DBA Resource Page

Unofficial Rules Variants

Alternative Deployment Scenarios

By Rich Kurtin

As an variation on the standard DBA's deployment rules, try these alternative deployment scenarios.

Condensed Setup

The attacker deploys as normal. The defender may set no element closer to the edge than 300p or more than 600p in from his baseline.

              ATTACKER.SETUP.AREA
              ...................
              ...................
              ...................
              ...DEFENDER.AREA...

Offset Setup

The attacker has managed to maneuver his army almost onto the flank of the enemy prior to the battle. The attacker sets up normally. The defender chooses a side (left or right) and deploys with his zone starting a the edge chosen 600p deep and 1800p wide.

              ....ATTACKER....
              ................
              ................
              ................
              DEFENDER........

Outflanked

The attacker has outflanked the defender prior to the battle. The defender deploys in a square 800p on a side within a corner. The attacker then deploys in an area 800p deep on either opposite edge.


              ATTACKER.SETUPxx
              T...............
              T...............
              A.........DEFEND
              C.........SET.UP
              K.........AREAxx

Ambush

The defender deploys in an area 800p wide by 600p in the center of his table edge. The attacker deploys anywhere within 600p of any other table edge. The attacker wins as normal, the defender may win either by normal victory conditions or by exiting his army off the opposite table edge before it is broken. Camps are not used, however the defender has an element of camp followers (representing the baggage train) which act like a standard element (i.e. they don't need to stay in the non-existent camp). If they are lost, they count as a loss of a camp. They are rallied if the owning player can get an element in contact with them prior to them leaving the table. If exited they count as 2 elements saved. Note that exited elements count as being 'on table' for purposes of army break.

        e...........
        x...........    Defender sets up in the xxx area.
        i........xxx
        t........xxx    attacker sets up anywhere within 600p
        i........xxx    of any other table edge
        n...........
        g...........    Defender can exit on any area marked exiting.

Raid

The defender will deploy on a table edge as normal. The attacker then deploys on an adjoining table edge. A specific terrain objective is chosen (town, hill, etc.) The defender gets 2 bounds before the attacker gets his first. The game continues as normal after that. The attacker wins by taking this objective and/or breaking the defender. The defender needs to hold the objective. Optionally the defender may deploy up to 1/3 of his army within 200p of the objective area and the 2 bound delay is ignored. Note that there are no camps used in this scenario, although if the second setup option is chosen, camp followers may be deployed within the objective area and treat it as they would the armies camp.

             A..............
             T..............
             T....object....
             A.....area.....
             C..............
             K..............
             E..............
             R.DEFENDER.AREA

Meeting Engagement

Both sides deploy normally up to 1/3 of their armies. The remainder of the armies are broken into 3 groups. Each group must have at least 1 element in them. Camp followers are allowed even though there are no camps. They act as in 5 above. The groups are then assigned 2 numbers from 1 to 6. When the PIP die roll is the same as a number given to a group, that group is allowed to enter. Elements not yet entered are treated as being on table for purposes of army break.

Random Arrival

The armies elements are broken into up to 6 groups. A given group is not required to have any elements and both sides may choose a camp follower element if they wish. When the sides PIP roll is the same as the groups number, that group may enter. Victory is as normal.

A Dark and Stormy Night

Both sides have camped and set out scouts which have since gotten lost attempting to locate the enemy when a downpour and subsequent mist and fog hit. Remember the numbers assigned to table edges, as these will come into play later. Both sides deploy 1/3 of their army as normal as well as camps. At this point elements are then assigned a number from 1 to 6, each number must have at least a single element assigned to it. When a PIP roll corresponds to a group, that group enters play. Roll a die and set them within 300p of the center of the table edge rolled. Play continues as normal.


| Top of Page | Rules Variants | Home |


Last Updated: July 12, 1998

My thanks to Rich Kurtin and his shop DBA group. Comments and suggestions welcome. Send them to Chris Brantley, c.brantley@ieee.org.