Champs de Bataille amendments Based on DBM 2.0 Theo Monnier Translation by Richard Fluck Terrain Setup DBM 2.0 uses a new setup rule with more uncertain terrain. The defender, as determined by the throwing of a die, always chose his terrain elements, but these is now placed randomly on the six sectors of the map (with 1d6). The Champs de Bataille and the availability of the terrain elements always make the strict adaptation of rules very difficult. We propose the following solution. Preliminary remark: the availability of terrain elements, supplied by VV or made by the players, conditions the application of the following rules. For the players not using or not having terrain elements (map" brute"), it is sufficient to use the basic rule (the attacker chose his side on 1 to 4 to the die). 1. The two players throw a die and add their aggressive rating. The highest score is the attacker; the other player is defender. The attacker decides to follow a road or a river for his invasion. He can therefore place a road or a river on his side of map opposite the enemy side, and it is considered that this side of the map (not visible) is a water zone (for flank march on this side). Besides, if the attacker places a road (if the players don't have any road terrain elements!), he could place 0 to 3 hill elements on the map. 2. The defender places his obligatory terrain then (if indicated by the list) from 2 to 3 elements of terrain of the following manner. The map is first divided in six squares (two to the center, four of flank) numbered of l to 6. For each terrain element, the defender throws 1d6 and places the element on the corresponding square, freely, but in manner so that all the terrain is included in the square. If an element must be placed in a square where there is not enough space, it is not placed and is lost. The defender could place a river (from among the elements), but solely on the center of the small map side, or a river on a map side if obligatory. 3. The two players then place their corps (and ambushes for the defender), in as per normal rules. The attacker plays in first. Dismounted Troops The troops capable of dismounting are now less powerful than previously: - bow armed knights dismount to Archers (S) if it was Knights (X), otherwise to Archers (O); - cavalry dismounts to Archers (I) if he was Cv (I), otherwise Archers (O); - Knights (S), (O) or (I) dismount to Blades (S), Knights (F) to Sp (O) or Blades (O) as per the lists, Knights (X), finally, dismount to Sp (S). For Champs de Bataille, it means that the Carolingiens knights all dismounts to Sp (O) or Archers (O), which poses a problem for counters! In waiting for new counters, the players must consider the Carolingiens mounted archers as Archers (O) and all the pikemen as Sp (O). Idem for the Gepides Knights (F) who dismount to Sp (O). Allies Generals The allied generals cost, in purchase points, the following value: - regular general ally: + 10 points to that of the corresponding troop; - irregular general ally: + 5 points to that of the corresponding troop. For example, a regular allied general Cv (S) cost 20 points, the same, but irregular, only 14 points (a Cv (S) regular costs 10 points basic, the irregular 9 points) In addition, the risk of unreliable allies (4.3) becomes less. If the first die throw for PA for an allied corps is equal to l the ally becomes unreliable. An unreliable irregular allied general and of another nation changes side if a corps of the player become demoralized. An unreliable general regular or irregular and of the same nation changes side in case of civil war if a player's corps becomes demoralized. Utilization of the PA The supplementary costs applies to action points: + 1 PA in order to move a group that comprises of mounted infantry, knights, cavalry or light cavalry and foot troops (except Psiloi). Exception; a mounted general is not taken into account for this penalty This new rule, of extreme importance, aims to encourage the players to organize their corps of historic manner, the infantry on one hand, the cavalry on the other. One will note however that the elephants are not taken into account in this restriction. * Movement of irregular units The penalty of PA for irregular units who don't spend all their movement points becomes the following: + 1 PA for irregular units (except Psiloi) who do not spend all their movement points. The rule is therefore softened. Henceforth, this penalty applies only if irregulars, and solely them, in a group don't advance to their maximum, the movements of the regulars in this same group not being taken into account. Archers * No unit of archers, even (X), can voluntarily make frontal contact with an enemy mounted unit if it can fire on that unit. * A unit of archers cannot fire if the retreat of the target provokes the destruction of a friendly unit. * A unit of archers could not give support or a support rank to missile combat unless it is of the same quality and of same corps as the unit that fires, and so also not situated in difficult terrain. 2.5- Impetuous Units * Hordes (S) or (F) are considered as impetuous. Spears, of any qualities, are not anymore. * Units forced to make an impetuous advance do two march movements in sequence, but must respect the limit of 9.3 (hostile unit within 4 hex. or less = one movement). Various units Certain units undergo modifications: * Units (F) Mounted units (Fast- F) have a movement potential reduced by l in broken terrain. Besides, 9.6 always applies (a LH [F] will therefore lose 2 PM in broken terrain), except for Kn (F} (who do not apply the penalty twice!). * Elephants The elephants can now give support to other elephant units. * Blades The combat value of Blades subject to missile fire is 4. * Psiloi Psiloi (only) can move in groups in difficult terrain without being in column. Difficult terrain The obligation to move in column in difficult terrain applies if the group finishes that movement in difficult terrain. It means that a group situated right to the side of difficult terrain could leave this terrain in line (it is very convenient for ambushes!). Modifiers to combat Support Ranks + 1 per one unit composed of two Cv(I), counters or of one counter of Cv (O) or (S) sustained by Cv (O), against of Cv or LH. Tactical modifiers * The modifier of + 1 for Kn (S) or irregulars does not apply anymore. * The modifier of- 1 for Archers in difficult terrain does not apply anymore. * The modifier of- 1 per demoralized corps becomes a modifier of - 2. Modifiers of quality The modifier of + 1 for troops of quality (S) does not apply anymore against troops also of the same type and quality (S). (example: two LH (S) in combat do not apply their modifier of + 1 against each other). Combat Results The Psiloi are destroyed by missile fire that gets double their score. Advance after melee All Knight units of (except wagons and [X]), regular or not, must advance after a victorious melee (exception: against Psiloi). In the same way, irregular Spears must advance after a victorious melee (though they are not considered as impetuous anymore). In contrast, Blades do not advance against mounted units. The remainder of the rules of advance after combat remain as before. 12.1- Losses Hordes (I) count as 0 counter for losses. 12.3- Rout The units of a demoralized corps that make a flank march must rout towards their entry side (and not towards the friendly map side).