DBA-HX3_0_Robert_Madrigal.pdf

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DBA-HX 3.0 1700 – 1850
Using the latest version DBA 3.0 players can fight battles from the Spanish Succession to the overseas
conflicts prior to the Indian Mutiny. This includes a core set of rules with amendments for the Seven Years
War, the Napoleonic Era and Early Colonial battles and Army Lists. You do need DBA 3.0 to use.
Robert Madrigal (a.k.a. Timurilank), 21-02-2015
pag. 1
DBA-HX 3.0 1700 – 1850
The DBA Humberside extension used DBA 1.1 allowing players to re-fight battles from the Pike and Shot
era to the late 19
th
century (1500 – 1900). As DBA-RRR handles the Shot and Pike era, this variant starts
from the 18
th
century and ends before the general use of rifled muskets (1700 – 1850). You will need DBA
3.0 to make use of this variant.
Ground scale, distance measurement, time scale
(page 2) and
Historical refights
(page 14)
Scale and measurements remain consistent with the basic rule set (DBA 3.0) as do army representation
where each element represents 1/12 of an army led by a general. Re-fighting historical battles, we
recommend the guidelines as specified on page 14. An element of foot or horse as 500 – 600 troops, 1,000 +
horde, 250 – 300 horse or camel riders and an artillery model represents 6-8 pieces. 1BW equals 80 paces.
Troop Descriptions
Cuirassier
The term describes those heavy cavalry that made use of breastplate and helm and includes elite
formations as the Maison du Roi, Horse Grenadier, and Guard units.
Cavalry
The majority of battlefield cavalry to include Dragoon and Prussian Hussar of the Seven Years War. The
term also describes irregular formations armed with a variety of melee weapons and firearms.
Lancer
Battlefield cavalry primarily armed with the lance. These appear mainly on the army lists of the Napoleonic
era and later.
Light Horse
Describes irregular formations that skirmished using bow, firearms or spear in combat. Hussars of the
Spanish Succession Wars and up to the Seven Years War are Light Horse. These are not to be confused
with regular formations titled Light Horse or Chevauleger.
Early Dragoon
The term describes mounted infantry (solid or fast) who dismounted to use firelock or musket. Term also
applies to irregular formations using horse or camel.
Grenadier
Elite bodies of troops and those titled Guard or combined grenadier companies temporarily formed in
battalions. Their presence could steady troops and spearhead attacks.
Line Infantry
Describes the majority of trained troops armed with musket and bayonet. Sweden and Russia retained the
pike longer and are listed here as Line Infantry w/pike. You will note the general use of square formations
appear at the Napoleonic section. Prior to this, the fire discipline Line Infantry was an effective deterrent
for Cavalry.
Conscript
Regular formations lacking the drill and discipline of Line Infantry. These are the Militia that appear
throughout the period covered by the rules. Landwehr and Opolochenie of the Napoleonic Wars are Militia.
Warrior
Irregular troops that fought with melee weapons. The Army Lists note which types retain Warband
characteristics, such as the Highlanders, Ghazis and Akalis of the Indian armies. Musket armed warrior
appear in the lists as options and among the regular armies as Grenzers, Pandours or Croats.
Horde
The bulk of irregular troops raised to bring greater numbers to native armies. There are two options listed
in the rules, solid (7Hd) and fast (5Hd) which are options for different army lists. Hordes lost do not count
toward determining win/loss scores.
Robert Madrigal (a.k.a. Timurilank), 21-02-2015
pag. 2
DBA-HX 3.0 1700 – 1850
Skirmisher
Light troops of regular and native armies whose primary role was to skirmish with enemy units. The grand
scale of the game makes no attempt to simulate the skirmish-lines that operated in advance of line
infantry. That is represented abstractly. Skirmish elements here represent those formations which
operated independently on the flanks or to hold terrain features, etc.
Jaeger
Similar role as Skirmisher, but primarily armed with longer range weapons, such as rifles or jezzail.
Light Artillery
Light pieces such as regimental 3 and 4 pounders or larger 6 pounders used in battery formations. The
mobile equivalent of these are termed
Horse Artillery.
Heavy Artillery
Heavier pieces such as 8 and 12 pounders that formed larger groups or grand batteries.
Note
For game purposes, all artillery are no longer classed as foot, but form a separate classification – Artillery.
Deployment
The placement of terrain features and camps is done in the same manner as described in the rule book. No
change to deployment of elements, but we now include an area for reserve formations. This is defined as
4BW from the battlefield side edges and 6BW from the center where 3 elements must start from.
Tactical Move Distance
(page 9)
4BW
3BW
2BW
1BW
Light Horse and Cavalry in good going.
Cuirassier and mounted infantry in good going or fast troops in any going.
Other infantry and Artillery (at a cost of 1 pip) in good going.
Any other troops in bad or rough going (except guns cannot deploy in bad going).
Second of Subsequent Tactical moves during same bound
(page 9)
Light Horse or mounted infantry can make a 2
nd
or 3
rd
move (entirely) in good going
Skirmisher or Jaeger making a 2
nd
move, beginning in good going but ends partially in bad going.
Troops moving along a road if making a 2
nd
or subsequent move.
Shooting & Close Combat
(page 10)
Cuirassier, Lancer
Cavalry, Dragoon, Hussar
Light Horse
Grenadier (solid)
Line infantry (solid)
Line infantry w/pike (solid)
Conscript infantry (solid)
Warrior (fast)
Skirmisher (fast)
Jaeger (fast)
Horde (solid)
Horde (fast)
Mounted infantry/early Dragoon *
Light and Horse Artillery
Heavy Artillery
+4
+4
+4
+4
Foot
+3
+3
+2
+5
+4
+3
+3
+3
+2
+2
+3
+3
Mtd
+4
+3
+2
+4
+4
+4
+3
+2
+2
+2
+2
+2
2BW
2BW
2BW
2BW
2BW
2BW
3BW
2BW
2BW
2BW
5BW
10BW
Shooting range per base
3/base
3/base
2/base
4/base
4/base
4/base (1-2 pikemen)
4/base
3/base
2/base
2/base
7/base
5/base
3/4 inf.+ 1 mtd/base
1 model
1 model
Robert Madrigal (a.k.a. Timurilank), 21-02-2015
pag. 3
DBA-HX 3.0 1700 – 1850
Note; Artillery shooting factors and close combat remain (+4), but are reduced (+2) if located in a city or
fort.
*Mounted infantry/early Dragoons fight as per foot type (solid) infantry or (fast) warrior.
Note; early period Dragoon are appropriate for the start of this period (+/- 1700).
Flank Support factors
(page 11)
Line Infantry or Grenadier add +1 when in frontal close combat in good going against enemy foot if at least
1 flank edge is in mutual side edge (corner contact) with friendly element of grenadier. Conscript or
Skirmisher neither give nor receive flank support.
Tactical Factors:
(page 11)
Add to or subtract from scores for each of the following tactical factors that applies:
+4 If defending a city or fort; and either in close combat or being shot at.
+2 If camp followers or other foot occupying their own camp; and either in close combat or being shot at.
+1 If the General is attached and either in close combat or being shot at.
+1 If in close combat; and either uphill or defending any but a paltry river’s bank off -road.
-1 For each enemy element either overlapping or in front edge and front corner-to-front corner contact
with flank
or
in full front edge contact with rear, or for each 2nd or 3rd enemy element aiding opposing element’s
shooting,
or
for each of up to 2 additional enemy elements also still assaulting a city, fort or camp.
-2 If any troops but Warrior, fast Horde, Skirmisher or Jaeger and in close combat in bad (not rough)
going.
Combat Outcome:
(page 11)
If total is equal to opponent’s
Cuirassier
Other mounted
Conscript and “fast”
Other
Cuirassier
Cavalry
Early Dragoon*
Light Horse
Grenadier
Skirmisher/Jaeger
Warrior
Horde
All Artillery
Other mounted
Light Horse
Skirmisher/Jaeger
All others
Destroyed in close combat by grenadier.
Recoiled by grenadier or line infantry in close combat, or shooting.
Recoiled by grenadier or line infantry in close combat, or shooting.
No effect.
Flee if in close combat with artillery. If not, recoil.
Flee if in close combat with artillery. If not, recoil.
Flee if in bad going. It not, recoil.
Flee from artillery shooting or in bad going. If not, recoil.
Destroyed by Cuirassier in good going. If not, recoil. If in square, no effect.
Destroyed by any mounted in good going. If not, recoil.
Destroyed by Cuirassier in good going. If not, recoil.
Destroyed by Cuirassier if in good going. Recoil if shot at. If neither, no effect.
Destroyed.
Flee from infantry in good going or artillery in close combat. If not, destroyed.
Destroyed by any mounted, any shooting or if in bad going. If not, flee.
Destroyed by mounted if in good going or if in close combat against foot. If not,
flee.
Destroyed.
Note, Early Dragoon also applies for mounted infantry.
Robert Madrigal (a.k.a. Timurilank), 21-02-2015
Total less than its opponent but more than half:
Line Infantry/Conscript Destroyed by Cuirassier in good going. If not, recoil. If in square, no effect.
Total is half or less than its opponent:
pag. 4
DBA-HX 3.0 1700 – 1850
Winning a battle
(page 12)
Victory conditions follow the same process as in the rule book with the following exceptions; the loss of a
general now counts as one element lost, all Hordes and first Conscript lost as zero.
Generals
Single based Generals are now becoming standard practice. No longer considered elements, they pose no
obstacle for friendly troops passing through them. Unattached, Generals may move 4BW at no pip cost and
to join an element costs +1 allowing further movement with that element. Attached, Generals use their
host’s factors to resolve shooting or combat adding his +1 to the total. Receiving a recoil outcome from
either shooting or combat will result in the General breaking contact. He may re-join on the following turn.
A destroyed result will mean his loss. Generals may not be selected as a target but may become victim to
overshoots. A General within the arc of fire (behind, front or side) of the intended target may himself
become a victim if the enemy fails to score a result on the primary target. Casting his own die, the General
adds his score to the primary target’s factor and his opponent using the same shooting score (third party
shooting) a new combat outcome is resolved.
A General’s characteristic is used in determining who defends or attacks. A die roll of 1, 2 or 3 he is
Cautious, 4, 5 Bold and 6 is Rash. The character is given an aggression rating; Cautious is +0, for Bold, +2
and Rash, +4. To determine who defends, both sides cast their die adding the aggression rating. The player
with the lower score is the defender.
Era specific amendments
The Seven Years War
The Seven Years War introduced innovative changes from the linear style of the early 18
th
century; the
increased numbers of light infantry, light cavalry development, massed batteries, preference for maneuver
over fixed battle lines and the presence of large formations of elite troops.
Shooting & Close Combat
(page 10)
Horse Grenadier
Prussian Hussar
Grenzer, Pandour (fast)
Warrior (fast)
Bow armed Warrior (fast)
Bow armed Skirmisher (fast)
Foot
+3
+3
+3
+3
+3
+2
Mtd
+4
+3
+2
+3
+2
+2
2BW
2BW
2BW
Shooting range per base
3/base
3/base
3/base
3 or 5/base
3/base
2/base
Note, columns were used to maneuver formations therefore are not “assault columns”. Irregular armies may
substitute firearms for bow, but these use the same factors. Warriors specified to fight like warband
(Wb) benefit from rear support fighting enemy foot and these are noted for certain army lists. This
differs from fast Horde (5Hd) which do not give rear support and require extra movement cost.
The above options are useful for re-fighting the French and Indian War, British wars in India, and other
Asian conflicts. To compensate for the massive fire power of European forces meeting native armies we
recommend giving Native armies a 5:3 or 3:2 advantage in number of elements. We find this works well as
does three native commands against two European if using the big battle option.
Having extra elements may seem an advantage, but having one General for 14 or 18 elements would
demonstrate quickly a breakdown of command and control.
Robert Madrigal (a.k.a. Timurilank), 21-02-2015
pag. 5
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