De Bellis Velitum

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7/28/2019 De Bellis Velitum http://slidepdf.com/reader/full/de-bellis-velitum 1/12 1 DE BELLIS VELITUM June 7, 2013 8:40:40 AM http://phil-barker.pwp.blueyonder.co.uk/DBV%202003.htm DE DE BELLIS BELLIS VELITUM VELITUM  This is a skirmishgame for two small forces, each consisting of 1 to 4 sub-units, each in turn of 4 to 12 singly based 25mm figures, totalling up to 24 army points (AP) and controlled by a single  player. Figures vary in cost between 6 AP and 2 AP. One figure of the most expensive mounted type or most expensive foot type present is nominated as the force's commander and one figure of each group is nominatedas its leader.  Current skirmish rules split play into very small increments and use simultaneous movement requiring written orders. We split play into alternate bounds, each of which simulates the time needed by a warrior to observe, appreciate his situation, decide if he needs to continue a current action or to do something different and then do it, or to exchange blows with or shoot at an opponent. This is about 5 seconds.  As all men are not similarly quick thinking or quick to react, we randomly limit the number of figures that can shoot or be moved each bound, but not the exchange of blows by figures already in  physical contact. Since complex group actions require orders that cannot be passed and obeyed in 5 seconds, they are made more difficultto achieve and are assumed to have been initiated during the  previous bounds.  We distinguish between fatal and disabling wounds, but do not take account of wounds unlikely to affect combat in the short term, or distinguish the fates of men from those of their mounts. The winning side recoversitsdisabled. Those of the losersare assumed to be slain in the pursuit, except for knights who are ransomed.  Despite its simplicity, the resultingsystemis much more subtle than may be immediatelyapparent. The average player has memorisedthe battlerules part way through his firstgame, but tacticalskill takeslonger to develop. A game usually lastsless than an hour. Copyright (c) Phil Barker 1991.  CONTENTS CONTENTS PLAYING EQUIPMENT, BASING AND REPRESENTATIONAL SCALES TROOP DEFINITIONS TERRAIN VISIBILITY BATTLE RULES

Transcript of De Bellis Velitum

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1DE BELLIS VELITUM

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DEDE BELLISBELLIS VELITUMVELITUM

 

This is a skirmishgame for two small forces, each consisting of 1 to 4 sub-units, each in turn of 4 to

12 singly based 25mm figures, totalling up to 24 army points (AP) and controlled by a single

 player. Figures vary in cost between 6 AP and 2 AP. One figure of the most expensive mounted

type or most expensive foot type present is nominated as the force's commander and one figure of 

each group is nominated as its leader.

 

Current skirmish rules split play into very small increments and use simultaneous movement

requiring written orders. We split play into alternate bounds, each of which simulates the time

needed by a warrior to observe, appreciate his situation, decide if he needs to continue a current

action or to do something different and then do it, or to exchange blows with or shoot at an

opponent. This is about 5 seconds.

 

As all men are not similarly quick thinking or quick to react, we randomly limit the number of 

figures that can shoot or be moved each bound, but not the exchange of blows by figuresalready in

 physical contact. Since complexgroup actions require orders that cannot be passed and obeyed in 5seconds, they are made more difficult to achieve and are assumed to have been initiated during the

 previous bounds.

 

We distinguishbetween fatal and disabling wounds, but do not take account of wounds unlikely to

affect combat in the short term, or distinguish the fates of men from those of their mounts. The

winning side recovers its disabled. Those of the losersare assumed to be slain in the pursuit, except

for knights who are ransomed.

 

Despite its simplicity, the resulting system is much more subtle than may be immediatelyapparent.

The average player has memorisedthe battlerules part way through his first game, but tactical skill

takes longer to develop. A game usually lasts less than an hour.Copyright (c) Phil Barker 1991.

 

CONTENTSCONTENTSPLAYING EQUIPMENT, BASING AND REPRESENTATIONAL SCALES

TROOP DEFINITIONS

TERRAIN

VISIBILITY

BATTLE RULES

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PLAYINGPLAYING EQUIPMENTEQUIPMENT ANDAND REPRESEN TATIONALREPRESENTATIONAL SCALESSCALES 

CHOICECHOICE OFOF FIGUREFIGURE ANDAND MODELMODEL SCALESCALE

These rules are primarily intended for use with 25mm scale model figures. This is because a huge

variety of such figures existsand they can be painted as individuals. 

TROOPTROOP REPRESENTATIONREPRESENTATION

Each figure representsone man.

 

FORCEFORCE SIZESIZE

Players should initiallyuse one sub-unit each, but as their skill increaseswill be able to increase this

up to as many as four. Larger engagements may also be fought with more than one such force and

 player on each side.

 

FIGUREFIGURE BASINGBASING

Each figure is mounted singly on a rectangular base of standard size, which is 20mm wide by40mm deep for a mounted figure, 20mm wide by 30mm deep for a foot figure and 60mm wide by

80mm deep for a chariot or elephant model. We assume that men take occupy more space when

skirmishingthan when formed into rigid ranks in pitched battles.

 

PLAYINGPLAYING AREAAREA ANDAND GROUNDGROUND SCALESCALE

The optimumplaying area is 36" or 900mm square for the basic 2 player game. Larger battles need

increasedwidth but not depth, adding 12" or 300mm for each extra player on each side.

 

The ground scale is 1:75, so 1 centimetremeasuredon the table is equivalent to 1 pace in real life.

 

Measure distances on the table with a metric expanding tape, or more conveniently with a 20 pace

rod or card strip marked at 4 pace intervals.

 

TIMETIME SCALESCALE

Play is in alternate bounds, each of which simulates the minimum time needed by a warrior to

observe and appreciate the situation, decide if he heeds to continue a current action or to do

something different, then do it, or to exchange blows with or shoot at an opponent. We assume this

to be approximately5 seconds.

 

As all men are not similarlyquick thinking or quick to react, our game system randomly limits the

number of figures that can shoot or be moved each bound, but not the exchange of blows by

figures already in contact with enemy. Since complex group actions require orders that cannot be

 passed and obeyed in 5 seconds, they are made more difficult to achieve and are assumed to have been initiatedduring the previous bounds.

 

DICEDICE

Each player needs one ordinary 1 to 6 dice.

 

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TROOPTROOP DEFINITIONSDEFINITIONS 

We distinguishonly between warriors whose fightingstyle differs sufficiently to need to be treated

differentlyby their foes.

 A mounted figurecan be a Knight, Cavalryman or Light Horseman.

A foot figure can be a Knight, Blade, Spearman, Peltast, Archer or Skirmisher.

 

KNIGHTS are fully protectedby complete metal armour. They can either ride a heavy horse, itself 

often partiallyarmoured in metal or textile, or have dismounted at the startof the game to move and

fight on foot. They are dedicated to hand-to-hand combat, despising distant weapons. If mounted,

they charge with the lance before taking to other weapons, such as sword, axe or mace. If on foot,

they may use the latter in conjunction with a shield or heavier two-handed swords or poleaxes

without. Cost 6 AP.

 

CAVALRYMEN are partially protected by metal armour and ride horses which may also be partiallyarmoured. They differ from Knights in using distant weapons such as javelins or bows as

well as fighting hand-to-hand with sword, axe or mace. Cost 4 AP.

 

LIGHT HORSEMEN have little or no armour and ride small horses or ponies. They fight mainly

with distant weapons such as javelinsor bow. Cost 3 AP.

 

BLADES are foot either skilled in fencing individually with sword and shield or using heavier 

heavier cutting or concussive weapons, such as two-handed swords or axes, bills, halberds or 

goddendags. They are usually partially armoured. They are less safe than spears in a body against

mounted troops, but superior in single combat against foot. Cost 4 AP.

 

SPEARMEN are foot who ideally fight shoulder to shoulder deriving mutualprotection from each

other's shieldsand spear points, but are less effectiveas individuals. Cost 3 AP.

 

SHOOTERS include all foot armed with bow, longbow, crossbow, sling or similar long range

missile weapons, who outrange javelins, but must stand still to shoot and are disadvantaged in

hand-to-hand combat. Cost 3 AP.

 

PELTASTS are agile but determined unarmoured foot with javelins and sword who can pursue

skirmishersor move easily through difficult terrain. Cost 3 AP.

 

SKIRMISHERS are even more agile foot who fling javelins, then skip out of the way instead of 

standing theirground and shooting. Cost 2 AP. 

These troop types are not necessarily identical with those of DBA, since DBV types depict the

characteristicsof individuals and DBA those of large bodies of men. For example, the equivalent of 

DBA Warband is Blades for their leaders and the remainder Peltasts if loose formed or Spears if 

close formed, while Shooters may be the equivalent of DBA Bow or of those Psiloi with longer 

ranged weapons than javelins.

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TERRAINTERRAIN 

This must be to scale with the figures. We favour a permanent terrain board with asymmetricterrain

features fixed permanentlyto it. One alternativeis to build it up from 12" or 300m square blocks or 

carpet tiles. To be eligible, a terrainmust comply with all the following: 

(1) At least three of the battlefield's quarters must contain at leastone terrain feature other than

a path.

 

(2) No more than two of the battlefield's quarters must contain a stream or bad going.

 

The majority of the playing surface must be flat good going, which should be shown as a

reasonably uniform approximation of pasture, open fields or steppe. Bad going must be easily

recognisable, and can be a steep slope, rough or boggy ground, a small grove of trees or clump of 

 bushes, or a house. A gentle slope confers combat advantages to men higher up it but is not bad

going. A man or animal that is partly in bad going is treated as if entirelyin bad going. 

A path is two figureswide and is always good going.

 

A stream must flow between two different board edges. Movement along it is possible only to

 peltasts and skirmishers. Wading across it is not treated as in bad going, but is penalised in other 

ways. It is sufficiently shallow and easy banked as to cause only moderate delay, but provides help

to men defending its bank. Paths that intersect streams cross them by a ford or bridge of the same

width.

 

Since with these rules so much less time is needed to paint armies, and the size of the playing area

is so limited, we hope players will feel they can afford to spend time and ingenuity on making their 

terrain as visuallyattractiveas their troops.

 

VISIBILITYVISIBILITY 

A figure can only see an enemy figure that is in line of sight and in front of a line extending his

front base edge. A foot figure at a door or window or within a clump of trees or bushes cannot be

seen from beyond 8 paces unless he shoots. An enemy figure must be visible before it can be shot

at or charged. It need not be visible to turn in its direction, it being assumed that noises or suspicion

have betrayed its presence.

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BATTLEBATTLE RULESRULES 

DEPLOYMENTDEPLOYMENT

Both sides dice. The lower scoring side chooses the terrain unless this has already been done. The

higher scoring side then chooses its base edge and deploys all its figures in contact with it or deploys the head of an off-table column of march. The lower scoring side then deploys on the

opposite edge and takes firstbound.

 

SEQUENCESEQUENCE OFOF PLAYPLAY

The two sides take alternatebounds. During each player's bound:

 

(1) He throws a single dice for each leader. Its score is that sub-unit's player initiative

 points (PIP), which can be used that bound by a group of figures and/or models to

march, by single figures to shoot, by single figures, models or groups to make tactical

moves, or by single figures or models to rally. PIPs cannot be carried forward to future bounds.

 

(2) Any or all sub-units can each use 1 PIP to make a singlemarch move.

 

(3) Any of his cavalry, light horse, shooter, peltast or skirmisher figures who are able to and

did not shoot during his last bound at a different target can use 1 PIP to shoot at distant

enemy figures, which may force these to make immediateoutcomemoves.

 

(4) Any remaining PIPs can each be used to make single or group tactical moves or to rally a

single fleeing figure. Unrallied figures continue fleeing.

 

(5) All figures of both sides that are in contact with enemy fight in hand-to-hand combat in an

order decided by the player whose bound it is and make immediateoutcome moves.

 

MARCHMARCH MOVESMOVES

A march move must be by a group of contiguous figures in a single file or a two figure wide

column. No figure included can start or go within 16 paces of visible enemy. A figure cannot

march if it flinched in the enemy bound immediatelypreceding. A figure that marches cannot shoot

or make tacticalmoves that bound.

 

March movement is assumed to be a continuous and to have been during the enemy bound

immediatelypreceding as well as in your own current bound, so has twice the time available. Amarch move is accordingly three times the tactical move of the slowest figure participating if 

entirelyalong a path, otherwise twice its tacticalmove.

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TACTICALTACTICAL MOVESMOVES

A tacticalmove can be by a single figureor model or by a group of figures.

 

Figures moving as a group must each be touching another of its figures and not in contact with an

enemy figure. Each must move parallel to, or follow, the first of them that moves; and must movethe same distance or wheel through the same angles up to 45 degrees in total. A group move can

also include reducing frontage to pass a gap or move along a path, or if foot a simultaneous

identical turn in place of 90 or 180 degrees, but not other changes in frontage or turns.

 

A move by a single figure or model can include any number of wheels or turns of any angle,

 provided no front corner its base moves further than its tactical move distance. If a tactical move is

used to voluntarilybreak-off from enemy in contact, a foot figure flees to its rear, a mounted figure

 bolts. A figure still in contact to its flank or rear turns automaticallyto face without expending PIPs,

unless it is also in contact with enemy to its frontor is fleeing. Otherwise:

 

1 PIP is needed to move a single Skirmisher figure unless charging, turn any single figure

towards a visibleenemy, or to move an single figure, model or group straight ahead

or along a path.

 

2 PIPs are needed for any other single figuremove.

 

3 PIPs are needed for any other modelor group move.

 

A Shooter figure which shot this bound cannot make a tactical move either as a single figure or as

 part of a group. Other figures or models that shot can.

 

The maximumdistance any figurecan move unless charging is: 

20p if Light Horse.

16p if Cavalrymen or Skirmishers.

12p if mounted Knights, or if Peltastsor Shooters.

6p if dismounted Knights, or if Blades or Spears.

4p if any troops except peltasts, shooters or skirmishers, and any part of the move is in bad

going.

 

Chargers add 8 paces if mounted figures, 4 paces if foot or a model.

 

A figure reaching, or in, bad going after exceeding bad going move distance halts at that point. 

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RESTRICTIONSRESTRICTIONS ONON CROSSINGCROSSING ANAN ENEMIESENEMIES FRONTFRONT

 No figure may cross the front of any enemy figure within that enemy's move distance and not

separated from it by an intervening figure, except to contact or line up opposite such an figure's

front, to retire, or as an outcome move.

 PASSINGPASSING THROUGHTHROUGH FRIENDLYFRIENDLY TROOPSTROOPS OR OR GAPSGAPS

 No figure or model can pass through another's current position unless bolting or fleeing, or enter a

gap less than its own base width.

 

MOVINGMOVING INTOINTO CLOSECLOSE COMBATCOMBAT

A tactical move that ends in contact with an enemy figure or model is a charge. The enemy must

already be visible. Mounted chargers can change direction only at the start of their move and then

only up to 45 degrees. All chargers must pivot and/or slidesideways after making corner contact to

make edge-to-edge and corner-to-corner contact. A figure opposite a join between two enemy

figurescontacts that it overlaps most.

 

 No figure can move into contact with an enemy figure's flank or rear unless it starts entirely on that

side of an imaginary line prolonging that edge of the enemy figure's base.

 

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SHOOTINGSHOOTING

Since shooting is at individuals and not formations, ranges are greatly reduced. Cavalrymen, Light

Horse, Peltasts or Skirmisherswithin 24 paces or Shooters within 48 paces can shoot at any one

enemy figure visiblewithin 45 degrees of straightahead, but only if they did not shoot at a different

target during their last bound and neither is in contact with nor overlapping enemy. Shooting at lessthan 12 paces is at short range. Each figure shooting expends 1 PIP.

 

Shooting is not permitted if a terrain feature or figure base even partly blocks the shooters view of 

their target, except that figures just inside the edge of a tree line or archers in a building doorway or 

window can shoot outward or be shot at fromoutside.

 

A figure that is part of a group cannot be shot at by more than one figure unless the extra shooting

figures have no other possible target.

 

A 2nd or 3rd figure that shoots at the same target figure aids the shooting of the 1st instead of its

actionbeing resolvedseparately. If any of the shooting figures are beyond half maximumrange, the

shooting is at long range, if not it is at close range.

 

Except for the opponents not being in contact and the shooters not being themselves at risk that

 bound, the effects of shooting are resolvedexactly as for hand-to-hand combat.

 

HANDHAND--TOTO--HA NDHAND COMBATCOMBAT

This occurs when a figure or model has moved into, or remains in, both edge and corner-to-corner 

 base contact lined up with an enemy figure or model or a doorway a foot figure is defending.

 

A figure neither already in frontalcontact with an enemy or flank contact with a friendly figure nor 

fleeing or bolting which is contacted to flank or rear automatically turns to face the first enemyfigure moved into contact with it.

 

A figure overlapping or in contact with the flank or rear of an enemy figure which is fightingto its

front fights only as a tactical factor for its friend. It can overlap two enemy figures on opposite

flanks, or figures exposed by its own frontal opponent having recoiled, fled or been destroyed that

 bound.

 

A figure cannot be overlapped and contacted on the same edge, nor be overlapped by an enemy

figure unless their both right or both left front base corners touch. A mounted figure or Chariot or 

Elephant model can be contacted twice on the same flank edge. A second figure in contactwith the

flank of a foot figurecounts instead as overlapping its rear.

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RESOLVINGRESOLVING CO MBATCOMBAT

Whether in contact, shooting or only shot at, each player dices for his figure, and adds the

appropriatecombat factor to its score as follows:

 

K night. +5 if hand-to-hand, +4 if being shot at.Cavalryman. +4 if hand-to-hand, +3 if being shot at.

Light Horseman. +3 if hand-to-hand, +2 if being shot at.

 

Blade. +4 if hand-to-hand, +3 if being shot at.

Spearman or Peltast. +3

Shooter or Skirmisher. +2

 

The combat factor of any shooting figure is +2 at close range, +1 at long range.

 

When a figure is attacked in flank or rear while also fighting to its front, its opponents use only 1

die and the combat factor of the figure to its front. If it wins, the outcome affects only the figure to

its front. Others stay in contact, and it must turn to face any it can next bound.

 

Add to or subtract from combat scores for each of the following tacticalfactors that applies:

 

+1 if a leader fightinghand-to-hand.

 

+1 if a Spearman in hand-to-hand combat or shot at frontally, and supported by at least one

other spearman contiguous to his flank facing in the same direction, if neither is in bad

going.

 

+1 if a Knight or Cavalryman shot at, but riding a barded horse.

 +1 if in hand-to-hand combat, and also either uphill of opponent, or defending a stream bank 

except at a road ford or bridge.

 

-1 if shooting having flinched lastbound.

 

-1 for each flank overlapped, and/or each enemy figure in contact with flank or rear, or for 

each 2nd or 3rd elementaiding a shooting enemy figure.

 

-2 if a mounted figurewho this bound charged a spearman now facing him.

 

-3 if any but peltasts, shooters or skirmishers and in, or if a mounted figure in hand-to-handcombat (not overlapped) with enemy who are in, bad going on or off-road.

 

-4 if demoralised.

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COMBATCOMBAT OUTCOMESOUTCOMES

Compare the combat total of your figure with that of its opponent, then make the outcome move

specifiedbelow. This depends on its own type and that of the most dangerous opponent of any in

edge contact with it, but not that of elementsoverlappingit.

 Figures which shoot or figures fighting as an overlap or againsta flank or rear or fleeingfigures are

not affected by the outcome. If no outcome is listed and neither breaks-off, continue fighting next

 bound.

 

If If itsits totaltotal isis moremore thanthan thatthat of of itsits handhand--toto--handhand opponentop po ne nt::

Mounted only. If opponent bolts, flees or is disabled or slain, must pursue.

If opponent shies or recoils, may choose to follow up or not.

 

If If itsits totaltotal isis thethe samesame asas thatthat of of opponentsopponents shootingshooting atat itit::

Foot only. Flinch.

 

If If itsits totaltotal isis 11 l essless thanthan thatthat of of itsits shootingshooting or or handhan d--toto--ha ndhand opponentop po ne nt::

Mounted. Flinch from shooting. Shy from mounted or foot.

Skirmisher. Flinch from shooting. Flee from mounted. Recoil from foot.

Other foot. Flinch from shooting. Recoil from mounted or foot.

 

If If itsits totaltotal isis 22 l essless thanthan thatthat of of itsits shootingshooting or or handhan d--toto--ha ndhand opponentop po ne nt::

Mounted. Disabled by shooting. Shy from mounted or foot.

Skirmisher. Flee from shooting. Slain by mounted. Flee from foot.

Other foot. Flinch from shooting. Recoil from mounted or foot.

 

If If itsits totaltotal isis 33 l essless thanthan thatthat of of itsits shootingshooting or or handhan d--toto--ha ndhand opponentop po ne nt::

Knight. Disabled.Light Horse. Bolt.

Other mounted. Disabled by shooting or mounted. Slain by foot.

Skirmisher. Disabled by shooting. Slain by mounted. Flee from foot.

Other foot. Disabled by shooting or foot. Slain by mounted.

 

If If itsits totaltotal isis 44 l essless thanthan thatthat of of itsits shootingshooting or or handhan d--toto--ha ndhand opponentop po ne nt::

Any. Slain.

 

If If itsits totaltotal isis 55 l essless thanthan thatthat of of itsits shootingshooting or or handhan d--toto--ha ndhand opponentop po ne nt::

Mounted. Slain by shooting. Bolt from mounted or foot.

Foot. Flee. 

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FLINCHINGFLI NCH ING,, SHYIN GSHYING OR OR RECOILINGRECOILING

Flinching is caused by enemy shooting. In hand-to-hand combat, mounted figures shy and foot

figures recoil. In all three, the figure immediatelyattempts to move back its own base depth to its

rear without turning. A shying figure first turns to face its opponent if in contact only on a single

flank. A recoilingfigurewith an enemy front edge in contactwith a side or rear edge is slain. 

A shying figure that meetsenemy or friends disables foot, pushes back mounted.

A flinching or recoiling figure that meets friends pushes them back if they are facing in the same

direction.

 

A recoiling or shying (but not a flinching) figure that meets either impassable terrain or a figure it

cannot push back or disable is slain.

 

BOLTINGBOLTING

A bolting figure turns immediatelyand moves 20 paces directly to its rear, this bound only. Foot in

the path of a bolting figureare disabled, mounted pushed diagonally back out of the way.

 

FLEEINGFLEEING

A fleeing figure turns immediately and moves its tactical move distance to its rear in each sides

 bound until rallied by the expenditure of 1 PIP, changing direction by the minimum necessary to

avoid enemy, friends it cannot pass through, or bad or impassablegoing, but not to avoid crossinga

stream. Friendly figures in its path are pushed diagonallyaside unless they are contiguousspearmen

or mounted, or the fleeing figure is a skirmisheror shooter.

 

PURSUITPURSUIT

A mounted figure whose hand-to-hand opponent bolts, flees or is disabled or slain must

immediately pursue 4 to 20 paces. Any new hand-to-hand combat resulting from contact in a pursuit is resolved immediatelyand may lead to further pursuit and combat in the current bound. A

 pursuer that leaves the battlefieldis not lost and can return with a tactical move for an expenditure

of 4 PIPs.

 

FOLLOWINGFOLLOWING UPUP

A mounted figure whose opponent shies or recoils may choose to follow up into renewed contact

or not. Any combat resulting is resolvednext bound.

 

DEMORALISATIONDEMORALISATION

A sub-unit reduced to or deprived of its leader or force commander by members being slain,

disabled or leaving the table is demoralised. 

LOSTLOST FIGURESFIGURES

A figure is lost and removed if it is slain or disabled, or if it bolts, flees, shys or recoils off the

 battlefield. Figures that bolt, flee, shy or recoiloff the battle-field cannot return.

 

WINNINGWINNING ANDAND LOSINGLO SI NG AA BATTL EBATTLE

A force that at the end of any bound has had half its original figures disabled, slain, leave the table

or become demoralisedhas lost the battle.

 

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We suggest that a competition should consist of several rounds aggregating the scores from each

 battle. This can be for several players changing opponents each round, possibly on a Swiss Chess

system, or a means for two regular opponents to keep track of their record against each other.

Because of their short playing time, DBV or DBA-type games are less suited to knock-out

competitions.

 The winning side in each competition battle recovers all of its lost figures that have been disabled

or left the battlefield.

 

The losing side recovers those of its lost figures that have left the battlefield, but not its disabled

figures, who are assumed to have been overtaken in the pursuit and slain. However, if any of the

disabled are knights and the enemy army also included knights, they can be ransomed back for 3

AP each. This ransomis not increased for a leader, since all knights involved in such a small action

will be relativelyjunior.

 

Each side now totals its surviving AP, enemy AP slain in the battle or pursuit, and ransoms

received. This is added to its aggregate. It starts the next battle with its full original complement of 

figures.