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Version 1.8 DBA 3.

0 Unofficial Quick Reference Sheet 14th May 2015


Pip Costs (p8)
Move single element or group of elements
1
(groups must move straight ahead, wheel forward, form column, follow a road or shuffle sideways into contact)
1st move that bound on road by a single element or column 0
Element/group has Elephants, Scythed Chariots (not moving into contact), Hordes, War Wagons, Artillery,
+1
denizens/followers or garrison of in City, Camp or Fort except 1st bound
Extra if general is lost or element or group is out of sight and > 4BW away or > 8BW away (20 BW if LH) or
+1
while general is entirely in BUA, camp, Wood, Oasis, Marsh or Gully.
Per element in column moving through a City +1

Subsequent-move for single element or group if:


Light Horse & Mounted Foot 2nd or 3rd move entirely in good going - never in 1BW of enemy
Psiloi 2nd move in first bound - never in 1BW of enemy
Psiloi 2nd move if start in entirely in good & end at least partially in rough/bad going never in 1BW of enemy
Single or more elements in column moving along road
Move restrictions
Artillery War-Wagons Command Litters or Command Posts cannot move into any contact with enemy
Those above & Scythed Chariots cannot move into contact an enemy-held city, fort or camp (unless Mobile Tower)
Movement is 1BW if the front edge of a single element or of a column is in a non-paltry river
Interpenetration (p9)
If tactical move or fleeing. Mounted can pass through Psiloi and Psiloi can pass through any friends it starts at least partly
directly in front and ends the move lined-up behind or starts lined-up behind and ends lined-up in front.
Recoilers pass through friends in same direction if: - mounted into any but Pikes & Elephants, -Blades into Blades or Spears,
-Pikes or Bows into Blades, or Psiloi into any except Psiloi.

Shooting (p10) At BW target directly within 1 BW of shooting edge. Not through A hills crest, a city or fort, or a BW
depth of difficult hills, woods, oasis, dunes, hamlet or edifice or shooting at or from a gully. Not from a river or Marsh.
Bows & War-Wagons range 3BW (cannot shoot if moved more than 1 BW)
Artillery range 5BW (in own bound & did not move or shooting back at enemy Art)

Tactical Factors
Defending a City or Fort (in close combat or shot at) +4
Camp followers or other foot in own camp (in close combat or shot at) +2
Generals element (in close combat or shot at) +1
Uphill of or defending (non-paltry) riverbank off road (Close combat only) +1
Each flank overlapped or contacted p10 (Psiloi & Scythed Chariots cant be corner overlapped)
-1
-or not Light Horse/Cavalry stationary with an unsupported front corner within 1BW of table edge in Good Going
Rear contacted -1
Additional enemy elements still assaulting a City, Fort or camp (2 maximum) -1
Each supporting enemy shooter (2 maximum) -1
Any except Auxilia, Warband, Bows or Psiloi in close combat in bad going -2

Second Rank Rear Support (close combat & both ranks in good going)
Pikes vs. foot (not Psiloi) +3
Pikes vs. Knights, Elephants or Scythed Chariots +1
Warband vs. foot (not Psiloi) +1
Light Horse +1
Double Based Elements (not in a city, fort or camp) vs. foot +1

Flank Support (close combat vs. foot & in good going)


Spear in mutual edge contact with Spear or Solid Blades +1
Solid Bow in mutual edge contact with Solid Blades +1
Combat Results (p12)
An element with a recoil outcome to shooting at least partially on its rear edge turns to face its rear before recoiling.

Recoiling Elephants destroy all friends and enemy (not in BUA/camp) met. 2 elephants meeting are both destroyed.
Other recoilers: friends facing in the same direction have the option to interpenetrate if allowed; otherwise elements are
pushed back far enough to make room for the recoil (though Elephants & War-Wagons dont make room).
If recoilers rear edge or rear corner meets board edge, elements or terrain it cannot pass through or push back, it stops there.
Recoiler or pushed back element destroyed if:
already in contact with above.
starts with enemy in any front edge contact with its flank, rear or rear corner also if element in front is destroyed.
is Elephants recoiling from close combat against the defenders of a City or Fort.
is mounted Infantry in bad going
Version 1.8 DBA 3.0 Unofficial Quick Reference Sheet 14th May 2015
Key: M - Mounted, F - Foot, CC - Close Combat, NE No Effect, GG - Good Going, BG - Bad Going
Less Than Move
Equal Destroyed if MtdInf in BG, if
+ + Doubled O
NE if in or vs. defending City, Fort or camp or if G
Type (Code) vs. vs. Destroyed defending o
t
City, Fort or Camp have enemy on flank/rear. Recoil if h
F M in CC vs. City, Fort or camp, NE if City, Fort or camp o
e
CP, Lit or CWg otherwise: d
r
Artillery (Art) Solid 4/ 4/ 1
NE Destroyed Destroyed 2
/ = factor in City or Fort 2 2 #
Auxilia (Ax) Solid (4Ax) NE Destroyed by Kn in GG 2 2
3 3 Destroyed
Fast (3 Ax) Recoil by Solid F else Recoil 3 3
Blades (Bd,CP,Lit,CWg)
Destroyed by Wb
/=shot at NE
or by Kn SCh in GG Destroyed
Solid (4Bd) 5/ 2 1
3 else Recoil
Fast (3Bd) 4 Recoil by Solid F 3 3
Destroyed by F if
CP,Lit,CWg Solid NE Destroyed 2 1
contacted by 2 enemy
Bows(Bw,Cb,Lb)Solid (4) NE Destroyed by Mounted 2 1
2 4 Destroyed
Fast (3) Recoil by Solid F else Recoil 3 3
Destroyed by Bd or Destroyed by SCh or if in BG
Camelry (3Cm) 3 3 Lb/Cb Recoil by other (not Dunes/Oasis) Destroyed 3 1
Solid F in CC else NE Flee from El else Recoil
CampFollowers/
Denizens Combat -Fast 2 0 NE Destroyed Destroyed 2 1
Move - Solid
Flee (from Pk, Sp, or
Recoil by Solid F in CC Flee from SCh or if in BG
Cavalry (Cv, LCh) 3 3 Hd in GG) or Art in 4 1
else NE else Recoil
CC else Destroyed
Destroyed by Ps, Ax, LH, Art
Recoil by Solid F in CC
Elephants (El)* 5 4 shooting or CC from City or Destroyed 3 1
else NE
Fort Flee from El else Recoil
Hordes (Hd)* Destroyed by Kn or El in GG
NE 2 1
Solid (7 Hd) or by Wb
3 2 Destroyed
Recoil if shot at
Fast (5Hd) Recoil by Solid F 3 3
else NE
Destroyed by Bd or
Knights Destroyed by
Lb/Cb Recoil 4Kn by
(3 Kn, HCh)* 3 4 (El/3Cm/SCh/LH/LCm) Destroyed 3 1
3Kn or by other Solid F
(4 Kn) else Recoil
in CC else NE
Destroyed by any M,
Recoil by Solid F in CC Flee from SCh, Art shooting Art shooting, Bw or Ps
Light Horse (LH/LCm) 2 2 4 1
else NE or if in BG else Recoil or if in BG
else Flee
Pikes (Pk) Solid (4Pk)
NE Destroyed by Kn SCh in GG 2 1
3 4 or by Wb Destroyed
Fast (3 Pk)
Recoil by Solid F else Recoil 3 3
Destroyed by (Kn/Cv/
3Cm/LH/LCm if in
Destroyed by Kn, Cv or 3Cm
Psiloi (Ps) Fast 2 2 Recoil by Solid F GG) or by (Bw/Ax/Ps 3 3
in GG else Recoil
in CC) Recoil from
(El/SCh) else Flee
Flee if shot at (unless partly
Scythed Chariot (SCh)* 3 4 Destroyed Destroyed 4 1
on rear) else Destroyed
Destroyed by Kn SCh in GG
Spears (Sp) Solid 4 4 NE Destroyed 2 1
or Wb else Recoil
War Wagons Destroyed by Art shooting or 1
3 4 NE Destroyed 2
(WWg ) Solid El else NE #
Warband (Wb)
NE Destroyed by Kn or SCh if in 2 2
Solid (4Wb) 3 2 Destroyed
GG else Recoil
Fast (3Wb) Recoil by Solid F 3 3
Flee (p12): turn 180 and move full tactical move. MtdInf move 3BW in GG 1BW in other if Solid or 3BW if Fast # only in Rough
* - Pursue 1BW in Close Combat Pursue Foot except Ps BW in Close Combat
Any element that destroys the defenders of a City, Fort or camp in Close Combat immediately occupies that City, Fort or camp
Version 1.8 DBA 3.0 Unofficial Quick Reference Sheet 14th May 2015
SETUP sheet

Players dice, adding aggression. Lower is defender & chooses terrain (p6).

Terrain categories:

Terrain: Compulsory: Optional:


ARABLE 1 BUA or 2 Plough. River, Difficult Hills, Gentle Hills, Woods, extra Plough, Enclosures, Road,
Waterway, Scrub, Boggy
FOREST 1-2 Woods. River, Marsh, Gentle Hills, extra Woods, BUA.
HILLY 1-2 Difficult Hills. River, Woods, BUA, Road, extra Difficult Hills.
STEPPE 1-2 Gentle Hills. River, Rocky, Scrub, Gully (1 only), BUA.
DRY 1-2 Rocky or Scrub. Dunes, Difficult Hills, Oasis, BUA.
TROPICAL 1-2 Woods. River, Marsh, Gully (1 only), BUA, Enclosures, Road, extra Woods.
LITTORAL 1 Waterway. Either Difficult Hills or Marsh, either Woods or Dunes, BUA, Road, River.
Key for terrain status: italic = ROUGH GOING bold = BAD GOING other = GOOD GOING

Area features (BAD/ROUGH/BUA) Max 9BW (Length+Width) Min 3 BW (Wide) - one only 1 BW (Wide)
BUA is City(with Denizens/Garrison)/Fort(with Garrison)/Hamlet/Edifice (can act as camp)

Defender chooses 1-2 (Big Battle 1-3) compulsory and 2-3 (Big Battle 2-4) optional features.
Must include BAD or ROUGH GOING or a River or Waterway,
Max 1 each (Waterway, River, Gully, Oasis or BUA)
Max 1 piece less than 3BW across
Max 2 roads,
Max 3 of any other type.

Defender dice for & place each item (Waterway, then compulsory then other):
1-4 numbered quarter
5 own choice
6 Attackers choice (but defender still places)

Gentle Hills may extend into a single adjacent quarter


Plough & all linear features must extend into a single adjacent quarter
1 BW gap between area features
Any feature that cannot be placed is discarded

BAD GOING: Difficult Hills, Woods, Marsh and Gully also Dunes and Oasis (except to Cm LCm & Mtd-Inf on camels)
ROUGH GOING: Rocky, Scrubby, Boggy, Enclosures also Plough if first PIP score of the game is 1 (Big Battle sum less
than 8). ROUGH slows movement rate as if bad going but does not affect combat (though single rank only),

River may cross any feature except a Hill, Dunes, Oasis or BUA. It cannot start or go within 4 BW of any battlefield edge
except the 2 it flows from and towards.

A road must run from 1 battlefield edge towards the opposite battlefield edge. It cannot begin or end at a waterway edge, but
crosses rivers by ford or bridge. It can end at a BUA on a waterway edge.

All of a City/Fort must be within 6 BW of each of 2 battlefield edges

Invader chooses sides but must attack along a road if there is one. If no road cant choose to attack opposite a Waterway.

Place armies, camps first defender then attacker followed by armies also defender then attacker.

At least 3BW back from centre line (and 1BW from enemy City/Fort).
At Least 2BW (LH/Cv/Cm/Ax/Ps/Mtd Infantry) 4BW (other troops) away from side edges.
Can (if LITTORAL) reserve 2-3 elements (not El, WWg or Art) to be placed at start of 1 st bound on waterway (p8)

Defender takes 1st bound

Lose if: (p12)


Lost 4 elements (not including Scythed Chariots, Hordes, camp followers or denizens) & more such elements than enemy.
First double element lost & generals counts as 1 extra element. A sacked camp counts as 1 element lost. A City counts as 2
elements lost if it was used without a camp or 1 if used with a camp.

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