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De Bellis Velitum

This skirmish game is for small forces of 1-4 sub-units consisting of 4-12 25mm figures each, up to a total of 24 army points. Players take turns moving and activating figures in bounds representing about 5 seconds. Each figure type has different capabilities and costs. Knights are the most expensive at 6 points while skirmishers are the cheapest at 2 points. Terrain includes features like streams, slopes, and trees that provide advantages or disadvantages. The goal is for one side to disable or kill the other's forces in a quick game under an hour.
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100% found this document useful (2 votes)
588 views18 pages

De Bellis Velitum

This skirmish game is for small forces of 1-4 sub-units consisting of 4-12 25mm figures each, up to a total of 24 army points. Players take turns moving and activating figures in bounds representing about 5 seconds. Each figure type has different capabilities and costs. Knights are the most expensive at 6 points while skirmishers are the cheapest at 2 points. Terrain includes features like streams, slopes, and trees that provide advantages or disadvantages. The goal is for one side to disable or kill the other's forces in a quick game under an hour.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DE BELLIS VELITUM

This is a skirmish game for two small forces, each consisting of 1 to 4


sub-units, each in turn of 4 to 12 singly based 25mm figures, totalling
up to 24 army points (AP) and controlled by a single player. Figures
vary in cost between 6 AP and 2 AP. One figure of the most expensive
mounted type or most expensive foot type present is nominated as
the force's commander and one figure of each group is nominated as
its leader.

Current skirmish rules split play into very small increments and use
simultaneous movement requiring written orders. We split play into
alternate bounds, each of which simulates the time needed by a
warrior to observe, appreciate his situation, decide if he needs to
continue a current action or to do something different and then do it,
or to exchange blows with or shoot at an opponent. This is about 5
seconds.

As all men are not similarly quick thinking or quick to react, we


randomly limit the number of figures that can shoot or be moved
each bound, but not the exchange of blows by figures already in
physical contact. Since complex group actions require orders that
cannot be passed and obeyed in 5 seconds, they are made more
difficult to achieve and are assumed to have been initiated during the
previous bounds.

We distinguish between fatal and disabling wounds, but do not take


account of wounds unlikely to affect combat in the short term, or
distinguish the fates of men from those of their mounts. The winning
side recovers its disabled. Those of the losers are assumed to be slain
in the pursuit, except for knights who are ransomed.
Despite its simplicity, the resulting system is much more subtle than
may be immediately apparent. The average player has memorised the
battle rules part way through his first game, but tactical skill takes
longer to develop. A game usually lasts less than an hour.
Copyright (c) Phil
Barker 1991.

CONTENTS
PLAYING EQUIPMENT, BASING AND REPRESENTATIONAL SCALES
TROOP DEFINITIONS
TERRAIN
VISIBILITY
BATTLE RULES

PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES

CHOICE OF FIGURE AND MODEL SCALE


These rules are primarily intended for use with 25mm scale model
figures. This is because a huge variety of such figures exists and they
can be painted as individuals.

TROOP REPRESENTATION
Each figure represents one man.

FORCE SIZE
Players should initially use one sub-unit each, but as their skill
increases will be able to increase this up to as many as four. Larger
engagements may also be fought with more than one such force and
player on each side.
FIGURE BASING
Each figure is mounted singly on a rectangular base of standard size,
which is 20mm wide by 40mm deep for a mounted figure, 20mm wide
by 30mm deep for a foot figure and 60mm wide by 80mm deep for a
chariot or elephant model. We assume that men take occupy more
space when skirmishing than when formed into rigid ranks in pitched
battles.

PLAYING AREA AND GROUND SCALE


The optimum playing area is 36" or 900mm square for the basic 2
player game. Larger battles need increased width but not depth,
adding 12" or 300mm for each extra player on each side.

The ground scale is 1:75, so 1 centimetre measured on the table is


equivalent to 1 pace in real life.

Measure distances on the table with a metric expanding tape, or


more conveniently with a 20 pace rod or card strip marked at 4 pace
intervals.

TIME SCALE
Play is in alternate bounds, each of which simulates the minimum
time needed by a warrior to observe and appreciate the situation,
decide if he heeds to continue a current action or to do something
different, then do it, or to exchange blows with or shoot at an
opponent. We assume this to be approximately 5 seconds.

As all men are not similarly quick thinking or quick to react, our game
system randomly limits the number of figures that can shoot or be
moved each bound, but not the exchange of blows by figures already
in contact with enemy. Since complex group actions require orders
that cannot be passed and obeyed in 5 seconds, they are made more
difficult to achieve and are assumed to have been initiated during the
previous bounds.

DICE
Each player needs one ordinary 1 to 6 dice.

TROOP DEFINITIONS

We distinguish only between warriors whose fighting style differs


sufficiently to need to be treated differently by their foes.

A mounted figure can be a Knight, Cavalryman or Light Horseman.


A foot figure can be a Knight, Blade, Spearman, Peltast, Archer or
Skirmisher.

KNIGHTS are fully protected by complete metal armour. They can


either ride a heavy horse, itself often partially armoured in metal or
textile, or have dismounted at the start of the game to move and fight
on foot. They are dedicated to hand-to-hand combat, despising
distant weapons. If mounted, they charge with the lance before
taking to other weapons, such as sword, axe or mace. If on foot, they
may use the latter in conjunction with a shield or heavier two-
handed swords or poleaxes without. Cost 6 AP.

CAVALRYMEN are partially protected by metal armour and ride


horses which may also be partially armoured. They differ from Knights
in using distant weapons such as javelins or bows as well as fighting
hand-to-hand with sword, axe or mace. Cost 4 AP.
LIGHT HORSEMEN have little or no armour and ride small horses or
ponies. They fight mainly with distant weapons such as javelins or
bow. Cost 3 AP.

BLADES are foot either skilled in fencing individually with sword and
shield or using heavier heavier cutting or concussive weapons, such
as two-handed swords or axes, bills, halberds or goddendags. They
are usually partially armoured. They are less safe than spears in a
body against mounted troops, but superior in single combat against
foot. Cost 4 AP.

SPEARMEN are foot who ideally fight shoulder to shoulder deriving


mutual protection from each other's shields and spear points, but are
less effective as individuals. Cost 3 AP.

SHOOTERS include all foot armed with bow, longbow, crossbow, sling
or similar long range missile weapons, who outrange javelins, but
must stand still to shoot and are disadvantaged in hand-to-hand
combat. Cost 3 AP.

PELTASTS are agile but determined unarmoured foot with javelins


and sword who can pursue skirmishers or move easily through
difficult terrain. Cost 3 AP.

SKIRMISHERS are even more agile foot who fling javelins, then skip
out of the way instead of standing their ground and shooting. Cost 2
AP.

These troop types are not necessarily identical with those of DBA,
since DBV types depict the characteristics of individuals and DBA
those of large bodies of men. For example, the equivalent of
DBA Warband is Blades for their leaders and the remainder Peltasts if
loose formed or Spears if close formed, while Shooters may be the
equivalent of DBA Bow or of those Psiloi with longer ranged weapons
than javelins.

TERRAIN

This must be to scale with the figures. We favour a permanent terrain


board with asymmetric terrain features fixed permanently to it. One
alternative is to build it up from 12" or 300m square blocks or carpet
tiles. To be eligible, a terrain must comply with all the following:

(1) At least three of the battlefield's quarters must contain at least


one terrain feature other than a path.

(2) No more than two of the battlefield's quarters must contain a


stream or bad going.

The majority of the playing surface must be flat good going, which
should be shown as a reasonably uniform approximation of pasture,
open fields or steppe. Bad going must be easily recognisable, and can
be a steep slope, rough or boggy ground, a small grove of trees or
clump of bushes, or a house. A gentle slope confers combat
advantages to men higher up it but is not bad going. A man or animal
that is partly in bad going is treated as if entirely in bad going.

A path is two figures wide and is always good going.

A stream must flow between two different board edges. Movement


along it is possible only to peltasts and skirmishers. Wading across it
is not treated as in bad going, but is penalised in other ways. It is
sufficiently shallow and easy banked as to cause only moderate delay,
but provides help to men defending its bank. Paths that intersect
streams cross them by a ford or bridge of the same width.
Since with these rules so much less time is needed to paint armies,
and the size of the playing area is so limited, we hope players will feel
they can afford to spend time and ingenuity on making their terrain
as visually attractive as their troops.

VISIBILITY

A figure can only see an enemy figure that is in line of sight and in
front of a line extending his front base edge. A foot figure at a door
or window or within a clump of trees or bushes cannot be seen from
beyond 8 paces unless he shoots. An enemy figure must be visible
before it can be shot at or charged. It need not be visible to turn in its
direction, it being assumed that noises or suspicion have betrayed its
presence.

BATTLE RULES

DEPLOYMENT
Both sides dice. The lower scoring side chooses the terrain unless this
has already been done. The higher scoring side then chooses its base
edge and deploys all its figures in contact with it or deploys the head
of an off-table column of march. The lower scoring side then deploys
on the opposite edge and takes first bound.

SEQUENCE OF PLAY
The two sides take alternate bounds. During each player's bound:

(1) He throws a single dice for each leader. Its score is that sub-
unit's player initiative points (PIP), which can be used that
bound by a group of figures and/or models to march, by single
figures to shoot, by single figures, models or groups to make
tactical moves, or by single figures or models to
rally. PIPs cannot be carried forward to future bounds.

(2) Any or all sub-units can each use 1 PIP to make a single march
move.

(3) Any of his cavalry, light horse, shooter, peltast or skirmisher


figures who are able to and did not shoot during his last bound
at a different target can use 1 PIP to shoot at distant enemy
figures, which may force these to make immediate outcome
moves.

(4) Any remaining PIPs can each be used to make single or group
tactical moves or to rally a single fleeing figure. Unrallied figures
continue fleeing.

(5) All figures of both sides that are in contact with enemy fight in
hand-to-hand combat in an order decided by the player
whose bound it is and make immediate outcome moves.

MARCH MOVES
A march move must be by a group of contiguous figures in a single file
or a two figure wide column. No figure included can start or go within
16 paces of visible enemy. A figure cannot march if it flinched in the
enemy bound immediately preceding. A figure that marches cannot
shoot or make tactical moves that bound.

March movement is assumed to be a continuous and to have been


during the enemy bound immediately preceding as well as in your
own current bound, so has twice the time available. A march move is
accordingly three times the tactical move of the slowest figure
participating if entirely along a path, otherwise twice its tactical move.

TACTICAL MOVES
A tactical move can be by a single figure or model or by a group of
figures.

Figures moving as a group must each be touching another of its


figures and not in contact with an enemy figure. Each must move
parallel to, or follow, the first of them that moves; and must move the
same distance or wheel through the same angles up to 45 degrees in
total. A group move can also include reducing frontage to pass a gap
or move along a path, or if foot a simultaneous identical turn in place
of 90 or 180 degrees, but not other changes in frontage or turns.

A move by a single figure or model can include any number of wheels


or turns of any angle, provided no front corner its base moves further
than its tactical move distance. If a tactical move is used to voluntarily
break-off from enemy in contact, a foot figure flees to its rear, a
mounted figure bolts. A figure still in contact to its flank or rear turns
automatically to face without expending PIPs, unless it is also in
contact with enemy to its front or is fleeing. Otherwise:

1 PIP is needed to move a single Skirmisher figure unless


charging, turn any single figure towards a visible enemy,
or to move an single figure, model or group straight ahead or
along a path.

2 PIPs are needed for any other single figure move.

3 PIPs are needed for any other model or group move.


A Shooter figure which shot this bound cannot make a tactical move
either as a single figure or as part of a group. Other figures or models
that shot can.

The maximum distance any figure can move unless charging is:

20p if Light Horse.


16p if Cavalrymen or Skirmishers.
12p if mounted Knights, or if Peltasts or Shooters.
6p if dismounted Knights, or if Blades or Spears.
4p if any troops except peltasts, shooters or skirmishers, and any
part of the move is in bad going.

Chargers add 8 paces if mounted figures, 4 paces if foot or a model.

A figure reaching, or in, bad going after exceeding bad going move
distance halts at that point.

RESTRICTIONS ON CROSSING AN ENEMIES FRONT


No figure may cross the front of any enemy figure within that enemy's
move distance and not separated from it by an intervening figure,
except to contact or line up opposite such an figure's front, to retire,
or as an outcome move.

PASSING THROUGH FRIENDLY TROOPS OR GAPS


No figure or model can pass through another's current position unless
bolting or fleeing, or enter a gap less than its own base width.

MOVING INTO CLOSE COMBAT


A tactical move that ends in contact with an enemy figure or model is
a charge. The enemy must already be visible. Mounted chargers can
change direction only at the start of their move and then only up to
45 degrees. All chargers must pivot and/or slide sideways after
making corner contact to make edge-to-edge and corner-to-corner
contact. A figure opposite a join between two enemy figures contacts
that it overlaps most.

No figure can move into contact with an enemy figure's flank or rear
unless it starts entirely on that side of an imaginary line prolonging
that edge of the enemy figure's base.

SHOOTING
Since shooting is at individuals and not formations, ranges are greatly
reduced. Cavalrymen, Light Horse, Peltasts or Skirmishers within 24
paces or Shooters within 48 paces can shoot at any one enemy figure
visible within 45 degrees of straight ahead, but only if they did not
shoot at a different target during their last bound and neither is in
contact with nor overlapping enemy. Shooting at less than 12 paces
is at short range. Each figure shooting expends 1 PIP.

Shooting is not permitted if a terrain feature or figure base even


partly blocks the shooters view of their target, except that figures just
inside the edge of a tree line or archers in a building doorway or
window can shoot outward or be shot at from outside.

A figure that is part of a group cannot be shot at by more than one


figure unless the extra shooting figures have no other possible target.

A 2nd or 3rd figure that shoots at the same target figure aids the
shooting of the 1st instead of its action being resolved separately. If
any of the shooting figures are beyond half maximum range, the
shooting is at long range, if not it is at close range.

Except for the opponents not being in contact and the shooters not
being themselves at risk that bound, the effects of shooting are
resolved exactly as for hand-to-hand combat.

HAND-TO-HAND COMBAT
This occurs when a figure or model has moved into, or remains in,
both edge and corner-to-corner base contact lined up with an enemy
figure or model or a doorway a foot figure is defending.

A figure neither already in frontal contact with an enemy or flank


contact with a friendly figure nor fleeing or bolting which is contacted
to flank or rear automatically turns to face the first enemy figure
moved into contact with it.

A figure overlapping or in contact with the flank or rear of an enemy


figure which is fighting to its front fights only as a tactical factor for its
friend. It can overlap two enemy figures on opposite flanks, or figures
exposed by its own frontal opponent having recoiled, fled or been
destroyed that bound.

A figure cannot be overlapped and contacted on the same edge, nor


be overlapped by an enemy figure unless their both right or both left
front base corners touch. A mounted figure or Chariot or Elephant
model can be contacted twice on the same flank edge. A second
figure in contact with the flank of a foot figure counts instead as
overlapping its rear.

RESOLVING COMBAT
Whether in contact, shooting or only shot at, each player dices for his
figure, and adds the appropriate combat factor to its score as follows:

Knight. +5 if hand-to-hand, +4 if being shot


at.
Cavalryman. +4 if hand-to-hand, +3 if
being shot at.
Light Horseman. +3 if hand-to-hand, +2 if
being shot at.

Blade. +4 if hand-to-hand, +3 if
being shot at.
Spearman or Peltast. +3
Shooter or Skirmisher. +2

The combat factor of any shooting figure is +2 at close range, +1 at


long range.

When a figure is attacked in flank or rear while also fighting to its


front, its opponents use only 1 die and the combat factor of the figure
to its front. If it wins, the outcome affects only the figure to its front.
Others stay in contact, and it must turn to face any it can next bound.

Add to or subtract from combat scores for each of the following


tactical factors that applies:

+1 if a leader fighting hand-to-hand.

+1 if a Spearman in hand-to-hand combat or shot at frontally, and


supported by at least one other spearman contiguous to his
flank facing in the same direction, if neither is in bad going.

+1 if a Knight or Cavalryman shot at, but riding a barded horse.


+1 if in hand-to-hand combat, and also either uphill of opponent,
or defending a stream bank except at a road ford or bridge.

-1 if shooting having flinched last bound.

-1 for each flank overlapped, and/or each enemy figure in


contact with flank or rear, or for each 2nd or 3rd element
aiding a shooting enemy figure.

-2 if a mounted figure who this bound charged a spearman now


facing him.

-3 if any but peltasts, shooters or skirmishers and in, or if a


mounted figure in hand-to-hand combat (not overlapped) with
enemy who are in, bad going on or off-road.

-4 if demoralised.

COMBAT OUTCOMES
Compare the combat total of your figure with that of its opponent,
then make the outcome move specified below. This depends on its
own type and that of the most dangerous opponent of any in edge
contact with it, but not that of elements overlapping it.

Figures which shoot or figures fighting as an overlap or against a flank


or rear or fleeing figures are not affected by the outcome. If no
outcome is listed and neither breaks-off, continue fighting next
bound.

If its total is more than that of its hand-to-hand opponent:


Mounted only. If opponent bolts, flees or is disabled or slain, must
pursue.
If opponent shies or recoils, may choose to follow
up or not.

If its total is the same as that of opponents shooting at it:


Foot only. Flinch.

If its total is 1 less than that of its shooting or hand-to-hand opponent:


Mounted. Flinch from shooting. Shy from mounted or
foot.
Skirmisher. Flinch from shooting. Flee from mounted.
Recoil from foot.
Other foot. Flinch from shooting. Recoil from mounted or
foot.

If its total is 2 less than that of its shooting or hand-to-hand opponent:


Mounted. Disabled by shooting. Shy from mounted or
foot.
Skirmisher. Flee from shooting. Slain by mounted. Flee
from foot.
Other foot. Flinch from shooting. Recoil from mounted or
foot.

If its total is 3 less than that of its shooting or hand-to-hand opponent:


Knight. Disabled.
Light Horse. Bolt.
Other mounted. Disabled by shooting or mounted. Slain by
foot.
Skirmisher. Disabled by shooting. Slain by mounted. Flee
from foot.
Other foot. Disabled by shooting or foot. Slain by mounted.
If its total is 4 less than that of its shooting or hand-to-hand opponent:
Any. Slain.

If its total is 5 less than that of its shooting or hand-to-hand opponent:


Mounted. Slain by shooting. Bolt from mounted or foot.
Foot. Flee.

FLINCHING, SHYING OR RECOILING


Flinching is caused by enemy shooting. In hand-to-hand combat,
mounted figures shy and foot figures recoil. In all three, the figure
immediately attempts to move back its own base depth to its rear
without turning. A shying figure first turns to face its opponent if in
contact only on a single flank. A recoiling figure with an enemy front
edge in contact with a side or rear edge is slain.

A shying figure that meets enemy or friends disables foot, pushes


back mounted.
A flinching or recoiling figure that meets friends pushes them back if
they are facing in the same direction.

A recoiling or shying (but not a flinching) figure that meets either


impassable terrain or a figure it cannot push back or disable is slain.

BOLTING
A bolting figure turns immediately and moves 20 paces directly to its
rear, this bound only. Foot in the path of a bolting figure are disabled,
mounted pushed diagonally back out of the way.
FLEEING
A fleeing figure turns immediately and moves its tactical move
distance to its rear in each sides bound until rallied by the expenditure
of 1 PIP, changing direction by the minimum necessary to avoid
enemy, friends it cannot pass through, or bad or impassable going,
but not to avoid crossing a stream. Friendly figures in its path are
pushed diagonally aside unless they are contiguous spearmen or
mounted, or the fleeing figure is a skirmisher or shooter.

PURSUIT
A mounted figure whose hand-to-hand opponent bolts, flees or is
disabled or slain must immediately pursue 4 to 20 paces. Any new
hand-to-hand combat resulting from contact in a pursuit is resolved
immediately and may lead to further pursuit and combat in the
current bound. A pursuer that leaves the battlefield is not lost and can
return with a tactical move for an expenditure of 4 PIPs.

FOLLOWING UP
A mounted figure whose opponent shies or recoils may choose to
follow up into renewed contact or not. Any combat resulting is
resolved next bound.

DEMORALISATION
A sub-unit reduced to or deprived of its leader or force commander
by members being slain, disabled or leaving the table is demoralised.

LOST FIGURES
A figure is lost and removed if it is slain or disabled, or if it bolts,
flees, shys or recoils off the battlefield. Figures that bolt, flee, shy or
recoil off the battle-field cannot return.

WINNING AND LOSING A BATTLE


A force that at the end of any bound has had half its original figures
disabled, slain, leave the table or become demoralised has lost the
battle.

We suggest that a competition should consist of several rounds


aggregating the scores from each battle. This can be for several
players changing opponents each round, possibly on a Swiss Chess
system, or a means for two regular opponents to keep track of their
record against each other. Because of their short playing time, DBV
or DBA-type games are less suited to knock-out competitions.

The winning side in each competition battle recovers all of its lost
figures that have been disabled or left the battlefield.

The losing side recovers those of its lost figures that have left the
battlefield, but not its disabled figures, who are assumed to have
been overtaken in the pursuit and slain. However, if any of the
disabled are knights and the enemy army also included knights, they
can be ransomed back for 3 AP each. This ransom is not increased for
a leader, since all knights involved in such a small action will be
relatively junior.

Each side now totals its surviving AP, enemy AP slain in the battle or
pursuit, and ransoms received. This is added to its aggregate. It starts
the next battle with its full original complement of figures.

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