Post by dpd on Jul 26, 2021 1:52:53 GMT
As a follow up to my DBS thread earlier this year I've been playing with troop types, subtypes and DBA equivalents with historical examples:
With the exception of rare troop types (elephants, scythed chariots, artillery, war wagons, litters, camp follower, hordes - these can be represented by individual special dice if used in the game) a DBA army can be represented by six sided dice with a second modifier die.
However, the combat becomes a bit more complicated (if more intuitively obvious)
In addition to attack factors against horse and foot, they get an inherent defense factor against light weapons and heavy weapons. Along with a range/reach factor to see who attacks first.
When attacking you score a hit if your dice rolls are equal to or less than the attack factor.
In turn the defender, can counter roll and removes the attacker's hit if its roll is equal or less than the defending factor.
The unit with the greatest range (A is longest, F is shortest) attacks first in combat. The first defender absorbs his losses (if any) before attacking in turn.
Fast units get an extra movement point but one less defense heavy factor.
Extreme units get one less movement point but an addition defense heavy factor.
Units are eliminated by steps based on quality:
Poor : attack with 1 die defend with 1 die
Ordinary: attack with 2 dice, defend with 2 dice
Superior: attack with 3 dice, defend with 3 dice
Berserker (heavy) / Gunpowder (light): attack with 3 dice, defend with 1 dice.
Gunpowder units reflect the penetrating power of these weapons and their vulnerability during the slow reloading process, easily allowing for renaissance pike and shot warfare.
Each hit reduces unit quality by one step (superior to ordinary to inferior). When the defense factor drops to 0 the unit is eliminated.
You can use historical armies or roll a bunch of dice to create a random army.
Thoughts or comments?
PHALANX | DBA | HISTORICAL | IRREGULARS | DBA | HISTORICAL | |
FAST - MILITIA | 3SP | BRONZE AGE FOOT SAXON FYRD ARAB JIHAD FOOT | FAST - TRIBAL | 3AX | GREEK PELTASTS ROMAN VELITES IRISH KERN | |
STANDARD - SPEAR | 4SP | GREEK HOPLITE ROMAN TRIARI FLEMISH GUTENTAGS | STANDARD - AUXILIA | 4AX | PERSIAN LEVEES MACEDON AGRIANIANS ROMAN AUXILIARIES | |
EXTREME - PIKE | 4PK, 3PK | MACEDON PHALANX SCOTTISH SHILTRON SWISS PIKEMEN | EXTREME - WARBAND | 4WB, 3WB | GALLIC WOAD WARRIORS GERMANIC BARBARIANS SPANISH AMOGHAVERS | |
BLADE | DBA | HISTORICAL | MISSILE | DBA | HISTORICAL | |
FAST - RAIDER | 3BD | DACIAN FALXMEN NORSE VIKINGS JAPANESE SAMURAI | FAST - SKIRMISHER | 2PS, 3BW | GREEK PSILOI RHODIAN SLINGERS STAFF SLINGERS | |
STANDARD - SWORD | 4BD | IMPERIAL ROMAN LEGION BYZANTINE SCUTATOI SPANISH RODELEROS | STANDARD - BOW | 4BW | EGYPTIAN ARCHERS ROMAN SAGITARII WELSH LONGBOW | |
EXTREME - POLEARM | 6BD | SAXON HUSCARLS SWISS HALERDIERS ENGLISH BILLMEN | EXTREME - PAVISE | 8BW | PERSIAN IMMORTALS CRUSADER FOOT GENOESE CROSSBOW | |
KNIGHT | DBA | HISTORICAL | HORSEMEN | DBA | HISTORICAL | |
FAST - LANCE | 3KN, 4CH | MACEDON COMPANIONS GALLIC HORSE GOTHIC CAVALRY | FAST - LIGHT HORSE | 2LH, 2CH | PARTHIAN HORSE ARCHERS NUMIDIAN HORSE MONGOL HORSE ARCHERS IRISH HOBELARS | |
STANDARD - KNIGHT | 4KN, 3CM | SASSANIAN CLIBARIANI LATE ROMAN CAVALRY NORMAN KNIGHTS | STANDARD - CAVALRY | 3CV, 2CM | ACHEAMENID CAVALRY ROMAN CAVALRY ARAB CAVALRY MONGOL CAVALRY | |
EXTREME - GENDARME | 6KN | BURGUNDIAN GENDARMES FRENCH GENDARMES ORDER KNIGHTS | EXTREME - KATAFRACT | 6CV | BYZANTINE KATAPHRACTOI EGYPTIAN MAMELUKES OTTOMAN SIPAHIS |
With the exception of rare troop types (elephants, scythed chariots, artillery, war wagons, litters, camp follower, hordes - these can be represented by individual special dice if used in the game) a DBA army can be represented by six sided dice with a second modifier die.
However, the combat becomes a bit more complicated (if more intuitively obvious)
In addition to attack factors against horse and foot, they get an inherent defense factor against light weapons and heavy weapons. Along with a range/reach factor to see who attacks first.
UNIT TYPE | |
ATTACK FOOT | ATTACK MOUNTED |
DEFENSE HEAVY | DEFENSE LIGHT |
MOVEMENT | RANGE |
PHALANX | BLADES | KNIGHTS | IRREGULARS | MISSILE | HORSEMEN | ||||||||||||
4 | 4 | 5 | 3 | 5 | 4 | 3 | 3 | 2 | 4 | 2 | 2 | ||||||
2 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 0 | ||||||
2 | D | 2 | F | 3 | E | 3 | C | 3 | A | 4 | B |
When attacking you score a hit if your dice rolls are equal to or less than the attack factor.
In turn the defender, can counter roll and removes the attacker's hit if its roll is equal or less than the defending factor.
The unit with the greatest range (A is longest, F is shortest) attacks first in combat. The first defender absorbs his losses (if any) before attacking in turn.
Fast units get an extra movement point but one less defense heavy factor.
Extreme units get one less movement point but an addition defense heavy factor.
Units are eliminated by steps based on quality:
Poor : attack with 1 die defend with 1 die
Ordinary: attack with 2 dice, defend with 2 dice
Superior: attack with 3 dice, defend with 3 dice
Berserker (heavy) / Gunpowder (light): attack with 3 dice, defend with 1 dice.
Gunpowder units reflect the penetrating power of these weapons and their vulnerability during the slow reloading process, easily allowing for renaissance pike and shot warfare.
Each hit reduces unit quality by one step (superior to ordinary to inferior). When the defense factor drops to 0 the unit is eliminated.
You can use historical armies or roll a bunch of dice to create a random army.
Thoughts or comments?