomacy Phase
A) Conducted on the first and sixth/midyear turn of each year

    1) Announce negotiated ( Nobody is conquered) End of Wars
    2) Announce all New Treaties

B) Monthly / Every Turn Activities
Conduct Negotiations between players

III. Naval Phase
A) Plot all Naval Movement
B) Naval Initial Movement
C) Interception Attempts
D) Conduct Naval Combat Resolution
E) Continue naval Movement
F) Conduct Disembarkation Operations

IV. Land Activity Phase
A) Plot Land Movement
B. Conduct Land Movement

    1) Resolve Scouting situations
    2) Initiate Combat

C) Conduct Tactical Combat
D) Determine Supply Status for each point/area
E) Conduct Siege Operations
F) Conduct Ship Embarkation Operations

Empires of Western Sudan 1600-1900


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