Weather and Weather Effects
By Rich Kurtin
Not all battles were fought in perfect conditions. Below are a few rules to easily model weather during DBA battles.
Upon dicing for attacker/defender, if the roll is Doubles (i.e. both players roll 1's, 2's, etc.) then there is a weather event. Both players roll again and the combined total is compared to the following chart:
Fog - play is considered to begin early in the day and there is a fog. Command distance is cut to 150/300p and all elements of an army in fog are considered to be in bad going (i.e. the only group moves allowed are in column.). Maximum LOS is 150p. If a player's PIP roll is 6 the fog is starting to burn off. LOS increases to 300p and command radius expands to 300/600p while movement returns to normal. The next PIP roll over 3 causes the fog to burn away completely.
Windy - after deployment the defender labels the sides 1-4 and attacker places 5-6. Roll 1D6 to determine wind direction. Wind will be coming from the side rolled and blowing towards the opposite edge. Any troops using missiles within 45 degrees are penalized by -1. Sailing vessels may not move within 45 degrees and gain 100p if going within 45 degrees of the wind.
Possible Rain - Play starts without rain and players dice for wind direction as above. Wind is in effect at the start of play. Weather effects are changing so when a player rolls a 1 for PIPs, the wind ceases. A 6 causes wind to start again (if currently calm) or if the wind is up, for rain to start.
Raining: Once rain starts it will continue unless both players agree that a subsequent PIP roll of 1 will cease rain, with a second ceasing wind. While raining all missiles are at -1 regardless of wind direction. In a desert climate rain will occur, but once stopped it will not occur again. In a cold climate rain will be light snow storms. Missile fire is only effected by the wind. Add +1 to a river crossing roll during rain.
Storms - Players dice for wind direction as above and the game starts in a state of rain. If a 6 is rolled for PIPs then storms begin. Rivers will flood, roads and fields will be considered Muddy and naval movement by sail is disallowed. Rowed movement is allowed, but cut by 50p within 45 degrees of the wind. Storms will disallow any missile fire, and command distance is cut to 300p out of sight/600p in sight. Unless players agree otherwise, a PIP roll of 1 will reduce storms to rain while a roll of 6 will cause storms to resume again. Add +2 to a river crossing roll during a storm. Movement across a ford during a storm is not automatic, but must be done by rolling a river crossing die.
In a desert climate Storms are sand storms. Instead of rain, blowing sand cause the same effects as fog for LOS and movement and no movement is allowed within 45 degrees of the wind. Missile fire is not allowed in a sand storm either. Sand storms will begin on a PIP roll of 6 and end on a PIP roll of 1. Once stopped a sand storms will re-occur even after they have been stopped.
In a cold climate Storms become snow storms. Roads are ignored and all slopes become bad going due to snow drifts. All movement is slowed by 50p within 45 degrees of the wind due to drifting and blowing snow. Missile fire is penalized by -1.
Night - Play begins late in the day. Both players roll a die, and subtract the total of this combined roll from 18. This is the total number of bounds before sunset. After the sunset bounds the battlefield is assumed to be at dusk. maximum LOS is 300p and command distance is cut to 300/600p. Each bound afterwards if the PIP roll is less than the number of bounds that have past since sunset (i.e. a 1 rolled on the second bound, 2 on the third, etc.) the battlefield goes entirely dark and the battle ends.
Mud - Roads and fields will be considered muddy after Storms begin or Rain has occurred a second time in a given game - even if the rain or storms subsequently end. Roads are ignored and all fields become bad going.
Last Updated: 12 Nov. 2006
My thanks to Rich Kurtin.