Programmed Leaders in DBA Campaigns
The following system is designed to allow the inclusion of one or more non-player countries in a DBA campaign. It "programs" the actions of non-player leaders by use of simple die rolls to determine movements, invasions, battles, sending of allied contigents, and resort to tributary status. It is based almost entirely on P.J. Raper's "Programmed Leaders for DBA Campaigns," which appears in Wargames Illustrated. I have adapted it here since I not sure where/how to obtain the necessary permissions to reprint this article. This adaptation retains the basic ideas of Raper's original with additions and expansions. It varies the textual presentation to avoid violating copyright, which interestingly enough protects the mode of expression but not the ideas themselves. Despite my tinkering, all credit, however, goes to P. J. Raper for his original ideas.
As a general rule, all dice rolls concerning a programmed leader should be done by an impartial campaign umpire or by the player who has the least interest in the outcome of the specific die roll.
At the start of the campaign, players will need to identify the nature of each programmed leader. This basic nature remains unchanged throughout the campaign. Roll 1D6 and consult the following table:
Non-player leaders and their armies are placed in their capital at the start of the campaign game and return to the capital at the close of every campaign year. The position of non-player armies should always be visible on the campaign map.
Feeble and incompetent leaders may only move one map route per seasonal turn. Skilled and rash leaders may move up to two map routes per season. Possible movement directions are subject to the following restrictions:
Where there is more than one movement option or direction, assign equal probability to each option and resolve by random die roll.
When invading a non-player leader's nation, roll 1D6 and consult the following table to determine the non-player leader's reaction:
If a programmed leaders army is besieged for more than one season, roll 1D6 and consult the following table to determine what action the programmed leader will take:
When a battle involving a programmed leader must be fought, the programmed leader's army will be controlled by an otherwise unoccupied player in the campaign. If there is more than one eligible player, then roll a die to determine who will fight the programmed army or by mutual agreement assign command to a player who has the least to gain by the programmed leader's defeat.
The player controlling a programmed army in battle suffers the following constraints depending on the nature of the programmed leader:
Players may provide an allied contingent to a programmed nation any time they wish. If more than one player wishes to provide an allied contingent, then players roll die, with the high result earning the priviledge of offering allies.
Players may seek an allied contingent from a programmed nation once per season. To determine whether a programmed leader accepts an invitation to provide an allied contingent, roll 1D6 and consult the following table:
As provided in the DBA Campaign Rules, a programmed leader may not provide an allied contingent if it has already made an attack for that season; otherwise, a programmed leader will provide as many contingents as are successfully requested.
The requesting player who is granted an allied contingent may select the number (1-3) and type of elements forming the contingent from among the available elements in the programmed leaders army. Elements used in a previous allied contingent during that same season are not available.
A programmed leader may also request an allied contingent from a programmed leader. To determine whether a request is made, roll 1D6 and consult the following table:
If a programmed leader decides to request an allied contingent from another programmed leader, then consult the preceding table to determine whether the allied contingent is actually provided. A neutal player (determined by die roll or mutual agreement) will then select the number and type of elements from those available to form the allied contingent).
At the end of each campaign year, each player may make one attempt to subject a programmed leader into tributary status. Attempts are made in the order of movement for the yearly turn just completed. If an attempt is successful, the player becomes the overlord of the programmed leader, who remains under the player's control until either party is knocked out of the campaign.
To determine whether an attempted subjegation is successful, roll 1D6, add +1 if the player controls twice as many cities/provinces as the programmed leader in question, and consult the following table:
In addition to these extensions, all other DBA Campaign Rules apply.
Last Updated: May 5, 2000.
Questions, comments and suggestions welcome. Send feedback to Chris Brantley at IamFanaticus@gmail.com.