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Solo DBA Campaign: The Tyrant conquests



After some times of research I’ve finalized my campaign to be played solo with DBA. A couple of site provided me with great suggestions and ideas to draft it: Jay's 'Solo Wargaming' blog: rules for a micro-campaign, available here: http://solowargamer.wordpress.com/2010/02/01/micro-campaigning-part-ii/and Steven rules and ideas at this site: http://www.balagan.org.uk/war/dbx/index.htm

I adjusted their rules as appropriate and the result is the following. I need you for any comments or amendments you may consider appropriate.


Solo campaign

NB: this refers to Syracusan army, but with minor changes can be adapted also to the Carthaginian side or others.

You start with:
·         A force of 18 elements (the 6 more can be freely selected amongst the official troops list)
o        NB: Wb can be recruited only after having defeated a Carthaginian army
·         A coffer filled with 100 gold pieces.
·         The campaign lasts for 20 turns (each turn is a semester).

Random events and movement

This is the sequence:
a) homeland uprising
b) other events in homeland
c) movement
d) campaigning

a) homeland uprising
At the start of each turn, in which the general is far form its own capital, throw a D6 to test the risk of a homeland uprising. Every turn passed away in a continuative way from the homeland increase this risk, which also depend on the campaign results, according to the following table:


Turn away from capital
1
2
3
4
5
6
7
8
9
10
+10
Risk
#
#
+1
+1
+1
+2
+2
+3
+4
+5
+6
If winning in the last turn
#
#
#
#
#
+1
+1
+2
+3
+4
+5
If loser in the last turn
#
+1
+2
+2
+2
+3
+3
+4
+5
+6
+6

If the result is 1-6 = no uprising
If the result is 7 (or more) = uprising, the general must get back within 4 turns or he will loose. (in this case rules as for letter d) are not applied).

b) other events in homeland

In case no uprising has been occurred the general throw a D10 with the following result:
1-2: War on other front = 3 elements to go (chosen randomly)
3-4 : Reinforcement (applicable only if out of homeland) =2 elements to arrive (chosen randomly amongst the following: Sp, Ps, Cv, Art)
5-6 : Money arriving = +50 gold
7-8: Money to be sent = -50 gold
9-10: Religious festivity/Olympic = no action permitted
c) movement

The general moves from 1 junction to another per turn to confront the enemy and defeat it.

d) campaigning event
           
After the movement throw a D6 and check the following result:
2: Disease – two elements not available for current turn(determine elements at random).
3: Barren Lands – no effect, no further action.
4: Easy Plunder #1 – 50 gold pieces handed over by locals.
5: Easy Plunder #2 – 100 gold pieces handed over by locals.
6: Desertion – one element lost for ever (determine element at random).
7: Hostile Force Encountered – battle will be joined with hostile force as defender.
8 and more: Hostile Force Encountered – battle will be joined with hostile force as attacker.

Modifiers to apply are the following:

Movement in a friendly junction
+1
Movement in a neutral junction
+2
Movement in an enemy junction
+3

Junction (city)
Status
Carthago
Motya
Panormus
Enemy
Morgantina
Entella
Neutral
Segesta
Katane
Enemy
Gela
Selinus
Friend
Rhegium
Thurii
Kroton
Enemy
Cosentia
Laos
Neutral
Taras
Friend

Obtaining 8 and more means battle with the army occupying the junction.
In case this result happens in a Neutral junction throw a D6 for the reaction: 1-3 it attacks, 4-6 it leaves your army pass. Apply the following modifiers: -1 if your army has between 10-12 bases, -2 if your army has between 8-10 bases.
In case this result happens in a Friend junction select the closer enemy.

Battles
Follow the preferred solo rules.
Get 12 elements from your surviving army as per official army list options (don’t exceed maximum bases allowed). Any remainder are assumed to be garrisoned somewhere.
You cannot deploy a 12 element based army by using non authorized  troop typology, even if available in your army and even if the authorized bases do not reach the 12 bases.



As for the terrains apply as follow:

Junction
Terrain typology
Carthago
Littoral
Motya
Littoral
Panormus
Littoral
Morgantina
Hilly
Entella
Hilly
Segesta
Arable
Katane
Littoral
Gela
Littoral
Selinus
Littoral
Rhegium
Littoral
Thurii
Arable
Kroton
Littoral
Taras
Littoral
Cosentia
Hilly
Laos
Arable

If your general wins the battle he receives 100 gold pieces as tribute from his defeated enemy.
Dice for each of his lost units, with a 40% chance of recovering them (i.e. 1-4 on a D10 throw) immediately. If not the have to be considered lost for ever.

For each victory the general can hire (at the cost of 75 gold) local mercenaries according to the following table:

NP Armies
Cities
Troops available if a city has been occupied
Carthaginians
Carthago
Motya
Panormus
Ps
Carthaginians
Anywhere
Wb
Sicels and Sicans
Morgantina
Entella
Ax
Sicilian Greeks
Segesta
Katane
Sp
Sicilian Greeks
Gela
Selinus
Sp
Magna Graecia
Rhegium
Thurii
Kroton
Cv
Sp
Ps
Lucanians
Cosentia
Laos
Ax
Magna Graecia
Taras
Lh

An enemy to be considered defeated and consequently no more active on the map must be defeated twice.

If your general loses, he forfeits 100 gold pieces to the enemy – this is drawn from his reserve.
If he is unable to pay then his troops will be taken into slavery, any gold he does possess will be seized, and he will be sent home in disgrace.
If he is able to pay, dice for each of his lost units, with a 20% chance of recovering them (i.e. 1-2 on a D10 throw).

He is then free to continue with his expedition (but see ‘Troop Levels’ below).


Troop Levels

A general can still do battle with 8 elements, if he remains with less the campaign is concluded.
So, once general’s troop level drops below 12 elements (i.e. enough elements to constitute one field army) he may continue to advance until he encounters a hostile force in the hope of picking up some easy money along the way. However, if he does run into hostile troops then he could pay 100 gold crowns to placate the enemy (1-2 on a D6 throw) and then immediately turn for home or arrange for the battle (3-6 on a D6 throw).

Victory
Victory is obtained in the following case: defeats of Carthaginians, Sicilian Greeks and Magna Graecia.

PS: the system is easily adaptable to the Carthaginian side, with some minor and logic modifications.


Download the rules and quick reference sheets here.

THE ITALIAN VERSION WILL BE UPDATED TOMORROW

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