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Rules
for a wargames campaign (DBM) Steven
Thomas 1 How to set up and run a campaign1.1
A campaign requires commitment from everyone involved
These
rules contain procedures for a simple campaign for 3 or more players using the
Wargames Research Group rules De Bellis Multitudinus (DBM).
If desired, a campaign can be played to a conclusion in a few months.
It closely follows the campaign rules given in De Bellis Antiquitatis
(DBA) 1.0. These
rules are intended to give a context to the battles being fought, while
requiring a minimum of book keeping and letting the campaign organiser be
involved as a player. It
is very important that everyone involved realises their responsibilities,
whether campaign organiser or player. Campaign
Organiser The
campaign organiser's main role is to keep the campaign flowing by providing
players with on-going updates and encouraging players to make their moves, fight
their battles, finalise their recruitment, etc. If gentle encouragement is not sufficient to get players
moving then the campaign organiser will take any steps necessary for the
continuation of the campaign. The
campaign organiser also performs certain duties which are related to the
campaign as a whole, not to a particular player. Part of their duties is to keep and distribute a campaign
diary. This should be light
hearted, and since the campaign organiser is also a player, is expected to be
biased. Player Your
main responsibility is to take your turn in a timely fashion.
This may involve moving your armies, fighting your battles, and/or
raising recruits. You
are engaged in a game with other people. You
have a responsibility to the other players to make your moves timely and to
provide the campaign organiser with any information they may need.
If
for some reason you are indisposed for any event then delegate to another person
so play can continue. If you lose
interest in the campaign please withdraw. If
you're unhappy with the campaign tell the campaign organiser, as things can be
changed. 1.2
Things the campaign organiser must do before play
As
the campaign organiser, you must do
certain things before the campaign can start:
The
map should reflect historical geography. Movement
is by marked routes between nodal points representing provinces.
Each province is considered to have a city. Ownership of provinces can conveniently be shown by coloured
counters. Some routes may be by
sea. Each
province has a terrain piece associated with it.
These are chosen to reflect the historical terrain in the vicinity. These provincial terrain pieces remain constant for the
duration of the campaign and are used for terrain placement in battle.
When used in battle they must be greater than 80% of the maximum size
given in DBM. Compulsory hills must
be steep on at least half of their circumference.
[When the DBM lists become available, use the terrain of the army that is
native to the province.] DBM
gives the climate for each province.
Allocate
four home provinces to each player,
and designate the rest as neutral. Provinces
either start neutral or become so when a player leaves the campaign.
Neutral provinces are included for three reasons: 1 To fill the
space of a nation which does not have a player.
2 To encourage
players to expand without "offending" other players.
3 Be used as the
initial territory of a new player, where upon they cease to be neutral.
Neutral
provinces placed primarily for reason 3 may be designated "inviolate"
and hence can not be attacked. Normally
these provinces will be on the fringe of the map.
Neutral
provinces can be besieged in the normal manner, but without risk of an open
battle. In sieges they are treated as a city which has a field army
in it. Field
armies or allied contingents can pass through the territory of such an
independent city as if an unoccupied hostile players province.
1.3
As a player you must recruit and place your field army
Things
that, as a player, you must do before
the campaign can start:
i You
choose a single period and geographical option from those offered in the list.
All troops, and upgrades, not available to this option are removed. ii Allied
troops from a nation which is being controlled by another player in the campaign
are removed. There are rules to
cover allies in the campaign. Thus
all allied troops of a nationality different from your C-in-C are removed from
the list, if they are from a nation controlled by another player.
In some cases the foreign troops are mercenaries, not allies.
Such mercenaries are retained. The
onus is on you to provide historical justification for the mercenary status of
such troops. iii Increase
the quantity of troops to allow some choice in selecting an army of 480 army
points. Where the total points
available for troops in the revised list is less than 480 army points, increase
each maximum and minimum proportionally, such that the total is between 480 and
600 army points. iv Round
maximums and minimums. All
maximums are rounded up to the next highest complete element.
All minimums are rounded down to the next lower complete element, but can
not be reduced to zero. v Up
to four generals, as per DBM.
You
have been allocated four home provinces. These
home provinces are valuable to you than any other provinces you may capture.
Losing
troops The
term "troops" includes all elements and generals.
Any
time troops of a certain army points value are mentioned, the DBM value can
rounded against you, never for you.
On
occasion (in sieges, sea travel, due to lack of supply, etc) you will have to
take generic losses. You must
immediately decide what troops are lost, which you transfer from your field army
to your reserve. You must retain at
least one general, unless there are no other troops left.
1.4
Game year = campaign phase + recruitment phase
Each
round is a year in the campaign. The
round has two phases: a campaign phase and a recruitment phase.
You have a turn in each phase of each round of the campaign.
The order in which you get your turn will vary from year to year.
During
a round
Campaign
phase Before
you make your move in a campaign phase the campaign organiser will give you a
run down of the moves of the players who moved before you.
You should prepare your moves in advance.
If you haven't you will be given a short amount of time to decide on your
move. When you have decided, tell the campaign organiser. During
each campaign phase you have a choice of movement options available.
These options are exclusive, thus you may take one, and only one,
movement option in a round.
Remember
to keep your army in supply. Recruitment
phase During
the recruitment phase you can recruit new troops for your field army.
The campaign organiser then checks for the end of the campaign, updates
and distributes the diary for the campaign and determines a random sequence of
play for the next year. To win the campaign you must gain prestige points from destroying your enemies in battle, controlling provinces, and acquiring tributary rulers. 2
Conquest
during the campaign phase
2.1
All movement is covered by the same rules
Normal
movement The
normal movement limit for troops is two movement stages along the designated
routes. This applies each time a
force moves, including invasions, moving to a friendly province, moving to
defend a province, retreats, and contingents joining friendly armies, but not
contingents returning to their field army.
Forced
marching This
normal limit can be exceed by forced marching.
For each extra movement stage over the normal limit your army loses 40
army points of troops due to fatigue and straggling. The maximum move, including forced marching, is four movement
stages. Contingents can not forced
march. Sea
movement If
your field army or contingent moves by a sea route you must dice for each sea
movement stage. A score of 1
indicates that your force has been caught in a storm and must dice again for the
number of troops you must transfer to your reserve as lost to shipwreck.
25 army points for each pip on the second die.
The first 25 army points must be of mounted troops, if any are present.
You can then decide whether to continue to your destination, to halt, or
to return to your starting point without dicing again.
Hostile
provinces Normally
to pass through a province a force must have the permission of the player
controlling the province and of the player controlling any field army present.
If no player's field army is present, the invader may elect to force
their way through, but will take losses due to attacks by the hostile
population, straggling, desertion and lack of supplies.
Throw a die; 40 army points for each pip on the die.
Supply Your
field army is in supply if it is either at, or next to, a city controlled either
by yourself or by another player who permits you to be supplied.
A field army that find itself out of supply at the end of the player's
move in the campaign phase, before entering battle or dicing for a siege,
dices for the number of troops lost to hunger, disease and desertion.
Throw a die; 40 army points for each pip on the die.
If
you force your way through a hostile province and end out of supply, only take
one set of losses. 2.2
An invasion leads to either a battle or a siege
On
your turn you may attack another player's province, provided you have not
already taken a movement option. Any
of your contingents with other armies are recalled automatically.
Before deciding to commit your army, you may solicit allies to assist
you. If you then decide to proceed
with your attack, the defender may also solicit allies.
If
one of your provinces is invaded you may solicit allies and then can choose
either to engage the attacker in battle, moving up your field army if it is not
already present; or to stand siege, moving up your field army or retreating it
away as you wish. You can do either
of these in addition to any other movement option you have taken or may take
this round. Siege If
the defender has a field army at the city, this must either retreat to another
of the player's provinces or stand siege. In
a siege the attacker rolls a die. You
must score a 6 to capture a city in which the enemy field army is standing
siege, or 5 or 6 if the enemy field army is not present.
If a captured city contains the defender's field army, the whole army is
lost. If
you fail to capture the city by siege, your field army loses 40 army points.
Your allies suffer no losses. The
siege continues next round unless you move your army or you are defeated in
battle. The score needed for
capture reduces by 1 each round the siege lasts. A
field army that is being besieged can sally out in its own turn to give battle,
but not to retreat without battle. 2.2.1
Battles are fought using DBM
Battles
are fought between the opposing field armies, using DBM.
Defending You
are the defending player if you control the province, otherwise if your army
arrived in the province first. The
terrain placed should attempt to reflect the historical terrain in the vicinity
of the battle site. Using pre-DBM
lists this means placing at least two provincial terrain pieces, otherwise
terrain for the native army. Winning
& losing You
can lose a battle in three ways: 1
As per DBM, when your entire army is demoralised. 2 By conceding
before this point. You can concede at the end of any bound.
If your opponent accepts then the battle is over and no further losses
occur, it is assumed that your troops withdraw from the table; otherwise you
fight on. 3 Undertake
a fighting withdrawal by moving your troops off your own base edge (or their
side of entry). This is performed
as normal movement. Troops removed
in this fashion can not return to the table, and are not counted as losses for
demoralisation or otherwise. The battle stops when all of your commands have withdrawn
completely from the table or are demoralised.
Prestige
for the winner is calculated the same way for all three methods.
Losses If
a general's element is destroyed in combat then they are killed and go to the
reserve. Otherwise the general is
available for the next battle. If
your army is left with no general, you must immediately retrieve one from the
reserve. The
elements that were destroyed or which fled from the table are considered to be
routing. All other troops return to
your field army after the battle. Some
of your routers will return to the army. If
you won the battle, one third of your routing elements return to the army.
If you lost, one sixth of your routing elements return to the army.
All other routing elements are moved to the reserve and must be retrieved
through recruitment. The
routing elements which are returned to the army must be divided as evenly as
possible amongst the troops types lost. Allies
must also get there fair share of returns.
Where a fraction of an element is to be returned, then you have the
choice of either rounding up or down to the next whole element.
Bear in mind that the total number of elements returned (1/3 or 1/6) can
not be altered by this mechanism. Consequences If
the player owning the province fought over is defeated, it is captured by the
other main protagonist without further siege of the city.
A defeated field army must immediately retreat to the nearest friendly
province, choosing one if they are equally close.
You can not retreat to the province the enemy entered from.
If you have no friendly province to retreat to, you must force your way
toward the nearest friendly province, taking losses while doing so.
2.2.2
The winner of a battle gets prestige
After
a battle both armies have a prestige value.
The prestige value of an army is the sum of the prestige values of their
own undemoralised commands. The
winner of a battle gets prestige points equal to the prestige value of their
army less the prestige value of their opponents.
This is modified by the relative sizes of the two armies in army points,
ie a small army beating a big army gets more prestige.
The modifier is a multiplier of the army points of the loser over the
army points of the winner. The
winner always gets at least 40 prestige from a battle.
The loser can never gain prestige. The
prestige value of each command depends on the total number of commands in the
army. An army has 200 prestige
divided evenly between the commands, with the C-in-C's command being worth at
least twice as much as other generals. There
are normally from 2 to 4 commands, however, due to losses or allied contingents
this may vary.
For
instance in a battle where an army of Persians defeats an army of Byzantines the
prestige is calculated as follows.
2.3
You can send contingents to assist your allies
The
field armies of players allied or tributary to an attacker or defender are not
moved to their aid, but send allied contingents. The only circumstance in which two allied field armies can be
at the same location is if one is standing siege and the other is attempting to
relieve it, in which case the besieged army provides only a contingent for the
battle. Other
than when it is being sent or retrieved an allied contingent must be associated
with a field army at all times. Movement Contingents
returning to their field army can move any distance, never count as forced
marching, and do not have to force their way through hostile provinces.
Otherwise, normal movement rules apply to contingents.
Composition Your
contingent consists of up to 80 army points from your own field army.
It must include a general, who is treated as a reliable ally-general.
The allied contingent is an independent
command which you can run. Your
C-in-C must remain with the field army. If
two or more contingents are sent in a single round, they must be of different
troops and be led by different generals. Arrival Allied
contingents which were sent in previous rounds are considered to have already
arrived. Allied contingents which
were sent this round may or may not start on the table. They roll once before the battle, on a 1,
2, 3 or 4
they have already arrived and deploy normally with the ally's field army 5
or 6
they are deemed to be too distant to reach the battle in time Contingents
of the main protagonists which are returning this round roll to arrive in a
similar fashion to allied contingents. During
battle During
a battle allied contingents move and fight at the same time as the main
protagonists. The allied player
controls his own command. Allied
contingents cannot leave the table intentionally or change sides and attack
their supposed ally, but the eagerness with which they assist is a matter for
the player's conscience! Allied
contingents must have the normal quotient of baggage elements, although these
can be in another command with the rest of the baggage.
If
your side wins, the prestige must be shared with you. You get a proportion of the prestige based on the number of
commands in the army, counting the C-in-Cs commands as two.
You can negotiate with the C-in-C for a higher prestige total, between
the normal value and twice the normal value.
If a higher prestige value is awarded to you, then the main protagonist
will receive correspondingly less prestige.
Recall You
can order contingents to return to your field army any time they are not
actually involved in a battle. You
can not send or maintain contingents in the same round as other movement
options, hence, your contingents will return automatically when you move your
field army. 3
Recruitment
phase: raise troops and check for victory
3.1
More provinces means more recruits
The
reserve All
troops that are lost (through battle, siege, etc) are placed in a reserve, and
all such that are recruited or purchased are taken from that reserve, so your
field army can never exceed the original total. You must keep the campaign organiser informed about which
troops are in the reserve so the campaign diary can be updated.
Recruitment In
the recruitment phase you can transfer 10 points of troops from your reserve to
your field army for each province now under your direct control, this simulating
new recruitment. If your field army
falls below the minimums for any item in your national army list, then all such
deficiencies must be rectified before any other troops can be retrieved from the
reserve. Generals Generals
can be retrieved from the reserve at any time, even in the campaign phase.
You must always have at least one general.
To retrieve a general from the reserve in the campaign phase you must
transfer the equivalent value of troops to the reserve. Changing
your army You
may change the composition of your 480 army point army during the recruitment
phase, but only troops in the reserve may be changed. The new list must still adhere to you national army list
derived at the start of the campaign. You
may voluntarily send troops to the reserve so they can be replaced, but the new
troops are then retrieved in the usual fashion. Profound
peace If
you do not take part in a battle or siege during three consecutive campaign
years, the maximum size of your field army in the next year is reduced to 440
army points. It being assumed that
the profound peace has led you to economise and unduly neglect your defences.
If you do not take part in a battle or siege during six consecutive
campaign years, the maximum size of your field army in the next year is reduced
to 400 army points. 3.2
To win the campaign you need prestige
Prestige
for provinces In
the recruitment phase you get prestige points for provinces under your personal
control:
6 prestige for each
of your home provinces
4 prestige for each
other province and
prestige for those provinces under your direct tributaries' control:
2 prestige for each
of their provinces Campaign
end At
the end of each game year after the first the campaign organiser rolls two dice;
on a 2 the campaign is deemed to have finished, unless all players choose to
continue. This system of a random
campaign finish rewards players who are consistently successful, rather than
those who put in a sudden burst at the end of the game.
When
the campaign finishes, you count as your score the prestige points you have
gained in battles and for controlling provinces. High score wins. Tributaries A
player can ask at any time to become your tributary. If you agree, you become their overlord.
Your tributaries must provide an allied contingent if you order them to.
Neither of you can attack the other while the relationship lasts.
Either of you can renounce the relationship during the recruitment phase.
Your tributaries can retain or acquire tributaries of their own, and can
order these to provide a contingent to support their own field army or provide a
substitute contingent for you. Your
tributaries cannot have two overlords. If
you are knocked-out of the game by losing all your provinces or elect to leave
the campaign, then your tributaries regain their independence. Obviously
you can ask to become a tributary of another player. Leaving
game If
you lose all your provinces you are out of the game, get no points for
provinces, but retain your prestige points.
If there is a spare neutral nation, you may be allowed to re-enter the
campaign, still retaining any prestige. If
you voluntarily leave the campaign without choosing a replacement then any
remaining provinces under your control become neutral and you get no prestige
points. |
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