1 v2.2+ Playsheet (09/12/2012) Final Rev.
2
Using This Playsheet War Wagons
v2.2+ uses the DBA 2.2 rules with the changes War Wagons are on square bases; bases are
specified by the v2.2+ Line Edits. This playsheet 40mm deep for 15mm figures and 60mm deep
provides a summary of those changes. In case for 25mm figures.
of any conflict, the Line Edits take precedence.
Litter Elements
Scale Independent Measurement Litter elements and flag‐bearing wagons are
based as for DBA 2.2. In all other respects they
All distances (except board size and recoil) are
are treated as an alternate element type:
measured in movement units (MU).
1 MU = ½ base width. Army List Element Type
I/2a Early Egyptian Blades
III/72ab Communal Italian Spears
Board Size IV/3 Anglo‐Norman Spears
The game board is 30 inches square for 15mm IV/10 Mound Builder Blades
IV/70 Chanca Light Spear
figures, 48 inches square for 25mm figures, or IV/81 Inca Auxilia
as specified by event organizers.
Command Distance
All elements must be deployed within 10 MU of
their base edge and at least 4 MU from their Short command distance is 8 MU, long
side edge. command distance is 16 MU.
Element Types Terrain
Type DBA 2.2 Code Topography Compulsory Optional
Artillery Art Arable Road River, Steep Hills,
Auxilia 3Ax, 4Ax Gentle Hills,
Blades 4Bd Woods,
Bows 4Bw/Lb/Cb, 3Bw/Lb/Cb Waterway, Rough
Camelry 3Cm* Dry Rough Dunes, Steep
Cataphracts 4Kn* Hills, Oasis
Cavalry 3Cv, 6Cv, LCh Forest Woods River, Marsh,
Elephants El Gentle Hills
Hordes 7Hd Hilly Steep Hills River, Woods,
Knights 3Kn, 6Kn*, HCh Road
Light Horse 2LH, 2Cm Littoral Waterway Either Steep Hills
Light Spear 3Sp or Marsh, either
Pavises 8Bw/Lb/Cb Woods or Dunes,
Pikes 4Pk River
Psiloi 2Ps Steppe Gentle Hills River, Rough
Raiders 3Bd, 6Bd Tropical Woods River, Marsh,
Scythed Chariots SCh Rough, Road
Spears 4Sp
War Wagons WWg A legal game board must contain 3 to 5 terrain
Warband 3Wb, 4Wb, 5Wb pieces, of which 1 to 3 must be the compulsory
* The 6Kn from III/64 Nikephorian Byzantine and the 3Cm type and 0 to 3 must be an optional type.
from II/22c Arabo‐Aramean (Hatra) are Cataphracts.
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Terrain Pieces foot element type. Elements may not dismount
Ploughed Fields. Rough terrain pieces in Arable at any other time. Elements that are set aside
represent ploughed fields and may be oval, for a littoral landing must be designated as the
rectangular, or trapezoidal. mounted or foot element type at the time they
are set aside.
Waterway. A waterway terrain piece must be
between 1 and 6 MU in depth; no more than Group Moves
half may be greater than 3 MU in depth.
A group composed entirely of Psiloi may move
Roads. A road must run from one edge of the in bad going without the requirement to be in a
game board to the opposite edge or to another single element wide column.
road.
Moving Into Contact With Enemy
Terrain Placement Partial Contact Allowed. The requirement to
The defender places terrain as per DBA 2.2. make full close combat contact with enemy
Then the invader may modify the terrain: elements is removed. Elements may be moved
into any type of contact with enemy elements
1. If the game board has no bad going within 8
as long as all other movement restrictions are
MU of the center, the invader rolls a die.
met.
On a 1 or 2, the invader may move the
smallest bad going terrain piece such that it Single Elements Conform. A single element
is within 8 MU of the center, or the invader contacted by an enemy group must
may place a new bad going terrain piece immediately conform to that group if all of the
within 8 MU of the center (the new terrain following apply:
piece must be no larger than 4 MU x 4 MU
in size). The game board must be legal after The element’s front edge is not in contact
the move or addition. with an enemy element.
There will be one base depth of unoccupied
2. The invader then rolls a die for each area space behind the element after it conforms.
terrain piece. On a 1 or 2, the invader may
To conform, the moving group halts at the point
shift the terrain piece up to 4 MU in any
of contact and the contacted element is
direction, or rotate it up to 45 degrees. The
immediately moved into mutual full front
invader must move each terrain piece
contact with the enemy element that made the
before proceeding to the next. The game
greatest contact with it.
board must be legal after each terrain piece
is moved.
After modifying the terrain, proceed with the
roll for board orientation.
Dismounting
During the deployment phase, dismounting
elements (i.e., those allowed to dismount
according the to the DBA 2.2 army lists) may be
placed on the board as either their mounted or
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Flank and Rear Contact. An element may not Tactical Move Distances
make a tactical move that ends in contact with
an enemy element’s rear edge unless it starts Distance (MU) Element Types
entirely behind a line prolonging the enemy 8 Light Horse
element’s rear edge. 6 Cavalry
Scythed Chariots
An element may not make a tactical move that 5 Auxilia
ends in contact with an enemy element’s side Camelry
edge unless it starts entirely either: Knights
Psiloi
Beyond a line prolonging the enemy 4 Cataphracts
Elephants
element’s side edge, or
Light Spear
Partly beyond the enemy element’s side Raiders
edge and partly behind the element’s rear 3 Artillery
edge. Blades
Bows
War Wagons. War Wagons normally exert a Hordes
ZOC from all four edges. However, if an enemy Spears
element is in legal combat contact with an Pavises
element of War Wagons, then those War Pikes
War Wagons
Wagons do not exert a ZOC from any edge.
Warband
Measure front corners only.
Breaking Off From Close Combat
An element which is in mutual full front contact Road Movement. The road movement distance
with an enemy element may use a tactical move is 8 MU for Light Horse and 6 MU for all other
to break off from that enemy element if all of element types.
the following apply: River Movement. The river movement distance
Its tactical move distance is greater than the is 2 MU for all element types.
enemy element’s, in the terrain it ends its Mounted in Bad Going. Mounted elements
move in. move 3 MU in going they count as bad.
It does not start with an enemy element in
front edge contact with a side or rear edge. Moving into or through Rivers
It does not end in contact with an enemy
All rivers are played with the following
element.
restrictions on movement (there is no dicing for
An element which breaks off may only move paltry, ordinary, or difficult).
straight back and may not change its
An element entering a river while making a
orientation. It must move at least 3 MU.
tactical move:
Second or Subsequent Tactical Must have a direction of movement that is
Moves within 45 degrees of perpendicular to the
Scythed Chariots may not make a 2nd move in a river.
bound. Must be facing its direction of movement or
that opposite.
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Once in a river, an element making a tactical Combat Factors
move may only:
Element Type vs. Foot vs. Mtd
Continue in the direction it is facing. Artillery (CC) +2 +2
Move to full front contact with an enemy Artillery (DS) +4 +4
element. Auxilia +3 +2
Blades +5 +3
Move directly to its rear.
Bows +2 +4
Pivot to maintain a legal alignment with the Camelry +3 +2
river and continue with its move. Camp Followers +1 +1
Cataphracts +4 +4
A tactical move into or through a river may only Cavalry +3 +3
be made as a single element or in a single Elephants +5 +4
element wide column. Hordes +3 +2
Knights +3 +4
Distant Shooting Light Horse +2 +2
Light Spear +3 +3
Elements may shoot into or from overlap. Pavises (CC) +3 +4
Pavises (DS) +2 +4
Bows, Pavises, and War Wagons shoot 3 MU, Pikes +3 +4
Artillery shoots 8 MU. Psiloi +2 +2
Raiders +4 +2
Close Combat Scythed Chariots +4 +4
Spears +4 +4
Scythed Chariots. Scythed Chariots ignore War Wagons +3 +4
overlaps (i.e., do not receive a ‐1 tactical factor) Warband +3 +2
from enemy elements that are in mutual left‐to‐
left or right‐to‐right front corner contact.
Scythed Chariots are still eligible to provide an
overlap in this situation. Scythed Chariots still
receive overlaps from enemy elements in side‐
to‐side contact
Defending a River Bank
An element is considered to be defending a
river bank if all of the following apply:
The element is entirely outside the river.
The element is facing the river.
The entire front edge of the element is
within 1 MU of the river.
The enemy element is at least partly in the
river.
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Distant Shooting Tactical Factors
Element Type Situation Factor
Blades Shot at by any ‐1
Elephants
Raiders
Foot Occupying its own camp and being shot at +2
Any General’s element and being shot at +1
Any For each enemy element aiding the shooter ‐1
Close Combat Tactical Factors
Element Type Situation Factor
Foot Occupying its own camp +2
Any General’s element +1
Any Uphill or defending the bank of a river +1
Any For each enemy element overlapping or in flank or rear contact ‐1
Mounted In bad going ‐2
OR In close combat with an enemy element that is in bad going
Artillery In bad going ‐2
Blades
Hordes
Pavises
Pikes
Spears
War Wagons
Raiders In bad going ‐1
Rear Support vs. all foot except Bows and Psiloi
vs. Knights, Cataphracts, and Elephants
Pikes.
An element of Pikes receives an additional An element only receives the +1 if both it and
tactical factor in close combat when supported the supporting element are in good going.
by a second rank of Pikes as follows:
Auxilia, Blades, Light Spear, Raiders, Spears.
+3 vs. all foot except Bows and Psiloi An element of Auxilia, Blades, Light Spear,
+2 vs. Knights, Cataphracts, and Elephants Raiders, or Spears receives a +1 in close combat
when supported by an element of Psiloi and
An element only receives the factor if both it fighting mounted, Warband, or a camp. Note
and the supporting element are in good going. that Psiloi provide support as per DBA 2.2 (i.e.,
directly or diagonally behind the supported
Light Spear, Spears, and Warband.
element; elements that share the support must
An element of Light Spear, Spears, or Warband
be of the same type). [Blades and Raiders are
receives a +1 in close combat when supported
distinct types, as are Spears and Light Spear.]
by a second rank of the same type when
fighting the following element types:
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Combat Results Table
EQUAL: If the element’s combat score is equal to its opponent’s combat score:
Element Type Situation Result
Scythed Chariots vs. All Destroyed
All others vs. All No Effect
BEATEN: If the element’s combat score is less than, but more than half of, its opponent’s combat score:
Element Type Situation Result
Artillery In close combat Destroyed
Otherwise No Effect
Auxilia In good going AND vs. Knights Destroyed
Otherwise Recoil
Blades Pikes In good going and vs. Knights or Scythed Chariots
Destroyed
Light Spear Raiders vs. Warband not in a camp
Pavises Spears Otherwise Recoil
Bows vs. Mounted Destroyed
Otherwise Recoil
Camelry vs. Knights, Cataphracts, Cavalry, or Light Horse No Effect
vs. Scythed Chariots
Flee
In bad going
Otherwise Recoil
Camp Followers vs. All Destroyed
Cavalry vs. Camelry or Scythed Chariots
Flee
In bad going
Otherwise Recoil
Elephants vs. Psiloi, Auxilia, or Light Horse
Destroyed
vs. Artillery shooting
Otherwise Recoil
Hordes In good going AND vs. Knights, Elephants, or Scythed Chariots
vs. Warband not in a camp Destroyed
In a camp
vs. Bows, Pavises, War Wagons, or Artillery AND being shot at Recoil
Otherwise No Effect
Knights vs. Elephants, Camelry, Light Horse, or Scythed Chariots
Destroyed
Cataphracts In bad going
Otherwise Recoil
Light Horse vs. Scythed Chariots
vs. Artillery shooting Flee
In bad going
Otherwise Recoil
Psiloi In good going AND vs. Knights or Cavalry
Destroyed
In good going, dunes, or oasis AND vs. Camelry
Otherwise Recoil
Scythed Chariots vs. All Destroyed
War Wagons vs. Elephants
vs. Artillery shooting Destroyed
Occupying a camp
Otherwise No Effect
Warband In good going and vs. Knights or Scythed Chariots Destroyed
Otherwise Recoil
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DOUBLED: If the element’s combat score is half, or less than half, of its opponent’s combat score:
Element Type Situation Result
Cavalry In good going AND vs. Pikes, Spears, or Hordes
Flee
vs. Artillery in close combat
Otherwise Destroyed
Light Horse vs. Mounted, Bows, Pavises, or Psiloi
vs. Artillery shooting Destroyed
In bad going
Otherwise Flee
Psiloi In good going AND vs. Knights, Cataphracts, Cavalry, Camelry, or Light
Horse Destroyed
vs. Bows, Pavises, Auxilia, or Psiloi
Otherwise Flee
Scythed Chariots vs. All Destroyed
All Others vs. Artillery in close combat Recoil
Otherwise Destroyed
Recoil Pursuit
Shooting on Rear. When an element is forced The following element types pursue:
to recoil from distant shooting and all shooting Knights
edges are entirely behind a line prolonging the Scythed Chariots
target element’s rear edge, the target element Elephants
first turns in place 180 degrees and then recoils Warband
as usual.
Hordes do not pursue.
Destroyed
Pursuit into Bad Going:
Supporting Elements. Elements that provided
support to an element are not destroyed when Knights and Scythed Chariots pursue into
the supported element is destroyed. Marsh and Rough; they stop at the edge of
other bad going.
Flank and Rear Contact. An element is Elephants and Warband pursue into all bad
destroyed when it starts with an enemy going.
element in close combat contact with its flank
or rear and it receives a recoil combat result.
This does not apply when the enemy element is
in front edge contact with its flank or rear but
not in close combat contact.
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