Milton Hundred Wargames Club

  • Increase font size
  • Default font size
  • Decrease font size

Wars of the Hesperidean Succession

E-mail Print PDF

One of the great things about D.B.A. is the short game length. Ten minutes is my record, shame it was a loss really. Word to the wise, four elements of Bows against four of Knights will either be a spectacular win or a hideous disaster; just remember to bring your good dice! This time benefit means that a decent wargames campaign can be run over several meetings with plenty of action each time. The D.B.A. rule book has a suggested campaign map with some very simple rules. It may be a bit simplistic for some but this is D.B.A after all, the campaign system at least works and can be tweeked to add in new variables.

I have been toying with the idea of resurrecting an old campaign I ran about ten years ago, set on the invented island continent of Hesperides. As per the D.B.A. rule book campaign there are six main protagonists, each with two minor cities and a capital, and a single major city in the centre. However, I wanted to bring in extra players and add some twists of my own so I began by creating a mini history of Hesperides.

The area was run by an Emporer like central authority, based in the central city, Antiquitatis, that had its own imperial army. Then there were the six provinces, Ixion, melpomene, Romulus, Zephyrus, Boreas and Elysium. Each a bit like city states, owing allegiance to the emperor but with their own army, political agendas and aspirations. Each province was quite different, allowing players to choose their favourite D.B.A. army from any period. I have never really been comfortable with the historical campaign lists in the rule book. There is always one major killer army and five targets. By letting players choose their own army at least the battles had a chance of being evenly matched.

I then added a group of nomadic tribes, in essence creating a seventh provincial force without a province. These had four main settlement areas within the main map but no cities or defined lands of their own. Lastly, and just to make things a little more interesting and random, I added a group of invaders. These had no lands at all but a few coastal regions where they were able to gain a small foothold and set up a camp. From here they could move inland and act as normal, capturing cities, negotiating alliances and so on. So now there were nine possible players.

The scenario is based upon the interaction of all of these and their relationships; or lack of. The Emperor has died without an heir, leaving things a little complicated and open to interpretation by the various provincial leaders. The Central city stands, as does the imperial army; left in the control of the Emperor's chief advisor and elder statesman. Every provincial leader has, or believes he has, a right to inherit the imperial throne. Even the nomadic tribes have begun to remember their own imperial lineage that they were so harshly separated from generations ago. The Invaders see themselves as a cast out people returning home to claim their birthright....it is all about to get very political and not a little messy. Such is the way of succession issues.

The campaign rules run as per the rule book with the following additions to take into account the three extra variables.

The nomadic force counts each of the four settlement areas as cities for recruitment purposes. These areas can be captured like a city via one of the adjacent minor cities. The nomads can only be destroyed as an independent force once they have no city or settlement areas to return to at winter. They must therefore become a tributary to the defeating player. It is suggested that the nomadic forces use a primarily mounted army and not be allowed artillery elements.

The invaders technically hold three landing areas that count a cities for recruitment purposes although also recieve one element each year from their home country. Once they have captured a city they no longer require the landing areas, although must retain them to ensure recruitment from home. If they loose control of all three landing areas without controlling a city they are forced to return to their home country. They may return the following year but will only receive one replacement per year until cities or areas are recaptured. If the invaders loose control of landing areas and inland cities they become tributaries of the defeating player. It is suggested that the invaders should not be allowed war wagon elements. 

The Imperials only hold one city and are therefore at a bit of a disadvantage. That said, this force does not need a player, unless someone is desperate to take it on! Whether player controlled or not, the Emperor will always have an army at Antiquitatis. The army would only be used defensively if not played, that is, any one player would use the army if Antiquitatis was attacked by another. If actually played then the controlling player must appreciate this position from the outset, no whining allowed later. That said, the army will always be allowed three replacement elements each year. It is suggested that the Imperial army is further supported at each battle by three extra elements of scythed chariots, considered to be part of the army and not an allied contingent, irrespective of the type of army fielded. Lets call them the Emperor's Honorable Imperial Kamikaze. Even if the Imperial army fights more than one battle a year the three scythed chariots will always be used. Surviving chariots cannot be carried over to the next battle and are counted as expendable as per the main rule book.

The campaign is won only when one player has subjugated all of the other players and has control of Antiquitatis.

 

 

Events Calendar

May 2012
S M T W T F S
29 30 1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31 1 2

Upcoming Events

No events

Where to find us...

We meet every 2nd and 4th Tuesday evening from 6.30pm at;  
 

Iwade Village Hall,

Ferry Road, Iwade,Sittingbourne, 
Kent, ME9 8RG


(Parking available).

Email Us

Polls

allowing for the odd cancellation the broadside trader list is full already, do we have a good mix this year?
 

Polls

Do you think that the Wargamers Flea Market version of a bring and buy is a good idea?