Close Combat
Close combat occurs after the Movement Phase
between those elements which are in Frontal Close Combat Contact Position (like Bd3 and Kn on the diagram below).
The player whose bound it is now, just chooses
the order in which such pairs will fight.
If at the same time another friendly element
is in Flank or Rear Close Combat Position,
then it does not fight separately but give
-1 combat modifier to the enemy element.
Also, such a Flank or Rear Close Combat leads
to DESTRUCTION of recoiling enemy element.
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| Diagram 1: Close Combat Positions |
- Bd3 is in Frontal Close Combat Contact with
Kn
- Bd1 is in Left Flank Close Combat Contact
with Kn
- Bd4 is in Right Flank Close Combat Contact
with Kn
- Ps is in Rear Close Combat Contact with Kn
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Diagram 2: Overlap and Support Positions
The following elements are in Frontal Close
Combat Contact: Pk3 vs LH, Pk2 vs Kn1,
Pk1 vs Ps1 (violet).
- Ps2 gives an overlap to Pk3 against LH (Ps2
overlaps LH)
- Ps1 (white) overlaps Ps1 (violet)
- Bd1 overlaps both LH and Kn1 (simultaneously)
- Pk6 gives support to Pk3
- Pk4 gives support to Pk2
- Pk5 does NOT give support to Pk1, because Pk5 (or Pk1)
is in Bad Going
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See also Close Combat with Camp Position.
Each of two fighting elements uses its Combat, Tactical and Support Factors.
COMBAT FACTORS
| Bd |
+5 v foot, +3 v mounted. |
| El |
+4 v foot, +5 v mounted. |
| Sp, SCh |
+4. |
| Kn, Pk WWg, HCh |
+3 v foot, +4 v mounted. |
| Cv, Art, LCh |
+3. |
| Aux, Wb |
+3 v foot, +2 v mounted. |
| Bw, Lb, Cb, Cm |
+2 v foot, +4 v mounted. |
| LH, Ps |
+2. |
| CF |
+1. |
TACTICAL FACTORS
+2 Foot occupying a camp
+1 General in Close combat or being shot
at
+1 fighting from uphill
-1 for each enemy element:
- giving overlap support (See Overlap Position)
- in Flank or Rear Close Combat Contact Position
- also shooting at that Target element (during
Distant Shooting Phase)
-2 if any, but Aux or Ps, Bw and in BGo
-2 mounted in Close Combat with enemy in
BGo
SUPPORT FACTORS
If none of two elements is in BGo, neither
attacking a camp
- Pk support Pk (+3) (not having moved in contact
with enemy Bows or Artillery this bound)
- Sp support Sp (+1) fighting v Sp or Knights
- Wb support Wb (+1) fighing v Knights, Cavalry
or Light Horse
Psiloi support Sp, Bd or Aux if fighting vs Mounted or warband
or attacking a camp.
COMBAT OUTCOME (both for Close Combat and
Distant Shooting)
|
If Defeated (but not doubled)
|
| El. |
Destroyed by Ps, Aux, LH, Art, or if in BGo.
If not, recoil. |
| SCh |
Destroyed. |
| Kn |
Flee 600p from El. Destroyed by SCh, LH,
or in BGo, or by Bw with whom they have moved
into contact during this bounds bound. If
not, recoil. |
| Other mounted. |
Flee 600p from SCh or if in BGo. If not,
recoil. |
| Aux |
Destroyed by Kn if in GGo. If not, recoil. |
| Bw. |
Destroyed by any mounted, If not, recoil.
|
| Wb |
Destroyed by El, Kn, SCh if in GGo. If not,
recoil. |
| Ps |
Destroyed by Kn or Cv if in GGo. If not,
recoil. |
| Art |
Destroyed by any if in close combat. If not,
recoil. |
| WWg |
Destroyed by Art, El. If not, stay |
| CF |
Destroyed |
| Other foot. |
Destroyed by Kn, SCh if in GGo, or by Wb.
If not, recoil. |
|
If Doubled (i.e. its total is half that of
enemy)
|
| Cv |
Flee 600p from Pk or Sp if in GGo. If not,
destroyed. |
| LH |
Destroyed by any mounted, WWg or Bw IF IN
CLOSE COMBAT or if in BGo. If not, flee 600p |
| Ps |
Destroyed by Kn, Cv, Cm, LH if in GGo, or
by Bw, Aux or Ps. If not, flee 600p. |
| Others. |
Destroyed. |
RECOIL
Recoil means moving straight backward one
base depth.
Recoiling element can pass some friends facing
in the same direction:
- Psiloi through any
- Mounted through any (not pikes, not elephants)
- blades through blades, spears
- pikes through blades
- bows through blades
"Impassible" friends (not El or
WWg) can be pushed back if facing in the
same direction.
If a recoiling element meets the following
obstacles, it is destroyed:
- impassible terrain
- gameboard edge
- camp
- friends which cannot be passed through or
pushed back
- enemy element
If such enemy element is contacted other
than on its FRONT edge, it is also destroyed.
FLEE
A fleeing element makes RECOIL move, then
turns 180 degrees . From then on, it changes
direction only by the minimum necessary to
avoid enemy, friends it cannot pass through,
BGo (not for Ps), impassable terrain.
If fleeing element meets the board edge,
it is considered destroyed.
Copyright © Wargaming.net 1999-2006
DBA 1.2 Rules © Wargames Research Group 1995
DBA 1.22 Rules © Phil Barker, Richard Bodley Scott, Sue Laflin Barker 1990-2000
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