recursal/Fanatic-Fandom huggingface dataset:
Rabble

This is one of those "just for the heck of it" alternative rules
whose intent is to add some fun and perhaps a touch of additional
tactical complexity to the game. I designated this the Rabble rule,
just to distinquish this variant from the Hordes troop elements provided
 for in DBM, about which I am largely ignorant.

What this rule seeks to simulate is the practice of some ancient and
medieval commanders to enlist every available combatant (willing or
otherwise) to bulk up their armies, including untrained levy, slaves,
prisoners of war, old men and young boys, and men impressed into
service. These troops would have been untrained and largely
undisciplined, poorly armed, most often without benefit of armor or
shield, and typically of low morale. In one word, a Rabble.

In a game in which the Rabble rule is in effect, players may elect
before deployment to exchange one element from their normal list for a
number of Rabble elements equal to the exchanged element's highest close
 combat factor. For example, you could exchange one element of Blades
for five elements of Rabble or one element of Light Horse for two
elements of Rabble.

If you wish to go to the trouble of modeling them, Rabble elements
should be depicted on 40mm by 20mm (15mm scale) bases with four
appropriate figures per element. Otherwise, spare Auxilia, Warband or
Psiloi elements on similar sized bases can be pressed into service with
an obvious marker to designate their "Rabble" status.

Rabble move at 200p off-road or 300p on-road. They have a close
combat modifier of +1 versus foot and mounted. If engaged in combat or
by distance shooting by an opponent whose total is more than the
Rabble's, but not twice the amount, the Rabble will flee 600p. If the
opponent's total is twice or more, then the Rabble is destroyed. Rabble
 have no quick kill capability against any opponent except Scythed
Chariots, which is destroyed if its combat outcome total is less than
that of the Rabble, but more than half.

No friendly troops may support or interpenetrate Rabble. Mounted
troops (including Chariots and Elephants) may "ride-down" their own
Rabble, destroying them in the process of interpenetrating them.

Individual Rabble elements lost in combat contribute fractionally to
the victory conditions, i.e., all Rabble elements must be destroyed to
count as a single lost element. For example, if an element of Cavalry
is exchanged for three Rabble elements, then all three Rabble elements
must be destroyed to count as one regular element lost.

In conclusion, I hope you have fun Rabble-rousing. Please let me
know how they work along with any suggestions on fine-tuning this
variant rule.
Historical - Renaissance/Pike and Shot

Links to DBA & HOTT Adaptations...

DBA 2.1 Pike and Shot Extension by Robert June, Don Jeppson, and Joe Chinnici (in PDF format).  Also see Playsheet (Excel)

DBA 1500-1900 Extension (aka Humberside Extensions or DBA-HX), by the Humberside Wargames Society. See also DBA-HX group and       Alexei Gartinski's Universal Elements for use with the DBA 1500-1900 extension.

DBA-HX Combat Results Updated to DBA 2.2 (Terry Webb)

**NEW** DBA-HX 3.0 (1700-1850) (Robert Madrigal)

DBA Renaissance (reference to article in Wargames Illustrated, August 1993)

DBA-RRR by Tony Aguilar (DBA extension for Renaissance, Reformation and Restoration periods, with playsheet and army lists.  Accessible through FADBAG Yahoo site)

DBA-RRR on DBA Facebook (public) Alternate location to download https://www.facebook.com/groups/382414395294162/files/

DBA 3.0 ECW: DBTR  also DBTR army lists by Pete Duckworth
Ann Eau

## Personality!!

Ann is all around kind, she loves everyone and everything, the only thing that makes her sad is when people or animals die, when friends are hurt, and thunder. She's also innocent in the mind still so Zoran, Zarius, Azazel, and Ariana can help her lose that. Ann is surprisingly smart though, she doesn't act like it be she has aced all of the reaper tests and was ranked one of the stronger ones.

## Appearance

Ann is 5'4 weighing 110 pounds, she has long brown hair that seeps down her back and often wears black, white or red. She also has pale skin along with green eyes. She often wears skirts and jackets and always carries her scythe around, just in case she needs to whip some ass.She also has a large laceration on her stomach from Eric, yet she still wishes he had a change of heart and never felt as if he was the enemy.

## Backstory

Ann was born into this world as a Grim reaper, she didn't know who her parents were and she learned how to do most of the things she does now by herself. She enrolled early into a reaper school, she was 13 at this time and was assigned one hell of an annoying partner, she was 15 and only cared for herself, Ann had to do all of the work and when she passed she decided to go live in the mortal world so she didn't have to continuously go from the reaper world to the mortal world.

* Not mine lol
* Not mine
* Mine :)
1/3
Historical - Horse and Musket

Links to  DBA & HOTT Adaptations...

De Bellis Jacobitis (Jacobite Uprising Variant, 1745 AD) by David Medlock.

Horse and Musket DBA by Ernst Boeder for Napoleonic and SYW gaming.

DBA-esque Fast Play Napoleonic Rules MkII by David Manley. [broken link}

DBA 4 AWI by Dan Abbott

AWI-DBA (American War of Independence), by Paul Potter

Napoleonic DBA by Steve Burt.

De Bellum Napoleonica by KISR

DBA-ACW, an extension for the American Civil War by Craig Cartmell. [Removed from the "Free Wargame Rules" Wiki]

De Bellis Americanus, a DBA extension for the American Civil War by Craig Cartmell (in PDF format).[Removed from the "Free Wargame Rules" Wiki]

The Vae Victis DBA-esque rules (128Kb PDF file), translated from French by John Gillson with permission of the publisher, cover the Napoleonic (La Grande Armee), Mexican-American (Los Gringos), American Civil (Rebel Yell) and Franco-Prussian (Kepis Rouge) wars.

DBA 1500-1900 Extension (aka Humberside Extensions or DBA-HX), by the Humberside Wargames Society. See also DBA-HX group and Alexei Gartinski's Universal Elements for use with the DBA 1500-1900 extension.
Kuma I

Kuma (クマ, lit. "Bear") was introduced in *Tekken 1* and returned for *Tekken 2*. Kuma is Heihachi Mishima's pet and bodyguard. He is here to defeat his rival, Paul Phoenix. Paul was Kuma's sub-boss in both *Tekken 1* and *Tekken 2*. However, Kuma fails to defeat him both times. Shortly after the second tournament, Kuma was presumely missing according to the trivia. His son, another Kuma, takes his place, name, and moves in*Tekken 3* and all subsequent games and tournaments.
Da Vinci Tanks

From 1485 to 1490, while in the service of the Duke of Milan,
Leonardo da Vinci produced designs for a number of wonderous devices,
including flying machines, parachutes, and weapons of war such as the
famous da Vinci tank. The tank was a conical shaped armoured war
vehicle capable of moving in any direction and bristling with guns. It
can be described as an upsidedown top on wheels. Although never built,
it is interesting to speculate how it might have influenced late
Medieval/Renaissance warfare if it had been used. David Kuijt has
developed an outstanding Italian Condotta variant
army for DBA that encorporates da Vinci war engines. His treatment
includes the following variant rules for employment of da Vinci tanks:

An element of da Vinci Tanks functions in most ways as Warwagons. +4 combat factor versus foot; +5 versus mounted; all combat results as if it was Warwagons. They can fire 200 paces, also like Warwagons. They should be mounted on a Warwagon-size base.

"Tanks may not enter Bad Going off-road, like Warwagons. Tanks that fight while in Bad Going are subject to a -2 combat factor like most other troops."

The only differences from Warwagons are these:

* Tanks move 200 paces on a road, 100 paces on good going. This makes them the slowest troops available for DBA.
* Unlike Warwagons, Tanks may move into contact with enemy.
* Warwagons may only cross a river on a road (i.e. by a ford or bridge).
3/II/32 Later Carthaginian 275-146BC

## History

This army is subdivided in 2 army lists that follow each other chronologically :

II/32a Later Carthaginian 275-202 BC

II/32b Later Carthaginian 201-146 BC

The II/32a Later Carthaginian 275-202 BC army follows chronologically the I/61b Early Carthaginian 340-275BC army.

## Enemies

* **II/32a Later Carthaginian275-202 BC :**

​I/36b Sardinian 700-124BC
II/9a Syracusan armies in Sicily 410-210BC
II/11 Gallic 400-50BC
II/33 Polybian Roman 275-105BC
II/39a Iberian 240-20BC
II/39b Celtiberian 240-20BC
II/39c Lusitanian 240-20BC
II/40 Numidian or Early Moorish 215BC-24AD
* **II/32b Later Carthaginian 201-146 BC :**

II/11 Gallic 400-50BC
II/33 Polybian Roman 275-105BC
II/39a Iberian 240-20BC
II/39b Celtiberian 240-20BC
II/39c Lusitanian 240-20BC
II/40 Numidian or Early Moorish 215BC-24AD
## Allies

* **II/32a Later Carthaginian275-202 BC :**

II/5h Siciliot 448-280BC
II/8a Bruttian or Lucanian 420-203BC
II/8b Campanian 420-340BC
II/9a Syracusan armies in Sicily 410-210BC
II/39a Iberian 240-20BC
II/39c Lusitanian 240-20BC
* **II/32b Later Carthaginian 201-146 BC :**

none

## Miniatures

* **15mm :**

**Army packs :**

Essex Miniatures : DBA 3.0 Army pack only for "a" version, complete with all options and blister figurines with photos .

Chariot Miniatures at Magister Militum : one DBA 2.2 Army pack for "a" version with a couple of differences with the DBA 3.0 version. [=59625 Blister figurines] .

**Other suppliers :**

* **28mm :**

## Armies gallery

Corvus Belli figures for a Later Carthaginian army

## Resources

* **From the DBA 3.0 rules :**

**​**Armies of the Macedonian and Punic Wars (Duncan Head) : new 2016 printing available

The Fall of Carthage: The Punic Wars 265-146BC (Adrian Goldsworthy)

The First Punic War (John Francis Lazenby)

Hannibal's War: A Military History of the Second Punic War (John Francis Lazenby)

Hannibal's campaigns (Tony Bath)

The Second Punic War: A Reappraisal (Tim Cornell, Boris Rankov, N. B. Rankov, Philip A. G. Sabin)

* **Osprey Publishing :**

**​**Armies of the Carthaginian Wars 265–146 BC - men at arms 121 (Author: Terence Wise, Illustrator: Richard Hook)

The Carthaginians 6th–2nd Century BC - elite 201 (Author: Andrea Salimbeti, Raffaele D’Amato, Illustrator: Giuseppe Rava)

Carthaginian Warrior 264–146 BC - warrior  150 (Author: Nic Fields, Illustrator: Steve Noon)

* **Others :**
DBA Renaissance

If you're interesting in extending DBA into the Renaissance period, here is a helpful reference from Allan Redmond:

    In response to Myrmydon's inquiry over renaissance DBA I suggest he find someone with back issues of Wargames Illustrated. Issue no. 71 from Aug. 1993 has a very good article which extends DBA to cover the period 1450 - 1700. It introduces several new troop types such as reiters, arquebusiers, musketeers, bayonet musketeers, pike and shot, and dragoons. Appropriate combat factors and outcomes are provided. The simplicity and ease of learning of original DBA is maintained. And, joy of joys, it adds a list of 90 new armies to add to your collection of lead. Check it out. I highly recommend it.
DB World War 2 by Boyd Bruce.

### Introduction

The following is a conversion table for players of DBM. This is a free conversion interpretation of a war based on WRG's DBM, and is not associated with WRG or Phil Barker in any way. Also, it is not meant to be an official set of rules or guidelines binding WRG to any course. Above all it is FREE.

The basic guidelines of the following conversions are:

1. An element is equivelent to a company sized unit.
2. Sp, Pk, Wb, & Exp are non-factors.
3. Weapon ranges for infantry and armor are equal to their movement factors.
4. Bw, Art, & Wwg are as in DBM for shooting range unless in specified cases.
5. Lh(I) & (O) can not initiate combat contact (jeeps and trucks), and they have no inherent firepower or shooting distance.
6. Players should feel free to add to the lists below. These lists are meant as a guide to interpretation and not a complete listing.
7. Major nations listed serve for the smaller divisions as well--i.e. British = Commonwealth.
8. For 6mm and 15mm, use DBM 15mm scaling.
9. Some regions rather than nations are used & some nations rather than vehicles are used. The reasoning is that there was little real difference in the quality of the larger to justify division into the smaller unit of discrimination.

### Troop Conversions

[Note: This is reproduced with formatting changes from the version posted by Ed Allen at http://tetrad.stanford.edu/var/DBWW2.html.]
DBA & HOTT Adaptations

The basic DBx rules mechanisms and the lure of quick games have led gamers to adapt the DBA and HOTT rules to alternative historical periods or game settings. Here are links to several adaptations which can be found on the World Wide Web.

Historical - Renaissance/Pike and Shot

Historical - Horse and Musket

Historical - Colonial

Historical - 20th Century/Modern Era

Historical - Naval

Fantasy or Humorous Adaptations
3/II/40 Numidian or Early Moorish 215BC-24AD

## History

This list covers the Numidia armies from the second punic war then the Mauretania armies till before its annexation by the roman empire.

Numidia Wikipedia page.

This army is followed by the  3/II/57 Later Moorish 25-696AD army.

## Enemies

I/7d Early Libyan 475BC-70AD

II/32a Later Carthaginian 275-202BC

II/32b Later Carthaginian 201-146BC

II/33 Polybian Roman 275-105BC

II/40 Numidian or Early Moorish 215BC-24AD

II/49 Marian Roman 105-25BC

II/56 Early Imperial Roman 25BC-197AD

## Allies

II/56 Early Imperial Roman 25BC

Numidian huts are typical and available

## Painting tips

Shields were covered with animal hyde and may have been painted with typical symbols

Tunics may have been dyed in red, otherwise they were off-white.

## Miniatures

* **15mm :**

**Army packs :**

Essex Miniatures : DBA 3.0 Army pack complete with all options and individual blister figurines with photos in their "roman" and "macedonian and punic wars" series.

**Other suppliers :**

Chariot Miniatures at Magister Militum : individual packs.

* **28mm :**

## Resources

* **From the DBA 3.0 rules :**

Armies of the Macedonian and Punic Wars (Duncan Head) : new 2016 printing available.

* **Osprey Publishing :**

Armies of the Carthaginian Wars 265–146 BC - men at arms 121 (Author: Terence Wise, Illustrator: Richard Hook)

The Carthaginians 6th–2nd Century BC - elite 201 (Author: Andrea Salimbeti, Raffaele D’Amato, Illustrator: Giuseppe Rava)

Carthaginian Warrior 264–146 BC - warrior  150 (Author: Nic Fields, Illustrator: Steve Noon)

And many others...

* **Others :**
Great DBA Sites

This page will be expanded as more links are added, in order to categorize them better, maybe by army, campaign, general DBA etc.

* Splendid Little Wars - Early Achaemenid Persians
* Historical DBA 3.0 guide
* Ancient and Medieval Wargaming
	+ Battle reports, scenarios, armies, and great pics of DBA and BBDBA in action
	+ DBA 3 Punic Wars
Waterway Deployment

In certain circumstances, a player may unwittingly elect to deploy his army
with its back to a waterway only to find that a full or even partial deployment of his army is illegal because of the interaction of the army element types (base sizes), the waterway's depth and configuration, and the relevant DBA deployment rules.  When this situation arises in tournament play, the game master or umpire will be required to make a decision on how to handle this typically inadvertent deployment miscue.  In the interests of encouraging friendly and engaging tournament play, the following variant rule is proposed as a guide for such organizers:
3/I/14 European Bronze and Iron Age

## History

This army is subdivided in 3 army lists that follow each other chronologically :

* I/14/a European Bronze Age 2000-1401 BC
* I/14/b European Bronze Age 1400-701 BC
* I/14/c European Iron age 2000-1401 BC

## Army composition

* I/14/a European Bronze Age 2000-1401 BC: 1x general (3Bd), 9x warriors (4Bw), 2x bowmen or slinger (Ps)
* I/14/b European Bronze Age 1400-701 BC
* I/14/c European Iron age 2000-1401 BC

## Camps and BUAs

[Description of camps, BUAs, scenery, etc.]

## Miniature Suppliers

* **15mm :**
* **20mm :**
* **28mm :**

## Armies gallery

* [Links to any images of this army in the wiki or externally]
Baggage Trains

Camps in DBA are basically considered to be static fortifications
(offering a +2 bonus in close combat to the defender) to shelter the
army and its baggage, and seem to be modeled on the classic Roman march
camp, wagon laagers and the like. Many (perhaps most) armies in the
field did not take the time to establish fortified camps, because they
were on the move, because of the characteristics of the terrain or lack
of tools/materials, and/or because such camps were not suited to their
highly mobile form of warfare. A typical camp for a mobile army might
be nothing more than a baggage train or herd of animals. There may also
 be circumstances where you would want to fight a DBA battle using an
army on the march (i.e. with baggage train). This variant rule is
designed for those armies and/or purposes.

With this variant, a player may opt to substitute a baggage train
element for a camp prior to deployment. A baggage train should be
depicted as a collection of draft animals (e.g. horses, camels, donkeys,
 oxen, etc.) with carts or baggage, drovers, camp followers and guards
appropriate to that DBA army or period. The baggage train should
conform to the size limitations for DBA camps (or DBM baggage elements).

A baggage train has a tactical move of 200p, may not move off-road in bad going (except for a camel train moving through dunes
or oasis), and may utilize second or subsequent movement if moving along a road and movement will not contact enemy.

A baggage train may not move within a base width distance of any
enemy troop, and may not provide support (including an overlap or flank
bonus) to friendly troop elements.

In addition to its guards and drovers (equivalent to camp followers),
 a baggage train may be "garrisoned" by an element of foot or mounted.
The train garrison should be placed somewhere on the train element.

Train "followers" and garrison receive a +1 bonus when in close combat or being shot at.

A baggage train otherwise functions like a camp for purposes of distance shooting, combat results, and victory conditions.
Berserk Elephants

**By Tony Stapells**

In DBA 1.1 recoiling elements can push back any friendly elements
facing the same way...except war wagons and elephants. I can understand
 that war wagons are fairly
immobile and would be unable to allow shaken troops to retreat too far.
 Yet elephants,
although not too nimble, are still self propelled - unlike war wagons.
I've often thought that elephants would be more dangerous when they are
retreating rather than the other way around. Elephants were known to go
 berserk in combat; the elephant handlers often had a hammer and a spike
 to drive into the elephant's head in case of the elephant going amok
into their own army.

So, as a variant, ignore the existing DBA rule that
does not allow recoils to push back elephants. They
will be pushed back as normal elements would
usually be. However when the elephants are
destroyed...then try this:

On a result that kills the elephant stand, immediately
 roll another D6. That roll is the number of base
depths that the elephant stand will flee back. It does
NOT move the minimum movement necessary to
avoid other stands. It does move towards the base edge and will avoid
impassable terrain as per the normal rules. If any element (probably
friendly, but not necessarily) or part of an element is encountered by
the elephant, roll immediately as per normal combat procedures. I'm
sure your gracious opponent will be pleased to roll for the rogue
elephant's pip score.

Apply the combat results instantly. If the elephant loses or ties
the other's final pip result, remove the elephant. If the opposing
element is destroyed, remove the element. This counts against the army
breakpoint. If the opposing element recoils, continue to move the
elephant until it has fled the correct number of base depths. Should
this mean that the recoiled opposing element is contacted again, then
fight another combat.

Once the elephant has fled the appropriate number of base depths, then remove the
elephant. Opposing generals should attempt to refrain from making "squishing" noises
during the elephant attacks.

For the more squeamish among you or those that feel that berserk elephants
would actually be very unlikely to completely destroy a unit (which includes
myself actually) there is a different option. When an elephant is destroyed,
follow the same procedure above to determine the number of bases depths
the elephant stand will flee. However when another element is encountered
do not roll any combat. Simply move the element the shortest distance
possible to remove it from the path of the rampaging pachyderm. Elements pushed into
impassable terrain or into other elements that are not facing the same direction are
destroyed. At the conclusion of the flee move, the elephant is removed from the game.
Alternative Army Composition

DBA players seeking to add a degree of uncertainty to their army composition or involve troop types permitted in De Bellis Multitudinus but not included in the DBA army lists might try this alternative to a Points System.

Tim Donovan posted the following variant method (as edited) to the rec.games.miniatures.historical newsgroup. It requires reference to the De Bellis Multitudinus army lists with respect to proportions and elements not included in the DBA lists. However, the same method could be used with only the DBA army lists by making a deck with a card for regular and optional element and then drawing twelve cards. I am particularly intriqued by his idea of including special terrain or event cards in the deck.

\* \* \* \* \* \* \* \* \* \* \* \* \* \* \*

Tim Donovan: I read an article in Solo Wargamer (I think) of a great way to mix and match up DBA armies. For each army make cards in proportion to the elements listed, and then add a few from the DBM lists that were more rare but could be justified. Then simply shuffle and draw out the number of cards equal to the number of elements one wants in the battle.

For example, the Norse Irish (#112) would normally have:

 3x
 1x
 4x
 3x

Using this example, simply make up index cards listing 4 Sp, 12 Bd, 4 Wb, 16 AX, 12 Ps. Then throw in 1 Knight card (Norman mercenaries), a unit of Bow (Welsh or Viking allies or mercenaries) and/or perhaps 1 or 2 Light Horse (as there is debate as to when they actually started using them). Players then simply agree on the number of elements to utilize and then draw out the appropriate number of cards.

In addition players can place special cards in the mix for terrain features, ambushes, flank marches, reserves held off board etc allowing some "stratagems" into the game. This can go a long way in adding some flavor and variety (and increase its longevity of interest) to the game without a point system.
Aria Wolfshade

Aria is a short female with ginger hair that ends just below her shoulders. Her eyes are a bright green, with little flecks of blue and gold near the pupil. There are little black streaks in the iris that make it look like her eyes are cracked, or broken. Her skin tone is a pale color. She usually wears dark or white T-shirts with dark sweatpants or jeans, with either black converse or nothing. She has three piercings on her left ear, two on her right, and one silver nose stud on the right side of her nose. She wears classic black glasses and three bracelets. Her birthday is October 27th, and she's currently 18 years old. She's 5"1 and weighs 120 pounds. Obviously, she's skinny, and most of the weight is from muscle.

### ***Personality***

Aria's sarcastic and loves humor. She pretends to be a funny redhead with lots of spirit, but on the inside, she's dark and lonely. She ran from her family when she was about 8, because she believed that she hurt them. She doesn't have many friends, since she's scared of herself. However, if you do manage to become her friend, she'll trust and protect you like a dog would guard it's owner. Whatever you do, though, ***never*** betray her.

Aria, like her cousin, likes to be separated from humans whenever she can. She has the ability to speak any language she hears, even if she hears it for the first time. She suspects that this comes from her late mother, Maria. Her father found out about this once, and her brothers overheard him scolding her about speaking to the rodents in the house. This is what started the teasing from Alex and Tyler. It seems like a lot of her humor comes from her ability. Every time she speaks to an animal, she starts laughing afterwards, because she knows she's different and amazing. Plus, most of the time, she gains a new animal friend as well.

## Relations

### ***Backstory***

Aria grew up in a house with her two older brothers and father. Her mother had died soon after she was born, from an illness she'd caught when she was pregnant. Her brothers liked to tease her, but she always ignored them. One day, however, her eldest brother took the teasing too far and Aria ended up hurting him and her father. Afterwards, she ran away from home and hasn't seen them since. To ensure that her family won't find her, she's changed her last name to "Wolfshade". Now, she's living a dream and exploring the world, though she's still haunted by her family in her reoccurring nightmares.

### ***Relations***

***Parents -** Terrance and Maria Auston*

***Siblings -** Tyler, 19 yr old brother, & Alexander, 14 yr old brother.*

***Aunts and Uncles -** Uncle Thomas and Aunt Ella(Mother's side.)*

***Cousins** **-** Axel, Autumn, Dapple, Jade, Dylan, and Lavender.*
Historical - Colonial

Links to DBA & HOTT Adaptations...

DBA in the New World (Spanish/Portugese in the Americas) by Steven Thomas [Broken Link; 404 Error]

De Bellis Indica, an adaptation for warfare in India in the 18th-19th Century by Gary Preston.

**NEW** Hordes of Dervishes, DBA/HOTT adaption for colonial battles in the Sudan by Bob Cordery.

Hordes of the Empire (HotE) (Quick Reference Chart), a Victorian colonial wars adapatation of HOTT by Paul Potter, Blake Radetzky and Terry Webb.

**NEW** HoTE Indian Mutiny (Army Lists), by Terry Webb and Paul Potter.

Imperius Maximus, is a DBA adaptation for the colonial period, by Neil Laird. [Broken Link]

New Zealand Colonial Wars, DBAish rules by Steven Thomas. [ Broken Link; 404 error]
Light Spear (3Sp)

**By Mark Davies**

I've never been too happy with the way 3Sp works in DBA, but as
I've generally used them as Pre-Feudal Scots or Picts, it's not been so glaring.
This is because both of those armies are "arable" so can take low hills to sit
their spear on. The North Welsh III/19c), however, are 'hilly" and can only have
steep hills, which are hopeless for 3/4 of their army. To address this, I am
proposing a new category called Light Spear = Sp(L) (representing what is
currently classified as 3Sp).

It is basically Spear with two differences: it engages in close combat at -1 vs.
foot and suffers no BGo penalty.  Apart from the two following exceptions,
all rules references to Spear includes Light Spear (Light Spear moves as Spear, gets
rear support as Spear and has the same Combat Outcomes as Spear.

1. Combat Factors: as Pikes (Knights, Pikes, Light Spear or War Wagons).
2. Tactical Factors: -2: If any but Auxilia, Light Spear, Bow, Warband or Psiloi and in close combat in bad going.

The effects of this are that Sp(L) can make use of BGo, making them able to face
cavalry in both GGo and BGo. The downgrading against foot has a number of
repercussions: they can no longer face Sp in the open on equal terms, but they
can meet them at superior odds in BGo; they meet Bd in BGo at equal odds, but
they would be fairly nervous against Wb. Otherwise Bw and Ps are more of a
threat (and I think that's quite reasonable with Bw).
DBA 3.0 For Beginners

* Why play DBA? - From the forum as to why there's so much love for this game!
* Buy the Rules! (DBA 3.0 can be hard to get reprints of)
	+ From Onmilitarymatters in the US
* Sue Laflin-Barker's Start Ancient's Wargaming using DBA 3.0
* Frequently Asked Questions for DBA 3.0
	+ Because you're going to have questions
* Tony Aguilar's YouTube DBA Videos
	+ Not strictly for beginners, but does give a great overview of the game from the perspective of many different army matchups
Ehlers' Chariots

**Rationale**

There is historical evidence to support this, and also many players have
 indicated that they believe the chariots as they are now are too strong. I just
 cannot fathom anybody using even a heavy chariot as a side-blinded
 battering ram. I think they may have seemed to have this effect to
 chroniclers, but only because they were being used to pursue an already
 broken enemy line. Also, a fragile (but agile) fifty-pound light chariot would
 be useless for a frontal assault, its most effective use must have been as it
 was designed, as a firing platform. The horses of the chariot era were small,
 think of the chariot as a precursor to the earlier saddle.
3/I/7 Early Libyan 3000BC-70AD

## History

This army is subdivided in 4 army lists that follow each other chronologically :

 I/7d Early Libyan 475BC-70AD

## Enemies

* I/7a Early Libyan 3000-1251BC :

I/2a Early Egyptian 3000-1690BC
I/3 Nubian 3000-1480BC
I/17a Early Hyksos 1645-1591BC
I/17b Later Hyksos 1590-1537BC
I/22a New Kingdom Egyptian 1543-1200BC
* I/7b Early Libyan 1250-666BC :

I/22a New Kingdom Egyptian 1543-1200BC
I/22b New Kingdom Egyptian 1199-1069BC
I/28 Sea Peoples 1208-1176BC
I/35b Cypriot or Phoenician 900-666BC
I/46b Kushite Egyptian 727-664BC
* I/7c Early Libyan 665-476BC :

I/46b Kushite Egyptian 727-664BC
I/52b Spartan Hoplite 668-449BC
I/53 Saitic Egyptian 664-355BC
I/56a Early Kyrenean Greek 630-314BC
I/60a Early Achaemenid 550-547BC
I/60c Later Achaemenid 539-420BC
I/61a Early Carthaginian 550-341BC
* I/7d Early Libyan 475BC-70AD :

I/56b Later Kyrenean Greek 313-74BC
II/7 Later Achaemenid Persian 420-329BC
II/20a Ptolemaic 320-275BC
II/20b Ptolemaic 274-167BC
II/20c Ptolemaic 166-54BC
II/20d Ptolemaic 53-30BC
II/40 Numidian or Early Moorish 215BC-24AD
II/49 Marian Roman 105-25BC
II/56 Early Imperial Roman 25BC-197AD
## Allies

* I/7a Early Libyan 3000-1251BC :

None
* I/7b Early Libyan 1250-666BC :

I/28 Sea Peoples 1208-1176BC
* I/7c Early Libyan 665-476BC :

None

* I/7d Early Libyan 475BC-70AD :

None

## Miniatures

* **15mm :**

**Army packs :**

Essex Miniatures : DBA 3.0 Army packs complete with all options (but they use javelinmen for the Spear units, is that historical ?) and individual blister figurines with photos.

Chariot Miniatures at Magister Militum : one DBA 2.2 Army pack for "a" version playable as it is in DBA 3.0 but not with all the options and DBA 2.2 Army pack for "b,c and d" versions not playable as it is in DBA 3.0. Blister figurines .

**Other suppliers :**

* **28mm :**

## Resources

* **From the DBA 3.0 rules :**

Armies of the Ancient Near East, 3000 B.C. to 539 B.C (Nigel Stillman, Nigel Tallis)

* **Osprey Publishing :**

New Kingdom Egypt - elite 40 (Author: Mark Healy, Illustrator: Angus McBride) : including one color plate with two libyan warriors, which is on the cover.

Ancient Armies of the Middle East - men at arms 109 (Author: Terence Wise, Illustrator: Angus McBride ) : including one color plate with a libyan archer.

* **Others :**
Historical - 20th Century/Modern Era

Links to DBA & HOTT Adaptations...

NEW The Chaco War (1930s), DBA/HOTT adaption by Bob Cordery
De Bellis Horriblis, extends DBA into the Great War (WWI) and the Russian Civil War, by David Manley. [broken link]
DB World War 2 by Boyd Bruce.
De Belli Mundi Secundus (DBA WII) by Damon Crump
Charlie's Out on a Fire (DBA-esque Vietnam) by Gobnet [Can't load link]
De Bellis Vietnam, by .Riccardo Affinati. [Sends to blank ad page]
3/IV/12c Other Melanesian

## History

This list covers Melanesian armies of the Pacific Islands; more specifically, armies of the inhabitants of Vanuatu, Solomon Islands, New Caledonia, Papua New Guinea and some of the islands in South-Eastern Indonesia, but not Fiji which is represented by list 3/IV/12a.

Note that there is a degree of cultural and genetic continuum with neighbouring populations; all Polynesian peoples have some degree of Melanesian heritage as a result of mixing, and the list could be used to represent armies from some archipelagos in South-Eastern Indonesia. Physically, Melanesians are characterised by dark skin, thick curly hair, facial hair (depending on the particular insular culture), elaborate body decoration and a small fraction of the population having developed blonde hair independently from the European mutation.

Melanesians page on Wikipedia

The start date is arbitrary (and chosen to coincide with the start date of other Pacific armies) and the end date extends to the introduction of firearms and European influence.

A Melanesian army can double as a Fijian army (3/IV/12a) and vice versa with no conversion.

## Army composition

Note: warrior elements must be either all 3Ax or all 3Pk

## Modelling tips

Melanesians' dress and weaponry differ from Polynesian counterparts in a few important points:

- The main close combat weapons are the spear (typically without point, but with numerous elaborate barbed carvings) and the war mace (straight or curved, from simple to very ornate, with different shapes and designs, some of them with a head resembling a war pick or an axe) made out of hardwood in one solid piece. Typical Polynesian weapons such as shark tooth clubs, fencing sticks, strangulation and tripping cords or daggers are absent from traditional Melanesian panoplies except as artifacts of Polynesian origin.

- Unlike in Polynesian armies, bows is used alongside javelins and slings as skirmish weapons.

- Also unlike Polynesians, oval or tall and thin rectangular shields are sometimes used depending on the particular culture.

Broadly speaking, longer spears and more shields are used on Papua New Guinea, while islander nations favour shorter spears and maces. Players have an option to depict spear-armed Melanesians as either 3Ax or 3Pk depending on tactical assumptions.

Camps can be represented with loose fencing and/or with war canoes (smaller than the Polynesians').

Buildings include V-shaped or round huts and large gathering halls, all thatched with dry long grass; each island or tribal group has some characteristic communal building styles.

## Miniatures

* **15mm :**

TBD

* **28mm :**

TBD
Fanaticus DBA Wikia

## Welcome to the Fanaticus DBA Wikia

The place to learn all about the Ancient and Medieval wargaming using the De Bellis Antiquitatis (DBA) miniature wargaming rules.

This wiki is associated with the Fanaticus Forum where many discussions take place about topics such as the rules, building armies and battle reports.

## De Bellis Antiquitatis (DBA)

DBA is a set of fast play rules for ancient and medieval wargaming. Games usually last no more than 1 hour. They are played on a table top with terrain features and using miniatures to represent an army in 12 pieces (elements).

There have been numerous versions of the rules published over the year with the latest being DBA 3.0 published in 2014.

## Navigation

* DBA 3.0 For Beginners

* DBA 3.0 Army Notes

* Armies of the Fanaticii

* Battle Reports & Scenarios

* Books & Inspiration

* Campaign Rules

* Great DBA Sites

* Helpful Downloads

* Reference\_sheets\_and\_epitomes

* Tournaments

* Painting & Modelling

* DBA Rules Variants

* DBA & HOTT Adaptations

* Previous DBA Versions

* Strategy & Tactics
Why play DBA

This list was taken from the forum here, but just shows how and why there's so much love for the game, and people keep coming back to it:

1. No book keeping. You move, recoil, fight, flank, die. No crappy chits ruining a perfectly good wargame table. No casualties, slowly weakening units, rallying phases, or defensive fire...
2. Army lists all in one book. TTS has easy to download army lists, but still. Really nice that it's all there
3. Wargame table that looks like a battle map from the books that I've read. Blocks of troops supporting each other, instead of just running around like we're playing Warhammer Fantasy Battle...
4. Easy to modify. Easy to figure out new troops, modifications. etc.
5. Easy to scale. DBA = 12 elements, and BBDBA = 36 elements. Love it!
6. Cheap - no need to spend a fortune on a pile of figure, many of which never get painted!
7. Quick to Play - I’m old enough to remember WRG 7th edition, where we rarely finished a game.
8. Relatively Realistic - I say ‘relatively’, because no wargames rules are completely realistic.
9. Encourages historical study - Building matched pairs is affordable, encouraging historical battles and scenarios
10. Time efficient - Small armies allow for that extra time to add a little bit to the painting, bases and terrain building
11. Campaign friendly - Campaigns done and dusted in a weekend
12. Allows for breadth of interests - "Butterflies" like me can skip around the historical timelines with ease, particularly with the later adaptations.
13. Teachable - Basic competence with the rules can be taught in an afternoon (my six year old beat me in his second game...) and last but not least...
14. Fanaticus - this is a fun forum!
15. When you build a 15mm BBDBA army, you can use it for many many other ancient/medieval rules sets, because DBx basing is used in like EVERY ancients ruleset out there. DBA was the OG.
16. The small armies make it relatively easy to paint suitable opponents, or even to paint an army specifically for a themed competition.
17. The armies are easy to store and move about. Even at 28mm scale.
18. Newcomers can learn the rules quickly
19. The rules system is forgiving of mistakes. If an error is made in rule interpretation it rarely if ever ruins a game. I put it down to fog of war!
20. Easy to shrug off disappointing/boring games. Just set up another and move on! How many times with other rules did we play a clunker of a game that took all night/afternoon to play.
Overloaded Units

**By John McWalters**

I have always been a little confused about some of the army list options
that have an element with an option for 3/4 or 4/5 minis of one type when it
does not affect movement or combat. Some examples are the Annamese(71)
3/4Aux, and Early Sassanid(73a) 3/4Kn. Aside from painting fewer minis, why
would I opt for a 3Aux over a 4Aux, or a 3Kn over a 4Kn?

To make use of the varying numbers of minis per base, I am proposing the
notion of an "overloaded unit." These are elements that have an extra mini in
strength over other units of its kind. The units that may be considered
as "overloaded" are 4Kn, 4Bd, 4Ax, 4Bw, and 4Wb.

The effect of "overloading" a unit would be to increase its combat
modifier by +1 versus foot and versus mounted. But, its movement would be reduced
by 100 paces to a minimum of 200 paces per turn. The movement change would not
affect 4Bd or 4Wb unless they are trying to utilize road movement bonuses.

So, a 3Bw would have base combat modifiers of +2/+4 with movement of 300
paces, while an "overloaded" 4Bw would have combat modifiers of +3/+5
but a movement rate of 200 paces.

The early armies in the DBA1.2 list tend to have 3 minis per base where
later armies tend to have 4 minis. This rule proposal reflects the
differences in lethality of weapons and force of numbers, as well as differences in
armour worn by the units over time. A Nubian(3) 3Bw with a short bow is
probably not a match for a Burgundian Ordonnance(180) 4Lb with Longbow and armour,
but they should be able to out run them.

This rule might please those people who do not approve of non-historical
match-ups. Since earlier armies would not have as much punch against
later armies, it would encourage historical battles.
DBA Rules Variants

The following pages collect "unofficial" variant rules for DBA games, campaigns and tournaments. Variant rules are offered to add variety to the game and/or to allow players to integrate what they believe are appropriate tactics and "historical" army capabilities not currently provided for in the official DBA rules. They are labeled "unofficial" because they are not in the published DBA rules or sanctioned by an official DBA-related body. Therefore, players should not expect to use them when playing in DBA convention tournaments or other organized competitions unless provided for by the tournament umpire. Similarly, players should also agree in advance on what special rules variants are applicable before beginning a friendly one-on-one game or campaign.

Lest you think that any of these are ever likely to receive the official blessing of DBA's authors, here is what Phil Barker has to say on the subject of variant rules:

> Local amendments to the rules have proved disastrous in the past and should be avoided. Good rule writing requires fine balance and attention to detail, and even small changes can have large unexpected results.
>
>

>
>
>

* DBA 3.0 Specific Variants
* Solo DBA
* Army Composition
* Troop Types and Formations
* Basing
* Terrain
* Set-Up and Deployment
* Initiative/Sequence of Play
* Command and Control
* Tactical Movement
* Distance Shooting
* Close Combat
* Combat Outcomes and Outcome Movements
* Victory Conditions
* Big Battle/Huge Battle DBA
* Campaigns
* Miscellaneous Variants
* Tournaments
Wisdom

## About Wisdom

This is a secondary currency used to strengthen your Island.

You can earn Wisdom:

* in the Theater of Dionysos (stored in the Library of Wisdom)
* from Chests in the Vault of Hephaestus
* from Treasure Chests
* by trading Gems for Wisdom

You can use it for:
•building or upgrading Buildings, Defense Obstacles, Defense Waves, Units, and Powers
DBA Army Notes

**DBA 3.0 Army Notes**

3/I/7 Early Libyan 3000BC-70AD

3/II/10 Camillan Roman 400-275BC

3/II/11 Gallic 400-50BC

3/II/32 Later Carthaginian 275-146BC

3/II/33 Polybian Roman 275-105BC

3/II/40 Numidian or Early Moorish 215BC-24AD

**DBA 2.0 Army Notes**

II/37. Parthian

II/43. Maccabean Jewish

II/44. Commagene

II/49. Marian Roman

III/34. Andalusian

* This link takes you to the army essay on the excellent site "An Hour of Wolves & Shattered Shields" created by Neldoreth. He has links to his painted Andalusian Army as well.

III/66. His-Hsia

III/78. Early Russian

* This link takes you to the army essay on the excellent site "An Hour of Wolves & Shattered Shields" created by Neldoreth. He has links to his painted Early Russian Army as well.

IV/42. Islamic Persian

* This link takes you to the army essay on the excellent site "An Hour of Wolves & Shattered Shields" created by Neldoreth. He has links to his painted Islamic Persian Army as well.

**DBA 1.1 Army Notes**

16b. Chou and Spring & Autumn Chinese

16c. Warring States and Ch'in Chinese

38a. Antigonid Successor

* This link takes you to Tony Stappels website where he had a photo essay of this army already. He has some nice information on his site so enjoy.

39. Lysimachid Successor

* This link takes you to Tony Stappels website where he had a photo essay of this army already. He has some nice information on his site so enjoy.

73a & b Sassanid

91. Maurikian Byzantine

* This link takes you to Tony Stappels website where he had a photo essay of this army already. He has some nice information on his site so enjoy.

98. Burmese

110. Khmer & Champa

114. Khitan Liao
Double-Based Pike

### By Kyle Burley

I have been doing some thinking about the new army lists and how Pike Armies fare on the DBA table. I have been playing DBA since the game came out and have played many a game of DBM as well. I have become convinced that the Pike element's combat factors and size need to be changed to better replicate its historical combat function, as well as its unwieldly yet powerful characteristics.

As the DBA army lists are based on proportionality, I think that Pike armies have been "short-changed" due to the necessity of a second rank support to give the front rank element combat factors of 6 v. ft. and 7 v. horse. This decreases the proportional amount of pikes in a pike based army by half. DBA has matured enough as a rules set that it does not need to be tied to DBM anymore. The Pike elements complete nature can be changed.

I propose that Pike elements be represented on a double base with two ranks. For example, a 15mm Pike element would be represented by 8 figures on a 40x30mm base.

In addition, the combat factor should be changed to 5 v. foot and 6 vs. horse, with a multiplier of +1 for an additional rear rank (although the later is not really necessary).

To simulate the Pike's inherent weakness against missile fire, Pike suffer a -1 factor against missile fire and are recoiled when beaten and destroyed if doubled.

In this variant, a Pike element would be larger, better replicating the depth of a phalanx on the tabletop, without sacrificing real army elements. This would really give Bd armies a challange and might bring some balance back into the game as the favored armies are always Bd it seems these days. Remember, it wasn't the Roman short sword that defeated the Pike but Bd. in combination with missile fire.
DBA Points System (Lance Gamble)

## Introduction

Point systems can be used in a number of ways, including creation of non-standard or Big Battle DBA armies using points allowances to assure game balance and use of points to determine maintenance and replacement costs of elements lost in campaign games. The following point system was developed by Lance Gamble for DBA 1.1 and updated for DBA 2.1. To calculate the point cost, double the CF's then add and delete numbers based on special skills and divide the total by 2. For example, the Warband is 5x2 =10 plus 3 then -2 for a total of 11 divided in two.

```
                  Combat               Other Other Terr-
Points Element    Factor  QKB QKO Flee Good  Bad   ain   Speed  Range                QKB    QKO

 8.5   Blades       8      0   0   0     1    0     1     -1      0    Blades          3       1
 8.0   Spear        8      0   0   0     1    0     0     -1      0    Spear           5       1
 6.5   Pikes        7      0   0   0     1    0    -1     -1      0    Pikes           5       1
 6.5   Warband      5      0   1   0     2    0     1     -1      0    Warband         3       5
 6.5   Auxilla      5      1   0   0     1    0     1      0      0    Auxilla         1       2
 5.5   Psiloi       4      0   0   0     2    0     1      0      0    Psiloi          3       2
 6.5   Bow          6     -1   0   0     1    0     1     -1      1    Bow             6       2
 7.0   Artillery    8     -1   1   0     0   -2    -1     -1      2    Artillery      14       3
 6.0   Litter       8     -1   1   0     0   -2    -1     -1      0    Litter         14       3
 7.0   War Wagons   7      0   0   0     1   -1     0     -1      1    War Wagons      2       1
 4.5   Hordes       5      0   0   0     1    0    -1     -1      0    Hordes          4       1
 0.5   Camp Foll    2     -1   0   0     0    0    -1     -1      0    Camp Foll      14       1

 8.0   Knights*     7      0   3   0     0    0    -1      0      0    Knights         4      10
 9.5   Elephants    9      0   2   0     1   -1    -1      0      0    Elephants       4       8
 7.5   Cavalry**    6      1   1   1     0    0    -1      1      0    Cavalry         0       4
 6.5   Lt Horse     4      1   2   2     0    0    -1      1      0    Light Hors      0       7
 7.5   Scy Chariot  8     -1   2   0     0   -2    -1      1      0    Scy Chariot    14       9
 7.0   Camelry      6      1   1   1     0   -1    -1      1      0    Camelry         0       4

*  Also Heavy Chariots
**  Also Light Chariots

```

## Other Modifiers (Good and Bad):

I have put together a quick 3.0 points approx. Not as useful now that troop types are way more balanced.