BBDBA at Legions, March 2010

Tonight at Legions DBA night, we played BBDBA.  It was my first time playing a “proper” BBDBA game by the Rules As Written.  I brought my Later Achaemenid Persians (II/7), and we decided by a roll of the dice that my Persians would face Jim’s Yuan Chinese (IV/48).  Another roll of the dice put Rich on Jim’s team, and Steve on mine.

I put some thought into this game before I got there, but not a lot.  I anticipated the possibility of facing Steve’s Hundred Years War English, which would present a vast array of new tactical problems: lots of artillery and bows.  It was different enough from anything I’ve faced so far that I felt I’d have no chance of winning (but many opportunities for learning from my mistakes).

That turned out not to matter, but the Yuan Chinese presented another challenge: even more cavalry than my Persians. My main pre-planning went into how to split my army into commands that had optimal break points and well-defined tactical purposes.  I settled on a 16 element high-pip command consisting of 8 cavalry (and light chariot), 6 light horse, and 2 psiloi; a 13 element low-pip command consisting of 9 spear, 3 psiloi for rear support, and the C-in-C (cavalry); and a 7 element mid-pip command with 3 Auxilia and 4 Psiloi in an active role.

When it came to playing the game, 7 elements seemed small for a mid-pip command, and I was convinced it was better to put 2 psiloi back from the high pip command into the mid pip.  Jim broke his side’s command into a high pip command consisting primarily mounted but with a bit of bad going support; a low pip all-mounted command; and a mid pip foot command with a bit of mounted support.  The aggression roll made us the defender, and I placed terrain as seen in the accompanying pictures.  I left a wide open space for my spear wall, with enough bad going to anchor its flanks and room for the cavalry to play on the sides.

Next came deployment.  We deployed the spear wall in the obvious open space in the middle, and the bad going troops to the left, with our cavalry in reserve.  In retrospect, there was only one good place to put the cavalry, so we should’ve placed that first, instead. It’s also fastest, so if we had placed it incorrectly it’d be easier to move than the foot.  If we placed the bad going troops last, they could have reinforced either of the spear’s flanks as necessary.

The first picture shows the board after the first turn, which is very similar to our initial deployment (our side on the bottom).  At this point, I basically knew I was screwed and should just immediately give up.  My cavalry was far outnumbered on my right flank, both in number elements and in number of pips, since he had two commands playing against one of mine.  Another major concern was the fact that I attempted to anchor my spear’s right flank on the woods, but I didn’t provide any bad going troops to secure it.  The gap between my cavalry and spear was wide, and a huge problem, since it was big enough for the enemy foot to flank my spear, and my horse could do almost nothing to help.

I’d hope that a Real general in my position would mount an orderly retreat and return to fight another day. But historically, Darius III only ever routed in a very disorderly fashion after Alexander turned his flank, so we decided to let the Yuan play the part of Alex this time around.

From here on out, the battle went very predictably, but it was accelerated by Jim’s excellent die rolling skills.  He had multiple turns in a row where the low-pip command had 4 pips, and was consistently rolling 5’s and 6’s in combat as I rolled 1’s.  Blame it on the dice, I always say!  No, it’s better to learn from my mistakes, instead.  “Oh no, not another learning experience.”

The beginning of the end came on the right flank.  I advanced in an attempt to isolate individual cavalry elements before they left the steep hill and regrouped, and wheeled to the left to defensively increase my frontage against Jim’s line.  It didn’t work: he punched a hole in my light horse with his cavalry general, and was able to exploit it.

The big mistake I made here was deploying my light horse too far to the flank and leaving my stronger cavalry on the left where it did no good.  I also should’ve thrown my general into the fray, since he wasn’t the commander in chief.

In the mean time, Steve was doing better on the opposite flank.   His bad going troops and my spear in the middle outnumbered the enemy’s mid-pip command.  He had control of the flank to the extent that a coordinated attack between the spear and his auxilia could fold the flank easily.

But there were a few problems. One was bad die rolling on our part, of course.  Another was the fact that even if we did turn that flank, it didn’t contain Jim’s commander-in-chief, so it wouldn’t be enough to win the game.  But most importantly, time was running out.  My right flank mission should have been to delay the larger commands, but my impatience got me into trouble and didn’t give Steve the time required to win on his side.

The final image here shows the Middle of the End.  I do think bad die rolls had a disproportionate effect against us on our left flank; we were in a pretty good position overall.

On the right, we had no chance.  By retreating I was able to close the gaps in my line somewhat, but my line was stretched thin and Jim’s had plenty in reserve.  I eventually lost my 5th element there (it wasn’t love), and the command was demoralized.

We were still in the game, but not for long.  We had one turn for me to make an effort not to run away before the spear command was also demoralized and we lost.

I learned a lot, and had a good time despite losing.  In order to fix the game, I think I’d have to change almost everything I did: splitting the commands, deploying terrain, and deploying the army.

In retrospect, my initial split that included 2 psiloi with my cavalry might have helped a lot.  Those two psiloi would have done a good job in the bad going, delaying Jim’s auxilia and protecting my spear’s flank.

But if I had 2 Scythed Chariots instead of psiloi, those would also have helped in my cavalry command, by giving me a bit of punch and increasing the size of the command without a penalty for losing them.

I wonder if the other two commands would’ve worked better if I had given 3 spear and a psiloi to the bad going command.  Steve could’ve used the spear in the good going, and helped the situation overall by reducing pip demands on the central spear command.

That would leave an 11 element mid-pip command consisting of 3xAx, 3xSp, and 5xPs; a 9 element low-pip command consisting of 6xSp, 2xPs, and 1xCv (gen); and a 16 element high-pip command with 8xCv/LCh, 6xLH, and 2xSCh.

One more tweak and it looks even better: give one more Psiloi to the low-pip command to link with the cavalry, and I’d have a 10/10/16 split, which is ideal for break points.   Then, the main problem would be deploying two of those commands without either giving away too much information, or compromising one of the low pip command’s flanks.

I think in order to have any chance of sucess with BBDBA I’ll need a lot more practice with single-army games.  But I enjoy the game even if I fail at it, which is always a good sign.

Thanks for another good night of gaming at Legions, everyone!

Battle at the Crossroads: 2010

Today, I went to Cambridge OH to play in a pyramid format DBA tournament at Battle at the Crossroads.  It was a great day, and I did at least as well as I anticipated.

Battle at the Crossroads is a small annual miniature gaming convention.  There were about 5-6 scheduled games in addition to the DBA tournament, as well as a flea market.  I’m glad I really enjoyed playing DBA, because the rest of the games weren’t very interesting to me.  I managed to escape the flea market without taking anything home either.

I really enjoyed the Pyramid Format. We had 12 players, so in the first round we played 6 1-on-1 games.  For the second round, the winner and loser of each game join their remaining forces, with the winner playing commander-in-chief to the army as a whole; we had 3 2-on-2 games.  For the third game, they split one player off of each group of four to form a fourth group of three, and we played 2 3-on-3 games.  Placement was measured by your win-loss record, with your individual elements killed and losses counted to break ties.

The tournament’s theme was “A Day Under Scythian Skies,” and the eligible armies were Skythians (I/43ab) and all of her historical enemies.  Special rules for the tournament allowed Skythian players to start with an additional element, and to reduce their aggression from 4 to 0 or 1, which allows them a better chance to choose the game’s terrain.  I chose Skythians, since this would be my best chance to field this army competitively. My army was: 3Cv (gen), 8x2LH, 2x3Ax, 2x2Ps.

I didn’t get a picture of my first game.  In this match, I faced Jim K and his Later Achaemenid Persians (II/7: LCh(gen), 2x3Cv, 2x2LH, 1xSCh, 3x4Sp, 1x3Ax, 2x2Ps).  I rolled low for terrain and set up a hill and two small areas of rough.  I set up first with my infantry split onto both flanks, with the intention of swapping two infantry to the other side in reaction to his deployment.  My biggest mistake was failing to do this, but instead swapping my Cv general out from in front of his SCh.  As a result, my infantry reduced the maneuverability of my light horse, and basically pinned them in place.  My other big mistake was rolling lousy for pips every turn… but what can you do?

In the end I killed one of his elements, and he killed 2 of my light horse as well as my general.  This 4 element overall loss ended up being a good outcome as we entered round 2: some groups lost as many as 9 elements in the first round.

In round 2, Jim K and I (on the left, in the first image) played against Rich Baier with Warring States Chinese (II/4e: HCh(gen), HCh, 3Cv, 3Bd, 4x4Sp, 3x3Cb, 2Ps before first round losses) and Ted Hall’s Skythians (I/43a: 3Cv (gen), 9x2LH, 3Ax, 2x2Ps before first round losses).  Ted and I were relative beginners, so we faced off on my right flank while Jim and Rich fought over the other flank.

I deployed well, with some advice from Jim.  I placed 2x2LH far off to the right of the woods, my light infantry in column facing the woods, and the rest of my light horse and cavalry closer to the center.

My primary goal was to take the bad going with my infantry and threaten Ted’s opposing light horse. Rolling 6 pips on my first turn allowed me to achieve it quickly.

Ted responded by sending 2 light horse around my flank, and our groups of light horse faced off.  The bottom of this picture shows the result of this initial combat on my right flank, which pretty much decided the game: my light horse killed his, and then I turned his flank.  Although my initial rolls were lucky, I had my psiloi in reserve to help if I didn’t hurt him in the initial rush.

I ended up killing 5 of Ted’s light horse, breaking his command, and ending the game (since he was commander in chief).  He killed one of my light horse, which seemed lieke a good trade to me!  Jim and Rich may have traded an element each, but there were no decisive reuslts on our left flank.

I was split from that group to join Kevin Serafini (Kushan, II/46b) and John Loy (I/43a: commander in chief) in the third round.  Since John also played Skythians, we split our armies into separate mounted (John’s) and infantry (mine) commands. By now I’ve started to lose everyone’s names and army selections, but I know we were facing Larry Chaban (I/43a), Nick (II/24: 1x3Kn, 11x3Cv), and Tim (I/43a).

We got the terrain roll and set up first.  John placed all the bad going (rough) at one end of the board, and deployed the two mounted commands first with the plan of deploying my infantry after the enemy deployment, to take the bad going. As seen in the picture at the right, they deployed all their forces at the opposite end of the board, and I deployed my infantry in a reserve position behind Kevin’s forces to compensate for this flaw in our plan.

This deployment was almost immediately revealed to be a big mistake, as the enemy’s plan became clear.  Since they had fewer elements than we did, they didn’t want to fight on a wide front on this 72″ board, and risk being outflanked.  Instead, they denied our right flank and turned the table on us: they wheeled their entire line 90 degrees, and forced us to play across the narrow width of the table instead.

Luckily John and Kevin were able to get their faster mounted troops into a better position quickly, but I was left with few pips to move out from behind Kevin and protect our left flank from the impending charge of the light horse.

We did a fairly good job of salvaging the poor deployment, and in the end it came down to a close decision between which of our c-in-c commands would demoralize first.  We lost, but it was a very fun and tight game.  It made me consider the value of playing larger DBA games on a deeper board as well as a wider one.

I managed to do an adequate job of protecting the flank with a loss of 2 out of 7 elements, but I don’t think I took any kills in return.  If I had deployed facing my flank to start with, I think the biggest effect would’ve been to allow the other commands to take higher pip dice for maneuvering without endangering their flank.

After this game, we hung out for an hour or so for Rich’s game to finish, and awards were handed out.  Because he lost in the first round, Larry’s 2-year winning streak was broken, and Rich ended up in last place with no wins.  There were enough token prizes to go around: I got a nice little tower shaped “barker marker” (40mm square measuring piece).

I am very happy with my experiences at my first DBA tournament, and I’d definitely do it again.  I enjoyed playing Skythians, and I was happily not faced with any fiddly rules issues or armies I was unexperienced playing against.  It’s beginning to seem that I understand the rules of this game, but there are very few tactical problems I know the answer to yet.  I probably won’t take Skythians to an open tourney any time soon, but I’d consider them for a book I or themed event (especially since they’re currently my only book I army).

Regarding the special tournament rules for Skythians: I read some concern about the additional element in the army and the reduced aggression, from mailing list posts before the tournament.  However, I heard no complaints about it at the tournament itself, and I don’t think it was as overpowering as some worried it might be.

I figured there was nothing I could do with 9 light horse that I couldn’t do just as well with 8, so I chose an additional 3Ax instead.  I held that element until the last game, and it helped me retain bad going.  I’m glad I had it, but I consider it a slight change in army composition more than an additional element: I never had more than 10 elements after the first game anyway.  Since all the first round players were matched skythian vs. enemy, any relative diference in element count was balanced by the second round (though truthfully I don’t think there was much of a difference anyway).

My lower aggression allowed me to win the terrain roll the first game, but that didn’t help me win the game.  After that, since I wasn’t c-in-c, my aggression didn’t matter anymore anyway. 

Unfortunately I don’t expect to make it to Cold Wars, but I do hope to be at Stooge Con and Historicon for more DBA tournaments.

Thanks to all my allies and opponents for the wonderful games; to Kevin for a ride to and from the venue; and especially to the organizers of this fine event!  It was a wonderful day of gaming.

DBA Army II/4: Warring States Chinese

At the same time I bought the Mountain Indian DBA army from Museum Miniatures, I also got a pack for II/4a, Warring States: Ch’in Chinese. 

The Ch’in or Qin dynasty was formed in the latter part of the 3rd century BC. The first (and only) Ch’in emperor, Qin Shi Huang, is famous for completing the first version of the Great Wall of China, standardizing the written Chinese language, and for his excessive but very archaeologically useful burial of over 8000 life sized terra cotta warriors

The period of civil war that led to the Ch’in Dynasty was called the Warring States period for obvious reasons.  When the emperor died in 210BC, China fell back into civil war for a shorter period, and the Han dynasty emerged. 

In a later order to Museum, when I was ordering some Mongols, I threw in a DBA army pack of II/4c: Chao, since I was ordering overseas (and they were on sale). The biggest difference between the armies is that II/4a has 4x4Wb, and II/4c has 4x4Sp.  Ch’in soldiers are classified as warbands because they were particularly brutal on the battlefield, due to the fact that they were rewarded based on the number of enemy heads they collected during battle.

For some reason, both packs came with the same spear figures for the 4Wb and 4Sp units.  Since they are enemies of each other and have few other enemies, I think this would be very consfusing in a matched pair game.  So, although I started painting II/4a, I finished painting II/4c until I get some halebard figures to use as warband.

Unforuntately, Museum has a limited selection of Chinese figures.  I’d like to see a sword carrying figure other than the general, to build a proper blade unit for some of the warring state armies. The figures seem very well suited to the Ch’in chinese, but Museum uses the same figures for everything from 1100BC to 189AD, which is pushing it a bit.

I am extremely happy with the way this army turned out!  I think it’s one of the prettier armies I’ve painted.  Some of the faces on the spear and cavalry elements are a bit muddy, but overall the colors came out clean, it pained up quickly, and it looks great.

When my halebards come, I’ll paint them up, and I’ll have enough elements to field either II/4a or 4c, and probably a few other Warring State armies.  I also ordered enough supplemental figures to field a double II/4c, or Han Chinese using the same figures.

To paint the light blue and light green, I used a very light blue/green base coat, and mixed a wash of darker blue/green paint.  The wash is approximately 1/3 acrylic paint, 1/3 water, and 1/3 gloss varnish (Delta Ceramcoat brand, water based craft varnish).  I test for flow and coverage on my palette or an old figure, and adjust the water and varnish proportions until it flows the way I like it.  When it’s working, it does a good job of filling in the low spots while leaving the high spots lighter.  In the end it only requires a bit of touchup on the highlights and it’s good to go.

I’m not as fond of painting chariots.  Thes turned out well, especialy the red parts, but it’s not my favorite.  I used more different hair color patterns on the horses, which also turned out fairly well.  But the crossbowmen, spearmen, and archers were my favorite to paint here despite their very uniform appearance.

This army just collected its first win, in a solo match versus my Skythians.  I really like the balance of elements in the Chao army, but I was really hoping I’d learn something about how not to lose with the Skythians, since Battle at the Crossroads is coming up next weekend.

Last of the Later Achaemenid Persians?

Well, probably not the last, but I painted some more, anyway. 

To finish off my DBA Later Achaemenid Persian triple army, I chose multipurpose figures.  Based on the DBM army lists, I chose Cretan archers for the 2Ps elements, which are also allowed in Alexandrian armies, and Paphlagonian light horse for the 2LH elements.  These are Magister Militum Cretan Archer figures and Paphlagonian Light Horse. 

 I also needed to finish one more LCh or 3Cv element, and since I already have 7 3Cv elements I settled on a chariot.  I know chariots were basically unused at this point, except to help Darius III flee the battlefield more quickly, but they do look good.

The chariot is a bit of a mashup.  The chariot and driver are from Magister Militum, but the chariot was originally scythed.  The Magister Militum 2-horse chariot seemed even more out of place for a Persian army.  The horses are from an Essex scythed chariot that will certainly not fit 4 horses across on a 40mm base.  The archer is another Skythian from my Falcon army pack, painted to look pretty much just like a Persian.

This finishes the figures I need in order to field a triple Persian army.  However, I’ll likely paint a few more eventually.  I’d like to build a 3Ax general and a few Scythed Chariots.  I’ll also paint more Hoplites, because no one can ever have too many of those (if they have any at all), and I’d rather not use Spartans as my Hoplite mercenaries.

Skythian Camp

It has become apparent that in order to prevent being ridiculed while playing DBA in public (mostly kidding), I needed to paint a separate element of Camp Followers instead of modelling camp follower figures directly on my camps.  I also didn’t have a very appropriate camp for my Skythians, so I decided to kill two birds with one stone.

This is a generic camp model, though I chose a cart based on suggestions in the Osprey Skythian book that they used a ring of carts/wagons at their camp.

The base is 80 x 40mm plywood with a sticky magnet on it.  On top there’s an Essex cart, and a fire and supplies from a Museum Miniatures camp pack.  I added a 20 x 40mm section of sticky magnet to hold the camp followers down.

Sticky magnets are excellent. I’ve found they’re cheapest when you buy them in the form of business card magnets.

The camp followers could double as a Psiloi element in a pinch.  All Skythians had bows and knew how to use them, but they’re nomadic.  So I decided archers would be more appropriate than civilians with farm implements.  These archers are more Falcon miniatures left over from my army pack.

DBA Army III/10c: Hindu Indian

Here is my latest DBA army: Medieval Hindu Indians “other,” army III/10c. The figures are from an Essex DBA v1 army pack, and did not include the Artillery element that is optional in the DBA v2 army list.

The army consists of 1 Elephant General (I choose the one with the red blanket), 2 Elephants, 2 Cavalry, 1 Blade, 4 Bows, and 2 Psiloi. The Artillery, if I had it, would replace one of the elephants. I have a bombard I could paint up for this army, but no appropriate crew yet.

I plan to write more about the individual Essex Elphant models soon, since I have had a horrible time finding any useful information about what they look like and how they should be painted. For now, let’s just say: these things are tanks! The two on the right are very heavily armored except for their legs.

I tried to find information online about how the Medieval Hindu Indians should be painted, but I didn’t find anything other than other peoples’ paint jobs, and indications that they were also guessing. Off white is always a reasonable choice, or red if you need some color, since it seems to be one of the most commonly available dyes. The cavalry are the only elements that have much color (other than the elephant). I chose primarily red, with green barding and some blue shirts.

The lances held by the left element here were molded on, so I left them until they break off. On the right, I used Xyston wire spears instead, since they had to be glued in place anyway.

The infantry are easy: off-white butt wraps and head wraps, with red shields. I don’t even know if these figures are appropriate for medieval era Indians; I’d expect them to be wearing a bit more armor or maybe a robe. On the upside, these guys will give me a head start on Classical Indians, and they’re compatible with the Mountain Indian figures I’ve already painted.

Was my most recently painted full DBA army Mountain Indians? It seems odd, I feel like I painted something else in between… I guess that was my 10 other DBA elements for the Persians.

Have I actually played a game of DBA since I painted the Mountain Indians? Well. Maybe 2 games, I guess… but I haven’t played with the Mountain Indians yet.

The Slippery Slope: Later Achaemenid Persians

On the fanaticus forums, someone asked about building a BBDBA army (a triple DBA army from one army list and its allies) starting with the armies he already had. They just happened to have most of the same armies as I do, so I did some calculating.

If you have all of the Later Achaemenid Persian (II/7) options painted, a Skythian (I/43a) army with all the options painted, and one of the later Hoplite armies (II/5), then you have a great start on a double Persian army with Skythian ally for BBDBA. Reading the DBM lists, you can make a theoretically accurate army by using greek hoplites as mercenary spears, Skythian light horse as allied units within the Persian army, and Cretan archers (use Greek) for the Psiloi. Then
all you need to paint is a few elements of Cavalry and maybe more Psiloi to fill up the BBDBA army.

But… I have all those armies. That means I could do it too. And, I just happened to have a spare pack of Persian cavalry… and so my slide down the slippery slope began.

I painted two cavalry stands and the cavalry general I hadn’t painted previously. Around this same time, I started looking into Basic Impetus and Impetus. To field an Impetus army for the Persians, I’d only need a few more cavalry stands and a bit more Psiloi. So I bought a pack of archers, and painted the rest of my cavalry.

The four stands of cavalry in the rear are Chariot Miniatures (Magister Militum/Navigator Miniatures). The Cavalry general in front is from the Essex DBA army pack. The archers are also Essex figures.

Now… the archers give me more Psiloi than I need. If I use mercenary hoplites from my Greek army for the spear elements, then all I need to make a triple Persian army for BBDBA is another cavalry or chariot general and either scythed chariots or psiloi.

But once I have a BBDBA army for the Persians, who are they going to fight against? Clearly I’ll need to paint a second BBDBA army as an enemy. I chose Alexander the Great (II/12), because apparently I have a driving need to paint 48 more pikemen. Actually, if I paint a triple Alexandrian army, I’ll be able to morph it into about 5 other Alexandrian/Successor armies, and I’ll have enough figures to have some of the successors fight against each other in DBA. It’ll also get me enough figures for a substantial Impetus army.

Now I have both Persians and Alexandrians on order from Magister Militum, to round out the Persian army and triple my Alexandrians. I chose the figure packs myself instead of buying premade DBA armies, so I could tweak some of the options so they’re more useful in other armies.

Review: De Bellis Multitudinus (DBM)

Today, I played DBM (De Bellis Multitudinus) for the first time. DBM can be described as a scaled up version of DBA, a game that I am very fond of, but this description would be unfair to both DBA and DBM. I had a good time, and I’d definitely play DBM again, but I wouldn’t consider it an upgrade of or replacement for DBA and/or Big Battle DBA (BBDBA).

The rules

In many ways, comparing DBM to DBA is a bit like comparing long bike rides with shorter trips. You can have just as much fun, but it takes longer and requires a longer term mind frame. If you want to avoid suffering the whole time, it also may require a bit more training. And on a bad day, you’ll wish you opted for the shorter trip.

The beauty of DBA is its small scale and simplicity, matched with deep tactical complexity. Armies always consist of 12 elements, so they’re fast and easy to paint, and the limited army lists provide a good sense of closure when you’re finished. Games require only an hour to play, so even if you lose you won’t suffer for very long.

DBM is larger than DBA in several dimensions, with positive and negative consequences.

DBM adds support for larger armies and uneven forces on each side, using points-based army lists. This allows for playing larger battles and designing historic scenarios within the scope of the rules. However, it also increases the importance of the army selection meta-game, requires a lot more painted miniatures, and loses the “I’m finished!” satisfaction smaller DBA armies provide. Points based systems are always susceptible to minmaxing and twinking, even when the theoretical basis for the system is to match historical reality.

DBM also provides a greater level of detail with additional rules for things like weather, troop quality, and commander quality. The most visible aspect to me was the troop quality modifiers. These provide a finer grained difference between historical troop types that are considered identical in DBA (but weren’t in real life). I’m not experienced enough to decide whether this is a case of confusing “detail” with “realism” or not. However, for the DBA player interested in DBM, the main result is that there are many more close combat modifiers, and generally a lot more things to consider when resolving combat (or deciding whether to enter combat in the first place).

Due to the increased number of elements in each army the ground scale is different, but the movement rates have also changed to compensate. The command and control system is still PIP based, but also more complicated due to the larger armies.

The cumulative effect of all these differences is that you feel like you’re playing DBA on steroids, but some of the differences bite you when you least expect them, or force you to change your tactics to avoid being bitten. I could see myself losing brain cells if I were forced to constantly switch between these “similar but different” rulesets.

The game

This particular engagement was a 500 point game between “our” Pyrrhic army with Seleucid ally, who chased down “their” fleeing Carthaginians. There were about 75-80 elements on each side, split into 4 commands with 3 players on each side. Our individual commands had 4, 19, 19, and 36 elements in them (I think). Each command still only rolls d6 for PIPs, so PIPs for movement are more scarce than in DBA. The movement rules are more flexible for group moves in some ways, since there’s an expectation that you’ll be moving larger blocks of elements around.

This game was part of a large campaign played by a bunch of the guys in this gaming group. Our goal was to kill as many of Larry’s Carthaginians as possible before he got back. The other side’s goal was pretty much the same, since Larry wasn’t around.

I held our extreme left flank with a huge block of pike and spear (twice as large as a DBA army by itself), supported by bad-going support troops (another DBA army worth of Auxilia and Psiloi). (Huh… I just realized I had the Big command… I thought I chose the “easy, uncomplicated” command, not the huge one.) My goal was for the guys with the long pointy sticks to walk forward and crush anything in their path, while the guys with the short pointy sticks stood on the hill and prevented the enemy’s cavalry from turning our flank.

In the end, it worked! Not only did I fail to screw up tactically and lose, I actually rolled well enough in combat to kill superior troops with my light troops, including the enemy’s Commander in Chief, which ended the battle.

Having the Big command helped a lot, because Jim almost always assigned me the high PIP die, so I rarely lacked the PIPs to do what I required.

I think I was also aided by suboptimal enemy deployment, but part of this was likely due to a lack of choice by the time they deployed that flank. They had poor matchups against my pike and spear, but I think a bigger mistake was splitting their command in half. They sent most of their bad going troops halfway downfield to play in the mud (steep hills, really). This provided them with a PIP suck in the middle of the board, far away from their general, and reduced their options on my flank.

The game theoretically started at 1:30pm, but much time was spent finding boxes of figures, talking, and so on. We had everything packed up again by 7pm: not a short game.

Overall Impressions

Playing as a small part of a larger battle, and seeing the battle unfold on the field gave me a much better feel for the “grand tactical” situation than I often get from DBA. Now that I’ve seen this in a larger scale, maybe I’ll be able to translate that vision to smaller DBA battles.

As for my part in the battle itself, it felt fairly similar to playing an isolated and slow game of DBA on my flank. The amount of tactical decision making I had was not equivalent to what I’d see in 5 sequential games of DBA, by any means.

I’d definitely play DBM again… but at someone else’s house. I don’t even have a room large enough for the 8’x5′ table required, and don’t have nearly enough miniatures to field even one side of a 500 point battle. As with many of the larger games I play at conventions, I don’t like it enough to want to do it myself, but I do like it enough to “push lead” once in a while in someone else’s game.

Instead, to satisfy my personal “bigger game” fix, I’ll attempt to scale up some of my DBA armies into Impetus armies and/or BBDBA armies.

DBA Army II/2: Mountain Indians

Here’s my latest DBA Army: Mountain Indians, II/2. According to the DBA army book, these guys were an enemy and an ally of the Alexandrian Imperial army (II/15), and an enemy of the Skythians (I/43a). They’re also an enemy of the early Seleucids (II/19a), which I can morph my Alexandrian army into.

The figures are 15mm Museum Miniatures, and are available in a DBA army pack. I painted everything except for the 2LH General element. The figures are slimmer and shorter than my Essex guys. The horses are downright pinheaded. I haven’t stood them up next to each other yet but I think these guys will look tiny. The quality of the sculpting is good overall, but their faces look somewhat uninspired, with mere suggestions of eyes. I quite like the bows.

My only complaint with the army pack itself is that there was no clear way to distinguish either the Elephant or the Light Horse as a general element. The Elephant came with a parasol, but nothing obvious to mount it on and no general-like riders. The light horse figures were all identical.

According to the DBM army list book, the Mountain Indians armies represented by this army list are various tribes living in the mountains in the corner of what is now Pakistan, Afghanistan and India. I’ve been unable to find much information about these people, so I’m not sure whether the sculpts are accurate.

This was a fun army to paint, for several reasons. As I’ve said before, I’m getting a bit sick of painting clown suits, so this was a welcome change of pace. These simple solid color outfits are a lot easier to shade with dry brushing and layering instead of ink.

This is the first time I’ve painted dark-skinned humans, and I think it turned out pretty well. I’ve seen Mountain Indians painted anything from “got a bit of a tan last weekend” to “how much more black can it get?” and even a few “wow, that’s way too pink to be human.”

I’ve also been unable to find much information on what color their clothes should be painted. General recommendations seem to be to use readily available dye colors of the time, with their trousers in “your favorite color of off-white.” The freedom of not worrying so much about whether I’m getting it right makes it a bit more fun.

Their shields were apparently faced with cow hide, and so most painters use a holstein-like spotted color scheme. I’m not sure that makes any sense: were holsteins available in ancient India? I’d expect something boring and brownish, but the spots look a lot better.

This army was also very fast to paint, but it exercised some techniques I hadn’t used much lately. Unfortunately the photographs didn’t turn out well, they aren’t focused properly.

With 4 Auxilia and 4 Psiloi, I’m not entirely sure how this army is supposed to stay alive. I guess we’ll just have to try it out and see. I expect I’ll take a little break from painting DBA armies, but hopefully I’ll get some time to play them instead.

More DBA Elements

In between painting up DBA armies and Uncharted Seas ships, I sneak in a few random DBA elements to round out my other armies. These are all Essex figures this time around.

In the lower right is an element of Greek peltasts (4Ax, auxilia) for my Spartan army that I forgot to show last time around. Not very exciting, so I figured I’d get it out of the way first.

The two Macedonian elephants are intended for use to morph my Alexandrian Macedonian army into an Alexandrian Imperial army and/or any of the earlier armies of Alexander’s successors that happen to require elephants.

Unfortunately I mounted the drivers back too far, they should really be on the elephant’s neck. I mounted the pikemen facing rearward, based on convincing arguments I read in a recent issue of Slingshot: Elephants can take care of themselves up front, they don’t need pikes up there. And those model pikes are about half as long as they should be in real life, they don’t even reach the ground. Unless you’re facing rearward it would be nearly impossible to swing a 20′ long stick from one side of the elephant to the other, to protect the beast’s vulnerable underbelly and hind quarters from someone else’s pointy sticks.

In the front is a ballista, the artillery element for the Alexandrian Macedonian army. It’s not as impressive as a Trebuchet, but it was all there was those hundreds of years earlier. The only case I know of where Alexander used artillery was in the siege of Tyre, which is completely inappropriate for playing in DBA anyway, so I didn’t paint this element initially. But it’s easier to build some of the successor armies with it, and it was easy, so I painted it.

Coming soon: DBA II/2, Mountain Indians, by Museum Miniatures. These guys are indestructable! Ha!