Medieval Armies DBA Page

Double DBA

By David Kuijt

These rules are intended to allow fast big battles with 24 elements per side using the DBA rules, without adding further complexity to the rules. Double DBA is appropriate for two players going head-to-head. If you wish to play with a number of separate generals (possibly each run by a different commander) take a look at the Big Battle DBA rules. Double DBA is much simpler, and retains the speed of play of normal DBA.

Unless specifically altered by the variant rules below, rules are standard DBA 1.1.

Army Composition

Each side gets two full DBA armies. The armies don't have to be identical; they may even be different army lists. If you want to play historical battles, the armies should be the same nation or historical allies.

The forces available don't need to be kept together in their original armies during play. You can place them and move them as if they were all one happy family. Each side has only one camp.

The Map

The standard DBA area is 24 inches square for 15mm figures; we actually play on 36" boards by preference (with deployment restricted to the center 24"). In Double DBA you should use a 48" wide board that is 36" deep.


The deployment rules are modified as follows to reflect the increased number of players and the widening of the playing area (e.g. 36 or 48 inches wide for 15mm).

Both players dice. The low scorer chooses and places terrain according to the normal rules. The players flip a coin for sides. The low scorer (on the dice roll) places his camp; it must be in the center 24" of his side. Then the high scorer places his camp similarly on his side.

Now the players alternate placing 12 elements at a time, starting with the low scorer. Elements must be within 9" of their home baseline.

After all elements are placed, the low scorer takes the first bound.

Command and Control

Each side has only one general, commanding all 24 elements. The general rolls 1d6 for pips, but doubles the result to give between 2 and 12 pips. The general's command radius is increased to 1800 paces, 900 paces if obscured by intervening hills, built-up areas, or woods.

As an option, you can roll 2d6 to determine pips rather than doubling the roll of a single die. Note that this will give a uniform result, with extreme results happening less often. This might be appropriate for well-controlled armies like the Mongols or Romans. This decision should be made before beginning a battle, and cannot be changed half-way through.


An army is defeated if it loses 8 elements, or if it loses its general and has lost more elements than the enemy. While a camp is occupied by the enemy it counts as four elements lost, plus the loss of the camp follower (if any).

Page created May 25, 1998.

The author may be contacted at Please do not use any pictures or text from this page without permission.