I have made some minor additions to handle loss of commanders but overall this information has already been playtested.
Please have a read before next week. I will print copies off so we all have a sheet......
Optional Rules For BBDBA
Deployment
Unlike the standard
rules the deployment for larger battles follows this sequence.....
Roll to determine who
is the attacking force using the standard rules from the book.
The defender will
generate the terrain but there will be 1-3 compulsory pieces and 3-4 optional
pieces of which there can be no more than 3 pieces of the same terrain type.
The still cannot be more than 1 type of waterway, river, oasis or BUA. The
defender places the terrain and then the invader chooses a long table edge as
his deployment zone. The defender will take the opposite side of the table and
deploy his camp within his deployment zone, the invader then does the same. Now
the defender deploys his first command. The invader then places his first
command and so on until all commands are deployed.
Note that players
must nominate one command element as their C in C.
Once all commands are
deployed the defender may exchange 0-2 elements between any of his non allied commands.
Play begins with turn
1 with the attacker who will then roll a pip die for each command on table.
Based on the results of the dice the player allocates the dice to each of his
commands. He then makes march or tactical moves selecting which ever command he
wishes to until all commands have been moved.
The normal sequence
of play then continues as per the 2.2 rule book.
March Moves
Big-battle DBA can
start with forces quite far from each other; in some scenarios reinforcements
may enter far from the enemy. To accelerate play when enemies are entirely out
of contact, use the following optional rule for March Moves.
A march move
represents the movement of forces out of contact with the enemy. To be eligible
for a March Move, forces must meet the following criteria:
- Must begin and end their move
at least 8" from the nearest enemy unit, and be at least 8" from
any enemy unit throughout the move.
- All troops moving together in a March Move
must be organized in a one-element-wide column.
March moves allow a
column out of contact with the enemy to move into engagement range much more
quickly than normal, as follows:
- A group using a March Move moves twice as far
as normal for the speed of the slowest unit in that column. For example, a
column of Blades (normally 200 pace move) using a March Move would move
400 paces.
- The cost of a March Move is one pip. If
desired, a group that has used a March Move may make one more March Move
(at an additional cost of one pip). Two March Moves is the maximum on any
given turn. Each March Move is subject to the usual restrictions listed
above.
- Elements that make a March Move may not make
a tactical move (a non-March move) in the same turn. Bonus Road Movement
from being a group containing a General's element on a road is considered
tactical movement, and cannot be used by any elements that make a March
Move on the turn they March Move.
Additional
rules for army C in C
Each side will have nominated an
command element as C in C. The C in C has these special rules which only apply
to his element.
·
The
Commander-in-Chief may allocate up to one-half of his movement pips per turn
from his principal command to any element or group of a subordinate/allied
command that is both within 12 inches of their commander and the
commander-in-chief.
·
Once
per game the C in C's element can add +1 to its combat score after all results
have been calculated. This is in addition to the normal +1 bonus which is given
to command elements in combat.
·
If
an army loses its C in C the command which was under the C in C may not be
demoralised and in such cases can only hold its current position and make a 360
degree turn on its axis as per the below ruling.
Demoralization
Level (DL) for a Command
Each command has a
Demoralization Level, set at 1/3 of its elements (ignoring camp followers, if
any, and treating the General's element as a single element) and rounding off.
For example, a command with 13 elements would have a DL of 4.33, round down to
4. A command with 14 elements would have a DL of 4.67, which rounds up to 5. If
it loses 4 elements, it is not demoralized. If it loses 5 elements, it is
demoralized.
The loss of a General counts as
2 elements lost towards demoralization. While a camp is occupied by the enemy
it counts as two additional elements towards demoralization. The loss of a
"camp follower" element, if any, counts as a single element towards
demoralization. Once a command has lost its general it becomes leaderless and therefore unable to make any further
tactical moves. The only moves allowed are to hold their current position and they are
allowed turn on their axis 360 degrees so as to react to enemy units which may
be attempting to flank them or contact them in the rear. This only applies if
enemy elements are not already behind a flank or rear, in such case the
leaderless command elements cannot react and could be contacted in the rear or
flank. Providing the command is not demoralised the army C in C can use up to
half its movement pips per turn to move any element or group from such a
command providing it is within 12 inches of the C in C.
For a command to both loose it's general and be demoralised makes
it very hard to command using the C in C as the +1 pip rule below applies. This
simulates the breaking point of a command and it's willing to flee from the
battle.
Effects
of Demoralization on a Command
Demoralized troops suffer a -1
to all combat factors. The general's element of a demoralized command does not
suffer this penalty.
Any element of a demoralized
command will move towards the board edge in the fastest and safest way unless
pips are spent on it. It takes +1 pip to move a demoralized unit or group into
contact with enemy forces. 1 pip (per group) suffices to hold a group in
contact with the enemy. Note that troops that are engaged in combat may not
withdraw unless they are faster than their opponents. This is still true even
if no pips are spent on the units in question.
Demoralized troops that suffer
a recoil result in combat treat it as a flee result, regardless of their troop
type.
Rout
Level for a Command
Once a command has taken losses
of at least 1/2 its elements (determined in the same way as for Demoralization
Level) it is considered Routed.
All elements of that command are removed from play at the end of that turn.
Victory
Conditions
If a turn ends and all the
commands of one army are Demoralized or Routed, that army is defeated.
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