Wargame Mechanics Index

Ancient Campaign Rules for DBA

Rolled personality traits of generals and rulers drive every campaign decision, from whether a general accepts battle to whether a besieged commander loses his nerve or is betrayed.

A map campaign for a fictional ancient world of countries and provinces, derived from Tony Bath's campaign concepts and adapted so battles are fought with DBA (or Big Battle DBA). Players act as rulers sending yearly orders to an organiser who moves armies and fleets week by week and fights battles, often solo. Generals are rolled up as characters whose Military Skill and Aggressiveness drive scouting, battle acceptance, DBA terrain/PIP modifiers, after-battle morale and siege outcomes.

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Mechanics 21 · 1 distinctive

Scenario, Campaign & Victory

2scen
DBA Deployment & Terrain SelectionPre-game sequence

Defender places terrain and attacker rolls for edge, both modified by general grade.

How it works

There is no DBA aggression roll; the actual defender places terrain (using enemy terrain types if in the enemy's country). The attacker rolls for battlefield edge, but a D general cannot nominate a 6 side and an E general gets neither 5 nor 6. Defending D/E generals place 1/2 fewer optional terrain pieces; in Big Battles a superior defender rolls to choose his edge.

A defending "D" GENERAL places 1 less optional terrain piece than normal; an "E" GENERAL places 2less features.
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2scen
Yearly Mobilization / Reserve PoolReinforcements & schedules

Cities raise armies each year and a reserve pool fed by losses can mobilise new armies.

How it works

Each city controlled at the start of a year contributes one 12-element ARMY, and each port one FLEET (lost fleets replaced only one per year). The reserve pool starts each year at two elements per unsacked city (max 10); half of the elements destroyed in battle are added to it (rounded up for the winner, down for the loser) and at 12 a new army mobilises in the capital. Sacked cities contribute nothing for a year; each unsacked city has a 4-element garrison.

When losses have increased the pool to 12, a new ARMY may be mobilized in the Country's Capital City.
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1scen
Campaign map / provincesCampaign linkage

A province-based world map on which country armies and fleets campaign each season, with battles fought in DBA.

How it works

The map is divided into many small land and sea provinces; countries have 5-10 cities, two or three of them ports. The campaigning season runs through spring, summer and fall with movement in weeks. Battles between forces in the same province are fought with DBA, or Big Battle DBA when three armies are on each side.

The rules are now written so battles can be fought using DBA rules (Big Battle DBA when three armies are involved on each side).
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1scen
Rulers of countriesMultiplayer structure

Each player rules a country and engages in diplomacy, alliances and plots.

How it works

Players each become the ruler of a country on a shared map (Gaul, Rome, Greece, Persia, Assyria, Egypt, Carthage plus island countries). Interaction is through proposed alliances, dirty tricks and declarations of war in their yearly orders.

I organized an ancient campaign in which my buddies each became a ruler of a country.
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1scen
Barbarian InvasionRandom events

Each season there is a 30% chance of a barbarian invasion of a random border country.

How it works

The invaded country is diced for and a barbarian army chosen from the lists; strength is 1-4 armies on d10. The barbarian general is rolled up and always moves to attack the nearest army or city, controlled by the scouting and battle acceptance rules; barbarians must sack captured cities.

At the start of each campaign season, there is a 30% chance that one invasion will occtu somewhere along the outer borders of the major COUNTRYs
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Command & Control

2cmd
Battle Maneuver PIPsCommand points / PIPs

A general's Military Skill grade modifies his DBA PIP rolls.

How it works

An A+ general adds 1 to a PIP roll of 1-4, A adds 1 to 1-3, B adds 1 to 1-2; a D general subtracts 1 from 5-6, E from 4-6 and E- from 3-6. Average (C) generals roll normally.

"A+" GENERAL adds "1" to a roll of 1-2-3-4. "A" GENERAL adds "1" to a roll of 1-2-3.
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2cmd
General's aggression and personal courageCommander personality traits

Each general rolls a personality profile, including aggressiveness and courage, that biases whether he will accept battle or lose his nerve in a siege.

How it works

Aggressiveness is rolled on D6 (+1 for high activity, -1 for low) and gives 0-3 aggression points, from 'always reluctant to fight' to 'always willing to fight'. In solo Battle Acceptance, each general's aggression points are added to a D6 roll with modifiers for numerical advantage or desperation, and the lowest aggression points break defensive ties. Personal Courage (Coward to Foolhardy) modifies the siege 'Commander Loses His Nerve' roll (-1 for Cautious or worse, +1 for Bold or better). Barbarian generals also roll traits.

Aggressiveness: Roll (D6) + 1 for high activity, -1 for low: 0,1 - Always reluctant to fight 0 Aggression points ... 6,7 - Always willing to fight 3 Aggression points
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2cmd
Strategic Intelligence / ScoutingSpotting & detection

Percentage rolls determine spy-network warnings and the accuracy of scouting estimates of enemy strength.

How it works

Each country has a Strategic Intelligence rating of (d6+1)x10%, modified by ruler grade (+10 A to -10 E/Barbarian) and +10% across a common border; it is rolled whenever an action is taken against the country. Scouting percentage is intelligence plus general ability, +/-5% per cavalry/light chariot element advantage (light cavalry double) and +10% at home; it is subtracted from a d100 roll and any positive remainder is the percentage by which enemy strength is misreported, understated 33% or overstated 67%.

If the result is negative, scouting reports are accurate. Any positive value represents the amount by which the estimates of the enemy force will be mis-stated.
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1cmd
Campaign organiserUmpire / double-blind play

A central organiser receives players' orders, plays out moves and fights the battles.

How it works

Each player is the ruler of a country and sends orders to the organiser at the start of each campaign year. The organiser plays out the moves and fights the battles, solo if needed, so players only see what their intelligence allows.

They send me orders at the start of each campaign year. ... I then play out the moves and fight the battles solo.
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Movement & Manoeuvre

1move
Forced MarchForced march

A campaign army may march 50% faster at the cost of a weekly chance of straggling element losses.

How it works

Forced March raises the army's campaign movement speed by 50%. Each ELEMENT in the army has a 10% chance of straggling each week it force marches. Stragglers do not rejoin the army for two weeks. It is a campaign-map rule layered over DBA battles.

Forced March increases speed 50%, but each ELEMENT has a 10% chance of straggling each week. Stragglers won't return for two weeks.
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1move
Time taken to traverse a provinceGridded movement

Armies move province to province in weeks, with stacking limits, forced march and sea transport.

How it works

Up to three armies and/or fleets may be in a province. One army takes 1 week per province on road, 2 overland; stacked armies 2/3 weeks; fleets 1 week at sea. Forced march increases speed 50% but each element has a 10% chance per week of straggling for two weeks. Each fleet can carry one army: 1 week to load/unload in port, 2 on a beach, with mounted elements 10% lost landing on an enemy beach.

Forced March increases speed 50%, but each ELEMENT has a 10% chance of straggling each week.
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1move

Each fleet carries one army, with week-long loading and a chance of losing mounted elements on landing.

How it works

Each FLEET has attached transports able to carry 1 ARMY. Loading or unloading at a port takes 1 week, and beach operations take two weeks. Each MOUNTED ELEMENT has a 10% chance of being lost during debarkation on an enemy beach.

Each FLEET has attached transports capable of carrying 1 ARMY. It takes 1 week to load or unload from a port. Beach operations take two weeks.
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Battlefield & Environment

3env

A besieged city falls through the commander losing his nerve, treachery, starvation or assault.

How it works

C/D/E, timid or cowardly commanders roll d10 once (re-rolled with -2 after each defeated relief) for unconditional surrender, surrender with safe conduct or fight on. Every two weeks a d10 under 4 means the city is betrayed, modified by the leader's Popularity and Loyalty traits; 8-11 uncovers the plot. Cities have 6 weeks of supplies (4 if reinforced) before starvation forces a nerve roll. Assault requires a believed 30% advantage and a d100 roll modified by general grades (-40 if betrayed) on a table of success/failure and attacker losses as a percentage of the garrison.

Every TWO WEEKS, roll (D10). It the result is less than 4, the city is BETRAYED.
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1env
WeatherWeather

Seasonal foul weather by climatic region delays movement, wrecks fleets and changes river state.

How it works

Each country is assigned a DBM climatic region; each season's listed foul weather has a 10% chance on d10. Rain adds a week to cross-country movement and swells rivers (+1 to the DBA river die); Fog halves sea movement and may halt land movement (20%); Gale forces fleets ashore with 10% loss per fleet and element (20% mounted); Heat and Snow add a week, snow closing passes.

GALE: FLEETs at sea must land on the nearest beach with each FLEET and each ELEMENT having a 10% chance of destruction; 20% for mounted ELEMENTs.
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Forces & Unit Definition

2force
Characterization sheetNamed characters & heroes

Rulers and generals are rolled up with personality traits, Military Skill, Aggressiveness, Courage and Age.

How it works

Disposition, Morals, Generosity, Loyalty and Appearance are rolled with 5d6 at once (1s and 6s together become 2s and 5s); Popularity is their average +/-1. Military Skill is d6 +/-1 for intelligence, from 0 Horrible (E-) to 7 Military Genius (A+); Aggressiveness d6 +/-1 for activity gives 0-3 aggression points. Together they form a Command Rating such as 'B,2'; Personal Courage, Age and Political Fealty are also rolled.

The result of the MILITARY SKILL & AGGRESSIVENESS rolls is a COMMAND RATING for each general such as "B,2" for a "good" General with 2 Aggression Points
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2force
Illness & Death (optional)Character ageing, illness and mortality

Characters are tested yearly for incapacitating illness or death, scaled by age.

How it works

Each year roll d100 + current age (+20 if already ill): 111-140 is an incapacitating illness with 10% monthly recovery; 141+ is possible death, rolled on d10 (+1 if ill or over 50) as Accident, Murder, Suicide or Natural Causes. Only natural death is automatic; the others occur only if their conditions hold (in the field, an active plot, a reason for depression).

Roll (D100) + current age + 20 if already ill. 111 - 140 = INCAPACITATING ILLNESS
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Resolution Engine

1engine
Percentage chancesPercentile resolution

Most campaign-level tests are percentage chances rolled on d100 or d10.

How it works

Intelligence, scouting, assault, illness, weather (10% per type), straggling, invasion (30%) and disembarkation losses are expressed as percentages and rolled on d100 or d10; character traits and battle decisions use d6.

This number represents the percentage chance that the Country's Ruler has of discovering enemy plots, actions, strengths etc. through his spy network.
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Morale & Cohesion

1morale
Loser's After-Battle MoraleRout & rally

The defeated army rolls d6 with leader-based modifiers to determine how far it routs or retreats.

How it works

Roll d6 with +3 surviving A general down to -2 surviving E, modifiers for enemy general quality, +/-1 for more/less mounted, -3 if general lost, -1 if camp lost. -7 to 0 routs to nearest friendly city until reinforced; 1-3 routs one province and reorganises for a month; 4-6 retreats and reorganises 2 weeks; 7-12 withdraws in good order. Routing forces lose one random element per army as pursuit casualties.

-7 to 0: ROUT to nearest friendly city and remain until reinforced.
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Solo & Non-Player Forces

2solo
Battle AcceptanceAI behaviour tables

A d6 plus the general's aggression points decides whether he withdraws, defends or attacks.

How it works

When enemies share a province each general rolls d6 + aggression points, +1 if he thinks he has 30% numerical advantage, +1 if desperate, -1 if he thinks he is outnumbered by 20%. A/B generals may choose to add or subtract 1; D generals have a 50% chance and E generals always shift 1 toward the extreme. Under 3 withdraws, 3-4 fights only a defensive battle, 5+ attacks; if both only defend, the lower roll withdraws.

Less Than 3: GENERAL will not fight and must withdraw. 3,4: GENERAL will fight a defensive battle only. 5 Or More: GENERAL will attack.
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Special Systems

1special
Starvation / Disease / StragglersSupply & logistics

Siege supply limits, monthly disease losses and forced-march straggling attrit forces.

How it works

After each month of siege both sides roll d10 for disease (besieger -1; besieged -1 after the first month): 0 loses 2 elements, 1 loses 1. City supplies last 6 weeks, 4 with extra troops. Forced marching risks 10% straggling per element per week.

After each month's siege, roll (D10) for each side to determine loss due to disease.
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Turn Structure & Sequence

1turn

Rulers submit written yearly orders covering diplomacy, plots and army/fleet movements.

How it works

Orders are sent at the start of each campaign year and include proposed alliances, dirty tricks, declarations of war and the movements of armies and fleets, which are then executed by the organiser.

These orders include such things as proposing alliances, dirty tricks and declarations of war. The movements of armies and fleets are included.
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