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DBA mini-campaign

Steve Burt (Steve.Burt@cursor-system.com)

 

The basic idea (not original) is to have an 'on-table' campaign which is a stylised version of Alexander's Successors. So here is how it will work:

 

4 25mm DBA armies (Antigonid, Early Ptolemaic, Early Seleucid, Armenian)

 

6 foot square table laid out as a stylised map of the near east. Each player gets one 2 foot square corner tile with a capital and 2 other cities (card squares one element square). The 4 tiles in the middle of each side are all obstructed in some way - two by sea, and two by hills. So the table looks roughly like this:

|------------|

|....mmmm....|

|ss........mm|

|ss........mm|

|....ssss....|

|------------|

 

Where (s) are sea and (m) are mountains - all impassable.

The idea is that the lower left corner is Egypt, top left is Anatolia, bottom right is Persia, top right is Amenia

The centre tile has four 'neutral' cities garrisoned by some wimpy troops (Ax)

 

Cities give a '+3' in combat, capitals a '+4'. They can hold up to 2 elements of foot, 1 of mounted.

If the garrison is forced to recoil, the city may be occupied by the attackers

(If the city is attacked from more than one side, the garrison will be destroyed).

Troops start in or adjacent to any friendly city.

Everyone starts with 2 Talents in their treasury (which is in their capital)

 

A 'year' consists of 12 moves followed by Winter, when the armies must go into Winter quarters or suffer losses. Winter is also when you replace losses & hire mercenaries.

Moves are taken in rotation round the table, starting with a different player each year (again in rotation, or dice for it). Each is a normal DBA move.

As you will see, it may take some time to take cities, even if you surround them (which will itself take some time).

 

At the end of the year, you get revenue - 1 talent per friendly city.

 

Next, armies must go into quarters. If they are within 600p of a friendly city, they may move into contact with that city and spend the winter there at no cost. Otherwise supplies must be bought, at 1 talent for each group of up to 3 elements.

 

Next, you may replace lost elements (up to your limit of 12 elements). You may replace losses with other types if allowed by your army list, so long as the resulting army is a legal subset of the DBA list. Replacements may appear at any friendly city in your home country, but only 1 element per city. Any number may appear next to your capital.

Light troops (PS & LH) cost 1 talent to replace.

Exotic troops (EL & KN) cost 3 talents to replace

Line troops (everyone else) costs 2 talents to replace

 

 

Next, you may hire mercenaries. There are 8 elements of mercenary Greek spearmen available. They cost 2 Talents to hire for a year +1 Talent ‘hiring fee’ if they are being hired from the pool rather than re-hired. If unpaid, they go back into the pool at the end of the year. Everyone write down how many they want to hire. If there are enough to go round, all get them at 2/3 talents each (You may not try and get more than you have money for)

If there are not enough to go round, an auction starts, with the mercenaries going to the highest bidder. Mercenaries appear at any friendly city (incuding one you have just captured).

 

A group which does not have supplies bought and is not next to a city suffers losses - roll 1 dice per element. It deserts on a 1 or 2. Note that this is done AFTER replacements, so you cannot replace these losses till next year.

 

If you lose your capital, the treasury (if any) is captured, and you cannot get revenue. You can continue to fight with such troops as you have to try and regain the capital, but cannot replace losses (no money!)

 

Loss of the general. In addition to the PIP difficulties this will give you, two further elements immediately desert unless paid 2 talents each. Replacing a lost general costs 2 talents.

 

The general may be reallocated to any friendly element in Winter

 

Mobs. You may elect to place a 'free' element of camp followers in any vacant friendly city during a winter period . This is removed if your troops occupy the city, but may be replaced if they leave. They may NOT be removed other than by occupying the city with troops (disarming the militia). However, if you tax a city garrisoned by a mob, they may riot - they do so on a 1, in which case the city gives you no revenue and becomes a neutral city garrisoned by the mob.

 

Terrain. Hills represent high mountains and are impassable - there will be some narrowish passes (Caspian gates etc...). Major rivers (Nile, Tigris, Euphrates, Oxus) will be represented, with areas of rough ground for hilly areas, deserts & marsh

 

The winner is the last one standing......