Medieval Armies DBA PageDBA Resource PageCommentary on the "Official Amendments" to DBAThis is based upon the July version of the amendments. Phil Barker has issued a new DBA 1.2 edition as "Official Amendments". Coupled with release of the official amendments is news that Barker plans to release DBA 2.0 sometime after Christmas. This page is a list of concerns and reactions to the amendments, in an attempt to find and point out possible problems in the "Official Amendments" before DBA 2.0 goes to press. If you think you have found a problem with the current amendments, please drop a note with explanation to me at kuijt@umiacs.umd.edu, or to Chris Brantley at brant@erols.com. The hope is that this will assist in the playtesting and rewording of the DBA version 2.0 rules. Commentary on the Amendments
If there must be a change (and I prefer it the old way), I suggest the following compromise: In the "Distant Shooting" section, replace the v1.1 text on Arty with: "Artillery shoot only in an opponent's bound." This is more powerful than Arty in 1.1, where they could not shoot in any opponent's bound where they moved, recoiled, or pivoted in their own just preceding. But it is still only firing in the opponent's bound, which is half as often as v2.0. The rules suggestion above is also an increase in simplicity over v1.1, as it does not require any memory of what the Arty did on its last turn; and it is a reduction in the total amount of text. I am going to continue playtesting the v2.0 Arty system to be sure of my assessment, but I'm pretty sure now that Arty firing every bound is both non-historical (battles don't play out in a vaguely historical fashion) and unbalanced (Arty becomes tremendously powerful).
I have one anecdote, however, that illustrates my concern about Artillery moving quickly by road, especially in the light of the other Artillery changes. I was fighting a battle where a road made a broad Y intersection in my backfield, with two prongs spreading out into the enemy territory. My forces were largely down the right prong, facing the enemy, and he ran two Auxilia through rough going to the left. I pulled my Arty out of line, put it on the road, and using the road movement and 400p movement, quickly cut off the enemy flanking attempt and (firing every turn) quickly blew both Auxilia into shreds. This seemed a bit too much like a World War II Panzerblitz engagement between a couple of infantry companies and a Hummel 150mm Self-Propelled Gun for my taste.
Removing the Spear backrank support isn't a change that shakes the earth (it is always better to have an overlap than backrank support) but I don't believe it is a good change. It detracts from the variety and interest of a Spear army, and takes away an interesting, useful, and historical option. Comments supporting back-rank support for Spear have been received so far from Jeff Allison, Dave Schlanger, "Gabriele (hawkmoon@iol.it)", and Jim Wright.
a. Light horse not ending that move within 600p of enemy. b. Psiloi in their side's first bound. c. Warband ending that move in close combat. d. Any troops by road."
a. Light horse not ending that move within 600p of enemy. b. Psiloi in their side's first bound. c. (second move only) Warband ending that move in close combat. d. Any troops by road. Things NOT in the Amendments that I think should be:This is very important, both to make Medieval battles come out more historically (and most DBA Knight elements are in the Medieval period), and to balance the advantages of Blade a bit, especially as Spear has been relatively weakened (no back-rank support against Blades) and Warband not improved. I'm not sure what needs doing here, but my playtesting experience is that Warband is by far the weakest overall troop type. They can't fight in the rough against anything; they can't fight in the open against mounted; they are weak in the open against loose-order foot; and against close-order foot (blade, spear, pike) they are pretty much even. War Wagon missile fire range and combat factors makes them dominant against almost every troop type except blades, and not bad against those. This may be vaguely historically correct for Hussite warwagons festooned with light artillery, handgunners, and crossbowmen, but not for any other type in the army lists (Pecheneg, Sea Peoples, Khazar, Communal Italian, Early Hebrew). For them the huge ranged combat factor gives entirely inaccurate battle results. I suggest changing one of the Hussite Warwagons into an Artillery element, giving them three of this troop type. With that and entirely removing the DBA Warwagon missile combat ability, the Hussite army should still get appropriate battlefield performance but the other armies with WarWagons will not end up using them as WWII King Tigers. The 15mm-scale game is unreasonably constrained by the 24" square map size. The depth is fine -- games played on deeper boards take longer, and aren't much more interesting. But the 24" width of the map in 15mm scale creates a situation where it is often possible for a player to entirely block off the whole width of the map (assisted by a small section of impassable going or other useful terrain). This artifact is not present in 25mm scale games. In 25mm games the recommended board size is 48", which is 20.32 elements width across. The recommended board size of 24" for 15mm games is only 15.24 elements across. The constrained board makes it quite difficult to employ flanking maneuvers with light horse or cavalry that are both historical and interesting. The strange "Edge of the World" artifact of the edge of the board is magnified, allowing anti-historical deployments and battle plans that need not worry about protecting the flanks. This problem is an easy thing to fix, however. Alter the 15mm recommended board size to 36" wide (still 24" depth). The resulting map is 22.86 elements wide, which corresponds closely to the width in 25mm games. It is impossible for an army to deploy so as to guard both flanks with the "Edge of the World", (although one flank can still be hinged on the board edge). The artificial world edge will have even less of an impact if both players must deploy their camps in the center 24" of the map (i.e., at least 6" from either side edge). DBA already differentiates Woods and BUA from other types of Bad Going on page 7 (command range for tactical moves). How about the following rule: (added to the tactical factors at the bottom of page 8):
| Top of Page | DBA Resource Page | Medieval Armies DBA Page | Last modified: July 22, 1999. Added the "Edge of the World" and the "Missile Fire and Terrain" sections, plus slightly reworded some other sections. File totally reworked: July 19, 1999. The July amendments came out. File created: June 29, 1999 Comments, suggested additions, and/or critiques welcome. Direct them to David Kuijt at kuijt@umiacs.umd.edu or Chris Brantley at brant@erols.com. |