Last Updated – 8th January 2019
A number of rules questions have not been clarified by the FAQ file. To provide further consistency for New Zealand DBA events I have documented the following playing conventions for use in the events I organise. These apply in addition to the items described in the FAQ file.
CORNER TO CORNER CONTACT –
- Is NOT considered front contact, so no free slide to align.
FORTS – can be entered / exited
- Only by gate, unless assaulting.
RECOILING THROUGH A CITY/FORT GATE –
- Not permitted
CAMPS, if placed on Waterways – may be placed
- Only within players permitted maximum forward deployment area i.e., not within 3BW of centre line.
EDIFICE as CAMP –
- May be nominated as camp only if on own baseline or a waterway edge within permitted deployment zone (i.e., not within 3 BW of centerline), and must be maximum camp sized or smaller to be so used.
- No camp may be laid as an additional edifice after the initial terrain choosing and placing process. However, a camp model with edifice-like features may be placed, but it then functions purely as a camp (not a BUA).
CAMP occupants at game start, if camp is in outer zones, – may be
- Only elements that may deploy in the outer zones (not allies), or camp followers.
CAMPS, if CAPTURED, are then –
- Left in place, and count as good going, unless edifice. The sacking element advances 1 base depth into the camp from the perimeter, and measures any future movement from that position.
- Definition of ‘blocked by at least ½ BW of certain terrain’ means that shooting is only allowed if uncrossed straight lines drawn from shooter’s front corners to target edge’s 1/2 BW section of edge do not at any stage pass through more than 20mm (for 15mm games) of blocking terrain.
- A stand aligned at 1BW of a stands arc of fire is considered out of arc for shooting. A stand within 1BW is in arc.
DEEP WATERWAY BEHIND INVADER, PREVENTING DEPLOYMENT
- Invader is given the choice of the other two legally permitted edges, then restart from camp placement stage.
- Tactical movement in a river must be directly forwards or directly backwards, except that an element may divert by the minimum necessary to line up in close combat with an enemy element. Elements may recoil into or out of a river. A fleeing element which enters a river is destroyed.
- The rear edge of at least 1 element of the group must touch the waterway.