Troop Hint Cards For DBA
Troop Hint Cards For DBA
Troop Hint Cards For DBA
These cards were designed as a player aid for those who are familiar with DBA but would like some help with the
nuanced, element-specific rules. The inspiration came whilst watching the fabulous YouTube videos of Tony Aguilar
and friends and noticing how many rules I didn’t appreciate regarding some of the rarer troop types. I thought that
these would help players when using unfamiliar armies or troops. They may also help teach new players by focusing
their attention on the elements in their army. What they won’t do is let you play DBA without the purchased rules.
That was a non-negotiable design strategy.
So, after putting together a (very) rough draft, I approached Stephen Andrews (“stevie” from Fanaticus) to proof
read the project. Well he did that and then some! Proof read, corrected, formatted and illustrated all in quick time.
Layout
Each card has been laid out in the following way:-
Colours
Green is for good things, red is for bad things, and black is for neutral things.
This makes it easier to understand and helps to visually break-up solid chunks of data.
Accuracy
These cards are supposed to provide hints and reminders. They do not replace or explain the published rules.
Please provide any feedback or corrections via the Fanaticus website.
Production
I plan on printing mine out, gluing onto card and then laminating. You may also be able to double-side print them if
wish, though they may not line up exactly. Each of you can use them for your personal use as you see fit. Please do
not use them for any commercial venture. DBA belongs to Wargames Research Group (WRG) and authors Phil
Barker and Sue Laflin-Barker.
Illustrations
Stevie says that most these have come from DBAOL, and he can make specific sets such as Middle Eastern Moslem
Arabs, sub-continental Indians, Chinese, and even Mesoamericans if there is a demand for them.
Conclusion
I hope that these cards make your battles faster and more enjoyable, letting you concentrate on what’s important,
pushing little men around a table and cursing the dice-gods! I would like to hear feedback from new players or
veteran players that have been inspired to take on new armies or expand existing armies (Druids and screaming
women 5Hd anyone?). Again, feedback can be provided through Fanaticus.
Cheers
The original hint cards used illustrations from the ancient period. However, it is the very nature of wargamers to be
“in-period” regarding their gaming. Ancient images of Medieval troops just wouldn’t cut it. Therefore, stevie has
created a medieval edition of the original cards.
Of course, there are no chariots in the Middle Ages. Nonetheless some extra chariot pictures have been included for
completeness. The Light Chariot is more appropriate for Middle Eastern biblical armies than the Celtic barbarian one
in the Ancient set, and the new Heavy Chariot is of an indeterminate nation so is suitable from the Middle East to
China.
No Scythed Chariots were used in the Medieval period, so a..er...’substitute’ with similar capabilities is included.
As the Chariots are found together on the final page, you can use your own discretion whether you will print them.
Elephants El (mounted)
Littoral Landings are not allowed
Combat Factors: 5 v foot, 4 v mounted +1 PIP cost to move after the 1st bound
City/Fort: assault only at gates; destroyed if recoiled
Can pass through friendly Ps when moving or fleeing
Pursues 1 BW
Cannot be pushed back
Recoiling destroys any troops not in a BUA or Camp
Recoiling into a 2nd Elephant destroys both elements
If fleeing is prevented, both elements are destroyed
Can Quick-Kill: Hd in Good Going, and SCh,
Kn, HCh, Bw, Mtd, WWg, Art
and civilians in any going
Quick-Killed by: shooting Art, LH, LCm, Ax, Ps
Speed in Good Going: 3 BW Makes these flee: other Elephants and Cm
Speed in Rough/Bad Going: 1 BW Cannot destroy: Ps, who just recoil instead
Knights Kn (mounted)
Combat Factors: 3 v foot, 4 v mounted Can pass through friendly Ps when moving
6Kn in close combat in Good Going: +1 v foot 3Kn recoils 4Kn on an equal score
3Kn and 6Kn pursues 1 BW (4Kn does not pursue)
Recoils through any friends (except El, Pk, Hd)
Flees through Ps
Victory: the 1st double base lost counts as 2 elements
Camelry Cm (mounted)
Combat Factors: 3 v foot, 3 v mounted May deploy at least 2 BW from the table side-edges
Dunes and Oasis counts as Good Going
Can pass through friendly Ps when moving or fleeing
Recoils through any friends (except El, Pk, Hd)
Sallying:-
Camp Followers may leave their Camp but not return
Permanent Forts and Cities A City can, a Fort must, be garrisoned by foot troops
Defence Factors: +4 to garrisoned foot Only foot (other than WWg) can become a garrison
+2 to defending civilians Only enter or leave through gates (unless assaulting)
If enemy partially in a non-paltry River: +1 Threat Zones extend from a City and garrisoned Fort
It costs 1 PIP to move from one City gate to another
3 enemy (except SCh) can be in front edge contact
Each fights in turn, using their foot combat factors
No overlaps, side or rear supports are allowed
Double base troops cannot use their +1
Defenders suffer -1 for each 2nd or 3rd still in contact
One victorious element (not El or tower) will enter
These sack a City and cannot use the City defences
Nor can they move, shoot or be shot at while sacking
Sacking ceases on a PIP roll of 5 or 6 by their owner
Place so that all of a City or Fort is within 6 BW of 2 Victory: Cities are 1 element, or 2 if used as a Camp
battlefield edges. May touch any battlefield edge. (Cities can surrender to Art - see page 7 of the rules)
Heavy Chariots HCh (mounted)
Combat Factors: 3 v foot, 4 v mounted Can pass through friendly Ps when moving
Pursues 1 BW
Recoils through any friends (except El, Pk, Hd)
Flees through Ps