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"Improving the Campaign rules." Topic


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728 hits since 18 May 2017
©1994-2024 Bill Armintrout
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timurilank18 May 2017 6:55 a.m. PST

I have posted the first part of a short campaign series covering Roman Britain (410 AD) and the barbarian invasions.

This post presents an overview of rules that will require modification and part two is a test of the invasions and how the Romano-Briton deal with the situation.

If satisfied with the rules, then the next step is to apply this set to the Vandal, Alan and Suevi invasion of Hispania of 409 AD.

link

Cheers,
Robert

CATenWolde18 May 2017 7:22 a.m. PST

Thanks! I'll take a look – I've been building armies for this period based on Dux Brit, but would welcome an expansion or alternative approach.

Durban Gamer18 May 2017 7:30 a.m. PST

Hi Robert

I look forward to reading these rules. Is there somewhere you already posted your original DBA campaign rules – because they sounded very interesting?

Great War Ace18 May 2017 7:49 a.m. PST

In the strategic picture, this is little different from Europe as a whole centuries later: with Magyar, Viking and Muslim "incursions" occurring or threatening for generations. Romanized Britain is just "Europe" in miniature. Any raid can occur from any of the three enemy groups at any time, from land or sea.

With this exception: Europe of the 8th through 11th centuries, as a whole, was much more powerful than the three invading groups: Romanized Britain was weaker and doomed to being conquered.

Britain rapidly breaks up, all Roman centralization lost in the anarchy, with mostly weak prey waiting to be set upon. Lots of fun for the invaders! The "Romans" can only hope to stave off the inevitable for a few years with a tight defense of limited areas.

The most powerful element are the "Germans". The local invaders (Picts and Celts) have to watch out for the Germans too, because they will beat on anybody they find.

Alliances would be temporary in the extreme and fraught with treachery. More fun!

I would handle this with a multiplayer campaign. Ideally that would work best. A solo campaign would generate an invasion or invasions. The British Romans would be waiting for the next blow to fall and respond to it with what they have. I'd give them a good capability of mustering quickly: they'd certainly be used to doing that! But limited manpower. If two or more threats occur, they can only reasonably respond in the field to one at a time: or risk being outnumbered.

As for keeping a strict log of passing time, I'd dispense with that altogether and just generate successive invasions. A "recovery" roll for sacked/pillaged towns and districts between invasions would reflect the passage of time. Make this a slight chance for little time between invasions, and increase the chances of a partial or full recovery if an area on the map hasn't been hit for a while: such an area would attract refugees and recover more swiftly due to the restoration of population.

There are limitless ways to generate strategic actions by the invaders if they are the NPC entities. Ditto, if "you" are an invader and the Romans are the NPC defenders responding to you.

I've done quite similar things as your campaign suggests in my "Raider" games: but not for lengthening years by now………. TMP link

timurilank18 May 2017 9:55 p.m. PST

@ Durban Gamer,

At the Fanaticus DBA Wiki you can find a number of useful tools and resources.
link

Here is the direct link to the Quick Play Campaigns – Ancient.
link

10mm Wargaming22 May 2017 2:28 a.m. PST

I use Kriegspiel by Avalon Hill for my wargaming campaigns.

As always, comments are appreciated.

Take care

Andy

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