15mm Essex Miniatures
DBA 2.2
Army Compostion: 1 x 3Cv(General) 3 x 3Cv, 2 x 4Sp, 3 x 2Ps, 1 x 3Bd, 2 x 3Bw
Two painted DBA army packs
15mm Essex Miniatures
DBA 2.2
Army Compostion: 1 x 3Cv(General) 3 x 3Cv, 2 x 4Sp, 3 x 2Ps, 1 x 3Bd, 2 x 3Bw
Two painted DBA army packs
15mm Essex Miniatures
DBA 3.0
Army Composition: 1 x 3Cv(General) 4 x 3Cv, 1 x 3Kn, 1 x El, 1 x 3Bd, 2 x 3Bw, 1 x 2Ps, 1 x Art, 1 x 7Hd
Each player fields 6 units.
Example army:
3 Infantry
1 Missile (archers / slingers)
1 Cavalry
1 Elite (guards, legionaries, etc.)
Each Cavalry/Infantry unit has 4 Strength Points (SP) or DBA DBMM elements
Chariots,Elephants and Artillery has 2 Strength Points (SP) or DBA DBMM elements
Use 2,3,4, or 5 inch hexes. (I use 5 inch hexes for my 15mm Miniatures)
8 × 10 hexes
Terrain examples:
Hill → +1 defense
Woods → missile −1
River → stop movement
Players alternate turns.
Each turn:
Move units
Missile fire
Melee combat
Remove destroyed units
Units move a number of hexes.
| Unit | Move |
|---|---|
| Infantry | 2 hexes |
| Missile | 2 hexes |
| Cavalry | 3 hexes |
| Skirmishers | 3 hexes |
Rules:
Must stop when entering enemy Zone of Control (adjacent hex).
Cannot move through enemy units.
Missile units fire up to 2 hexes.
Roll 1d6:
| Roll | Result |
|---|---|
| 1–3 | miss |
| 4–5 | −1 SP |
| 6 | −2 SP |
Target must be in line of sight.
When units are adjacent.
Both players roll 1d6 and add modifiers.
| Situation | Modifier |
|---|---|
| Elite unit | +1 |
| Cavalry charging | +2 |
| Attacking flank/rear | +2 |
| Defender on hill | +1 |
Compare totals:
| Difference | Result |
|---|---|
| 0 | no effect |
| 1 | loser −1 SP |
| 2+ | loser −2 SP and retreat 1 hex |
At 0 SP, remove the unit.
Win by destroying 3 enemy units or forcing the enemy army to retreat.
To make the game even faster:
No facing rules
All units attack once
Retreat instead of morale checks
This keeps turns under 2 minutes I think! :o)
Miniatures or tokens (about 6–12 units per side)
A table (around 4×4 ft)
1–2 six-sided dice (d6)
Ruler or measuring tape
Each unit represents roughly 400–800 soldiers.
| Unit | Move | Fire | Melee | Morale |
|---|---|---|---|---|
| Line Infantry | 4" | 4+ | 4+ | 4+ |
| Column Infantry | 6" | 5+ | 3+ | 4+ |
| Light Infantry | 5" | 3+ | 4+ | 4+ |
| Cavalry | 8" | – | 3+ | 4+ |
| Artillery | 2" | 3+ | 5+ | 4+ |
Numbers are the dice roll needed on d6.
Each turn follows this order:
Initiative
Both players roll 1d6
High roll chooses who goes first
Movement
Units move up to their move distance.
Formation effects:
| Formation | Effect |
|---|---|
| Line | Best firing |
| Column | Faster movement |
| Square | Cannot move, strong vs cavalry |
Squares may only be formed at start of movement.
Shooting
Units within 12" may fire.
Procedure:
Roll 1d6
If equal or higher than the Fire value → hit
Modifiers:
| Situation | Modifier |
|---|---|
| Target in cover | −1 |
| Artillery long range (12–24") | −1 |
| Target in column | +1 |
| Target in square | +1 |
Each hit causes 1 casualty marker.
Units with 3 hits are destroyed.
Melee Combat
Units touching bases fight.
Each side rolls 1d6.
Add modifiers:
| Situation | Modifier |
|---|---|
| Column charging | +1 |
| Cavalry charge | +2 |
| Attacking flank/rear | +2 |
| Defending square vs cavalry | +3 |
Higher result wins.
Loser:
takes 1 casualty
retreats 6"
Morale
If a unit:
takes a casualty
loses melee
sees friendly unit destroyed within 6"
Roll 1d6
If roll below morale value → rout
Routed units immediately move 12" toward table edge.
If they reach the edge, they are removed.
Special rules:
Infantry in square cannot be charged effectively
Cavalry attacking a square gets −2
Infantry not in square suffers +2 bonus to cavalry attack
Simple effects:
| Terrain | Effect |
|---|---|
| Hill | +1 firing |
| Woods | −1 firing, half movement |
| Town | +2 defense |
An army breaks when:
Half its units are destroyed or routed
Opponent wins the battle.
Inspired by the battles of Battle of Austerlitz during the Napoleonic Wars.
Each side:
4 Line Infantry
1 Light Infantry
2 Cavalry
1 Artillery
Deploy within 12" of table edge.
Play time: ~45–60 minutes
Players: 2
Units: 8 per side