Showing posts with label DBA. Show all posts
Showing posts with label DBA. Show all posts

Monday, 29 August 2011

Dust on the Horizon

Background

Goth and Roman forces limp slowly towards each other in the stifling Summer heat. Supplies are low but the area is fertile and there is plenty of forage to be had. Both armies have sent contingents west across the River Plonk to "tax"/raid the local farms. As the armies come face to face these troops have still not returned.

Roman briefing

You are Solar Plexus, Governor of Tibia Province and further from Rome than you ever wanted to be. News has recently been received of a rampaging body of Goths fast approaching your borders and you have set out to meet them with the forces at your disposal. You had hoped to hold the Goths at the border river but your troops are tired and lethargic in the summer heat and have moved too slowly. A number of light troops have been sent foraging to the west and the Goths who are closer than you thought are now upon you.

Battle map

Goth briefing

You are Turmeric the Goth, leader of a small raiding party. You have decided to lay waste to the local Roman province, Tibia, (though if you like it you may settle). Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. To your embarrassment the Romans have caught you on the hop while many of your men are foraging off to the west. Oh well!

Roman forces and set-up

Deploy in indicated area. One element must be nominated as the general.
3 x 3Cv, 1 x 2LH, 4 x 4Bd.
The Auxilia and Psiloi are off table, foraging.

Goth forces and set-up

Deploy anywhere in indicated area of map. One element must be nominated as the general.
2 x 3Kn, 6 x 4Wb.
Other forces are off table, foraging.

Game play

  1. Players deploy as indicated above.
  2. Both sides have an initial breakpoint of any 3 elements.
  3. Each turn roll 1d6 (not 1d6 each). If the roll is less than the turn number roll on the table below.

Reinforcement table

Both generals will be looking to the west, where there is dust on the horizon, but who is approaching? Reinforcements enter in column where indicated. Roll a further 1d6.
  1. The Roman forces give their Goth counterparts the slip. Breakpoint rises to 4. The Romans recieve 3 x 4Aux, 1 x 2Ps.
  2. After a brief struggle Roman forces arrive from the west. No change to breakpoint. The Romans receive 2 x 4Aux.
  3. No arrivals, roll again on this table next turn.
  4. No arrivals, now or ever. Finish the battle with what you have.
  5. After a brief struggle Goth forces arrive from the west. No change to breakpoint. The Goths receive 2 x 2Ps.
  6. The Goth forces give their Roman counterparts the slip. Breakpoint rises to 4. The Goths recieve 1 x 2LH, 3 x 2Ps.
 

Pipped to the Post!

Background

A Hun raiding force intent on pillaging the soft interior of the nearest Roman province cross the border river and encounter a minimal Roman defence. Local Roman forces are on the scene and must hold out until the mobile reserve arrives.

Roman briefing

You are Solar Plexus, Governor of Tibia Province and further from Rome than you ever wanted to be. News has recently been received of a rampaging body of Huns fast approaching your borders and you have set out to meet them with the local forces at your disposal. You had hoped to hold the Huns at the border river but to your dismay you have been pipped to the post and they are already across. What's more you are considerably outnumbered and there is no sign of your reinforcements. Your mother said it would be like this.

Battle map

Hunnic briefing

You are Horrid the Hun, leader of the Horrid Horde and cousin (twice removed) of Attilla himself. To get in a little practice now that the new campaign season is underway you have decided to lay waste to the local Roman province, Tibia. Things have gone well and you have managed to cross the border river unopposed and only now have you come across some resistance from local Roman forces. You have odds of 2:1 however and plan on moving in to the soft interior shortly.

Roman forces and set-up

Local forces - Enter on road in column on turn 1.
4 x 4Bd (Border legions), 1 x 3Cv (Old style Ala), 1 x 2LH (Local levy?).
Mobile forces - Enter on road in column on a roll of 6 on turn 2; 5-6 on turn 3, etc.
3 x 4Aux (Auxilia Palatina), 1 x 2Ps (Lanciarii?), 2 x 3Cv (Vexillationes).

Hunnic forces and set-up

Deploy anywhere in indicated area of map.
1 x 3Cv (Nobles), 5 x 2LH (Huns), 1 x 4Wb + 2 x 3Kn + 2 x 2Ps (Germans).

Game play

  1. Troops deploy as indicated in set-up above.
  2. The Roman General must be within the local forces.
  3. Break point for Huns is any 4 elements.
  4. Break point for the Roman local forces is 2 elements, rising to 4 elements when the mobile forces arrive.
  5. If the local forces break before the reinforcements arrive then break point for the mobile force is also 2 elements.
  6. Once they have arrived on table the mobile force requires no movement points to move so long as it is still moving in column towards the General. Once within 1,200p of the General it pays points as usual.
The river is difficult (elements must roll 2 or more to cross) and the hill is bad going.

Options

To give the Romans a better chance how about giving the Germans -1 in all combat rolls for lack of enthusiasm?
To swing things back again, give the local forces -1 to reflect their lower status.