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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