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Post by Cromwell on Jul 14, 2019 7:54:13 GMT
Having toyed with "To the Strongest" rules I have now decided to use DBA for my up coming 1066 campaign.
I then on the internet stumbled across an article by Bob Beatie on BBDBA.
I have adapted his ideas and fought a test battle yesterday between Normans and Anglo Saxons. I was very pleased with the result. Saxons Won!
I have adapted the ideas as I am using 20 elements per side. One Commander with a command distance of 1200 paces and a subordinate commander with a distance of 600 paces. To be in command elements must be with in command distance of one of the generals.
1 pip die is used.
The army becomes disordered when 6 elements have been lost. Then at the start of every turn the pip die is rolled and it's score must equal or better the number of elements lost over 6. So if 8 elements are lost the pip must be 2 or more, if not command and control has broken down and the army is defeated. Obviously if 13 elements are lost the battle is lost as a 7 cannot be rolled on a D6!
My test battle played very well, the Saxons achieving a win with the Normans having lost 8 elements and failing the pip roll. The Saxons had lost 7 elements so a close run thing!
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Post by vtsaogames on Jul 15, 2019 20:17:43 GMT
Most helpful. I have a lot of Saxons and Normans. BBDBA should be just the thing, once all the Fencibles have learned how to play DBA.
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Post by vtsaogames on Aug 16, 2019 13:18:11 GMT
The army becomes disordered when 6 elements have been lost. Then at the start of every turn the pip die is rolled and it's score must equal or better the number of elements lost over 6. So if 8 elements are lost the pip must be 2 or more, if not command and control has broken down and the army is defeated. Obviously if 13 elements are lost the battle is lost as a 7 cannot be rolled on a D6! A minor point: the army should be disordered when 7 elements are lost. No need to check the pip die at 6 losses, since even a 1 is more than the number of elements over 6 lost. I hope that makes sense, not sure how to write it more clearly. For a campaign game, instead of having the army break and game over (the faster, simpler solution) have the army become demoralized like a command in BBDBA, needing pips to hold their ground, all others fleeing. This idea is off the top of my head with no unsightly previous thinking clogging it up.
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Post by Cromwell on Aug 17, 2019 6:47:18 GMT
Thanks Vtsaogames, I will play around with that.
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Post by hammurabi70 on Jul 23, 2020 16:57:24 GMT
Having toyed with "To the Strongest" rules I have now decided to use DBA for my up coming 1066 campaign.
TtS is a popular ruleset; why the choice?
Have I missed your write up of the 1066 campaign?
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Post by Cromwell on Jul 25, 2020 7:35:48 GMT
Not missed it. Just not done one. I am working on rectifying that.
I really enjoy "For King and Parliament" the TtS rules for the English Civil War and use them a great deal. For my 1066 Campaign I wanted something that was less complex and played quickly.
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