King David
King David
DAVID
OLD TESTAMENT BATTLES IN MINIATURE
Dadi&Piombo
King David is a set of simple wargames rules; both fast and fun to play, using
miniatures they simulate the battles fought by the great leaders of the Old
Testament Era: Joshua, Saul, David and Solomon. With these rules you can even
reconstruct the campaigns led by Ramses II or the epic Trojan War.
To play you will need a playing surface measuring 120x120cm, some scenery to
decorate the battlefield and to make it more interesting, some 6-sided dice (D6), a
tape-measure (in centimetres) and of course some 15mm Venexia Miniatures.
© 2023 Dadi&Piombo
© 2004 Signifer Club Vicenza
realizzato in collaborazione con
Venexia Miniatures e Dadi&Piombo
CONTENTS
Chapter I page 5
THE ARMIES
1.1 Units
1.2 Basing
Chapter II page 7
THE BATTLEFIELD
2.1 Dimensions and characteristics
2.2 Fielding the Armies
2.3 Propitiatory Acts
2.4 Ambushes
Appendix I page 17
CREATING AN ARMY
Appendix II page 28
VENEXIA MINIATURES
Philistines on patrol
Chapter I
THE ARMIES
1.1 THE UNITS
LE UNITA’
A unit comprises either a single war-chariot or a group of between 4-16 miniatu-
res.
In the rules there are eight types of units:
Within these 8 categories, units can have different characteristics and special rules
that are noted in the Army Lists in Appendix I.
War chariots consist of a mobile platform from which Warriors used bows, jave-
lins and close-combat weapons. The chariots are divided into Light and Heavy.
The former are faster and more manoeuvrable. Heavy Chariots, normally pulled by
4 horses, carry more men and are more adapted to combat at close-range.
Infantry, less mobile than Chariots, are vulnerable to their attacks if caught in
open ground. Kings like Saul (who didn’t have Chariots in his Army) and David
fought their battles on foot. Infantry is sub-divided into Heavy, Light, and
Skirmishers.
Heavy Infantry fight in close-order, armed with a lance, shield and cutting-edged
weapons like swords, axes or the khopesh, a curved sword typical of the period.
Light Infantry use more flexible tactics and are adapted to combat on rough
ground. Archers are considered Light Infantry for movement purposes.
Skirmishers, also armed with bows, slings or javelins, fight in loose order and
engage the enemy from a distance, but are extremely vulnerable in melee.
Mounted troops on camels or horses are, together with the chariots, part of the
mounted force. Camels are feared by horses, but more vulnerable against infantry.
The Assyrians were the first to give Cavalry an important role on the battlefield.
1.2 BASING
For games purposes but also for ease of movement, the miniatures are fixed to rec-
tangular bases. The dimensions are not important if both armies have the same
frontage.
We advise the following dimensions:
Chapter II
THE BATTLEFIELD
2.1 DIMENSIONS AND CHARACTERISTICS
Since King David isn’t intended to be a competitive game, any battlefield is fine
as long as both players agree.
If, however, you haven’t got the fantasy (or the time and energy) to create a bat-
tlefield of your own, we have put together a list of suggestions which may come
in useful.
For armies that are worth between 200 and 250 points comprising 8-12 units, a
table measuring 120x120cm is enough, while for bigger armies we recommend
120x180cm.
The Battlefield is divided into areas of Open Ground, Hills, Rough Ground and
Impassable Ground.
The areas that are Hills, Rough Ground and Impassable Ground must be oval sha-
pes. You can also place linear obstacles (walls, hedges, fences, lines of trees),
which can be Rough Ground or Impassable Ground depending on the sort of obsta-
cle you want to represent.
The only effect of Hills is to give a Melee advantage to whoever is on the higher
ground. If it is very steep, it can also be considered Rough Ground.
Rough Ground could be: Olive Groves, Vineyards, stony areas, bushy areas, steep
hills or dunes. The latter have the effect of both Hills (advantage to the unit on
higher ground) and also of Rough Ground (Movement and combat penalty).
Fordable rivers or streams are also considered Rough Ground. A Fordable
River/Stream enters and exits from opposite sides of the battlefield and cannot be
more than 10cm wide.
Both players roll a D6 to decide who has initiative. Whoever rolls the highest num-
ber is the attacker (D6 + General’s Initiative Bonus).
The Defender chooses the side of the table he wants, and then he/she numbers the
quarters of the table from 1-4. Any one of the quarters also gets number 5, and 6
will mean a fail.
For each chosen element the defender rolls a D6 where the element shall be pla-
ced. If he rolls a 6 the terrain element is discarded.
Once the sector has been decided, the player rolls another dice.
If it is a large terrain element, on a roll of 1 or 2 its centre must be between 20cm
and 40cm from the centre of the table, and with 3, 4, 5 o 6 it must be placed more
than 40cm from the centre.
If the terrain piece is an obstacle, on a roll of 1 or 2 it’s centre must be within 20cm
from the centre of the table, with 3 or 4 between 20cm and 40cm, and 5 and 6 more
than 40cm.
If the element is a river, the roll determines the entry area, (either edge of the quar-
ter can be chosen); the river must go off the table on the opposite side. The second
dice-roll will decide if the river flows between 20cm and 40cm or beyond 40cm
from the middle line of the table, parallel to the river’s course.
When the Defender has placed all of his elements, the attacker may do the same
thing.
2.4 AMBUSHES
It was normal practice for armies without Chariots to resort to ambush tactics to
counter the strength of armies who did have Chariots.
When an army that has the possibility of ambushing written in their notes faces an
army with Chariots, the former may place an extra two hills or dunes. At any
moment during the battle the player can field a unit, which until that moment had
been kept off the table, immediately behind the hill/dune, as long as it is at least
30cm away from, and not in Line-of-Sight of, any enemy unit. The unit is activa-
ted normally and can move and fire as soon as it is placed. A maximum of two
units can be used for ambush.
Philistine warrior
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Chapter III
THE BATTLE
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3.3 MOVEMENT
Units may move up to a maximum of their movement allowance, modified for ter-
rain.
Once they have started moving, Chariots move automatically every turn for their
maximum distance and Action Points are spent only to turn or stop. The turn can
be at any moment during the move. At the beginning of the battle, Chariots are
immobile and can be left this way, but once they start they will keep moving until
they are stopped.
The maximum distance each unit can move depends on troop type:
Heavy Chariots 16 cm
Light Chariots 20 cm
Cavalry and Camels 20 cm
Heavy Infantry 10 cm
Light Infantry 12 cm
Archers 12 cm
Skirmishers 12 cm
Overturning a Chariot
When moving at speed in a corner, a Chariot may overturn. If there is a risk of
overturning, the player rolls a D6 when he decides to turn the Chariot. On a roll of
1 the Chariot overturns and is destroyed. If the Chariot is destroyed it is not remo-
ved from play but a base showing a wrecked Chariot is put in its place.
Charging
Any unit that intends to move into Melee with the enemy has a movement bonus
of 1D6 for Infantry and 2D6 for mounted troops.
In order to use this movement bonus, the target must be inside the charge distance
which is the maximum speed plus 6cm for Infantry and 12 cm for Mounted
Troops; this bonus is only allowed in Open Ground.
Even if the enemy is not contacted despite the use of the movement bonus, the unit
will still have to move its maximum distance (including bonus) in a straight line
towards the target of the charge.
Unit Interpenetration
Only Skirmishers can be interpenetrated by and interpenetrate any friendly unit.
For interpenetration to be a success, it must be possible to cross the other unit
completely. If a unit cannot completely move through a friendly unit with its
movement allowance, then interpenetration is not possible.
Interpenetration is allowed even if the units are not parallel.
Under no circumstances can a unit interpenetrate an enemy unit.
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3.5 FIRING
Every shooting phase costs two Action Points. Units that can fire are Chariots,
Archers, Skirmishers, Camels and Cavalry.
Chariots can fire on all sides and while they are moving. This means that the
Chariot’s movement may be interrupted at any point; he may then fire, and then
continue his compulsory movement.
Archers and Skirmishers can only fire forwards and after they have moved.
Camels and Cavalry fire on all sides and may only fire after movement is comple-
ted.
For every firing action, a roll of 1D6 hits with 4-5-6, 5-6 or 6, depending on the
distance to the target.
The distance to the target is measured from the centre of the side of the unit that is
firing to the closest point of the target
Dice modifiers
-1 if Archers that have moved.
-1 if Skirmishers, Chariots, Camels or Cavalry. This means that these units may not
fire at long-range.
For every shot that hits, the target unit makes a saving throw (see 3.8).
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3.6 MELEE
When two units go into base-to-base contact, even at a base-corner, there is a
Melee. The attacking unit keeps the position it had when it contacted the enemy.
An engaged unit is considered activated: it is fighting and may not use any other
Actions that turn.
A unit may not fight more than one enemy at the same time. If it contacts more
than one enemy unit, the attacking unit moves slightly in order to contact only the
chosen enemy.
Every unit that is in Melee rolls a D6, modifying the roll with the modifiers below.
Heavy Chariot 5 5
Light Chariot 4
Camels 3
Cavalry 3
Heavy Infantry 4
Light Infantry 3 3
Camels 3
Archers 2
Skirmishers 1
Dice modifiers
+1 for the charging unit (+2 if a Chariot or Cavalry charging Infantry).
+1 for the unit that is highest on the Hill.
-2 if the unit is contacted at the rear or on the flank. The attack must be made by a
unit that starts from behind the line that is a continuation of the front-line of the
target unit.
-1 if Heavy Infantry, Camels or Cavalry in Rough Terrain.
-2 if Chariot in Rough Terrain.
+1 for Camels vs. Chariots or Cavalry.
-1 if Camels vs. Infantry
The unit that rolls the lowest must make a saving throw.
Retreating
If a losing unit makes the saving throw it is pushed back half of its movement, their
backs to the enemy.
When retreating, the unit may deviate by as much as needed to avoid enemies or
friends it can’t interpenetrate. If this is impossible, the unit is destroyed.
All charging units, apart from Skirmishers and Archers, must pursue the retreating
unit it engaged for the rest of the charging move. If they contact the retreating unit
again, they fight again until they lose, draw or have used up all of their movement.
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Draws
In the event of a draw the units remain in contact. Chariots, from that moment, are
considered immobile and to move them Action Points will have to be spent.
Heavy Chariot 3+
Light Chariot 4+
Heavy Infantry 4+
Light Infantry 5+
Archers 5+
Skirmishers 6+
Camels 5+
Cavalry 4+
Roll modifiers (when not specified apply to both firing and Melee)
-1 if unit fired on from behind. The shot must be fired by a unit placed behind the
rear edge of the unit.
-1 if Heavy Infantry, Cavalry or Camels in Rough Terrain.
-2 if a Chariot in Rough Terrain.
+1 if Skirmishers being fired upon.
When a unit fails the Saving Throw it is destroyed and removed from the battle-
field. If a Chariot is destroyed it is also removed from play but a base showing a
wrecked Chariot is put in its place.
Trophies
For every unit you destroy, roll a D6. On a roll of 6 you have captured a Trophy
which is worth 1 extra Point for Victory purposes.
Baggage
Baggage is sacked and eliminated when an enemy unit contacts it. When you lose
your baggage you also lose points of Favour (see paragraph 2.3) as well as the
disfavour points for the adversary.
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The value can be reached by destroying units or capturing trophies (value 1 each).
Unit values are cumulative: for example a hero commander on his Chariot is worth
6 points (Commander 3, Chariot 2, Hero 1).
At the end of each turn whoever is at break-point has lost. If both armies have rea-
ched break-point in the same turn, the battle is a draw.
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APPENDIX I
CREATING AN ARMY
King David uses a points system, where each unit has a Cost which is proportio-
nal to the quality of its troops. This allows balanced fights and the possibility of
changing the composition of your armies. A standard army comprises 200 to 250
points. Each army is commanded by a King or General who is contained in the unit
shown in the Army List. The King/General has an additional Cost depending on
his quality.
Apart from the army and the King/General, the player can also spend points buying
sacrificial lambs or Heroes. Every army must also have Baggage, which does not
cost additional points.
COMMANDERS
The Commander can be normal (no additional Cost), Good (+5 points) or
Excellent (+10 points). The quality of the Commander will reflect on the Initiative
Roll and Command Distance.
HEROES
You can buy Heroes to add to your armies (maximum of 1 per unit). These heroes
give advantages to the units they join and often some disadvantages too.
Lion: The Lion Warrior spurs on his followers with strength and ferocity:
+3 in Melee, but if it loses the Melee the unit doesn’t have a saving
throw and is automatically lost.
Gazelle: The Gazelle Warrior has trained his men to move rapidly, or, for
Chariots, has chosen particularly agile horses: +4cm to the basic
speed for the unit.
Falcon: The Falcon Warrior has developed an improved firing ability and
has taught this ability to his followers. Relying on his long-distance
firing capability, he is less willing to fight at close quarters: +2 to
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fire, -1 in Melee.
Tortoise: The Tortoise Warrior has heavier, more resistant armour. +1 to the
saving throw and -2cm to movement.
Jackal: The Jackal Warrior has developed a keen ability to sense panic, and
when he pursues, the chase is pitiless: +4cm pursuit bonus, +1
Melee against pursued units.
SACRIFICIAL LAMBS
Cost 3 points each and give the advantages outlined in paragraph 2.3.
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ARMY LISTS
NOTES AND SPECIAL RULES. These are Bedouins, nomads who lived on the
edges of the Arabian Desert. The King/General is mounted on a Camel or is in a
unit of Elite Warriors. The latter have a Melee bonus of +2 when they charge other
Infantry. This army can Ambush.
HISTORICAL ENEMIES. Midianites, Canaanites, Philistines, Early Hebrew, Early
Aramaeans, New Kingdom Egyptian, Hittites, Assyrians, David’s Hebrews,
Solomon’s Hebrews, Kingdom of Israel, Kingdom of Jude, Libyan Egyptian, Neo-
Assyrians, Later Egyptians
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NOTES AND SPECIAL RULES. This is the Army of the great Thutmose II and
Ramses II. The King/General is on a Chariot. The Heavy Infantry comprise the
Guard (Shardana), Sherden and other mercenaries.
HISTORICAL ENEMIES. Midianites, Amalekites, Early Aramaeans, Canaanites,
Hittites, Sea Peoples, Philistines, Early Hebrew, Later Aramaean.
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NOTES AND SPECIAL RULES. The King/General is in the Guard unit. Famous lea-
ders in this period are Joshua, Deborah and Saul. The latter gets two dice for
disfavours, but does allow David for an extra 5 points, who is then attached to a
Slinger. David cancels Goliath’s hero bonus in Melee, and for the rest of the game
behaves like a “Falcon”. Simeonites and Ephraimites have a +1 when they charge
Infantry. This army can Ambush.
HISTORICAL ENEMIES. Canaanites, Philistines, Early Aramaeans, Midianites,
Amalekites, New Kingdom Egyptian, Edomites, Mohabites, Ammonites.
NOTES AND SPECIAL RULES. The King/General can be in any unit. The Elite
Warriors have a +2 Melee bonus when they charge Infantry. This army can
Ambush.
HISTORICAL ENEMIES. Early Hebrew, Midianites, Canaanites, Philistines, Early
Aramaeans, Edomites, Mohabites and Ammonites.
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6-20 Militia FL 10
1-10 Archers AR 10
1-10 Slingers SC 8
After 900 BC you can add
0-2 Heavy Chariots CP 30
0-2 Elite Infantry FP 15
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NOTES AND SPECIAL RULES. When Solomon died (in 925 BC) the realm was
divided in two: the Kingdom of Israel and the Kingdom of Jude. The King/General
is on a Chariot. After 800 BC the Chariots become Heavy for an extra 5 points
each. The Warriors have a +1 when charging other Infantry.
HISTORICAL ENEMIES. Mohabites, Later Aramaean, Kingdom of Jude,
Assyrians, Neo-Assyrians, Later Egyptians.
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NOTES AND SPECIAL RULES. The King/General is on a Heavy Chariot. The Line
Cavalry has a +2 in Melee. The Skirmishers have bows and slings. The Conscripted
Troops have –1 in Melee and –1 on their saving throw.
HISTORICAL ENEMIES. Bedouins (list 2), Philistines, Edomites, Mohabites,
Kingdom of Israel, Kingdom of Jude, Neo-Babylonian, Later Egyptians.
NOTES AND SPECIAL RULES. These are the last armies of the crumbling
Egyptian empire until the Persian Conquest. The Cavalry has a +1 in Melee.
HISTORICAL ENEMIES. Bedouins (list 2), Assyrians, Philistines, Kingdom of
Jude, Neo-Babylonian, Neo-Assyrians, Later Egyptians.
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IMPETVS
WARBOOK 1
3000 BC to 80 BC
H
phil sherlock (Order #44491506)
Dadi&Piombo