DBM rules for Early Achaemenid Persian Army

The following information is for use with DBM 2.1 Ancient wargame Rules, using Book 1 List 60 . It is intended to help players understand the rules as applied specifically to each troop type. The page reference number is mentioned before each statement to allow you the check for yourself.


Troops Under your Command

  • Immortals
  • Sparabara
  • Cavalry
  • Hoplites
  • Chariots
  • Hordes
  • Camels
  • War Wagons
  • Baggage

    Immortals

    The colour and grandeur of these troops make them essential for your army and probably the reason why you chose an Early Achaemenid Persian Army in the first place. So you will want to include them, but they are not compulsory. They are rather costly in points and so don't be surprised if your Persians army is actually outnumbered on the battlefield. I tend to go for as many Immortals as possible, mostly because I spent the time painting them that I want to use them. I am not convinced that they are worth the points cost. If you use them the minimum number is 6 elements, maximum being 12.
    They are classed as Reg Bow (X) front element with Reg Bow(S) rear element on double base.

    Basing:
    Immortals, like the Sparabara were organised in large dense formations with a depth of 10 men. Th front rank carried spears and large pavises and fought as spearmen. The rear nine ranks being essentially archers.
    Immortals can be based as 4 figures armed with shield and spear in the front rank and 4 archer figures in the rear rank. An alternate way of basing the Irregular Double Based Sparabara elements is in a 3-2-3 formation. The front rank could be three spear or pavise figures, then two ranks of archers. This 3-2-3 arrangment gives a higher proportion of archers to spearmen than the 4-4 arrangement.

    Under the rules: Immortals are monted as double based elements.(p10)

    Movement : (p19) Bow (X) move at 100 paces.
    (p18) They can not move into contact with mounted troops they can shoot at.
    Close Combat:(p7) Fights as spear (I) against enemy foot, or as Bow (S) against mounted, rear element does not give support in close combat.
    Recoils: (p10)half base depth, not full depth of double base.
    Destroyed: (p10) If the front rank is destroyed in close combat or by shooting, only the rear element of the double base is destroyed. Elements directly behind are not destroyed .
    Shooting:(p21) The second rank of bow (S) give support except if either front or rear element is in difficult going.


    Sparabara

    Sparabara do not have the same training as the Immortals so are classed as irregular, rear rank is Bow(O) and are more difficult to maneuver, so their cost is less than Immortals.
    Sparabara make up a large portion of the army with a compulsory minimum being 14 elements. If any Immortals are used the minimum number of sparabara is reduced to 8 elements.

    Comparing Immortals to Sparabara:

    Similarities

    1. Both are classed as double based Bow(X)
    2. Both fight as Sp(I) in close combat against foot
    3. Both fight as Bow(S) in close combat with mounted (except elephants)
    4. Both are treated as Bow(S) when shot at by enemy Bow

    Differences

    1. Immortals shoot as Bow(S).
    2. Sparabara shoot as Bow(O).
    3. Double based Immortals cost 12ap compared to 8ap for Sparabara.
    Although counting as superior in shooting duels, the factors start at +1 each if shooting against double ranked archers and being double based, both ranks are destoyed if doubled. So this can be dangerous.


    Cavalry

    A very effective part of the Persian Army so get as many as possible. These are the troops that will do most of the fighting. effective against Warband and enemy LH and psiloi. Should be able to hold enemy knights long enough to out flank them with LH.
    You do have the options of 2 Guard Units of RegCav(O) and 2 elements of Reg Cav(I) but otherwise its all Irregular Cav(O) with a compulsory mimimum of 6 elements and a maximum of 10 elements. There are few special rules for Cavalry, stay away from rough terain and make use of their manuverability.

    They cost 7p each, move 200 p in good going and need only 1 pip for all manuvering except for the 3rd or more march move.


    Mercenary Hoplites

    Minimum of 6 and up to 12 elements of Spears are allowed with the option of Reg Sp (I) or Irregular Sp (O). If any Thebens or Thessalians are used then 2 elements of Theben Cav(I) is compulsory. So call them all Ionian Spearmen and you do not have to take the Cav(I).

    Light Horse

    Scythian Light horse I do like LH (S) and LH (F) . These I believe are what can win the game for you. Great for advancing quickly to hold up the enemy centre and great against Knights. My first battle using my Early Achaemenid Persians. I advanced my LH quickly. Rode down 6 elements of enemy Pilsoi, delayed his centre and still had time to attack the flank of a large group of knights. All with little cost to myself.


    Thracians

    aux(S) is another troop type I grab when I can. Not as effective on the attack as hoped but great to secure a flank especial y in difficult going. They spent one entire battle slowing forcing back pilsoi (S) with only a few kills and ended up too far on the flank , broken up and with not enough pips (irregular) and not enough time to get back to where the real fighting was happening.

    Light Infantry

    Good uses of light infantry are:

    Scythed Chariots

    DBM rules allows 2 to 3 scythed chariots if using an army before 546BC. Classed on Irregular Expendables (O) @7 points each.

    Combat (p23) Combat Factor is +4 against everything. Except for Elephants, Auxilia, Bowman, Psiloi or War wagons, if the opponent's total close combat score is less than that of the sycthed chariot then it is destroyed. The Scythed chariot is destroyed if its total close combat or shooting is equal to or less than its opponent.
    Overlap (p21) No friendly troops can count overlaps for scythed chariots.
    Movement Restrictions (p18) They can not enter difficult going off-road, nor move off-road in rough going except as single elements. Expendables as a single element or part of a group, can wheel but can not turn, except to face enemy in front edge contact with their flank or rear.
    Count as half an element if lost.


    War Wagons

    The Persian War Wagons were mobile towers drawn by oxen and manned by archers.

    (p177) DBM army list allows 1 to 3 mobile towers if using an army before 546BC.
    Classed as Foot, Irregular & Superior - @10 points each.
    Movement: Is 100p except along road which is 150p All Foot can pass through war wagons in any direction (p18) Are not impetuous. (p19) Can not move to contact enemy except fortifications (p18)
    Combat & Shooting Factors: (p22) +5 v mounted, +3 v naval , +4 v foot -2 for close combat or shooting if in rough or difficult going on/off road. (p22) Destroyed by elephants or artillery if total score less than. Does not pursue across a fortification, but a foot element in contact behind can. (p25) Can not be pushed back by recoiling troops. (p24)
    Shooting: (p21) Range is 200 p May count any base edge as their front edge for shooting. Can shoot at or be shot at over intervening troops. Enemy troops can not count rear rank support if moved into contact that turn. (p22)

    Under the DBM rules, War Wagons could be a very effective troop type. Unlike most other foot troops, War Wagons are not quick-killed by Knights. They have missile attacks like Bows and are also very effective in close combat. Their vulnerability to Elephants and Artillery and their slow movement means they need to be screened from these.

    Their special feature is they do not recoil unless assaulting fortifications which makes them good at holding a position against most troops. Great against mounted and bows but remember, they can not move into contact with the enemy.

    They can be used in front rank or behind infantry as they can shoot over intervening troops and foot can recoil through them.
    Keep supporting light infantry or auxilia with them and you will have an effective unit that will greatly confuse your opponent who probably has never had to deal with war wagons before.


    Camels

    DBM gives the option of 2 to 5 elements of Irr Camelry (I) if before 546 B.C., can be used without the Scythed chariot / War wagon option but must be used if the other two options are used. Effective against mounted but will slow down your cavalry if wheeling as a group as they need 2 pips to turn.
    Only Bedouins can make a spontaneous advance in a dust storm.

    Hordes

    For the same points cost as Psiloi(I), I prefer to use Light infantry which are much more versatile. Hordes have the advantage over light infantry of not being destroyed by cavalry or light horse if total score is less then enemy, they are also cheap and only count as half an element if destroyed. Good for bulking up a command, Hordes can be used for guarding the baggage or maybe to lure impetuous troops or those thinking they can get a quick kill into a disadvantaged situation.


    Baggage

    Baggage for Persian army could include:

    Spontaneous Advance

    The following troops of a Persian Army are subject to Spontaneous Advance: (p19)
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