Updated February 6, 2008
Table can be any agreeable size. We highly recommend using something MUCH larger than the 24 inch / 60 cm table recommended in DBA. Each player places a number of terrain features called for in the campaign scenario. Default number of features will be listed in this rule, in proportion to the size of the table used.
The players do NOT roll for which side of the table they use as the base edge. Instead, they roll for each terrain piece as it is placed.
Divide the table into six rectangles, by dividing the width into three sectors and the depth into two zones. The two zones are of equal depth. Of the three sectors, the center on is half the width of the table, and each of the two flank sectors is one quarter. Each player numbers the rectangles one through six from far-left to near-right. The results of the die rolls are evaluated according to the rolling player's point of view.
Terrain is placed in phases: waterways, rivers, steep hills, gentle hills, other area features, and roads. Within each phase, the defender places the first feature and players then alternate for the remainder of the phase.
When a linear feature calls for a sector, it must pass through both zones of that sector; if it calls for a zone, it must pass through all three sectors of that zone. If it is the first feature of its kind, it runs from edge to edge; if such a feature already exists, it runs from the other feature to the opposite edge.
Area features must be at least partially in the rectangle called for, and must, as always be at least one element base width away from all other area features and waterways.
1: Left sector |
2: Discard |
3: Right sector |
4: Left sector |
5: Player's choice of sector |
6: Right sector |
1: Left sector or far zone |
2: Far zone |
3: Right sector or far zone |
4: Left sector or near zone |
5: Near zone |
6: Right sector or near zone |
1: Far Left |
2: Far Center |
3: Far Right |
4: Near Left |
5: Near Center |
6: Near Right |
1: Left sector or far zone |
2: Center sector or far zone |
3: Right sector or far zone |
4: Left sector or near zone |
5: Center sector or near zone |
6: Right sector or near zone |
BUAs are placed as if area feature, but if the die roll calls for Far Center or Near Center, place a generic Bad Going feature instead. If an actual Built-Up Area is placed, dice again to see how "hard" it is:
1 = +1, 2 or 3 = +2, 4 or 5 = +3, 6 = +4
Zone rivers (i.e. rivers that flow across the front, blocking the army's advance) subtract one from the die roll that determines their depth. This is because an army would tend to move parallel to deep rivers and cross shallow rivers, so when the armies meet, the rivers between them would tend to be shallower than the rivers on their flanks.
When a river is placed, the placing player designates a one-element-wide ford anywhere along its length. There will be another ford or bridge wherever a road crosses a river. Note that a road can either cross a river at the existing ford, or make a new ford or bridge.
If you play in 15mm scale and are an inch-foot type, just figure out the number of square feet and you're ready to use the following information. Otherwise, you will need to figure out how many square element-base-widths your table is. One square foot is the equivalent of 56 square element-base-widths, so divide the total square-element-base-widths of your table by 56 and use this as the number of square feet.
Divide the number of square feet by six and round down to get the minimum number of "compulsory" features per player. However, the minimum number of compulsory features is at least one.
Divide the number of square feet by three and round up to get the maximum number of "compulsory" features per player.
Divide the number of square feet by four and round down to get the minimum number of "optional" features per player. However, the minimum number of optional features is at least one.
Divide the number of square feet by two and round up to get the maximum number of "optional" features per player.
Examples with 15mm troops:
Two-by-three foot table. Six square feet. One to two compulsory features, one to three optional features per player.
Two-by-four foot table. Eight square feet. One to three compulsory features, two to four optional features per player.
Three-by-three foot table: Nine square feet. One to three compulsory features, two to five optional features per player.