De Bellis Italicis

                 The following are rules additions taken from D.B.R, Valour ‘gainst Fury, and Dominance to let D.B.A. cover the period from the French invasion of Italy in A.D. 1494 to the battle of Pinkie in A.D. 1547.

 ARMY SIZE AND TROOP REPRESENTATION

Unless the battle is a campaign or scenario game, each army consists of one or more commands up to an agreed total of army points or ducats.  Each command contains at least one battle, which may be supplemented by additional battles or individual companies.   Battles cannot be split up among commands.  A command must have at least 9 elements and cannot have more than 15.   One command is led by the C-in-C, while subsequent commands are led by any one of the battle commanders mentioned in the army lists.  The C-in-C throws one PIP die on behalf of each and every command at the start of each of his side’s bounds.

 Only one allied command may be fielded by an army. Allied generals’ commands are each allocated a different colour die at the start of the game, which die and its PIP scores they use throughout the game.

 The dice for other generals’ commands are all the same colour.  The C-in-C specifies after throwing each bound, and before any moves are made, which of these commands uses which die and its PIP score that bound.  However, a command instead dices independently if the C-in-C has been lost.

 PLAYING AREA AND GROUND SCALE

The playing area is 48 inches by 36 inches.  The ground scale is 100p = 20mm.

 TROOP DEFINITIONS

 BOW(X):                Foot trained to fight in a formation having a front rank or ranks with pike, but with the majority of ranks armed with bow or crossbow, and tactically emphasizing shooting rather than close combat.  They must be mounted on a double depth base together with an element of (O) bowmen.  They are treated as (I) spears for movement and when a front rank element in close combat except against knights to their front.  In all other circumstances they are treated as bowmen, counting as (S) when enemy bowmen shoot or shoot back at them, otherwise as (O).

 SHOT, representing all foot shooting in formation with shoulder firearms.  Shot were vulnerable to charging cavalry unless protected by neighbouring pikes or close terrain.

 SHOT(I):                Entirely or mostly armed with arquebus or earlier firearms.

SHOT(X):                Foot trained to fight in a formation having a front rank or ranks with pike, but with the majority of ranks armed with shot, and tactically emphasizing shooting rather than close combat. They must be mounted on a double depth base together with an element of (I) shot behind them.  They are treated as (I) spears for movement and when a front rank element in close combat except against cavalry to their front.  In all other circumstances they are treated as shot(I).

 BASING

Depth if:                                    No. of figures

Shot(I)                    20mm                                      4

Shot(X)                  40mm                                      8

Bow(X)                  40mm                                      8

 CREATING THE BATTLEFIELD

The table is divided into six sectors, each 16 inches by 18 inches.  The battlefield must include 1-2 compulsory and 2-3 optional features.  It must also comply with all the following:

(1) At least 4 of its sectors must include at least part of a terrain feature.
(2) At least 3 of its sectors must include a Waterway, a River or some bad going.
(3) It cannot include more than 1 each of Waterway, River or BUA, or more than 2 each of any optional type of feature.

DEPLOYMENT

The high scorer is the invader.  The defender sets the terrain. The invader numbers one long edge as 1 or 2, the other 3 through 6, then dices for which edge will be his base edge.  Both sides then record the relative position of their commands from right to left and front to rear.  They then deploy their troops, alternately deploying one command each, starting with the defender.  Each side must deploy its command with the largest total number of elements first.  Its remaining commands can be deployed in any order.  The invader takes first bound.

 TACTICAL MOVES

An extra PIP is needed to move a demoralized element or group.

 MOVEMENT

Shot moves 400p on road and 300p off-road.  Elements graded (F) add 100p if mounted moving off-road or if others moving in any going.

 DISTANT SHOOTING

Artillery(I) shoots 400p, Bows shoot 300p  and Shot(I) shoots 200p.

 CLOSE COMBAT

                Shot                +4 v foot, +2 v mounted

 Tactical Factors:

+1    If Spanish pike-armed troops fighting against Swiss or Landsknecht pike-armed troops.

+1    If Swiss pike-armed troops fighting against Landsknecht pike-armed troops.

+1    If Landsknecht pike-armed troops fighting against pike-armed troops other than Swiss or Spanish.

+2  If Swiss or Spanish pike-armed troops fighting against pike-armed troops other than Swiss, Spanish or Landsknechts.

-2     If an element of a demoralised command, other than its general, and either in close combat or shot at.

 Grading Factors:

Compare your element's total before grading factors to that of its opponent, then adjust it by:

 -1     If your element is not artillery shooting and scored more than (S) opponents.

+1     If your element is (S) shooting, and scored exactly 1 more than (S) opponents, or equal to (O) or (F) opponents.

+1    If your element is shooting or in close combat, and scored equal to or more than (I) opponents.

+1     If your element is in close combat in your bound or shooting, is not artillery, and scored more than (F) opponents.

COMBAT OUTCOME

If its total is less than that of its opponent but more than half:

                Blades                Destroyed by shot.

                Shot                Destroyed by knights or blades in close combat in an enemy bound.  Otherwise recoil.

 DEMORALIZED COMMANDS

If at the end of any bound a command has lost either its general or a of its elements, the command becomes demoralized.  It does not quit the field, but operates at reduced efficiency.

 WINNING AND LOSING

When ˝ of an army’s elements are lost or demoralized, and also more such elements than the enemy, its remaining commands also become demoralized.  The game is over and the other side has won.