DBA ResourcesUnofficial Rules VariantsDouble DBAThe following rules for Double DBA are designed for 2-4 players each commanding one or more DBA armies and provides an intermediate game between normal DBA and Big Battle DBA. The normal rules of DBA apply except as modified below. ARMY COMPOSITION: Each side consists of two armies; each army plays with its own PIP die and commander. Armies must be either two of the same list (e.g. 2x Marian Roman) or armies who are listed by one or the other (or both) as allies (e.g. Marian Roman and Numidian). BATTLEFIELD SIZE AND TERRAIN: Use the Big Battle DBA rules: The width of the battlefield is doubled but the depth remains the same (e.g., 4x2 in 15mm). Terrain includes 1-3 compulsory figures and 3-4 optional features (not more than three of which can be the same type). No more than one each of Waterway, River, Oasis or BUA is allowed. CAMPS: As in Big Battle DBA. If using allied armies, each must provide its own camp; otherwise the whole army has one normal-sized camp (unless deploying a BUA or there is more than one War Wagon in the army list). DEPLOYMENT: Each side rolls 1D6 and adds the higher aggression factor of their respective armies to determine attacker and defender. Defenders place the terrain and attacking side chooses which long side is base edge. The defender deploys both armies, holding two elements from each army off board in reserve (in addition to any littoral elements). Attacker(s) deploy both armies. Defender deploys the reserves. Troop elements must deploy within 600P of its base edge (or the shore edge of a waterway on the baseline) and no closer than 600P may to a side edge (or shore edge). No swapping of elements between armies during deployment or during the game. PIP DIE: One pip die is rolled for each army. If a single player is controlling two armies, then some method must be adopted to distinguish the die rolled for each army (e.g., seperate rolls, different colored die, etc.) PIP die may not be swapped between the armies (i.e. armies may not be designated to automatically receive the high or low results). DEMORALISATION: As in BBDBA. An army that at the start of its bound has lost its general or four (or more) elements (other than Scythed Chariots, camp followers or denizens) is demoralised. Demoralized elements engaged in close combat remain engaged, but fight at -2. Other elements (or groups) tactical movement options are limited to being held in place (including a turn to face the enemy). Elements that are not engaged in combat or held in place with PIPs will turn and make a flee movement (without initial recoil) directly towards the nearest point on the army's base edge and will continue fleeing each subsequent bound unless held or engaged in combat, or until they flee over the baseline and are removed from play. WINNING AND LOSING: Game ends when both armies of either attacker or defender are demoralized or when either side concedes. | Top of Page | Rules Variants | DBA Resources | Last Updated: May 2, 2002 Comments and suggestions welcome. Send them to Chris Brantley, brant@erols.com. |