An overview with pictures of the new rules DBWW1(ME) is available to view in 'Other KISR Rules'
A new set of stand-alone rules DB World War 1 (Middle East) are available for sale on the Rules and Scenarios page. A Front Cover is also available on the Free Downloads page. More information to follow in the coming days.
12/12/2016 A new hard copy of DBN (2017 version) is available, with a glossy cover, several colour pages and a separate card Quick Reference Sheet. Ordered direct from Alex Testo at £12 + £3 p&p or $15 + $10 p&p if not UK. Pay via paypal or contact Alex via email.
01/12/2016 Minor amendments have been made to DBN 2.1 and the 2017 version is now available. The 2017 amendments are as follows
2017 Rule Additions & Amendments 8.1 Insert: The Combat Phase covers a period of time not an exact time. Therefore unless otherwise stated, the Combat circumstances are based on the situation ‘at the moment’ not as it was earlier in the Phase. 8.18 Amend: If a unit is in contact with an enemy unit but not facing it, then at the start of its move phase it can move away or must ‘turn & attack’ at no CAP cost. 8.21 Add: Units Garrisoning a BUA or Occupying a NLF cannot initiate Close Combat.
A free download of the Scenario for the Battle of Vitoria 1813 has been added to the Free Downloads page
23/01/2016 There are no new amendments or additions planned for DBN this year.
A selection of pictures from our recent Leipzig game have been added to the 'Photo Gallery' and there is a new scenario 'Battle of Barosa 1811' in 'Free Downloads'
12/03/2015 New Waterloo video uploaded to the Youtube Channel, check it out HERE
29/01/2015 DBN has been 'added to' extra optional rules have been included in the 2015 version, which is now available. All the 2015 rule additions are available as a 'free download'.
A further refined version of the Waterloo Scenario and enlarged Map is now available to purchase.
15/12/2014 New DBN Optional Rules coming soon for 2015, watch this space.
A Franco Prussian War Quick Reference Sheet has been produced and play tested, entitled 'DBFPW'. Army Lists and Special rules are also attached. This is available as a free download from the 'Free Downloads' page.
The full 3 day battle of Gettysburg has recently been fought using DBACW, go to YouTube and tap in Gettysburg DBACW to see the wargame battle. Based on the work done for the Gettysburg wargame a new updated version of DBACW will be available shortly. This version will be known as 'Version Gettysburg 2013' and will include the Army Lists and Special Rules for the battle.
New Pictures added to the Photo Gallery.
DBACW Playsheet. Following recent play testing, the playsheet has been updated to make play easier and quicker. The latest version is to be found on "Free Downloads".
The 2013 version of DBN 2.1 is now available in 'Rules and Scenarios'. Anyone who has purchased a download of DBN within the last six months can contact the authors for a free download of DBN v 2.1 (2013)
The 2013 version replaces the 2012 version. 2013 version includes all rule additions included on this page since 17/02/12, plus the following 2013 rule additions and amendments:
5.6.7 Insert the following :
They are Impassable to Artillery and Baggage, present no obstacle to Skirmishing Infantry and are classed as Bad Going for movement purposes for all others (vineyards do not provide Cover).
220.127.116.11 Add the following sentence:
An Attack Column can only move either straight ahead or wheel to right or left and can not wheel more than 45 Degrees in one Turn.
11.4.1 Replace the sentence with the following:
(Supporting units may also ‘follow up’ in accordance with rule 7.19.2, also at this time, as a special movement an Attack Column may move its lead unit independently into Close Combat and at the same time move the second unit into the space vacated by the lead unit)
8.24 Add the following sentence:
Any Combat inside a BUA or a NLF is classed as in Bad Going (because the Defender would not be ‘Garrisoning’ the BUA or ‘Occupying’ the NLF). A unit wishing to attack a unit inside a BUA (not garrisoning) must move fully inside the BUA to be classed as in Close Combat. Units inside a BUA do not have a ‘Flank’ for combat purposes. A unit inside a BUA that is Recoiled as a result of combat is recoiled back to outside of the BUA.
Check out 'DBN Waterloo' and 'DBN Borodino' on youtube. The scenario used for the Borodino battle is an enhanced version of the original Borodino Scenario and the updated version is now available in 'Rules and Scenarios'
The Battle of New Orleans 1815, this great little scenario was originally published in DBN v1 and is now offered to you as a Christmas Free Download. Merry Christmas and a Happy New Year from Alex & Bob of KISR Publications.
To aid gamers play, the DBN 2.1 Advanced Optional Tests have been combined into one 'Quick Reference Sheet' this is now available in 'Free downloads' This can be copied, cut in half and stuck back to back to produce an easy to use extra Quick Reference Sheet.
New Optional Rule for DBN 10.8 Casualty Reduced Command & Control. A Commander suffers a -1 to his CAP Rating when his command is reduced to 5 or less combat units. This rule reflects the loss of Staff Officers, commanders and battle fatigue.
The Albuera 1811 Scenario in Free Downloads has been updated including the addition of the Loyal Lusitanian Legion. Also the Waterloo Map and Scenario has been updated to include many sunken roads not on the original map, more specific rules for the 'ridge line' and the optional addition of 'Detachments'
Increased size of BUA and NLF’sAfter much thought and debate it has been decided to increase the area size of the BUA and NLF. We decided to do this for the following reasons:
It seems a more realistic size for a village area.
Looks better on the table top and allows for easier placement of combat units.
It makes the BUA and NLF a little bit harder to defend and a little less desirable to Garrison or Occupy, this we feel is more accurate for the period.
We hope you agree. Please make the following rule changes:
5.6.2 : Change 80mm to read 100mm.
5.6.3 : Change 40mm x 60mm to read 60mm x 80mm.
7.10 : On the last line of this paragraph, delete the sentence ‘ if in a BUA’.
7.17 : After the sentence ‘occupying infantry unit’ add the following sentence ‘makes a free move to the centre of the BUA and’
Replace 7.18 with the following:
7.18 Occupying a Non Linear Fortification (NLF). An NLF is easier to occupy than a BUA, therefore a unit must move fully inside the NLF in one Turn but can not fire out (as per 7.10). In its next Turn it is then considered to of ‘Occupied’ the NLF for Firing and all Combat. NLF can be vacated in the same way as a BUA using a normal Tactical Move. Any Infantry and Guerrillas may Occupy a NLF but the latter may only do so if the NLF is connected to Bad Going.
8.24 : At the end of the Paragraph, add the following sentence: Any combat inside of a BUA or NLF is classed as in Bad Going. (because the Defender would not be ‘Garrisoning’ the BUA or ‘Occupying’ the NLF)
The Strong Point stays the same size.
These rules are added to the download version 2.1 (April 2012). Anyone who has purchased the DBN rules as a download within the last month can receive a free download (April 2012) by contacting Alex.
A few new pictures from a DBN Big Battle and a DBACW Big Battle
DBACW - Replace the following paragraph in MORAL :
A ‘Badly Shaken’ unit that has a Shaken counter removed becomes ‘Shaken’ no unit can go from ‘Badly Shaken’ to un shaken, at best it remains ‘Shaken’ for the remainder of the battle. A unit that has had a ‘Shaken Counter’ removed can also fire and for the cost of a second CAP it can also move in the same turn. However, a unit that stays ‘Badly Shaken’ can neither move nor fire nor Support in that turn.
dbacw This is the first ever rule amendment to these very successful rules.
Check out 'FREE DOWN LOADS' for a new DBACW Quick Reference Play Sheet (contains minor modifications from original)
The following is the amended 'Moral Rule' (the main change is that a 'badly shaken' unit can not become 'unshaken' in one game turn).
The troops in this war were not as rigidly disciplined as in previous wars and maintaining the motivation and morale of the ‘battle line’ was a crucial and more personal feature. Therefore this rule has been introduced to simulate this particular ‘feel and spirit’ of this unique war.
A unit that is ‘Recoiled’ becomes ‘Shaken’ which, if ‘Recoiled’ whilst still ‘Shaken’, becomes ‘Badly Shaken’. ‘Shaken’ or ‘Badly Shaken’ is represented by counters or by casualty figures placed next to the affected unit. Any troops, other than (V), which are ‘Recoiled’ as a result of those in front being ‘Recoiled’ are also affected. A ‘Badly Shaken’ unit is destroyed if recoiled.
Subject to the Command Radius rules it costs 1 CAP to remove a ‘Shaken’ counter.
A ‘Badly Shaken’ unit that has a Shaken counter removed becomes ‘Shaken’ no unit can go from ‘Badly Shaken’ to un shaken in one turn. A unit that has had a ‘Shaken Counter’ removed can also fire and for the cost of a second CAP it can also move in the same turn. However, a unit that stays ‘Badly Shaken’ can neither move nor fire nor Support in that turn.
Brigade Commanders can only remove Shaken counters in proportion to their command capabilities, i.e. a Poor General can only remove 1 ‘shaken’ counter per turn, an Average 2 and a Good 3. It costs a CinCs 1 CAP to remove ‘shaken’ counters from brigade units that are within 300 paces.
A Brigade that has lost its Commander can only be moved by the CinC at the usual CAP cost, it can of course fire and defend itself in Close Combat. An attempt to create a new Brigade Commander can be made once per turn by the CinC. This costs 1 CAP and then for success a D6 score of 5 or 6 is required, then a new Commander is created and is always classed as Poor.
A Brigade Group must make a Brigade Moral Test if it is reduced to two combat units from four or more or down to one unit if originally two or three.
1 x D6 is thrown at the end of the turn, +1 Veteran, -1 Green, -1 no Commander:
4,5or6 = well led and brave unit/s, it fights on unaffected.
1,2or3 = Shocked by the events, unit/s immediately become Badly Shaken.
Optional Rule. Any (R) unit who scores a dice roll of 5 or 6 and repulses or destroys its attacker in its first Combat, be it Close Combat or Distance Shooting, is immediately upgraded to (E) for the rest of the game.
Add the following to DBN 2.1 (it is included in version October 2010):11.5 Breakthrough Results. If the Breakthrough Unit moves into Close Combat the Close Combat is immediately resolved and if the Breakthrough Unit is ‘Impetuous’ it fights as ‘Militia’ for that Bound of Close Combat; there is never a second round of Breakthrough. A Unit or Attack Column that has become ‘Impetuous’ remains as ‘Militia’ until its following Movement Bound. Then the unit is unable to move into Close Combat until it remains stationary and is not involved with Combat for one full turn then the Militia status is removed.
The latest version, DBN 2.1 (October 2010) is now available as the Special Download the difference between 2009 and 2010 is that it contains the following rule additions and updates.Replace 7.19.2 with the following
7.19.2 Pursuit and Support Follow Up. All Attack Columns, all Heavy Cavalry, all British Cavalry (except KGL) and all Irregular Cavalry who are victorious in Close Combat must Pursue for 1 base depth. All other Mounted who are victorious may also Pursue. Mounted units that have provided ‘Support’ to a victorious Mounted unit may also ‘Follow up’ providing it maintains its position alongside the victorious unit. A victorious Unit of Infantry attacking BUA or Fortifications must ‘follow up’ and occupy the ground previously held by the enemy. If the Infantry are in an Attack Column the lead Unit occupies the objective and the second Unit must move up to and remain facing the side through which they attacked until the next Bound, unless subsequently attacked themselves. Any other subsequent Units who may also be following immediately behind the Attack Column may either ‘Follow Up’ or remain stationary. An Infantry unit Supporting a victorious Attack Column in Close Combat may also ‘follow up’ providing it maintains its position alongside the victorious Attack Column.Replace 11.4 with the following:
11.4 Breakthrough Procedure. Whenever an Attack Column or Cavalry Unit in Good Going destroys their opponents in Close Combat a D6 is thrown, modified by:
-2 if Militia or British Cavalry, +1 if Infantry Column includes Elites or +1 if Guard Cavalry(see pg 37). Results as follows:
11.4.1 A final score of 3 to 6 is ‘Controlled Breakthrough’ and the Unit can do one of the following:
Pursue as normal.
Move into Close Combat with another enemy Unit that is within its maximum permitted movement distance.
Move up its maximum permitted movement distance straight ahead.
(Supporting units may also follow up in accordance with rule 7.19.2)
11.4.2 A final score of 2 or less is ‘Impetuous Breakthrough’ and the Unit must, unsupported immediately move either into Close Combat with the nearest enemy Unit that is within its maximum permitted movement distance, or if not, it must Move its maximum permitted movement distance straight ahead.
11.17 Field Detachments.
Field Detachments (Dets) are created by detaching a ‘one Hit’ strength unit from any sponsoring Ms or LI unit except no (M) class. These are Battalion strength infantry detachments of 600-800 troops and are represented on the game table by a single infantry figure. This action costs 1 x CAP, the donating (parent) unit must spend the turn stationary to create the Det and has a ‘Hit Marker’ placed on the parent unit. The created Det is placed adjacent to the parent unit in any terrain feature or to occupy a NLF. Dets once detached can not move and if they take a Hit they are Destroyed. Dets have a Basic adjustable Combat Factor of 2 and the Firing Range and combat class of their parent unit. Dets can Garrison a Strongpoint (see rule 11.11) but not a BUA. Dets can be supported but can not ‘Support’.
Designers notes – This is an optional rule to be used with the Attrition System. It has been created to give the experienced game player further tactical options as well as creating an additional interesting dimension to the DBN battle. The value and use of a Det will depend on the situation and the player will decide, however the player will discover that LI units and in particular LI(E) units will provide the best value Dets.