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"DBA3 – 24 elements in the command." Topic


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609 hits since 6 Jul 2022
©1994-2022 Bill Armintrout
Comments or corrections?

Personal logo timurilank Supporting Member of TMP07 Jul 2022 2:17 a.m. PST

I have used a recent battle between Fatamid and Zirid forces to illustrate our experiences using the larger command of 24 elements.
This presents a bit more insight into the movement of troops, use of reserves, reforming scattered troops and more.
Overall, the games require more turns to complete, yet the extra time needed is marginal.
Well worth a try.
link

79thPA Supporting Member of TMP07 Jul 2022 5:41 a.m. PST

In older rules, did each sub-commander get their own die? That sounds familiar to me. I like the look of the "Big Battle" armies.

Personal logo timurilank Supporting Member of TMP07 Jul 2022 6:24 a.m. PST

79thPA,

True, but not so with this system.
The sub-general will extend the general's control an extra 8BW.
The loss of the general during battle would mean the sub-general takes overall command.

Perris070707 Jul 2022 7:10 a.m. PST

Nice report. The armies are really nicely done too. Thanks for sharing!

advocate07 Jul 2022 11:19 a.m. PST

I played a couple of campaigns in which armies could be between 15 and 24 bases, with a single general (campaign system provided players with a hand of cards which, among other things, determined army size). Smaller armies were therefore (relatively) more nimble than their larger opponent's, but as the larger army could take more losses it was still a tricky, though quite possible, for the smaller army to win.

Personal logo timurilank Supporting Member of TMP07 Jul 2022 12:17 p.m. PST

@Perris0707,
Thank you for your comments.
I am phasing out the 12 element size armies; either integrating them to create double size forces or splitting them in half to serve as allies.
This will be an on-going project.

Personal logo timurilank Supporting Member of TMP07 Jul 2022 12:19 p.m. PST

@advocate,
Such a card system does work well.
Campaigns using this method can also set variable victory conditions;
the ‘magic' one-third casualties may not be needed, but one possibly less.

79thPA Supporting Member of TMP07 Jul 2022 12:32 p.m. PST

Does a player start with a core army and then randomly determine support/optional troops with cards?

Personal logo timurilank Supporting Member of TMP07 Jul 2022 1:30 p.m. PST

We adapted the "Barmy Army" system as described in Slingshot, way back when.
The total composition of the army is noted on six cards,
each card listing a different strength and quality of troops.
The only choice made by the player is the random selection of a card.

evilgong07 Jul 2022 9:48 p.m. PST

Our 24-element variant has two generals each with a PIP dice.

Commands can be of any size, use the printed army list doubled, or home + ally.

Commands don't break individually – the army breaks at 8 lost.

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