I fight many battles and campaigns set in the WotR. I believe DBA handles these wars very well and I like the army lists.
However when reading up on the battles of that time in becomes pretty obvious that few of the battles were actually fought on large open spaces. most were around settlements and heavily farmed areas (due in part I believe from the requirement to be near supply sources and billeting areas. Fighting seemed to be taking place in fields, among hedges and on occasion such as St Albans street fighting.
For my last WotR batle I threw out the normal DBA system for placing terrain. I place about 4 hedged enclosures which interlinked, outside of these a couple of plough areas, a village comprising of a church, manor house and hovel and two wooded areas.
Deployment stayed the same. Plough was rough going regardless of first PiP roll. The hedged enclosures were classed as good going, however elements were reduced to 100 paces movement when crossing a hedge (except for Auxilia and skirmishers. Hedges had no impact upon combat and did not affect line of sight for shooting. The Built up area was treated as bad going for movement and combat.
The table looked good, very much like a rural English scene. The battle played very well, the hedges caused troops to slow which in turn exposed them to arrow storms.
Mounted troops were more limited in their usefulness.
I felt these changes really enhanced the WotR feel of the battle.
"I would rather have a russet coated Captain who knows what he fights for and loves what he knows. Than he who calls himself a gentleman, and is but little else." Oliver Cromwell
Some good discussion and ideas. I think of terrain in DBA as "area effect" due to the scale. This means linear obstacles, such as Rivers and Gullies, should represent significant obstacles. But it's also logical to model hedges/low village walls/low palisade at the edge of a piece of terrain and have a penalty to cross it into open ground beyond. I would think that you should have to have the movement to completely cross the obstacle otherwise you stop on contact. No crawling along the wall! As for plough, I have used a roll of 1 (muddy) or 6 (crops ready to harvest) to keep them in play more often. I have also tried rolling for each plough separately after deployment and before first PIP roll. Finally, when I use weather rules, some events (e.g. rain) automatically make plough muddy and roads not usable.
I’m similar to Jim (in fact, it was he that inspired me):-
Weather Roll 5 or 6 = a long dry spell, where Rivers become shallow and Paltry. 3 or 4 = normal conditions. 1 or 2 = wet weather, where Plough terrain becomes Rough going, Rivers become deep and cannot be crossed by group lines, dirt Roads (but not defending Roman roads) are muddy and have no effect, and Rough Going Hills (my own terrain type) become slippery Bad Going Hills.