DBM 24
About This Document
These rules were spurred by my annoyance with several aspects of DBM,
including the size of the armies, the length of the games, the awful
terrain system, and the use of a points system. They will certainly
not work well in tournaments without a strong theme and a lot of work by
a referee. I really had campaigns in mind when I drew them up, for which
purpose the shorter playing time, fewer figures required, and the
assumptions about even matches are well suited.
Some of the rules in this document are not entirely necessary to facilitate
the change in scale, but are rather my attempts to fix little things
that bother me about DBM (such as the invincibility of Bd when shot at,
or the inability of Pk to form square). All of these rules are marked
Optional, and will show up in red if
your browser understands my tagging.
Army List Building
Army lists should be reduced so that armies number between 16 and 30 elements,
averaging around 24. An army should feel the right size, but be balanced
appropriately against whomever their intended counterparts are to be (i.e.,
a typical English 100YW army should probably be 16-18 elements of mostly
or entirely Reg(S) troops, while its typical French counterpart should
be 26-30 elements but include lots of troops of questionable quality).
Options should be in the spirit of DBA, allowing options only in groups or
packages that change the composition of the army to match some historical
OOB, or at least a probable one. Camps should consist of 4 Bg elements if
the army has less than 24 elements, otherwise camps should be 6 Bg elements.
Any army which historically fortified its camp should automatically have
enough TF to surround all its own Bg elements.
Terrain
This system is meant to give something of a feel of choosing, instead of
tailoring, terrain. It depends upon the deployment rules to work.
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Battles are played on a 2400px2400p area.
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Optional: Terrain choices. Choose one, whichever you like. They
should all work with the rest of the system outlined in this document.
Provide each battlefield (or set of battlefields) with a set of pre-made
terrain pieces that will give an appropriate feel for the region they
represent, but also prevent gimmicky terrain placement or unfair clogging
or emptying of the field. No non-linear piece should be over 1200p in any
dimension, and only a few should be over 600p or under 200p. Change the
distribution of sizes to reflect generally what sort of open:clogged ratio
you want the battlefield to exhibit.
Provide a common pool of pre-made terrain pieces for all players to choose
from, and enforce the following rules during placement:
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Only one non-linear piece (i.e., non-road, non-river, non-WW, etc.) may be
more than 1200p in any dimension.
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Only three non-linear pieces on the table may be more than 600p in any
dimension.
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Only one non-linear piece may be less than 200p in any dimension.
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No non-linear piece may exceed proportions of 4:1.
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Linear pieces should be long enough to stretch from table edge to table edge,
and have a width reasonable for the piece (i.e., roads should be roughly
half an element width, rivers should be 1-2 element widths, etc.).
Exactly as above, but allow players to provide the terrain for their own
battles, and also allow them to pull pieces from each other's terrain pools.
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Each player chooses 4 terrain pieces from those available. The attacker must
choose either a river or a road as one of his pieces.
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The attacker places the first piece, which must be either a river or a road.
The defender places the next piece, and the players alternate until all
terrain is placed.
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There may not be more than 1 river on the table. No part of a river may be
farther than 600p from some edge or corner of the table. Rivers have to flow
between two different table edges and must leave the table at least 2000p
from where they enter.
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There may not be more than 2 roads on the table. The second road placed must
intersect or join the first road placed. If a river is present, a second
road is free (does not count as a terrain piece), and the player who placed
it must pick another terrain piece to lay down.
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There may only be one BUA, and it must intersect or touch a road or a river
already placed.
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Each of the first four terrain pieces placed must be mostly contained within
one quarter of the table (this is best accomplished by identifying a center
point and making sure it is clearly within one quadrant of the table). Each
terrain piece placed after the first must be placed in some quarter of the
board that does not yet contain the majority of some previously placed
terrain piece, if there are any such quarters.
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If a terrain piece becomes illegal before the player gets to place it, that
player must choose a legal replacement before placing it. Obviously,
players can't be allowed to deliberately choose illegal terrain pieces
before the placement even begins (like choosing 4 roads, or multiple
rivers, etc.)
Deployment
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The defender places his camp first. It must be 400p to 800p from
the 2 nearest table edges (no closer, no farther), and at least 1200p
from the farthest edge.
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The attacker places his camp next, between 1000p and 1500p from the
defender's camp, and at least 2 element widths from all table edges.
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Camps may be placed entirely (but not partially) within a fortified BUA,
but not within other kinds of rough or difficult going.
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Baggage elements must be arranged so that all elements can be contacted
during the game (i.e., no gimmicks using terrain or configuration to make
a Bg element unapproachable). Baggage elements must be in corner-to-corner
and edge-to-edge contact, and may only deviate from a rectangular layout
if conforming to terrain.
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Off-table flank marches are not allowed.
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All deployed elements (whether in the open or in ambush) must be placed
within 1000p of the army's camp, but may not be closer to the enemy camp
than 600p, nor in any spot the enemy can also occupy.
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The defender deploys the first command. At least half of it must be visible
(i.e., not in ambush). It must be contain the largest number of visible
elements of any command in his army.
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The attacker deploys the second command. At least half of it must be visible
(i.e., not in ambush). It must be contain the largest number of visible
elements of any command in his army.
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Players alternate deploying commands until they are all on table or declared
in ambush.
Battle Rules
Each general gets a d3 instead of the normal d6.
Ally generals are unreliable on an initial PIP roll of 1.
No command may have fewer than 4 elements.
Pk get a +3 for having a second rank, and no bonus for further ranks, as in
DBA. Pk(X) get only a +1 for a second rank.
Ranges of all shooting elements are cut in half:
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50p for Art(X).
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100p for Bw, Wwg, Gal, Shp, Art(I).
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250p for Art(O,S)
Art(S) do not turn to face enemy, but do fight as if the first edge contacted
is their front edge until close combat is over.
Bg elements have no front edge and no zone of control (any element can pass
freely across any edge within any distance of the Bg element).
A friendly foot element may occupy the same space as an immobile Bg element,
and must be recoiled or destroyed out of contact before the Bg element may
be fought.
This is so that camps may be defended by combat troops. The ground scale is
too large to comfortably allow camp outlines much larger than the Bg they
surround.
Kn are +3 vs. shooting.
- Optional: Skirmisher definitions.
Ps of any grade armed with bows or slings may support other Ps.
This is to make up for my regrading of many DBM Ps in the DBM24
army lists. I've found that the rulebook guidelines for grading
Ps don't necessarily result in proper historical behavior.
- Optional: Shooting resistance.
Bd and Sp are +3 vs. shooting.
- Optional: Dismounting.
Elements which dismount during the game may not remount.
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Optional: Hedgehogs/schiltrons.
2 elements of Pk allowed by their army
list to form a hedgehog or schiltron may line up back-to-back and get the
following benefits:
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they do not recoil;
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they do not turn to face;
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they count as the front edge the first edge contacted during movement;
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they count rank bonuses toward their front edge as if they were lined up
and facing the right way.
Obviously a hedgehog or schiltron can't legally move as a group without
first lining up facing the same direction. Recommended only for Scots,
Swiss, and various Hellenistic armies. May also be applied to Ax(X) and
Sp if appropriate to the army.