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Campaign Scenarios

Carausian Britain (296 AD)

By J. D. Yahoo

(Compiled with edits from postings
to the rec.games.miniatures.misc

I found a good, short history of Carausian's revolt in Gibbon's Decline and Fall. Also, my wife was interested in this period (thus I could get away with wasting some time on "research" of this topic!).

My limited understanding of the Carausian revolt is that Diocletian, the Roman Emperor, hired Carausian to use the Roman fleet based in the channel to patrol the coast of Britain and stop the piracy of Germanic tribes. Carausian allowed the Germanics to raid the coast, then afterward stopped them, took a portion of the ill-gained treasure, then commandeered the Roman fleet for himself and gained the alliance of the Germanic pirates. It took the Romans about ten years to build a fleet powerful enough to finally challenge and defeat Carausian.

Here are the six armies:

Britons (#77a):
4xBD, 3xCV, 3xAUX, 1xLH, 1xPS.
These represent the forces loyal to the rebel Caruasian. In actuality, they proclaimed their loyalty to the Romans as soon as they landed after ten years of revolt. Not in this scenario!
Scots-Irish (#61):
5xWB, 4xPS, 3xLCH.
This represents the Scots, at that time based in what is now Ulster. The cities are named from a later map.
Highland Picts (#67):
3xWB, 3xAUX, 2xLH, 2xPS, 1xLCH, 1xCV.
This represents the Picts in what is now Scotland, the names of their capital and area present a scenario in which they may have taken control of some foreign places.
Saxons (#75a):
10xWB, 1xBD, 1xPS.
These represent the Germanics that raided the SE shore of Britain around that time. The names of their cities suggest a scenario in which they have taken some foreign cities, and I doubt if Dresden actually was a city at the time. Feel free to rename any of the place names.
Franks (#74):
10xWB, 1xCV, 1xPS.
Again, in this scenario, they've pushed into more settled, foreign lands.
Gallo-Romans (#77a):
4xBD, 3xAUX, 2xCV, 1xKN, 1xLH, 1xART.
They've just put down a revolt of their Gallic peasants, and in this scenario, the revolt was so successful, they've lost many of their outlying cities to Germanic tribes.

The basis of the conflict is the Britons versus the Gallo-Romans. Feel free to make any rules concerning alliances and diplomacy.

For purposes of symmetry, I've allied the Scots and Saxons with the Gallo-Romans; and allied the Picts and Franks with the Britons!

The object of the campaign will be to take one of the opposing capitals of either the Britons (Deva) or the Gallo-Romans (Lugdunum).

Campaign Map

Although a land campaign doesn't do justice to all the possible strategems, I used the DBA Master Map and created a strategic map. In order to describe for you the map, I have made an alphabetic code of the map, letters "a" through "n".

Here is the map. Starting with the center square (refer to page 24 of the DBA Rules):

A. Londinium (controlled by the Britons, maximum four 100mmx100mm terrain blocks)

The following squares are the inner-ring of areas, all with access to the center square, in a clockwise direction:

B. Isca (Britons, max 12 terrain)
C. Eboracum (Britons, max 8)
D. Devenish (Scots, max 8)
E. Armagh (Scots, max 8)
F. Whithorn (Picts, max 12)
G. Lindisfarne (Picts, max 12)
H. Bremen (Saxons, max 4)
I. Bonn (Saxons, max 4)
J. Tungri (Franks, max 8)
K. Rimi (Franks, max 8)
L. Treveri (Gallo-Romans, max 8)
M. Parisii (Gallo-Romans, max 4)

Finishing up with the "outer ring" of areas, in a clockwise direction:

N. Deva (Britons capital, max 8 terrain)
O. Clonard (Scots capital, max 8)
P. Iona (Picts capital, max 12)
Q. Dresden (Saxons capital, max 8)
R. Cologne (Franks capital, max 8) S. Lugdunum (Gallo-Romans capital, max 4)

This is based on the most cursory research. If you want to fill in more of the map including the outlines of the coast of the continent and isles:

Areas D, O, and E are in Eire.
Areas N, B, C, A, F, G, and P are in Britain.
The remaining areas are part of Europe.

If redrawn with roughly equal distance between areas, the map is passable. I filled in the highlands of Scotland and Wales, and the Rhine river and forests beyond. Once you finish, you'll see by turning the entire map that the northernmost point on the map is "P", the Pict's capital area, Iona.

Deployment Rules

The "max terrain" is the maximum number of 100mm x 100mm terrain blocks I use for battles in that particular area. The minimum is not listed, but in all cases is exactly half the "maximum". I will show options for adding roads and rivers later.

It is neccessary to observe the rules which are used to determine the exact layout of the tactical battlefield, as this in itself is part of the commander's strategy and tactics.

I use 15mm scale. The battle board is a square 600mm by 600mm. I also have 24 squares of terrain, all are 100mm by 100mm. Twelve are forests (impassable), and 12 are hills (rough going). I also use 10mm wide strips of river and road.

In the strategic aspect of the game, one player will have an army in an area (and is termed the defender), and the other player is moving into the area (and is termed the attacker).

When setting up the battle board, the defender elects how many blocks of terrain to use, regulated by "max terrain" for that area, and if they wish can reduce the amount to HALF the "max terrain" number of blocks. The defender also decides if there should be a river and a road.

The attacker then places all the terrain on the map.

The defender then numbers the board 1 through 6, with their favored pair of adjacent sides getting two chances of the die, as in the DBA rules. For the remainder of the setup, follow the DBA rules.

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Last Updated: June 3, 1998

Questions, comments, and feedback are welcome. Sent them to my attention at IamFanaticus@gmail.com.