You are correct....sallying Camp Followers (and City Denizens) have a combat factor of 2 against foot and 0 against mounted. Note also that both types of ‘civilians’ move as if solid foot but fight as if fast foot (so they recoil from solid on an equal score). (See page 3 paragraph 2)
And not only are you right that the Camp Followers form a sort of 13th element, but so do City Denizens. So you could even have 14 elements...12 soldier elements, plus two ‘civilian’ elements.
But these extra ‘civilians’ have no effect on victory conditions...as their loss (like Hd and SCh) do not count. (See page 12 last two paragraphs)
OH OH they do count as Hd and SCh ? it means that every player should get out to fight outside and gaining one turn rather than fighting in camp and put their camp at risk ? Not very realistic… Tks for the reply and the precision for being fast rather than solid. For city denizens it could be understandable...
Weeeellll...having two extra elements who’s loss doesn’t matter does sound good on paper... ...IF you want to burden yourself with elements that cost 2 PIPs to move (see page 8 paragraph 7)... ...And leave your Camp or City undefended (with the loss of either being the same as losing an element).
Despite many games of DBA, and looking for opportunities to sally from a camp, I have only managed it once. This was in an attempt to support another stand that was trying to intercept an enemy element roaming near the camp.
Well Goldenhord, here is how I and my friends play it.
Moving out of buildings:- Hamlets & Edifice BUAs = just rough or bad going, so measure from the element’s current position. Cities & Fort BUAs = current position unimportant, so measure from the gate to the final position. Camps & Edifice Camps = like cities & forts, but assume there is a gate on each side of the camp.
They can exit and move their entire move in the first turn. Camp followers who move outside the camp count as solid for movement, but fast for combat. That means they only move 2BW in good going. This is on the top of page 3.
Don’t forget the additional PIP cost for moving them.
Somehow, I've had it my little brain that there is some prerequisite condition before Camp Followers may sally from a Camp, e.g. an enemy element within X-distance to the Camp.
But now I cannot find such a rubric. I've scoured Stevie's amazing, Detailed Rules Index, and still nothing. Is there some precondition for CF to sally from a Camp, or is that just a figment of my imagination?