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100 AP DBM (Condensed Scale)This is my version of the condensed scale DBM adapted from
the rules proposed by
Jeff Bolton (JBolton@basil@isd.net).
The rules are intended for armies of about 100 AP.
Use the standard DBM rules unless otherwise noted. Ground ScalesHalf the measurement for 100 paces for use in condensed
scale. For example, in 15mm, a half inch equals 100 paces. Very Optional Ground Scale:For 15mm figures use 2 centimetres (20 millimetres) equals
100 paces. Increase or decrease this measurement as appropriate for other figure
scales. Playing AreaHalve the normal playing area depth and width. For
example, the condensed scale playing area for 15mm is 36 inches by 24 inches. As
an alternative, use De Bellis Antiquitatis (DBA) playing areas. APs and Army ListsUse the following guidelines when using DBM Army Lists: GeneralsThe army can have only have one general. Your general can any troop type from the Army List that is legal for either the C-in-C or a sub-general. Generals cost the same as a DBM C-in-C of that troop type. BaggageThe army must have two baggage elements. The effect of these baggage elements is the same as for Normal scale. Minima and MaximaDivide all Army list minima and maxima by three (3) rounding up to the nearest whole element. For example, the Early Slav list (Book 3, List 1) allows 5-20 Irr Ps(O) at Normal scale. For Condensed scale, this becomes 2-7 Irr Ps(O). As another example, the Marian Roman list (Book 2, List 49) allows 0-1 Syrian Horse Archers at Normal scale. This remains 0-1 for Condensed scale. Double-based elements (DBEs)Required DBEs count as a single element in Condensed scale. Ignore the AP cost for required DBEs, and pay only the AP for the first element. For example, the Rshtuni Armenian list (Book 3, List 27) requires the Nakhararks to be DBEs of Irregular Cv(S) and Cv(O), costing a total of 16 AP; for Condensed scale, this becomes 9 AP. Whether or not the troops are represented by a DBE is left to the discretion of the player. Allied contingentsAllied contingents have neither a general nor baggage elements. However, an element of the general troop type can be taken as part of the contingent. Divide minima in the allied list by 12 and round up (replaces the 1/4 rule). Similarly divide maxima in the allied list by 9 and round up (replaces the 1/3 rule). For example, Maranid Allies of Granada get to choose from the compulsory options plus Ghuzz. The following table shows the number of elements allowed for a Normal Army, Normal Ally, and an ally in Condensed scale:
Allied contingents with a maximum element limit have 2 subtracted from that limit before dividing by 3, as the 2 elements represent the baggage. For example, Hun allies of the Early Byzantines have 0-12 elements including baggage. This becomes 0-10 elements without the baggage, and 0-4 elements in Condensed scale ( calculated as (12 – 2) / 3 rounded up). DeploymentIf the game area is a rectangle, use the deployment methodology given for Normal scale. If the game area is a square, the invader selects two opposite sides as the base edges, then uses the deployment methodology given for Normal scale. Elements of an allied contingent must be deployed in a single, distinct group at the start of the game. There are no flank marches. Player Initiative Point DicingSince there is only one general per side there is only one PIP dice thrown. Regular generals always add +1 to all PIP die roll results. This means that a Regular general will always receive at least 2 PIPs. Unreliable AlliesThere are no unreliable allies. Distant ShootingBows cannot use a supporting rear element. Resolving Distant Shooting or Close CombatRear Support Factors:Use the following to replace all of the Normal scale rear support factors:
Victory and DefeatChange to: The first side at the end of any bound that has lost at least a third of the army's original element equivalents are lost, and has also lost more element equivalents than the enemy, loses the battle. Optional Prestige Points:Prestige points can be used for tournaments or campaigns to serve as tie-breakers or to determine levels of victory. After a battle, each player gains 1 point for each enemy element (not element equivalents) that has been destroyed or forced to recoil or flee off the game area, 2 points if the enemy general is eliminated, and 2 points for each enemy baggage destroyed. Each player loses 1 point for each friendly element (not element equivalents) that has been destroyed or forced to recoil or flee off the game area, 2 points if the friendly general is eliminated, and 2 points for each friendly baggage destroyed. |
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