|
Last Updated August 14, 2002
|
| PIP POINTS |
| +1 |
Group up to 6 elements wide or halt a group from
spontaneous advance. |
| -1 |
If C & C is present in group |
| +1 |
If general is fighting |
| +1 |
Any irregs except Lh / Ps / Ax make a turn or
sidestep, or form unform column. |
| +1 |
any irregs except Cav / Lh / Ps / Ax go less than
full move |
| +1 |
Any cavalry and infantry moving together except
Ps or Generals |
| +1 |
To stop irregs from spontaneous advance |
| +1 |
any irregs except Ps & Lh marching for 3rd turn |
| +1 |
Group move in rough terrain unless Ax or Ps |
|
| COMBAT FACTORS |
| Unit |
Cav
|
Shoot
|
Foot
|
| Eles |
5
|
4
|
4
|
| Spear / Exp / Art |
4
|
4
|
4
|
| Knight / Wwg |
4
|
4
|
3
|
| Pikes |
4
|
3
|
3
|
| Bow |
3
|
3/2
|
2
|
| Blades |
3
|
4
|
5
|
| Cav |
3
|
3
|
3
|
| Warband / Aux |
2
|
3
|
3
|
| Lh / Ps / Hd |
2
|
2
|
2
|
|
| CLOSE COMBAT RESULTS TABLE |
| Greater than but not double. Everything
not killed RECOILS |
| Troop |
Killed |
Attrition |
| Ele |
Ps / Ax / Art or fighting in rough |
Bow or Wwg / Any Shooting |
| Knights |
Ele / Exp / Lh / (S)Bowmen moved into contact
with this turn. Or fighting in rough |
All other types |
| Cav |
Nothing |
All mounted / Bow / Ps / Any Shooting |
| Lh |
Nothing |
Cav / Lh / Bow / Ps / Any Shooting |
| Spear / Pike / Blade |
Knights / Warband / Exp |
Ele / Cav in contact / Art / Wwg / Spear / Pike
/ Blade / Ax / Ps |
| Warband |
Knights in good going / Exp / Ele |
Everything else |
| Auxillia |
Knights in good going |
Cav / Lh / Blade / Warband / Aux / Bow / Ps /
Art / Exp / Wwg / Any Shooting |
| Bowmen |
Any mounted in contact |
Everything else |
| Psiloi |
Knights / Cav / Light Horse all in good going |
Warband / Aux / Ps / Bow / Any Shooting |
| Artillery |
Any in contact |
Any shooting |
| Wwg |
Artillery or Ele |
Everything else |
| |
|
|
| Double. Everything not killed FLEES,
also suffers attrition unless otherwise marked |
| Cav |
Everything else |
Blade / Pike / Spear |
| Lh |
Mounted in contact / Bow or Wwg in contact |
Everything else except Bld / Pike / Spear which
only flee |
| Psiloi |
Mounted / Bow / Aux / Ps |
Everything else except Bld / Pike / Spear which
only flee |
| All Others |
EVERYTHING ! |
|
|
| INTERPENETRATION TABLE |
|
.
|
Kn
|
Cv
|
Lh
|
Sp / Pk / Hd
|
Bd
|
Wb
|
Ax
|
Bw
|
Ps
|
Art
|
Ele / Exp / Wwg
|
|
Kn
|
.
|
.
|
OK
|
.
|
.
|
.
|
.
|
.
|
OK
|
.
|
.
|
|
Cv
|
.
|
.
|
OK
|
.
|
.
|
.
|
OK
|
OK
|
OK
|
OK
|
.
|
|
Lh
|
OK
|
OK
|
OK
|
.
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
|
Sp / Pk / Hd
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
OK
|
.
|
.
|
|
Bd
|
.
|
.
|
OK
|
.
|
OK
|
.
|
OK
|
OK
|
OK
|
OK
|
.
|
|
Wb
|
.
|
.
|
OK
|
.
|
.
|
.
|
OK
|
OK
|
OK
|
OK
|
.
|
|
Ax
|
.
|
OK
|
OK
|
.
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
|
Bw
|
.
|
OK
|
OK
|
.
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
.
|
|
Ps
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
|
Art
|
.
|
OK
|
OK
|
.
|
OK
|
OK
|
OK
|
OK
|
OK
|
OK
|
.
|
|
Ele / Wwg / Exp
|
.
|
.
|
OK
|
.
|
.
|
.
|
OK
|
.
|
OK
|
.
|
.
|
|
| CLOSE COMBAT TACTICAL FACTORS |
| +1 |
Generals element |
| -1 |
for each flank attack or 2nd shooter |
| -2 |
if part of a demoralised command |
| -2 |
rough terrain for all but Ps / Ax / Bw |
| -1 |
if Attrition in previous combats |
| +1 |
Behind cover or uphill or defending river |
|
| SHOOTING |
| Artillery |
10 squares |
| Wwg & Bow |
4 squares |
| Ps / Lh / Cv(S) / |
2 squares |
| 2 ranks can shoot straight ahead or
to one side, Mounted only 1 rank |
|
|
CLOSE COMBAT REAR SUPPORT
- No 2nd rank of Cav support for Cav under
any circumstances
- Pike get 2nd, 3rd & 4th rank support
if same grade and in good going
- Spear, Warband Auxillia and Bow
get 2nd rank support if in good going and of same type
- Psiloi never get 2nd rank support
- Cav fighting Cav get one rank support
of Ps (any) if allowed in army list.
- Aux, Spear and Blade don't get rear
support from Psiloi now.
|
|
| MOVEMENT SPEEDS |
| Unit type |
Open
|
Rough
|
| Light Horse |
5
|
3
|
| Cav / Exp / Kn(L) |
4
|
2
|
| Ele / Knight |
3
|
2
|
| Aux / Bow / Ps / Wb |
3
|
3
|
| Spear / Pike / Blade / Art / Hordes / Wwg |
2
|
2
|
|
|
MOVEMENT
- Speeds are as for DBM except Kn(L) move
as cavalry but fight as Kn(O), and all warband who move at 3.
- All movement is in squares of 40mm
- Groups may move sideways at a cost of
+1 movement points plus additional PIP's if irregs. (Groups may
not sidestep once within 4 squares of the enemy).
- Groups may turn 90 degrees. The movement
cost in squares is equal to the width of the line
- Ps and Lh can make as many 180 degree
turns free of charge as they wish
- March moves are the same as DBM except
must stop at 4 squares from enemy.
|
|
| TROOP TYPES |
| Knights |
S
|
Medieval knights |
|
O
|
Knights or heavy chariots |
|
L
|
Companions, count as O but move at
cavalry speeds (Cost +1 point over (O) |
| Cavalry |
S
|
Elite bow and lance armed cavalry
SEE BELOW |
|
O
|
standard cavalry |
|
I
|
Crap Cavalry |
| Light Horse |
S
|
Elite light cavalry |
| |
O
|
Ordinary lights including horse archers |
| Bowmen |
S
|
Elite bowmen |
| |
O
|
all other average quality bowmen |
| Psiloi |
S
|
Elite whether Bow / Sling or Jav (COST
+1) |
| |
O
|
All other ordinary velites |
| Hordes |
O
|
All hordes |
| Artillery |
O
|
All ordinary |
| WarWag |
O
|
All ordinary |
| Scyth |
O
|
All ordinary |
| Spear |
S O I
|
Same as DBM |
| Pike |
S O I
|
Same as DBM |
| Blades |
S O I
|
Same as DBM |
| Warband |
S O
|
All F count as O but all warband move
3. |
| Auxilia |
S O
|
Same as DBM |
| Ele |
S O I
|
Same as DBM |
| Superior cavalry and light
chariots now DON'T count as superior but they do fire at range 2 factor
3 instead, Cost +1 over old (S) troops. |
|
|
RECOILING
Go back 1 square no matter what the base depth.
Recoil through anything allowed so long as it is facing the same
direction, Lh and Ps any direction. OTHERWISE push back anything
but Art or Ele so long as they are facing the same direction, (Lh
and Ps can be pushed from any direction). OTHERWISE both elements
are destroyed.
DESTROYED ELEMENTS
All elements in the square or the one behind
are destroyed along with destroyed unit. Including enemy units if
side or rear on. Only exceptions are if the front unit was Psiloi
or Light Horse
FLEEING
Rout back normal move +1. If flee on opponents
turn then miss your next movement, may only turn in any direction
for no PIP's
EVADING
|
1
|
Normal Move -2
|
|
2
|
Normal Move -1
|
|
3,4
|
Normal Move
|
|
5,6
|
Normal Move +1
|
If Charged and
Lh, Cav, Aux or Ps, you may try to evade, roll 1D6 on the
table above. The charger may move their full normal move, even if
they fail to contact the evader and move beyond the initial start
point of the evader.
I am undecided about evading but largely
believe (in theory) that if you evaded, then you can't have a movement
turn (other than a free 180 degree turn) on your next turn.
PURSUING
Knights (not chariots), Pikes, Irreg Spear, Irreg
Blade, Warband must follow up one square. All other units have the
option to do so if it was hand to hand combat.
|
|
|
GRADING
SUPERIOR - +1 if greater than the opponent
and shooting or shot at. Otherwise +1 if in hand to hand and score
less than the opponent.
INFERIOR - -1 if roll less than the opponent in all cases
FAST - done away with
Lancers - I use especially for Macedonian Companion cavalry,
have hitting power of knights but speed of cavalry (cost same as
knights but +1)
|
|
|
SPONTANEOUS ADVANCE
Irreg knights / warbands / blades must spontaneously
advance unless halted or moved. Spontaneous move is one square more
than normal movement, same as a flee move. Any unit that has spontaneously
advanced can only be controlled by single pip's until a single pip
move has been made.
|
|
EXPLANATIONS OF RULES
Since I originally wrote these house rules, DBM V3 has come
out. There are a number of subtle changes, all are good though many don't go
far enough. The best by far is the rule affecting S, I and F troops. See later.
PIP's - These are allocated
and used as per DBM, except that the actual Table of PIP costs is replaced with
mine above. This is a simplified table, similar to DBM but with a few subtle
differences.
COMBAT FACTORS - Again similar to DBM though not identical, for example,
cavalry don't get +1 from 2nd line of cavalry. Shoot figure is if shot at, not
if shooting. I.e. about the same as DBM.
Bow are basically factor 3 V mounted,
and 2 V foot whether hand to hand or shooting. I reduced the mounted factor
from 4 to 3 because of the effect of attrition. It would otherwise make Bow
troops too strong.
CLOSE COMBAT - similar to DBM, though only one shooter can aid, check
the rough terrain, PLUS attrition. This is a big factor and will be explained
later.
MOVEMENT - Very similar to DBM but remember the distances are squares
of 40mm for 15mm figures (60mm for 25mm figures). Bit that might confuse people
is group wheels. Because of the limitation of squares, only wheels in multiples
of 90 degrees are allowed. (To compensate for this groups are allowed to "Sidestep"
whilst moving forwards, which is not allowed in DBM). The number of squares
a unit can move is the maximum width of group that may be wheeled 90 degrees.
e.g. A group of light horse 5 elements wide could be wheeled 90 degrees, whilst
a group of only 3 auxillia could be wheeled. If a larger group than this needs
to be wheeled, it needs to be done as separate wheels, this will produce breaks
in the line, but in reality the ancients could not wheel 20,000 in a single
line!
COMBAT RESULTS - Very simply in DBM most troops recoiled if opponent
scored higher and were killed if opponent scored double. My house rules tend
to be roughly the same, except most troops who recoil or flee also suffer ATTRITION.
ATTRITION - This represents accumulating dead and wounded, increased
fatigue, and the morale effects of losing the fight. Any unit that suffers attrition
fights for the remainder of the game with a factor of -1. (This recovers if
playing a campaign game). No unit can ever suffer more than one attrition. Basically
this means that tactics like multi line Republican Romans against Macedonians
actually works. In DBM the Romans tend to get massacred, then the Phalangites
pile into the 2nd line and do the same again, even robots would have to stop
for an oil break! My modification tends to take the sting out of some units,
but more importantly it urges the general to keep reserves. (NB I happen to
be a big fan of the Macedonians and have a huge Macedonian army, I just don't
think DBM reflects reality adequately enough)
INTERPENETRATION - One of my pet hates is the DBM interpenetration rules,
they are totally inconsistent and unreasonable (They appear to have been based
around the battle of Agincourt only!) You will notice that in my table considerably
more interpenetration can be carried out, enabling multiple line fighting.
SHOOTING - The big difference here is that Psiloi and some mounted troops
can actually shoot. Bowmen fire with the same factors as DBM, Psiloi fire with
a factor of 2. Cav(S) fire with a factor of 3 which makes them very dangerous,
but in compensation they do not count as (S) anymore, just Cv(O).
ALTERNATIVE RULE - An alternative is to reduce their Cav(S) firepower to only
2 or not allow them to fire at all, in either case they retain the (S) factor.
WINNING THE GAME - A
subtle change to standard DBM. Instead of commands collapsing at 1/3rd element
losses, it's 1/3rd points losses. Which means you have to be more careful
about the valuable elements, but you can be fairly reckless with those rubbish
levy. Don't count points for Scythed Chariots.
IN SUMMARY
Let me know what you think, I'm interested to here of anyone
who tries these ideas out, and comes up with improvements or problems with them.
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