Big
By
David Kuijt and David Schlanger
Updated:
Preamble
While discussing Big Battle DBA strategy and tactics online we have had
occasion to assess which Big Battle (BB) armies are more effective, and which
are less so. The use of allies, and the different mechanics of Big Battle DBA,
means that the effective armies can be quite different from those that are
effective in regular DBA. There are a great variety of effective armies in Big
Battle. The II/28 Bosporans combined 0 aggression, Knights, and Auxilia; II/15
Alexander Imperial with II/3 Classical Indian ally may be one of the premier
combined-arms forces in Big Battle DBA; I/22(b) New Kingdom Egyptian has an
excellent mix of Blade and Bow with a mobile chariot arm; II/42(b) Tamil Indian
takes brute force to a new level with Elephants and Blades; and so on. This
effectiveness assessment is based entirely upon our experience in open
tournaments -- in theme tournaments or against historical enemies, most armies
with low ratings will perform better. The larger army size in Big Battle makes
it more difficult to support themed tournaments and restrict battles to
historical matchups, such that all the Big Battle DBA tournaments we have
participated in since the publication of DBA 2.0 have been open tournaments.
This assessment also includes the tactical complexity of each army listed in
the rulebook.
The Big Battle DBA rules amplify the complexity of the game, as each
army consists of three times as many elements. The ability to separate specific
elements into commands, allows for more interesting troop interactions, as well
as mission specific goals. We consider the tactical skill that each army
requires in a variety of situations. Some armies are just plain more
challenging to play well than others. We consider II/22(d) Characene with
II/23(a) Arab Nomad and II/37 Parthian allies to be one of the best
"trick" armies out there -- Aggression 0 Dry, with lots of Camels,
and a great mix of troops. But it is also a very difficult army to play well,
and will likely be very frustrating for less advanced players. On the other
hand, triple II/33 Polybian Roman is a very good heavy-foot army that will be
rewarding even for relatively new players if they understand a few basic
principles about Big Battle DBA.
In the discussion that follows we examine a broad spectrum of notable
Big Battle armies, giving each an effectiveness
rating of A-F, a complexity
rating of 1-5, and a commentary regarding our
reasoning behind the ratings. An effectiveness A
army offers crushing potential in the hands of many players, while an effectiveness F one may be doomed from the start
regardless of the level of player. A complexity 1
army offers little tactical complexity and challenge (it may not be easy to
win, but is easy to play), while a complexity 5
army includes multiple troop types with complex troop interaction (difficult to
play). An approximation of complexity levels is as follows:
1 - Very simple armies; monotype
armies without complication
2 - Simple armies. More
complicated monotype armies (LH monotype, bad-going monotype armies), or armies
based around two troop types that work well together.
3 - Average complexity. Easy
combined-arms armies; armies with two common troop types that don't work easily
with each other.
4 - Complex. Combined-arms armies
without very difficult element types
5 - Very complex. Armies that combine lots of Pikes, Elephants,
War-wagons, Artillery, and trapeze artists.
Note that some troop types have
inherent complexity - they are difficult to get to do what you wish to do with
them. Any troop type that takes an extra pip to move falls in that category, as
do Pikes. LH are that way as a primary troop type, but are actually easier to
use in small numbers. The same is true for auxilia and psiloi.
A
marker
acknowledges that a particular army would be an extremely gutsy entry in any
open BBDBA event because of glaring weakness in one or more areas. We do not
assign these ratings lightly; just because an army has low effectiveness does
not make it a wheelbarrow army - it must also have aspects of funkitude and
glory.
Note that this is of necessity a very brief assessment. If you are
choosing a Big Battle army based upon this article you should consider other
factors as well, as we ignore some very important issues. Some players will be
better at gaining advantages through terrain-placement than others; they would
do well to seek out lower aggression armies. Other players might be very adept
at getting a deployment advantage, and very flexible -- they should seek out a
high-aggression combined-arms army like Later Carthage or Alexander Imperial.
Some element types, like Pike, Light Horse, Elephants, or Artillery, are
difficult to master and may not be for all players. Similarly for massed Bow --
they can be competitive against almost anything but massed blade, but you can't
just line them up and hope if you're facing enemy heavy spear. Some players
will play better with a very mobile army; or with a stolid heavy foot army. And
of course, there is no substitute for playing an army that you love!
One more aside -- the Big Battle DBA board as listed is very cramped.
This makes maneuver armies with lots of Cav and LH fight at a significant
disadvantage compared to regular DBA (and they had a big disadvantage on a
24" square map too!). We recommend you try playing on a 5x2 board; We
think it improves the game.
Finally, with the release of DBA 2.2 we see changes to the deployment
rules for Big Battle DBA that prove to be detrimental to the game's delicate
balance. All of the ratings below are based on our special rules for BBDBA that
can be found here - Official NASAMW Big Battle Rules.
These special rules take the best of DBA 2.0 and 2.1, without the problems
rampant in 2.2 - the changes are slight but quite significant in effect. If you
wish to use the published DBA 2.2 deployment rules without modification, you
should modify our ratings for effectiveness slightly. As a rule of thumb,
combined-arms armies with high aggression will tend to do slightly better with
the 2.2 deployment against non-monotype armies; and non-monotype armies with
high aggression will tend to do slightly better against low-aggression
combined-arms armies.
Book
I Armies
|
I/1
Early Sumerian: |
Effectiveness |
Complexity |
|
(a)
3000-2800BC |
D |
2 |
|
(b)
2799-2500BC |
B |
2 |
|
(c)
2500-2334BC |
B |
3 |
|
(d)
2250BC |
C |
4 |
Effectiveness: Each list can be improved one
rating by adding an ally. The (a) list is a slow-as-dirt bow army, improved
slightly with Zagros or Bedouin allies. The (b) list and (c) list have a fairly
nice troop distribution -- a strong pike wall with supporting Kn and Bd is
pretty good. They are helped significantly by adding an ally, and all their
allies are all nice additions. The (d) list weakens somewhat but their ally,
although also slow, is quite interesting.
Complexity: The (a) list bow wall is probably
the easiest Early Sumerian list to use as a monotype army, however bow is not
the most simple troop type to use effectively, and staying alive against heavy
foot will require subtle play. Adding the Zagros or Bedouin ally provides some
added mobility and terrain use. The (b) and (c) list both offer some challenge
due to the high number of pike, although (c) offers more combined arms
complexity. List (d) is the most difficult to use, as a plan is needed to fight
with only 10 elements or else find something useful for the Horde despite their
vulnerability and extra PIP needs.
|
I/2
Early Egyptian: |
Effectiveness |
Complexity |
|
(a)
3000-1640BC |
C |
3 |
|
(b)
1639-1543BC |
B |
3 |
Effectiveness: The (b) list gets a higher rating
because of its greater proportion of blade and the addition of a few chariots
for mobility. Blade and bow is a nice combination, but these guys need some
sort of mobility component.
Complexity: Both lists have some complexity, in
that they require bow/blade interaction. Both lists have the benefit of psiloi
supported blade, and suffer from the strain of three elements of Horde. The a
list choice of a Lit general command stand presents even more complexity. This
army should be played with a Lit C-in-C, just because.
|
I/3 Nubian: |
Effectiveness |
Complexity |
|
3000BC-1480BC |
C |
2 |
Effectiveness: A bow army with a bit of Wb to
threaten heavy foot. Not too bad, but you gotta like bow.
Complexity: A mostly-simple army with a little
added complexity from the Warband double move and support options. Using more
psiloi presents a more complex plan development with potential first bound
ambush and more potential for terrain advantage.
|
I/4
Zagros and Anatolian Highlanders: |
Effectiveness |
Complexity |
|
(a)
Any 3000-2251BC |
D |
2 |
|
(b)
Guti 2250-2112BC |
D |
2 |
|
(c)
Hurrians, Kassites, Nairi 1780-950BC |
D |
2 |
|
(d)
Gasgans 1650-950BC |
D |
2 |
Effectiveness: Aggression 3 is very rough for
Ax/Ps armies or Wb/Ps armies. The Guti have some nice allies, though, all of
which are a big help. One ally would raise their grade to C, both allies B. If
you take both the Elamites and Melukhans as allies, you have a nice combined
arms force that is only slightly lacking in mobility.
Complexity: All four of these lists are fairly
simple to play, although adequate use of terrain is needed to succeed in all
cases. Adding the ally or allies to the Guti list bumps up their complexity to 3, as it becomes a combined arms effort.
|
I/5
Early Susiana and |
Effectiveness |
Complexity |
|
(a)
3000-2601BC |
C |
2 |
|
(b)
2600-2101BC |
C |
2 |
|
(c)
2100-1401BC |
C |
2 |
|
(d)
1400-800BC |
C |
2 |
Effectiveness: The (c) list with Melukhan allies
get a rating increase to B. The (c) list has
some nice allies, of which the best are the Melukhans who give them a bit of
heavy-foot stiffening. Massed bow armies don't mind having high aggression.
Complexity: These are simple straight forward
bow monotype armies. The (a) and (c) list ally possibilities add some
complexity, but not much.
|
I/6
Early Bedouin: |
Effectiveness |
Complexity |
|
(a)
Any 3000-1500BC |
D |
2 |
|
(b)
1499-1000BC |
D |
2 |
|
(c)
999-312BC |
C |
3 |
Effectiveness: High aggression and Ax/Ps again.
The (c) list is interesting with some camels to provide mobility and stand off
enemy Cavalry and Knights, and taking the Assyrian ally gives some more variety
and a pinch of heavy foot.
Complexity: Lists (a) and (b) are simple except
for the need to play in terrain. The (c) list is much more complex in its mix
of the camel troop type with light infantry. All of the allies listed add some
complexity to the (a) list. The (a) list should increase to a rating of 3 and the (c) list 4
with the use of their allies - the Assyrian ally being both the most
challenging and exciting to play.
|
I/7
Early Libyan: |
Effectiveness |
Complexity |
|
(a)
3000-1251BC |
D |
2 |
|
(b)
1250-660BC |
C |
3 |
|
(c)
659-200BC |
D |
2 |
|
(d)
200BC-70AD |
D |
2 |
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Effectiveness: The (b) list with Sea People ally
gets bumped up to a C rating, perhaps a B rating for experienced players. Very high aggression
for the first two lists, although the Wb/Bw mix give the (b) list something
interesting and matches well with their Sea People ally, but it is still an
awful lot of psiloi for a high aggression army. The second two lists are
zero-aggression psiloi armies. Without zero aggression we would give them an F
rating! Even with zero aggression they probably can't win.
Complexity: Lists (a), (c), and (d) all present
similar complexity, and all rely on advantageous terrain despite a high
aggression. Probably the only thing keeping lists (c) and (d) from earning a 1 complexity is the challenge of trying to find
something useful for 33 elements of psiloi to do, besides die. List (b) is the
only Early Libyan list to call for complex troop interaction, and multifaceted
planning. Adding the Sea People ally to this list even goes a step further,
notching a 4 rating.
|
I/8
Makkan, Dilmun, |
Effectiveness |
Complexity |
|
(a)
2800-1301BC |
C |
2 |
|
(b)
Makkan 1300-312BC |
C |
4 |
|
(c)
Others 1300-312BC |
C |
3 |
Effectiveness: Nice little Ax army for (a), and
Wb army for (b), but not a killer by any means. The (c) list is essentially a
low-aggression Early Bedouin army with a few blade -- nice! With the Bedouin
ally or the Kassite Ally this is a pretty nice little list. The Makkan might
rate a C+ or even a B
if you like Warband -- the Camels and Bow give the normal good-going enemies of
Warband (Knights, Elephants) some pause, and the Warband give similar good
support for the enemies of Camels and Bow (i.e., Heavy foot).
Complexity: The (b) list offers a fairly
unusual mix of troop types. The
combination of Warband, Camelry, Bow and Psiloi presents an interesting
interactive challenge.
|
I/9
Early Syrian: |
Effectiveness |
Complexity |
|
2700-2200BC |
D |
2 |
Effectiveness: Aggression a little too high; too
many Ax/Ps; not enough troops that fight in the open and too slow. The Sumerian
ally is a nice addition, and raises their rating to C.
Complexity: Adding some pike here actually
gives some stability and a good going center to a bad-going army; that doesn't
really increase the complexity of the army much, and in some ways it simplifies
things.
|
I/10
Melukhkhan and Pre-Vedic Indian: |
Effectiveness |
Complexity |
|
2700-1500BC |
B |
2 |
Effectiveness: A very nice combination of
psiloi-supported spear and bow. The only thing that stops this from being an
A-quality army is its lack of mobility.
Complexity: An easy army to play. No
significant speed differences; no bad-going issues.
|
I/11
Akkadian and 3rd Dynasty of |
Effectiveness |
Complexity |
|
(a)
2334-2193BC |
B |
3 |
|
(b)
2112-2004BC |
B |
3 |
Effectiveness: A nice heavy foot army. The (b)
version is slightly better. The Elamite ally is a nice addition. A bit too many
psiloi, and not enough mounted, but a nice mix of pike and bad-going flank
support otherwise.
Complexity: Supporting pikes with bad-going troops
isn't always easy, and that's what you need to do here, but there aren't a lot
of different troop types to complicate the basic task.
|
I/12
Sumerian Successor States: |
Effectiveness |
Complexity |
|
(a)
2028-1460BC |
C |
3 |
Effectiveness: Another fair heavy foot army. The
Elamite ally is nice, but the Later Amorite ally is probably more useful, and
garners an improved B rating. Like all armies
from this period, too slow.
Complexity: Drop this down to a 2 complexity rating if no pike are taken.
|
I/13
Hsia and Shang Chinese: |
Effectiveness |
Complexity |
|
(a)
2000-1300BC |
B |
3 |
|
(b)
1299-1017BC |
B |
3 |
Effectiveness: Blade and bow is a nice
combination. Slow, of course. The Chinese Border Tribe ally is a fun addition.
For the later list, the Chou ally is quite powerful. Whether or not you take
allies, the auxilia are a good choice.
Complexity: Drop this down to a 2 complexity if you don't take any auxilia.
|
I/14
Early Northern Barbarian: |
Effectiveness |
Complexity |
|
(a)
Chinese border tribes 2000-401BC |
F |
3 |
|
(b)
Chinese border tribes 400-315BC |
D |
4 |
|
(c)
Europe 2000-1401BC |
D |
4 |
|
(d) |
C |
4 |
|
(e) |
D |
4 |
Effectiveness: Aggression too high; slow
monochrome armies. The (d) list has some nice foot and a blade-spear mix isn't
bad. The (a) list should definitely go with the Chou ally, which brings it up
to a C rating.
Complexity: As mostly-monochrome armies these
are all fairly easy to run, with only a few mounted to integrate into the
overall battle plan.
|
I/15
Later Amorite: |
Effectiveness |
Complexity |
|
1894BC-1595BC |
C |
3 |
Effectiveness: Psiloi-supported blade is a nice
basic troop type. Slow.
Complexity: With auxilia, blade, psiloi, and
some mounted or bow, this is a fairly well-rounded (and therefore moderately
complex) foot army.
|
I/16
Hittite Old/Middle Kingdom: |
Effectiveness |
Complexity |
|
1680BC-1380BC |
B |
3 |
Effectiveness: Psiloi-supported spear with a bit
of mobility. Not bad. It will have some trouble against armies with bad-going
troops and low aggression, though.
Complexity: Nice and easy, by and large.
|
I/17
Hyksos: |
Effectiveness |
Complexity |
|
(a)
1645-1591BC |
C |
3 |
|
(b)
1590-1537BC |
B |
4 |
Effectiveness: The (b) list with more mobility
is better; the (a) list has too much Bgo troops for its aggression. With the
addition of the Early Egyptian ally this is a nice little army, probably even
deserving of an A rating.
Complexity: The (a) list needs to integrate
auxilia with psiloi-supported blade; the (b) list needs to integrate light
chariots with the same troops. Different problems, but about the same complexity.
|
I/18
Minoan and Early Mycenean: |
Effectiveness |
Complexity |
|
1600BC-1250BC |
A |
3 |
Effectiveness: A good sized pike block and a
bunch of mixed chariots with some Bgo troops. A nice army.
Complexity: Moderate. The list has the usual
problem - supporting the flanks of the pike block, and integrating the strike
of the mounted troops with the push of pikes.
|
I/19 |
Effectiveness |
Complexity |
|
1595BC-1274BC |
C |
3 |
Effectiveness: Not much punch, but a good
maneuver army. It won't do poorly in any situation, whether heavy terrain or
light, but it hasn't got much kick. We may be a bit harsh; it might deserve a B rating. Certainly a very good army played against
historical opponents.
Complexity: Moderate - how to give appropriate
bad-going support to a mass of light chariots.
|
I/20
Syro-Canaanite or Ugaritic: |
Effectiveness |
Complexity |
|
(a) |
B |
3 |
|
(b)
Others |
C |
4 |
Effectiveness: A bit too high-aggression for the
number of Bgo troops. The Ugarit list with HCh punch is better; with the
addition of the Hittite ally (giving it a good line of psiloi-supported spear
for the open) it should be quite effective and maybe a rating of A.
Complexity: The typical problem of Book I
armies - a main battle line of fairly light troops, and integrating a bad-going
attack with chariots.
|
I/21
Kassite and Later Babylonian: |
Effectiveness |
Complexity |
|
(a)
1595-890BC |
B |
3 |
|
(b)
889-747BC |
B |
4 |
Effectiveness: A fairly nice Bgo army. The
allies don't really fix the only problem with this army, which is that it
doesn't have any heavy foot. Aggression 0 would have been nice, too.
Complexity: More of the same - integrating
bad-going troops with mounted or chariots.