Introduction
I’ve seen several attempts to add rules for playing DBA on a square grid. The idea behind the square grid is to get rid of the micromanagement aspect that DBx games are famous for. Using a 60cm board and a grid, you can play a game of DBA with out the use of a ruler.
While playing DBA on a square grid, I’ve come to realize that wheeling groups is not really necessary. In the standard game, you can wheel entire lines but very rarely do you wheel a group to 90 degrees…or even more than about 45 degrees. This reprise removes the ability to wheel an entire group.
Movement
This is the heart of the grid game. Each unit will observe the command rules for the standard game. Movement rates for each unit are also the same as the standard game. The rates are expressed in paces with the following changes:
- Each square is 100 paces across
- Each unit must face a square edge
- A forward move costs 100 paces of movement
- A diagonal move costs 150 paces of movement
- Groups may not wheel but still may move ahead as per the game rules. Instead, each unit in the group will have to move individually to achieve this operation.
- Units may turn in place at the cost of 100 paces. They may, however, move about in any direction without changing facing as per the rules. If the unit moves straight forward, it may turn right or left for free. About face still costs 100 paces.
Zone of Control and Engagement Range
Units have a zone of engagement in the square directly in front of them. An enemy occupying that square counts as being engaged with the friendly unit and a combat must be fought. A unit that is in front but 2 squares distant counts as being pinned (or “Barkered”). That pinned unit can either move into contact with the unit to the front, stay put or back away from the enemy. Backing away may be in a diagonal direction but the move cannot be into another square that is an engagement zone or pin zone.
Command Range
Commanders have a command range of 600 paces or 300 paces if the line of sight is blocked by intervening terrain. This is reduced compared to the standard game.
Shooting
Bow and artillery ranges are expressed in units of squares. Bows can shoot 2 squares away with the usual 1 square to the left or right. Artillery can shoot 5 squares away. Note that shooting units cannot shoot into the square directly in front of them as this is the engagement zone.
Melee
There are few changes to the melee rules. Recoils are done by squares. 2 infantry may occupy a square. Only 1 of any other unit type may occupy a square. All of the rules for overlapping, flanking and supporting still apply.
Conclusion
DBA plays very well on a square grid. There is no room for ambiguity on a grid. You either make contact or you don’t. No rulers. No micro-measuring. Nothing. I wasn’t sure if I would like the 90 degree wheeling rules. After a few plays, I have learned to like them just fine. I honestly think I like DBA on a grid better than I do on a free form board. If you are a DBA player, you should give it a try. You will find yourself more working on tactics and less on wondering how you will make contact with that Psiloi when the front is covered by 1/4″ from the spear unit to its front.
Notes
DBA on a grid plays very similar to DBA on a standard board with some subtle differences. Square movement fits neatly with DBA 3.0 as 100 paces are not 40mm and not 1″. We are still playing on the same sized board. A turning penalty in some cases of 100 paces was added to slow down the unit as it changed directions compensating for the fact that you measure from the farthest point in the standard game. In the grid game, you advance 1 square (100p) and then turn for free so compensate for the fact that there is no group wheeling.
I was not going to include any zone of control rules or “Barkering” but in the end, it was necessary. I found in my first game that it was too easy to gain a flank on an enemy. Allowing for flank covering ZOCs gives the same feel as the standard game. Since the board is smaller and the ZOC covers a greater distance, I allow the withdrawing unit to move at an angle to get away if it needs to.
Shooting ranges are a bit farther too. I was going to express shooting in terms of paces but I figured I had better make it squares since all of the units will be moving faster.
Command range was reduced. A general in the center of the field can give commands to almost the entire width and length of the field but not in the corners in the standard game. I made the range 600 paces to make commander placement more important.
These rules were adopted from Andy Watkins DBM amendments for the Classical period. The rules are quite nice. I took the liberty to use many of the ideas here and filled in the blanks where he did not add any detail.
Posted by John 
