Scale and basing
Scale: Each army is composed of 12 elements (stands), with several figures fixed upon each one. The number of men represented by an element varies according to the size of the army simulated and the number of figures that it has, but at a nominal ground it would be more or less 250 for each figure. Ground scale is 1" = 100 paces for 15 mm figures or smaller, 40 mm = 100 paces for 25/28 mm figures. One turn, called a bound in the rules, represents 15 minutes. Can be used with 25/28 mm, 15 mm, 6 mm, or 2 mm figures (54mm and larger a possible with increased base size). Basing: The width of the base depends upon the scale of figures being used; the depth depends upon both figure scale and type. The number of figures per base also depends upon the figure's type. For instance, an element of 15 mm swordsmen is composed of 4 figures mounted on a 40 mm (frontage) x 15 mm (depth) base; a 15 mm elephant is mounted alone on a 40 mm x 40 mm base.History of the rules
DBA traces its origin back to a two-page experimental set of rules byOnline version
An online version known as DBAOL (DBA On-Line) was published by Wargaming.net in 2000, based upon DBA v1.2 and upgraded to 1.22. However the online version of the game was not upgraded to match newer versions of DBA, and the website announced that it is closing down from 1 December 2019. Versions of DBA are available on Vassal and Tabletop simulator.Gameplay
Players use a single six-sided die each, and games are played on a square field, which conventionally (though not necessarily) has sides that are roughly sixteen times the base width being used. Though the exact details differ in different editions of the game, in the current version players roll dice to determine who will be the invader and who will be the defender. The defender uses a random process to place terrain according to his army's home territory, and the invader chooses which side his army will enter the board. The players then alternate in placing their camp model and armies, and the defender takes the first bound. Players then alternate bounds. At the start of each bound, the active player dices for "PIPs". PIPs are the spots on a die. The number of PIPs rolled represents the player's level of control for the turn. Players spend their PIPs to move single elements or connected groups of elements on the game board. PIPs do not carry over from turn to turn. PIPs simulate (though not model) the difficulties of command and control during a battle, and players find that once battle is joined, they often need to spend all of their available PIPs shoring up their battle line, with few PIPs left over for maneuver of un-engaged elements. After making any such desired moves, the players then conduct combat, both ranged and close combat, adjudicated in the order specified by the active player. Combat is resolved per-element, in the order desired by the active player. To resolve combat, each player throws one die and adds modifiers for both troop type and battlefield situation (such as being outflanked or up hill). The higher roll wins the combat and results are applied immediately, before the next combat is decided. Achieving a roll twice as high as your opponent generally destroys that opponent, with lesser successes merely pushing the opponent back out of the line of battle. Note that since results are applied immediately, shrewd players resolve combats whose results can give them advantages against other elements in future combats. Once all combats have been resolved, the other player takes their turn. The game continues in this way until one of the players achieves the win condition - the destruction of 1/3 of the enemy's army. In the event of a tie at the end of bound, play continues until the end of a bound where one player has lost more than the opponent.Criticisms
Some players have foundLegacy
Over the years, several historical and fantasy wargame systems stemmed from the original DBA rules and its fantasy derivative, Hordes of the Things. These systems tended to retain similar basing standards compared with DBA, but strived for an overall clearer presentation of the rules (in clear contrast to the "Barkerese"), while modifying existing rules and units, and introducing new ones. These systems also offered a more streamlined player support, with rules errata, Facebook groups and forums. Most systems abandoned the traditional 12-elements army model, and created a point-based system to allow for a more balanced confrontations between armies. As of July 2022, examples include (but are not limited to): * Armati * Art de la Guerre * Basic Impetus and Impetus * Fantastic Battles * Lion Rampant and Dragon Rampant * Mortem et Gloriam * Sword and Spear * To the Strongest! * Triumph! and Fantasy Triumph!External links
References
{{DEFAULTSORT:Bellis Antiquitatis Miniature wargames Wargame rule sets Wargames introduced in the 1990s Wargames Research Group games