Sunday, 15 December 2024

DBN - SYW Play Test

 


Historically, I have always loved reading rules, but I have the concentration of a goldfish when it comes to wargaming a period. I tend to flit from one rule set to another, never settling on a single set. However, I've decided to reduce the number of rules I use and focus on my favourites. As part of this effort, I've decided to fight, in 6mm, roughly the same War of Spanish Succession (WSS) battle using different rules to see which I prefer. See the Summary Page for other rule reviews.

Reference:
Overview

The DBx range of rules have been around for many years and have both strong supporters and strong detractors, , especially the DBA version.    Although it is easy to play DBN like DBA, i.e, as a 12 unit v 12 unit battle on a 2'x2' table, the rules do not have to be played this way and they can be used in a more conventional wargame style reflecting historic army and battlefield sizes.  

The DBN rules cover the Napoleonic wars but I used the SYW supplement available for free from the DBN web site. My interest was to use the rules to refight battles on a 6'x4' table with units based as 60x30mm.  The rules base units on a 40mm frontage which represents 100 paces.  In my games units have 60mm frontage which represents 100 paces.  In my notes 1 BW (base width) = 60mm but if you play by the rules as written 1BW = 40mm.

The rules offer the ability to have combat using the traditional DBA approach or a new attrition approach.  I used the attrition approach.

I played a sole game with 13 units on each side in 1:30hrs including time to check on rules. 

These rules contain a number of  elements  worth comment.  These are:
  • Friction of command:  Players roll a D6 for command action points (CAP). One point allows the general to move a unit or group of units within his command radium.  It's an extra point if they are further away.  A nice point is the command radium is effected by line of sight.  The effect of this CAP system is a general cannot always move all his command.  
  • Turn sequence:  The traditional I go/you go with move, shoot, melee.
  • Combat: Melee and firing are separate but the mechanics are the same.  A unit rolls a D6 and add factors. Double ethe score and a unit is destroyed or the lowest scoring unit received a hit.  Three hits destroy a unit.   I particularly like how this mechanic avoid the problem of one unit firing and causing casualties before their opposition get to fire.  A disadvantage is that elite units who win can  keep on defeating their opponents without ever taking casualties (however it's not very likely).
  • No of units:  A unit can be regarded as a battalion or assumed to be several.  A typical army has approximately  12 or so units.
  • Special equipment: None.  A tape measure and a D6 is all that's needed.
  • Casualties: Players need to be able to record casualty hits on units until the unit is removed.  There are no figures removed as casualties. Three hits destroy most units.
  • Scale: The rules work with standard  40mm base sizes but   As I was playing with 60x30mm 6mm bases it was trivially simple to convert to using 60mm bases.
  • Availability:  DBN Web site http://dbnwargaming.co.uk/
  • Cost: $15 for the pdf.  Seven Years war rules are a free download but require the full rules

Battle
Time Period: WSS 1701 (pre-creation of Britain)

Although this game as played solo, I fought it from the side of the British with the French taking minimal steps to repulse my attack, which makes victory less impressive. 

The Battlefield.
The battlefield was set up to allow for the various tests in the scenario.

English
4 English Infantry 
4 British standard Horse 
2 German allies trained Infantry 
2 German allies elite Infantry.
1 Medium guns

French
8 French trained Infantry  
2 French trained Horse
2 French Elite Horse
1 Medium guns



Stream Crossing: Stream crossing was not an issue.  Troops simply move more slowly over the difficult ground.

Cavalry v's Cavalry: The French horse split into two forces.  Two regiments moved to attach the English's German allies and the remaining force attached the four English horse.  The four to two odds allowed the Trained English horse to fight on an even footing with the Elite French horse and with an advantage against the trained French horse.    The English rolled some lucky dice and wider out the French horse.



Cavalry Frontally changing Formed Infantry: The Elite French horse charged the Elite German  foot with both units gaining support from adjacent friends.  The German foot won but took so many losses that they did not have the strength to press an attack against their objective which was a French held village.

On the English left flank the weakened French infantry were charged by the English horse and due to the casualties they had already taken they were cut down.  The game ended before the English horse could attempt to roll up the French flank.




Artillery: Artillery had a minor effect on the battle as Guns need to roll two higher on the combat dice to cause casualties on foot.  This feels about right as it prevents artillery dominating the battlefield

 Infantry vs  buildings: Infantry firing into buildings are at a considerable disadvantage and as the looser of an exchange for fire takes a hit , the attacking unit is soon warn down.  Assault by bayonet is a better option than shooting .  (Note: this differs from the standard rules where an assault on a building needs 3:1 or better to have much chance of victory.) As the German assault was with troops who had been mauled by cavalry and then shot from the village it failed  very quickly.

Infantry vs Infantry: The English infantry advanced across the field and closed in on the French right.  On average it takes 4-5 rounds to destroy the opposing infantry and your troops will be weakened. Firing is based on opposed rolls with one side or the other taking losses each time (unless they roll a draw (approx. 1 in 6) so the fight is quite attritional.



Army Moral: The English won the battle due to French losses.

Summary:  The rules played  were easy to pick up . Although it's possible for elite units to not take any casualties they tends not to happen.  Most melee and firing takes 2-4 rounds to resolve