Provided by RIch Kurtin
An army currently breaks far too predictably. Instead of an army just being pulled off the table after a third of it is lost try the following.
At the end of each bound that an army takes losses, roll 2d6. Divide the total by 2 and round up. If this roll is less than the total number of elements lost the army begins to break.
In a double sized game or one with allied elements under the command of separate generals, treat each command as a separate army that must check for breakpoint on their own. For example, a Crusader army is a double sized DBA army (24 elements) with 2 generals. The CnC General has 16 elements under his command and the subgeneral has the other 8. The CnCs army loses 5 elements and the roll shows they break. The subgeneral's command is unaffected.
When an army breaks, all the elements have a -1 combat modifier applied to them. All PIP costs are increased by 1. Elements which do not have PIPs spent on them will flee 600p towards their camp or board edge of entry. Elements reaching the board edge or camp are removed from play and noted as exiting the board while fleeing.
The mobile camp of any command that is broken and fleeing is removed as having fled. If not it mobile, the camp is presumed to be destroyed by the ensuing rout.
Broken fleeing elements may not initiate close combat and may not engage in missile fire unless PIPs were spent to keep them from fleeing.
PIPs may be spent on an element to stop it's flee movement and the element simply turned to face the enemy. It need not move anywhere or undertake any action. PIPs may be spent to stop a whole group from fleeing. PIPs must be spent on the same elements each succeeding turn or they will flee.
If all the commands of an army are broken, the army is broken and the game ends unless both players agree to play until the broken force has been destroyed or exited all its elements.
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Last Updated: July 5, 1998Comments and suggestions welcome. Send them to Chris Brantley, email@example.com.