Ancient Empires handles the economic, political and logistical factors needed for
a campaign style game.  The standard game abstracts warfare to the movement of
stacks of counters, each stack representing an army.  When two armies meet, there
could be a battle.  All that needs to be done to replace the dice-based battle
resolution system of the standard AE rules is convert the AE counters into a number
of DBA/DBM units and then resolve the battle using those systems. 


Ancient Empires has 3 types of land troops: Professionals, Militia, and
Barbarians.  Of these, Professionals and Miltia come in two gradings:
Normal and Dominant.

The rules define Professionals as follows:

"Proffesionals:  These are forces that exist for an entire game turn, as opposed
to Militia Units which are levied when needed and dispersed afterwards. 
Professional Units are generally better trained and equipped, and have a
higher morale than  Militia.  They might be such troops as -

· Royal or elite guards
· Regular standing army (legions, Spartans etc...)
· Nobles or other full time warriors"

In Ancient Empires, Militia are temporary troops, called apon when needed, and 
then dispersed.  In general they are less-well equipped and trained than
Professional troops would be.  They might be such troops as -

. Citizens
. Part time soldiers
. Mercenaries
. Peasant levies

Barbarian units are tribal troops from non-civilized lands or nomads.

The Dominant grading represents a successful effort by the state to improve its
military capability by some means.  This improvement relative to its peers must be
maintainted or it will vanish with time.  Some examples might be:

. The organization and discipline of the Romans
. The novelty of the Macedonian Pike
. The culture that brought about Greek Citizen soldier and the Spartans

Using the above definitions, here is a rough list to use as a guide for your campaigns.
The fist thing to be done is to work out which army lists a player can choose troops
from.  The easiest way to do this is to allow only the core lists (not allied lists)
from those Provinces that the player controls at Player or Pacified status.

DBA/DBM army lists should be used to identify the types of units players can choose from,
depending on their geographical location in the game, but the suggested minimums/maximums
should be disregarded, as the player will have the freedom to decide what numbers he can afford
through the amount of money he channels into his military, and the AE counter types he builds.

The next thing is to use the following categories to further limit the type of units a
player can choose, depending on the type of AE counters in the army, and their grading.
I suggest 2 DBA units per AE counter or 1 per counter for those in curly brackets {}

Normal Militia:      Ps, Hd, Sp, {Bw}
Dominant Militia:    As above with addition of Pk, Ax, Bw, {Lc}, {Cv}

Normal Professionals:     Ps, Hd, Sp, Pk, Bw, Ax, {Bd}, Lc, Cv, {Ch}, Ex, {Kn}, {El}, Ex, Ww
Dominant Professionals:    As Above with addition of Bd, Kn, El, Cm, Art, Ch

Barbarians:        Ps, Ax, Wb, Lc, Cv, Bw, {El}, Sp, {Kn}, {Bd}, {Ch}

I suggest a points scheme where one 'normal' or barbarian AE counter is worth 25 DBM
points, and a 'dominant' counter is worth 32 points.  Dominant players do not have to
spend their extra points on more expensive troops.  They may just but extra poor
quality troops.  In this case their 'dominance' rating could said to have been achieved
via some method that makes their military less expensive than their peers, say some
form of compulsary military training for all citizens, slave armies, or other social factors.

Normal Militia:      Ps(i,o,s), Hd(all), Sp(i), Ax(i)

Dominant Militia:    As above and     Sp(o), Pk(i), Bw(i), Ax(o)

Normal Professionals:     As above and     Sp(s), Pk(o), Bw(o), Ax(s), Lc(all),Cv (i or o)   
                    Kn(i, f or o), Bd(i or o), El(i or o), Art(i,o)
                    Cm(i or o), Ex(o), Ww(i or o)

Dominant Professionals:    As Above and    Pk(s), Bw(s), Cv(s), Kn(s), Bd(s), El(s), Art(s)
                    Cm(s), Ww(s)

Barbarians:        Ps(all), Ax(all), Wb(all), Lc(all), Cv(all), Bw(i or o)
            El(all), Sp(all), Bd(o or f), Kn(o or f), Cm(i or o)

* (x) class troops are left as an exercise for the reader

To keep track of army compositions as they move and attach and detach counters, I suggest
placing a numbered counter on each stack the player has in play, and recording the composition
of that army on paper.  If counters are attached or detached from that army, the player should
add or remove the required type and points worth of units as appropriate, and change the paper
records accordingly.
No army may contain more points worth of units than the number and type its counters allow.
If shuffling troops between armies means that this is not possible, the 'extra' troops in a
particular army must be removed frm the lists (dies of disease?)

The composition of the army in DBA/DBM units is more important than the number of counters
on the map, which are just an approximation of the army compostion.  Counters may be left on
the map until its entire value is removed as casualties.  Battles should
proceed until all of one sides units have been destroyed, or have fled from the field,
enabling the non-routing side to inflict extra casualties on the routers in pursuit, if
it can.

The presence of an AE leader counter in an army is of no consequence to the number of DBM
generals available.  Also, DBM generals do not have to be bought with the points from AE
counters.  Players shuld just buy their units as normal, and at battle time, designate which
of these units will contain a general.  I suggest an agreement on the maximum number of generals
any players can field.  Three is a good number.

All units disapear from the map at the end of a turn and must be rebuilt during the
construction phase of the next turn.  Between turns, professional counters may change
composition entirely if the player wishes and must do so if the player's dominant status
is not maintained during the investment phase.