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FALL OF ROME
The Campaign

CAMPAIGN RULES

Note that Rome has five provinces; the other countries have just three. On the other hand, their provinces are very spread out (it takes up to six months for forces from Gaul to reach Constantinople), and they are in an exposed position adjacent to all the other nation-states. The following additional rules apply to strategic movement and sieges:

  1. Purple areas on the map (Slavic wilderness, Scandinavia, Persia, Spain and Pictland) are not in play and may not be used for purposes of movement, with the exception of an uncontested mountain route over the Caucacus Mountains along the borders of Persia between Caucacus and Constantinople.

  2. Constantinople is heavily fortified and well-supplied by sea; this makes it very difficult to besiege. Subtract one from the siege dice roll for all purposes. This bonus disappears after the first time Constantinople is captured.

  3. Only Rome can use Black Sea and Mediterranean sea routes. This is due to a combination of factors; the Goths and Huns have no navy or sea experience, and the Roman navy is sufficient to sink any flotilla of enemy forces in the Mediterranean or Black Sea at the time of this campaign.

  4. Strategic Map Regions have terrain in them as follows: [Normal, Mountain, Steppe, Forest]. There are 2 Steppe regions (Crimea and Transoxus), two Forest regions (Jutland and Rhineland), and one Mountain region (Dalmatia). The other 12 regions are Normal.

  5. Mountainous routes (through the Alps and Caucaucus mountains) are treated like sea routes. During Spring and Fall Seasons, armies traveling through mountain routes must roll 1D6. On a 1, the player must roll 1D6 to determine the number of element lost to storms. The first element lost must be a mounted troop type if present. After losses are determined, the advancing player may decide whether to halt, continue, or return to his previous destination.

  6. The terrain categories influence the terrain choices for battles fought in them as follows:

    Normal: use the normal terrain rules (as modified for 6x 12" square boards):

    4+ boards must contain at least one terrain feature
    3+ boards must contain a river or bad going or impassable.

    Steppe: normal terrain rules are modified as below:

    3+ boards must contain at least one terrain feature
    2-4 boards must contain a river or bad going or impassable.

    Forest: normal terrain rules are modified as below:

    4+ boards must contain at least one terrain feature
    3+ boards must contain bad going or impassable.

    Mountain: normal terrain rules are modified as below:

    5+ boards must contain at least one terrain feature
    3+ boards must contain a river or bad going or impassable.
  7. At least one Road must be present on any map for a battle fought in regions marked as Civilized (i.e. White territory on the map). Roads are not permitted as terrain for any battle fought in other regions (non-Civilized).

  8. Towns/Built-up-areas (BUA) may only be added to the terrain for battles fought in Civilized regions.

  9. Rivers are allowed in any terrain.

  10. Allied commands roll 1D6 for movement pips: (1-3)=1 PIP; (4-5)=2 PIPs; and (6)=3 PIPs.

House Modifications to Battle Rules

We're going to be using DBA 1.22, except as follows:

  • Warbands suffer only a -1 in Bad Going (normally -2)

  • Warbands in support follow up if the unit they support does so

  • All elements fighting an opponent who is defending a river bank will follow up if they recoil the enemy.


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Last Updated: Jan. 3, 2000