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Variant Rules

Dicing for Action

Suggested By Jason Ehlers

In this variant, instead of the usual I-go-You-go bounds, the game starts with the Invader army movement moving first. The game is then played in segments (instead of bounds). At the end of each segment, one of the players by agreement rolls to determine who has initiative and what type of actions are allowed in the next segment. Roll 1D6, consult the following table, and move accordingly:

1 Invader army movement (roll pips and move)
2 Defender army movement (roll pips and move)
3 Invader army engages in distance shooting (and directs order of missile fire)
4 Defender engages in distance shooting (and directs order of missile fire).
5 Invader resolves close combats (and directs sequence of combat resolution).
6 Defender resolves close combats (and directs sequence of combat resolution).

Any or all eligible elements can move, engage in close combat or distance shoot within their segment, provided there are sufficient PIPs for the desired movement and the prerequisites for close combat or distance shooting are otherwise satisfied. You do not need PIPs to engage in combat or shooting segments.

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Last Updated: Jan. 15, 2002

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