Inca Conquest

By Jim Fasnacht

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This campaign allows DBA players to re-enact the Spanish Conquistador invasion of what is known today as the Inca Empire. The actual name for this empire was Tahuantinsuyu, or Land of the Four Quarters. The Inca were a Quechua speaking peoples from the upper Andean highlands of southern Peru and Western Bolivia. They eventually conquered the neighboring tribes under their first emperor, known as an Inca, Pacachuti. This empire encompassed modern-day Ecuador, Peru, parts of Brazil, Bolivia and northern Chile. It was a well-organized empire with a very effective infra-structure designed to support the goals of the state and assure the well-being of its citizens. The Inca was a considered to be a descendant of the Sun God, Inti, and was deified in his own right.

The Spanish expedition lead by Gen. Francisco Pizarro landed on the coast of the Inca Empire at Tumbez in 1532. They arrived at an inopportune time for the Incas. The reigning Inca, Atahualpa, had recently led his armies in a mopping up operation of the opposition forces of his brother in a dynastic struggle. Atahualpa was in the process of consolidating his position when the Spanish moved inland to "meet" with him at the city of Cajamarca. This is where our campaign begins.

Armies

Inca (IV/81)

  1. Atahualpa's Army at Cajamarca : 1 x Lit (Gen), 6 x 4Aux, 2 x 5Wb, 3 x 2Ps
  2. General Chalcuchima's Army at Jauja: 1 x Lit (Gen), 4 x 4Aux, 2 x 3Aux, 2 x 5Wb, 3x 2Ps
  3. General Quisquis' Army at Cuzco: 1 x Lit (Gen), 4 x 4Aux, 2 x 3Aux, 2 x 5Wb, 3 x 2Ps
  4. General Ruminavi's Army at Quito: 1 x Lit (Gen), 4 x 4Aux, 2 x 3Aux, 2 x 5Wb, 3 x 2Ps

Spanish Conquest: 1 x 3Kn (Gen), 2 x 4Bd (Sword and buckler men/halberdiers), 2 x 4Cb, (Crossbowmen/arqehusiers), 1 x Art (Small field piece), 4 x 3Wb or 4 x 3Bw or 4 x 3Aux (Canari/Tribal auxiliaries), 2 x 2Ps (Skirmishing tribal auxiliaries)

Campaign Map

Click on map for larger image

Special Rules

Duration -- The campaign last three years of four turns each.

Campaign Movement -- Each turn an army can move two areas as per the DBA 2.2 campaign rules. An army cannot move through an area containing an enemy army. Armies that end in the same area must do battle. An army that loses a battle must retreat to an adjacent area. The Spanish may always retreat to any area whether occupied by an Inca army or not. If occupied by an Inca army the Spanish player must battle again.

Replacements - Inca elements that were eliminated in battle are all replaced at the end of the each turn 1, 2, 3. Turn 4 represent the Inca harvest and no unit is replaced at the end of that turn. Spanish units are all replaced at the end of turns 2 and 4.

"Strangers in Our Land" - The Inca were unsure as to how to respond to the invaders. The Spanish were a new people with strange beasts. There were so few Spanish that the Inca did not feel any immediate threat. Their presence was a curiosity. After some short delays the Inca Atahualpa marched his army of 50,000 men to Cajamarca to meet with these new peopleŠthese strangers. Here he was seized by the Spanish, his immediate bodyguard of 6,000 men was slaughtered by the armored knights. The rest of his army, being leaderless, routed in the face of the few strangers. To reflect the opening moves of the campaign the die is rolled when the Spanish army enters Cajamarca:

1 Athualpa distrusts the Spanish and launches an attack. Proceed to battle.
2 Atahualpa retreats to an adjacent area. No battle.
3,4,5 Atahualpa is captured.* His army is eliminated. No battle.
6 Spanish perceive a threat and retreat to Tumbez.

* Atahualpa Held Captive - While Atahualpa is a captive of the Spanish no Inca army may move during the campaign year until the Inca player rolls a 6 at the beginning of each turn. This roll must be made only once. Thereafter the Inca armies may move freely. The Spanish may not move Atahualpa from Cajamarca during this captivity. The Spanish must keep at least one unit to "guard" their captive. The remainder of the army may move freely.

First Fire - The Inca were initially awed by the power and noise of the Spanish firearms. To reflect this, after the first fire of either bow/arquebus or artillery the Inca player has his pips reduced by half (rounded down) in the next bound.

Charge! ­ The Spaniards horses were a determining factor in their tactical success on the battlefield. The Inca were genuinely frightened of these warhorses. While the Spanish "knights" were not as heavy as their predecessors fifty years earlier, they were much heavier than their Inca opponents. In open terrain 50-60 knights would defeat armies one hundred times their size! To reflect this situation a successful charge in good going by the Spanish knights where the enemy recoils or is killed, and the impetuous knight advances, all Inca elements in good going within 400 paces of the knight must recoil away from the knight element.

Victory

Victory is determined at the end of the third campaign year. Victory points are awarded to the Spanish player only for occupying the Inca cities. The points are awarded as follows: Cuzco (20), Cajamarca (10), Quito (10), Jauja (5), Huares (5), Pachamac (5), Huanca Vilca (5), and Tumibamba (5).

Victory Points Outcome
0-15 Major Inca Victory
20-35 Minor Inca Victory
40-55 Minor Spanish Victory
60+ Major Spanish Victory

Closing Notes

I made this campaign to flow along the lines of the historical events. Yet there is enough randomness to simulate the alternative outcomes. The scale really works well with DBA. The Spanish units were really very small representing 50-75 men/horses. The Inca/Tribal auxiliaries units represent 2000-4000 each.

The impact of Spanish weapons, equipment and horses were devastating. However, the Inca were able to learn to counter the Spanish superiority in arms by the cunning use of the harsh Andean terrain and their own personal toughness.


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Last Updated: 6 Sept. 2004

Sapa Inca (Lit/Gen) from collection of Paul Hannah

Comments, suggested additions, and/or critiques welcome. Direct them to Chris Brantley at IamFanaticus@gmail.com.