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DBA - De Bellis Antiquitatis

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Bon depuis le temps que j'en parle voici un post sur DBA

DBA est un jeu de figurine historique en 15 mm se jouant avec 12 socles et 1 dé permettant de recréer des affrontements historique depuis l'antiquité jusqu'au moyen age. Environ 300 listes d'armées sont disponibles

Nombreux avantages, pas chère à l'achat (une armée coûte entre 30 et 50 euros) partie rapide environ 1 heure et néanmoins très stratégique

Pour vous procurer des figurines le meilleur vendeur anglais est Essex avec un très large choix
http://www.essexminiatures.co.uk/

Il y a aussi Xyston miniatures
http://www.scotiagrendel.com/Xyston/

Pour les fainéants vous avez des armées peintes en vente sur ebay.co.uk en tapant dba en recherche
Il y a aussi ebay.com

Pour vous renseigner sur le jeu

http://debellisantiquitatis.blogspot.com/

http://www.fanaticus.org/DBA/index.html

Voici l'armée Ptolemy 279 BC que je possède acheté sur ebay 65 euros peinte


DBA - De Bellis Antiquitatis Ptolem10

Il est possible de jouer aussi en 20 ou 25 mm mais le 15mm reste plus intéressant niveau prix

Donc si cela vous tente moi et doudoune possédons une armée et nous pouvons faire des démos

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Je serais sur Angoulême autour de Noël. Le Lundi 26, je suis disponible pour une ou plusieurs parties DBA.

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Le 26 Février, en soirée, on se fait des parties DBA.

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Doudoune, Jérôme, on se voit samedi pour des parties DBA. 18h00 ?

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samedi 25 je peux le soir à partir de 21h

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Pas de problème;

On se voit le Dimanche à 14h00, pour War at Sea. Doudoune, tu en es ?

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Pas de soucis, ma Flotte de Haute Mer va appareiller.
400 points de "GÜTE SCHON" acier allemand.

A dimanche, ou alors samedi soir au club, on fait toujours du DBA.

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Xavier-Philippe sera absent ce soir, on se retrouve au club Dimanche comme prévu.
Jérôme, amène ton armée DBA dimanche.

Frédéric

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Merci à Fredo, Jérôme, JF, Thomas pour ce petit échange armé, à renouvelé,

Où il a été mis en avant qu'un éléphant isolé court à sa perte,

Que le placement du départ est primordial,

Qu'une armée trop spécialisée est cassable,

Que l'on s'amuse avec ce que l'on aime

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Merci mon cher Berold,
Merci pour le temps passé.
A renouveler, tout simplement.

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Cette petite cession DBA a permis de bien revoir les règles
Maintenant en avant la V3

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Pour nos prochaines rencontres je viendrais avec une armée "Spartacus", pour jouer contre les "Cartaginois" ou "Romains Polybe", et une armée "Francs" pour jouer contre les "Romains Patrice".

Faites vos BUA, c'est important. On trouve facilement des décors d'aquariums qui s'adaptent à nos besoins.

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Je serais aussi intéressé pour faire une grosse partie sur une grande table

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Dans ce cas, je descends avec "Les Huns" associés aux "Francs" face aux "Romains Patrice" associés aux "Wisigoths" et on se refait les Champs Catalauniques sur un terrain Châlon. Une Big Battle : 24 contre 24 socles.

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Bon, DBA 3 où comment démolir des armées qui gênaient certains joueurs américains pour faire gagner leurs propres armées. Car comme pour DBA et de son passage à DBA 2 nous sommes ici en présence d'un bidouillage des listes d'armées et d'un arrangement des règles pour que d'irréductibles nullités puissent faire gagner les armées de leurs rêves. Un peu comme certains wargamers qui jouant les allemands ou Napoléon rêvent de prendre Moscou et qui trafiquent les règles ou font fi de la véracité historique pour atteindre leur but. Nul.
Alors pour s'amuser ? 12 plaquettes de nos choix et en avant.

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Tu peux t'inscrire sur le groupe Yahoo DBA et faire part de tes impressions et test de règles de la V3 pour apporter des commentaires, la règle n'est pas encore finalisée

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Je descends le week-end du 17, 18, 19 et 20 Mai avec plusieurs armées de 24 plaquettes.

Jérôme et Doudoune, vous êtes ok pour une date ?

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Je suis dispo le 17 la journée + le soir
le 18 le soir
le 19 le soir
le 20 la journée

J'ai actuellement 36 plaquettes d'Hindou

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Bon, nous allons nous trouver un soir. Pourquoi pas le vendredi ?

J'aurai mon armée Allemande IV 13a. Une machine de guerre. 24 socles. Pour une fois que les schleus ont produit quelque chose de bien.

Tient d'ailleurs : "Schleu" vient du nom d'une tribu maghebine combattu par nos troupes coloniales qui ont répercuté ce nom à nos amis d'outre rhin en 1939. Avant nous les appelions "Alboches" en 1870. Puis "Boches" en 1914.

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Merci à Doudoune et Jérôme. De belle parties.

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DE BELLIS ANTIQUITATIS 3.0

INTRODUCTION

DBA is an ancient period wargames on a small board, using a minimal number of model figures and the simplest set of rules that can produce a historically and visually realistic and exciting game. Its genesis was an experimental set for battles between Romans and Celts demonstrated by Phil at the 1988 Society of Ancients conference. This led to a more general two-page rule set called “De Bellis Societatis Antiquorum” used for a knock-out competition to be played in the small gaps between events at the 1989 conference. Its popularity produced pressure for a commercial version “De Bellis Antiquitatis” which extended the combat system, added a few extra troop types, and included fuller explanation of procedures and philosophy than had been possible in two pages; and incorporated set-up information and army lists for more than 300 ancient and medieval armies. It has proved the most influential wargames rule set of recent times and is still the most played ancient set worldwide. Like all our other rule sets, the order of the sections is that in which they are used. It starts with definitions, then army preparation, then terrain preparation, and then the battle rules. Our original intent was to provide the simplest possible set of wargames rules that retain the feel and generalship requirements of ancient or medieval battle. The rule mechanisms were then entirely new.

They started from the assumptions that the results of command decisions could be shown rather than the minutia of how orders were communicated and interpreted, that the proportions of different troops fielded were decided by availability within their culture and not cost-effectiveness against the current opponent, that differences between troops of the same class and era were relatively unimportant, and that most shooting regardless of theoretical weapon range was at very short distances. The resulting system is more subtle than may be immediately apparent, and is the fruit of much detailed development. The average player has memorized sufficient of the battle rules part way through his or her first game, but tactical skill, especially in the use of light troops, takes longer to develop. A game usually lasts less than an hour, so that a 6 round convention competition can be completed in one day and still leave plenty of time for visiting the trade stands. Since all battles end in outright victory, the organiser's work is minimised.

This version 3 of DBA is the result of a thorough revision process by a large panel that included DBA competition organisers and umpires on three continents and been available for open testing on line. Some changes are only to improve clarity. Others eliminate geometrical ploys beloved of some gamesmen that have no historical basis.

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In particular, troops that would contact or shoot at each other in real life must now also do so in the game. Yet others improve historical balance by giving troops of the same type already depicted differing by basing or bow type, but now shown to sometimes behave differently, slightly different capability. Wargames rules often favour methodical safety-first generals; while in real war commanders with flair often out-perform them. A new method of measuring distances helps simulate this by increasing mounted moves relative to foot, which makes the use of a reserve to exploit opportunities easier, makes it harder to hide vulnerable troops out of reach at the rear; and is also more convenient. The period covered has been extended up to 1515 to take in the early part of the Great Italian Wars and the fully revised army lists include extra description to inspire beginners. Few lists necessitate changes to an existing army, but many have additional options that add to the richness of the game.

The DBA 3.0 rules and some lists are also included in Sue’s forthcoming hardback “Start Ancient Wargaming”, which has extra explanation and background, including a photographically illustrated example battle; and another forthcoming book will have a new campaign system replacing that in earlier editions of DBA and include a number of example campaigns.

A more complex large army derivative “De Bellis Multitudinis” (DBM) produced in 1993 has been superseded since 2007 by “De Bellis Magistrorum Militum” (DBMM). There is a large overlap between players of DBMM and players of DBA; so DBA can serve as a simpler introduction to DBMM (or to ancient wargaming in general) as well as a stand-alone game. Copyright (c) Phil Barker & Sue Laflin-Barker 2013.

CONTENTS

PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES. Page 2 TROOP DEFINITIONS. 3 BASING YOUR FIGURES AND MODELS. 5 BATTLEFIELD TERRAIN. 6 BUA. 7 CAMPS. 7 FIGHTING THE BATTLE. 8EXTENDED OR MULTIPLE GAMES 13ARMY LISTS. 15- ? DIAGRAMS. ? CONTACT ADDRESSES AND AC KNOW LEDGEMENTS. ? All Rights Reserved No part of this publication in original or paraphrased or modified form may be reproduced, stored in a retrieval system or transmitted by any means, electronic, mechanical, photocopying, recording or otherwise, without prior permission in writing from the copyright holder.





PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES
CHOICE OF FIGURE AND MODEL SCALE

These rules can be used with any scale of figure or model, but two scales are usual. The larger uses a base width (BW) of60mm with nominally 25mm (actually 20-28mm) figures. The smaller uses a 40mm base width with nominally 15mm (actually15-20mm) figures. 15mm has been the most usual scale since it combined cheapness with convenience. The larger scale offers easier visibility for spectators and opportunity for more detailed painting; and is gaining in popularity with the availability of cheaper plastic figures. Greater numbers of 10mm, 6mm or 2mm figures can be substituted for either scale.

PLAYING AREA

The standard playing area, “the battlefield”, is square; with sides 600mm/ 24” to 800mm/32” for the smaller scale and 900mm/36” to 1,200mm/48”square for the larger scale. Be warned that areas larger than the minimum are unnecessary and may encourage overly defensive play or result in longer or even unfinished games. It is usually assembled from separate terrain features placed on a flat base, but a single integral terrain block or grouped quarter-size blocks, may be provided instead by a competition organiser. If so, he must avoid making the terrain too symmetrical or average.

ARMY SIZE AND TROOP REPRESENTATION

An army consists of 12 elements as specified in their army list, 1 of which includes its only general. Others can sometimes be replaced by elements of another army listed as allied (see p.15). The army must also have either a camp or a city and can have both (see p.7). These can be occupied by 1 of the 12 elements of its own list, or by camp followers or BUA denizens additional to the 12.An element consists of a thin rectangular base of card or similar material, to which is fixed figures (or the equivalent 6mmor 2mm blocks) usually representing 6 to 10 ranks of close-formed foot, 4 or 5 ranks of most mounted troops or of skirmishers, or a single rank of elephants, scythed chariots, artillery or wagons. It nearly always has the same size and number of figures as corresponding DBMM (and the obsolete DBM and WRG 7th) elements, but represents more men. The number of men represented by a single element varies according to the size of army simulated, but is always at least twice that in DBMM. In the standard game, each element represents 1/12 of the army, whatever its size; but larger numbers of elements are used in the Big Battle and Giant Battle rule variants, which you will find on pages 13-14. Although each element is depicted as a rigid rectangular block, this does not imply that the troops it represents are necessarily in such a block or do not vary their position.

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GROUND SCALE AND DISTANCE MEASUREMENT

The unit of measurement is the width of an element base (a BW). For movement or maximum shooting range, this is roughly equivalent to 80 paces in real life. Distances are specified in the rules as multiples or halves of a base width. They can be measured on the table either with a selection of rods cut to length, or a with a strip of card or similar material 5 BW long marked at 1 BW intervals, which can also have other information on its reverse to serve as the equivalent of a reminder sheet. You will find that distances can often be estimated visually without measurement. A rectangle 1 BW x ½ BW with a vertical handle is also very useful for measuring gaps. “Within” means “at or closer than”.

TIME SCALE

Play is in alternate bounds, providing action and response. The real life time represented varies, since sometimes response was immediate, but sometimes both armies paused for reorganisation or rest. Averaged over the battle each bound represents about 15 minutes. Move distances were those needed rather than the maximum theoretically possible in the time.

DICE

Each player uses a single ordinary 1 to 6 dice, which should be used for the whole game for all purposes, unless changed at the request of the opponent. Dice with spots are more easily read across the table by an opponent than those with numbers.

DESIGN PHILOSOPHY

The DBA command system is arbitrary, but gives results very similar to those of more elaborate systems using written orders, transmission by messenger or signal and testing of interpretation on receipt. It also substitutes for the testing of
troops’ reaction to events and effectively simulates loss of cohesion in battle. Wargamers pay more attention to weaponry than did real commanders. Surviving ancient manuals lump all foot skirmishers as psiloi whether armed with javelins, sling or bow, defining them by function rather than armament.
We have applied the same principle throughout with no apparent loss of overall realism. Morale and training distinctions have also been discarded as linked with function. Thus, most knights are rash, all warbands are fierce but brittle, and all skirmishers are timid. Similarly, a real general did not know a unit’s losses until next day, if then.

However, he would be able to see if a body was advancing cheering, standing its ground, edging back looking over its shoulders or had broken in rout. We provide players with that information and that only. Victory as well as realism under these rules is most likely to be achieved by thinking of elements as bodies of real troops rather than playing pieces, and using them historically.

TROOP DEFINITIONS

Troops are defined by battlefield behavior instead of the usual formation, armour, weapons and morale classes. We distinguish only between troops whose fighting style differs sufficiently to need to be treated differently by either their general or their foe. Apparent anomalies caused by grouping together disparate troops can be rationalised as the disparity being compensated by other factors, such as ferocity or skill, are unobtrusive if the army fights opponents of its own era, and are minimised by further defining foot (mostly identified by number of figures per base) as either “Fast” or “Solid”.

Mounted troop types are : Elephants, Knights, Cavalry, Light Horse, Scythed Chariots or Camelry.

Foot troop types are : Spears, Pikes, Blades, Auxilia, Bows, Psiloi, Warbands, Hordes, Artillery or War Wagons.

Camp followers and denizens of a city are not included in the allowed total of 12 troop elements, but are extra elements of armed civilians and count as solid foot for movement and fast foot for combat. A few army lists permit some of their mounted elements to “dismount” i.e. be exchanged for a related foot element, but these cannot later remount.

Those listed as / or // can be deployed as either the mounted type or already dismounted as the foot type; those listed as // can also dismount during the game as a complete single element tactical move.

A very few armies have mounted infantry (prefixed by “Mtd”). These are on larger bases with their mounts and fight as their foot type, but have the same tactical move distances in all going as knights and can move more than once during a bound.

ELEPHANTS (El), of any breed or crew complement. These were used to charge massed foot, or to block mounted troops, whose frightened horses would often not close with them. Pikes fought them on nearly level terms, and they could be killed by artillery or showers of lighter missiles, or be distracted by psiloi. Maddened by combat, they would always pursue.
KNIGHTS, representing all those horsemen that charged at first instance without shooting, with the intention of breaking through and destroying enemy as much by weight and impetus as by their weapons; such as Macedonian companions, Sarmatians, Gothic horse, Norman or medieval knights (3Kn), Parthian and similar cataphracts in full armour on fully armoured horses trotting in tight formation (4Kn), and also un-scythed heavy chariots (HCh) with more than 2 animals(unless Libyans)or wheels or crew greater than 2 or armed with a lance.
Massed bows could shoot them down as at Crecy, or steady spears or pikes stop them with a dense array of shields or weapon points, or sword or axemen kill horses in a standing melee. Other feet were likely to be ridden down. Knights could be confident of defeating ordinary heavy cavalry, but light skirmishing horsemen were a greater danger. These must sooner or later be charged rather than accept a constant drain of casualties. However, an over-rash pursuit risked being surrounded and shot down in detail. Knights were not well suited to dodging elephants or scythed chariots. A few armies such as Later Byzantines and the Teutonic Order used knights in deep wedges with the most heavily armoured in front and on the sides and lesser troops inside, which are depicted as double elements (6Kn).

CAVALRY, representing the majority of ancient horsemen, primarily armed with javelins, bows or other missile weapons but combining these with sword or lance (Cv), and also light chariots (LCh) with 2 (or if Libyan 4) animals and 1-2 crew. They usually started combat with close range shooting, using rapid archery or circulating formations to concentrate a mass of missiles, but charged when that would serve better or to follow up an advantage. They could destroy or drive away psiloi or auxilia, ride down foot bows caught at a disadvantage, and force other foot to retire or even destroy them. Not as committed to the charge as knights, they could retire out of range of archery or to breathe their horses between missile attacks on pikes or spears. They were outmatched in hand-to-hand combat by knights, but, being more agile and having missile weapons were in less danger from light horse, elephants or scythed chariots. A few armies such as the Byzantines used deep formations depicted as double elements (6 Cv) with lancers in front and archers behind.

LIGHT HORSE, including all light horsemen (LH) or camel riders (LCm) who skirmished in dispersed swarms with javelin, bow or crossbow and would not charge unshaken enemy; such as Numidians, Huns, Parthian horse archers, Late Roman “Illyrians” or Equites Sagittarii, genitors or border staves. They typically fought by sending a constant stream of small parties to gallop past shooting several times at close range, then return to rest or change ponies while others took their turn.

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The boldness engendered by their near invulnerability, the point-blank range and their continuous rapid shooting made them as effective against most foot as much larger numbers of foot archers and more so than cavalry in formation and lacking their large numbers of spare mounts. They did not charge until fatigue, casualties or disorder made the enemy incapable of resisting. If charged, they evaded shooting behind them, ready to turn on an over-confident pursuer. They detested foot archers, who outshot and outranged them, and artillery, who made their rally position unsafe. They were unlikely to destroy solid foot with good shields and/or armour unless these had an open flank, but could greatly hamper their movements. They were often used for wide flanking movements behind the enemy, operating semi-autonomously rather than under close control, so are permitted extra movement out of contact and are rarely affected by distance from the general. Armies with very large numbers of horse archers could form up very deep, increasing the frequency of exchange and the effect of shooting effect; but on a dusty confused battlefield this could make evading a charge risky.

SCYTHED CHARIOTS (SCh), with four horses and usually a single crewman, so with a high power/weight ratio, which, with no need to conserve the horses’ energy, enabled them to charge straight ahead at a mad gallop into enemy formations early in a battle to disrupt or destroy them. Since they usually wrecked in the process, the drivers often jumped out at the last moment, offering some hope to the target that the horses might swerve away from contact. They were mainly dangerous to those troops who offered a solid target and could not dodge easily, so were often countered by psiloi.

CAMELRY (Cm), including those camel-mounted warriors who charged to close quarters or used mass archery, but not those that only skirmished or infantry transported by camel. Their chief value was to disorder those mounted troops that depended on a charge into contact. They were vulnerable to missiles and to troops closing on foot.

SPEARS (Sp), representing all close formation infantry fighting with spears in a rigid shield wall; such as hoplites, Punic African foot, Byzantine skutatoi or Saxon fyrd. The mutual protection provided by their big shields, tight formation and row of spear points gave them great resisting power, so that two opposed bodies of spears might fence and shove for sometime before one broke. Theban hoplites that formed very deep are depicted by double elements (8Sp). Steady spears could usually hold off horsemen, but psiloi or light skirmishing horse could force them to halt and present shields, and might surround and destroy an outflanked body. They are all classed as “Solid”.

PIKES (Pk), including all close formation infantry who fought collectively with pikes or long spears wielded in both hands; such as Macedonians, Scots, Flemings or Swiss. Their longer weapons made pikemen even better than spearmen at holding off charging mounted troops. When fighting against foot, the combination of longer weapons and deep formations enabled them to roll over most foot if forward momentum could be maintained, though the long shafts also made formation keeping more difficult, so that gaps resulting from movement or the stress of combat could be exploited by blades or warbands. Less effective shields made them more vulnerable than spears to bows and psiloi. They are all classed as “Solid”, except for irregular hillmen with long spears used in both hands and mostly lacking shields (3Pk), such as Hittites, Koreans or Northwest which are classed as “Fast”.

BLADES (Bd), including all those close fighting infantry primarily skilled in fencing individually with swords or heavier cutting or cut and thrust weapons; such as Roman legionaries, huscarles, galloglaich, dismounted knights, halberdiers, billmen, clubmen or later samurai. They often had better armour or shields than other foot, weapons that could more readily defeat armour, and often added supplementary missile weapons or closed quickly to avoid missiles. They were less safe than spears or pikes against charging mounted troops, but were superior in hand-to-hand combat to any foot except pikes in deep formations. Generals in command positions (CP) or carried in litters (Lit), surrounded by bodyguards, and standard-bearing wagons with guards (CWg) of the Khazars and Italian city states are also treated as Blades except that they cannot move into contact with enemy. Blades are classed as “ Solid”, except for those more lightly equipped but faster moving (3Bd), such as Dacian flax-men, Roman lanciarii or medieval Indian swordsmen, who are classed as “ Fast”, as are also Swiss halberdiers acting offensively in columns (6Bd), but not dismounted knights mounted 3 to a base to match mounted numbers.

AUXILIA (Ax), representing javelin-armed foot able to fight hand-to-hand but emphasising agility and flexibility rather than cohesion. Irregulars (often mountain peoples) such as Thracians, Spanish scutarii, Armenians and Irish kerns (3Ax) are classed as “Fast”. These were outclassed in open country by other close fighting foot and more vulnerable to cavalry than Spears, but useful to chase off or support psiloi, to take or hold difficult terrain, as a link between heavier foot and mounted troops and occasionally as a mobile reserve. Those that acquired regular discipline (4Ax) such as Hellenistic thureophoroiand Imperial Roman Auxilia were an ideal counter to Warbands and are classed as “Solid”.


PSILOI (Ps), including all dispersed skirmishers on foot with javelin, sling, staff sling, bow, and crossbow or hand gun. These fought in a loose swarm hanging around enemy foot, pestering it with a constant dribble of aimed missiles at close rangeland running out of reach if charged. They rarely caused serious casualties, but were very useful to slow and hamper enemy movements, to protect the flanks of other troops, to seize, hold or dispute difficult terrain, to co-operate with cavalry, and to counter elephants or scythed chariots. Unsupported psiloi in the open were vulnerable to cavalry. Archer’s integral to units of close fighting foot are not classed as psiloi, but assumed to be included in their elements. Psiloi are all classed as “Fast”.

BOWS (Bw, Lb or Cb), representing foot formed in bodies who shot at longer range than psiloi, often in volleys at command. Weapons that often penetrated armour at very short range, such as longbows (Lb) or crossbows (Cb), are differentiated by effect. Troops unhappy to stay and fight hand-to-hand (3Bw, 3Lb, 3Cb) are classed as “Fast”, those that defended themselves with light spears, heavy swords or clubs and sometimes behind stakes or pavises (4Bw, 4Lb, 4Cb) are classed as “ Solid”; as also are mixed units with several ranks of close-fighters (rather than a single rank of pavisiers) in front of the shooters and depicted as double elements (8Bw, 8Lb, 8Cb) with close fighter figures in front and bowmen behind.

WARBAND (Wb), including all wild irregular foot that relied more on a ferocious impetuous charge than on mutual cohesion, individual skills or missiles; such as most Celts and Germans. Enemy foot that failed to withstand their impact was swept away, but they were sensitive to harassment by psiloi and to mounted attack. Those that charged most impetuously, moved most swiftly, were used to woods, but were brittle in defeat (3Wb), such as Britons or Glaswegians are classed as “Fast”. Those that kept a shield wall in adversity and fought it out toe-to- toe (4Wb) are classed as “Solid”.

HORDES (Hd), representing unskilled and unenthusiastic foot levied from peasantry to bulk out numbers and perform the menial work of sieges and camps and typically huddling in dense masses whose inertia provides a kind of staying power allowing them to be classed as “ Solid”, if only by comparison (7Hd). Others (5Hd) such as rioters, street gangs, revolutionary mobs, religious fanatics and Aztec militia were more enthusiastic, so “Fast” but equally incompetent.

ARTILLERY (Art), whether tension, torsion, counterweight or gunpowder. This could annoy the enemy at long range, destroy war wagons or elephants and counter enemy artillery, but was relatively immobile once deployed, so is “Solid” foot.
WAR WAGONS (WWg), including Hussite mantleted wagons, mobile towers, and other wagons that fought mainly by shooting and could move during battle, but not laagered transport wagons. They are “Solid” because, except for mobile towers which can assault a city, fort or camp, they had great resisting power to blunt attack, but could not themselves charge. They were vulnerable to artillery. Since they could fight all-round, they count the first edge in contact as their front edge when in close combat and can choose any one edge each bound to shoot from. They could not shoot effectively on the move. In DBA they are usually depicted without draft animals, simulating the removal of these before combat, and so can be on square bases.


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BASING YOUR FIGURES AND MODELS

All figures must be combined into elements of several figures, or an elephant, vehicle or artillery model, fixed to a thin rectangular base. Base width is critical and must not be changed. It is 60mm for the larger scale and 40mm for the smaller (see P.2). Players should keep as closely as possible to the minimum depths recommended below. Larger alternatives are to accommodate figures based for DBR or over-large figures by manufacturers unable to conform to established practice.

Troop Type: DBA DBMM Base depths Base depths Figures lists lists for larger for smaller or models code : code : figure scale : figure scale : per base :

ELEPHANTS El El (S, O, I, X) 80mm 40mm 1 model KNIGHTS 3Kn Kn (S, O, F, I) 40-45mm (*60mm) 30mm (*40mm) 34Kn Kn (X) 40-45mm 30mm 46Kn Kn (S) + (I) DB 80mm 60mm 6HCh Any Kn if in chariots 80mm 40mm 1 model CAVALRY Cv Cv (S, O, I) 40-45mm 30mm 36Cv Cv (S, O, I) DB 80mm 60mm 6LCh Cv (S, O, I) 80mm 40mm 1 model LIGHT HORSE LH LH (S, O, F, I) 40-45mm 30mm 2LCm LH (I) 40-45mm 30mm 2SCYTHED CHARIOTS SCh Exp 80mm 40mm 1 model CAMELRY Cm Cm (S, O) 40-45mm 30mm 3MOUNTED INFANTRY Mtd-X Mtd-X 60 or 80mm 40 or 60mm 3-4 + mount SPEARS (all Solid) Sp Sp (S, O, I) 20mm 15-20mm 48Sp 2 elements of above. 40mm 30mm 8PIKES (Solid) 4Pk Pk (S, O, I, X) 20-30mm 15-20mm 4(Fast) 3Pk Pk (F) 30mm 20mm 3BLADES (Solid) 4Bd Bd (S, O, I) 20-30mm 15-20mm 4** (Fast) 3Bd Bd (F, X) 30mm 20mm 3(Fast) 6Bd Not now used. 60mm 40mm 6AUXILIA (Solid) 4Ax Ax (S) 30mm 20mm 4(Fast) 3Ax Ax (O, I) 30mm 20mm 3BOWS (Solid) 4Bw, Cb, Lb Bw (S, O, I) 30mm 20mm 4(Fast) 3Bw, Cb, Lb Bw (S, O, I) 30mm 20mm 3(Solid) 8Bw, Cb, Lb Bw (X) DB 60mm 40mm 8PSILOI (all Fast) Ps Ps (S, O, I, X) 30mm 20mm 2WARBAND (Solid) 4Wb Wb (S, O) 20mm 15-20mm 4(Fast) 3Wb Wb (F) 30mm 20mm 3HORDES (Solid)
7Hd Hd (O) 40-60mm 30-40mm 7-8(Fast) 5Hd Hd (S, F) 40-60mm 30-40mm 5-6ARTILLERY Art Art (S, O, F, I) 80mm 40mm 1 model WAR WAGONS WWg WWg (S, O, I) 60 or 120mm 40 or 80mm 1 model GENERAL*** CP, Lit or CWg Bge (S) 60 or 120mm 40 or 80mm 5-6Sallying denizens or camp followers. 30mm 20mm 2-4Where more than one basing option exists, this originated because a DBA troop type represents more than one DBMM type or grade, but now also differentiates troops of the same type but that fought slightly differently, such as those classed as Fast or Solid and/or that used unusually deep formations.

It also helps distinguish troops of different origins, which can be further distinguished by basing figures representing regular troops evenly in a single level row, and irregulars by using figures of differing type, pose and/or colour scheme placed more randomly. *Macedonian companions and some Scythians nobles can be on a deeper base with the centre figure further forward. **Dismounted men-at-arms can instead be based with 3 figures as when mounted. Mounted Infantry are based as 3-4 figures plus a vehicle, led mount or mounted figure. Double elements required by army lists are based in two rows. 6Kn can have a row of 2 followed by a row of 4, or 3interleaved ranks of 1, 2 and 3, with the centre 2 of the back row being the lighter type. 6Cv and 6Bd have two rows of 3.8Sp have 2 ranks of 4. 8Bw have a row of 4 with pavise or shield plus spear followed by 4 with bow or crossbow. A double element is 1 element of the army’s 12, but may count as 2 elements when lost. In partial compensation, it fights in close combat against most foot as if the rear element was providing rear support. If your army is of individual 10mm or 6mm figures, use twice as many figures and models as specified above. Basing of6mm or 2mm blocks is complicated by them being cast with varying frontages. They must be cut and combined to look realistic, with irregulars and skirmishers often in small random groups. Use open formation blocks for light horse or psiloi, loose for most knights, cavalry, auxilia, bowmen or warband, and close for cataphracts, spears, pikes and most blades. Depict camp followers and city denizens that sally outside their defenses as armed civilians. The general's element must be recognisable by his figure, standard or conventional white charger, or rarely by *** being in a litter or command wagon.



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