Mike Young's DBM Heresy Web Page
as of 10-04-03
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The aim of this page is to act as a collection and storage area for ideas for additions and modifications to the Wargames Research Group DBM wargames rules, (at present at version 3.0).  It has been stated that further amendments to the rules are not going to be considered for some time. But there are some interesting ideas around and the object of this page is to serve as a storage area for them.  Although they do not constitute official amendments, although it is possible that many players will prefer to play their games using at least some of these ideas.  This page concentrates on changes that potentially effect the capability of troops and game play, rather than on the exact wording and interpretation of the rules.

If you have an idea you would like to see included in this page please email it to Mike Young at  michaelyoung@blueyonder.co.uk. Include the words "DBM Heresy" in the title. I would also be interested in feedback on this page or on the effects of playtesting the ideas. 

You can vote on the changes to the rules, or comment on them by clicking on the "submit vote" button.

If you wish to try to playtest any of these ideas then print off either the whole page or the index and show it to your opponent before the start of the game. Get him to mark those ideas he would be interested in using.  Try to settle on a set of amendments you always use, irrespective of the army you are playing.  Note that if you only want to use those ideas that favour your particular army, your opponent is unlikely to want to use them.

Do not reject and idea just because it is surrounded by other ideas you do not agree with, sift what you consider to be the dross for the gold.  Remember to vote!

Don't forget to bookmark this page! .


Index

Deployment and set up
 No deployment within 6 of the rear of the table: Carl Holliday
 Leave Baggage out of commands: Michael Campbell
       Specify that baggage may intermingle
 Defender Sets Up Last  by Dave Everett
PIP Dicing
Downgrading the Advantages of Regulars: Phil Barker
     A regular C in C may specify one regular general to get the top score, and one to get the bottom.
     A regular C in C only has the ability to swap his dice with a subordinate
     A regular C in C may swap one dice, either with a lower scoring sub or with a higher scoring one
Regulars choose best of Two  Williams
Hidden PIP dice: Rob Brennan
Tactical Factors
Flank contacts do not destroy, but get an extra -1 tactical factor  by Mike Rutherford
Sp, Pk, Bd get -1 in close combat with enemy Sp, Pk, Bd  by Rudi Harmse
Relative Troop Capability
LH(X) class

No Deployment within 6 inches of the table rear
Carl Holliday:

Rules Changes
Just as the current "deployable" area is limited with 6" margins on the sides, create a 6" margin at base table edges of each side.  Allow only fortifications and troops inside them (or possibly baggage) to deploy in the rear six inches
Comments and Justification
This reduces the somewhat unrealistic "edge of the world" effect and gives more scope for outflanking.  The increased deployment areas in 3.0 should mean that armies will not be over cramped if this rule is implemented. Flank marches may be more devastating as they could arrive in the rear 6 inches.
DBM Heresies
No  deployment within 6 inches of table rear


Current Results
 Index


Leave Baggage out of commands
Michael Campbell:
Rules Changes
Baggage is not allocated to commands, unless flank marching with an ally.
All baggage is stationary unless flank marching.
Discussion One of the perennial arguments in DBM is whether baggage counts towards "intermingling" at deployment, i.e. are commands intermingled if troops from a different command are between the baggage and the other troops from the baggage's command?

The problem is solved if baggage is not in any commands!!   Just put it down and defend it!  Of course it then has to be stationary unless flank marching (no commands means no general to spend PIPs on it), but is mobile baggage really historical in the first place?

DBM Heresies
Baggage is not in any command


Current Results
Alternate Suggestions A possible alternative is to require all baggage to be on-table and
stationary - no flank marching baggage.

Another alternative is to specify that baggage is immune from the intermingling rules.

Index


Defender sets up last
David Everett
Rules Changes
During deployment the defender sets up after the attacker, rather than before.  The attacker still moves first
Comments and Justification
In DBM 3.0 the advantage is heavily with the attacker.  This would serve to somewhat mitigate that advantage of the attacker
DBM Heresies
Defender sets up last


Current Results
 
 Index


Downgrading Advantages of Regular Troops
Phil Barker et Al
Rules Changes
A series of possible changes were discussed in the Session "After DBA" held at the   Designing Military Conflict Simulations conference at Knuston Hall in July 2000.  Suggestions included.

a)    A regular C in C may specify one regular general to always get the biggest dice score, and one always to get the smallest.

b)    A regular C in C only has the ability to swap his dice with a subordinate.

c)    A regular C in C only has the ability to swap one dice, either with a regular subordinate with a higher score or with a subordinate with a lower score.

Comments and Justification
A series of possible changes were discussed in the session "After DBA" held at the designing military Conflict Simulations course held at Knuston Hall in July 2000.  At it Phil discussed some of the areas of the rules which he felt needed improvement.  He was quite concerned that in DBM regular generals have too big an advantage over irregulars due to their dice swapping capability.  The above suggestions were made, all of which tone down the effectiveness of Regular Generals. Your comments on the above are welcome.

DBM Heresies
A regular C in C may specify one regular general to always get the biggest dice score, and one always to get the lowest


Current Results

DBM Heresies
A regular C in C only has the ability to swap his dice with a subordinate.


Current Results

DBM Heresies
A regular C in C only has the ability to swap one dice, either with a regular subordinate with a higher score or that with the lowest


Current Results
 Index


Regulars Choose best of 2 dice
Jason Williams
Rules Changes
INSTEAD of regular (non allied) generals swapping dice they roll 2 die and choose the highest.
Justification and comments
This would make single reg CinC's and subordinates better, get rid of pip dumps (small regular commands whose sole job is to take the lowest pip dice), and save time as players would not have to waste time assigning pips.
DBM Heresies
Regulars choose the best of two dice


Current Results
 
 Index


Hidden PIP dice
Rob Brennan
Rules Changes
The normal number and colour of PIP dice rolled each bound, however they are rolled by the opponent out of sight of the commander. A commander with regular dice then allocates them to commands on a highest die, lower die, lowest die basis (without any knowledge of the exact numbers rolled). The commander now starts to make moves with their troops, after each move the opponent must tell the commander if the last PIP on that die has expired.

The commander continues to make moves until all PIP dice are exhausted.

For cases where more than one PIP is required to make a move/halt troops and there are insufficient PIPs remaining, the move must be converted to a cheaper, affordable, legal move or if this is not possible then the troops are not moved. This may be seen as a result of troops receiving garbled orders.

Justification and comments
Some people feel that the current DBM PIP system, while elegant, fails to sufficiently limit a commander's ability to control their troops. Currently a commander is faced with a tactical situation and rolls PIP dice. The commander's task is then to optimize the use of the PIPs available rather than to prioritize the movement of their troops (although these are related). This leads to a lot of micro- management and certainty on the commander's behalf. By hiding the number of PIPs available the commander is forced to ruthlessly prioritize moves and complicated attacks dependent on multiple, sequential single element moves become very nerve-racking (and hence rather less commonplace).
DBM Heresies
Hidden PIP dice


Current Results
 Index


Flank contacts do not destroy, but get an extra -1 tactical factor
 Mike Rutherford
Rules Changes
An element in contact with a flank (not just overlapping) causes an additional -1 tactical factor, rather than generating a quick kill if pushed back. Rear contact prevents push back.
Troops in contact with Flanking troops follow up the recoiled .opponent
Justification and comments
This rule will make the effects of flank attacks slightly less deadly, especially for troops with high combat factor, such as heavy infantry.   It will prevent a single Psiloi in the flank of a phalanx which is fighting to its front being quite so devastating.  It will make these troops much tougher to kill.

Troops with lower combat factors are much more likely to be doubled, so this rule will make less difference to them.

This rule should probably not be applied to War Wagons, as they worry less about flank contact.

There may be strange effects with the mechanics if a flank contact follows up a recoil and the front contact does not (does the element turn to face or not?)

DBM Heresies
Flank contacts to not destroy, but get extra -1 tactical factor


Current Results
 Index


Sp Pk and Bd get a minus 1 tactical factor in close combat with Sp, Pk, Bd
Rudi Harmse
Rules Changes
Tactical factors:    -1 to Sp Pk or Bd in combat with Sp Pk or Bd
Comments and Justification
The aim of this rules change is to make Foot vs Foot Combat a bit faster, and hence more decisive. It will also mean that there will be greater incentive for DBM generals to use multiple lines of foot, whereas at the moment they only use single lines.
DBM Heresies
Tactical factors:  -1 for Sp Pk Bd in combat with Sp Pk Bd


Current Results
Index


Elephants vs Heavy Infantry
Mike Young
Rules Changes
If Pk or Sp fight elephants then they do not get the benefits of extra ranks against the elephants, but do gain for a 2nd rank of Ps(O).

 Justification and comments
  Elephants do not last long against heavy infantry under DBM.  They are easily pushed back and overlapped by them.  The best way to fight elephants was not to mass, but to disperse (eg by allowing gaps for them to run through).  The tactics against elephants would be to split off the first rank (as is often done against Exp) and to rely on the second rank to fill gaps etc.
 
DBM Heresies
If Pk or Sp fight elephants then they do not get the benefits of extra ranks against the elephants


Current Results
 Index

Elephants not pushed back by mounted troops
Mike Young:

Rules Changes
If Mounted except LH and Cm(X) score greater than but not double the elephant's score then this has no effect.  If they score double then they push back the elephant.
Justification and comments
With the rules as they stand mounted troops can destroy Elephants if they attack so as to get overlaps.  In practice this did not often occur in the ancient world as the mounted troops were reluctant to engage.  Therefore it is proposed that Mounted troops lose their ability to push back elephants unless they double them.
To counter this argument it has been pointed out that there are some documented cases (from India) of elephant riders being killed by mounted troops (The death of Rama Raya at Talikota).

DBM Heresies
Elephants not pushed back by mounted troops


Current Results

 Index


Superior Troops Shooting upgraded back to 2.2 capability
Mike Young
Rules Changes
Superior (S) troops add +1 to all shooting outcomes, not just those when their total score is equal to the enemy (or one greater if superior).  This is a reversion to the version 2.2 rules.
Justification and Comments In version 3.0 of DBM the advantage of Superior troops was downgraded from that previously.  Previously an enemy needed to dice 2 higher when facing S troops to double them than he did facing O troops.  This was judged to be too much of an advantage.  In version 3.0 the rules were subtly changed so that he needed to dice only one higher.  (This was done by making the winner subtract one from his dice rather than making the loser add one).
The exception was missile troops shooting.  In earlier versions of DBM superior troops needed to score one more. than ordinary troops did in order to kill their opponent by doubling.  In version 3.0 there is no difference, and the only advantage superior troops have when shooting is a greater ability to push back the enemy.
Many players feel this reduction in effectiveness has gone too far, and wish to revert to the previous version of the rules.
DBM Heresies
Superior Troops get +1 when shooting, (as in pervious versions of the rules)


Current Results

 
 Index


Cataphract Vulnerability from Flank and Rear
   Mike Young
Rules Changes
Kn(X) always count as (I) when an enemy element is in frontal contact with their flank or rear Comments and Justification
Kn(X) were specifically mentioned as being particularly vulnerable to flank or rear attack.  This ensures (to some extent) that this is so.

DBM Heresies
Kn(X) always count as (I) if enemy in contact with flank or rear


Current Results

 Index


LH(X) Class

Luke Uleda Sarson
(This suggestion is taken from Luke's web page at http://www.ritsumei.ac.jp/se/~luv20009/DBMTroptypes.htm)


This change proposes that all LH currently graded (F) become LH (O), and those that are now graded LH (O) should become LH (X); thus eliminating the LH (F) class but introducing a LH (X) class. LH (X) would be counted as LH (S) when in frontal combat with LH and CV, and as LH (O) in all other circumstances.
They would be (S) against LH because that is the situation in which their javelins and (usually) shields are most useful, and against Cv because while such types as Numidians couldn't beat equal numbers of Cv (O) like Italians, they weren't easily beaten by them either - a situation quite well modelled by factors of 3 (O) vs 2 (S).

AP cost would remain 3 AP for LH (I); LH (X) would be 5 AP, the same as those that are now graded as (O) (so somewhat improved in terms of AP value), LH (O) would be 4 AP (the same as they are now being LH (F), - better in combat, since they are graded (O), but not a fast as before; while LH (S) would have to be reduced to 6 AP. this is because while LH (S) are already somewhat overpriced (especially in numbers), they are too good for 6 AP, but under this scheme, their normal opponents, other LH, will have improved in combat ability relative to them, so 6 AP will be a realistic value.

Vote for the "whole package" but if you wish to comment on this, please feel free to do so.

DBM Heresies
LH(X) class


Current Results
 Index


Non-Fast Knights or Camels cannot destroy LH by doubling them
Mike Young
Rules Changes
LH when fighting non-fast Kn or Cm flee if they are doubled, rather than being destroyed. Comments and Justification
  LH were rarely caught in the open by Kn and ridden down except possibly by Kn(F).  However in DBM once the knights get into contact they can massacre the LH (even though the LH have "Quick Kill" ability). It is assumed that actually the LH were safer from being caught by sudden charges than they are in DBM and are able to engage the knights at close range with impunity.
Similarly camels are now the best troops against LH (although in 7th edition LH would be able to destroy camels very easily with mounted bow fire), and they are perhaps over effective in this role.  If horses were afraid of camels would not the horsemen just flee?
A disadvantage of this suggestion is that it may make Kn(F) relatively better value points wise than other Kn.
Alternate Suggestions
  LH flee only from camels
LH flee only from Kn(X)
(Kn (X) are the best anti-LH troops apart from camels under 3.0.  As they do not follow up they tend to be deadly to horse archers, as they usually fight with overlaps).  Surely these would be the easiest of all Kn for LH to avoid, and not be a major threat to these troops? They are as deadly as double ranked Cav (S/O) which seems a little extreme.
DBM Heresies
Non-Fast Knights or Camels cannot destroy LH by doubling them


Current Results


 Index


All Warband should be compulsorily double based

by Luke Ueda-Sarson

Rules Changes

All warband should be compulsorily double based (thus entitling them to be one point cheaper per double base).
Comments and Justification
From what we know of Wb, they tended to fight in deep formations, "densely packed by forward pressure" as the rules put it. (Rules p. 6) The prospect of them fighting in a single element depth seems unrealistic. At the same time they would be cheaper as there is a discount of 1 AP for a DBE's rear rank "if specified by army list". (Rules p. 11) As Wb are popular in small numbers in otherwise non-Wb armies, but Wb armies themselves are regarded as next to useless, the 1 AP saving would help them without unduly assisting those armies which use only a few Wb. Aesthetically, it would encourage the "mini-diorama" effect possible with DBEs, especially with irregulars, or the placement of berserks in a rough wedge formation.

This does have the disadvantage of making Wb more vulnerable to missiles.

Alternate suggestion
Allow Double based warband as optional, but allow a double based warband of the same grade to be one point cheaper. This will effectively allow players to choose if they want to implement the above rule or not (and will also serve whilst armies are rebased!)
For more on warband see http://www.ritsumei.ac.jp/se/~luv20009/Warband.html .

DBM Heresies
All Warband should be compulsorily double based


Current Results
 Index

Warband(X) Category

by Luke Ueda-Sarson

Rules Changes

A new Troop Type should be made combining the representing those of Warband that are both fast moving and powerful hand to hand. Warband (X) is proposed to fill this gap. It costs 5 points, and is treated as (F) warband except that it counts (S) in hand-to-hand combat.  They could be distinguished by placing four figures on an (F) base.
Comments and Justification
Many armies have most of their Warband as (F) with the elite components represented by (S) troops. Because these are slower they cause co-ordination problems. The Wb(X) category could fill this gap. There are many historical instances of warband being damaged by missile troops. Galatians or any (S) warbands in armies predominantly (F) warband, should be this type.
Alternate suggestion
Make warband (X) count as  Fast against Ps LH and Cav in hand to hand also.
For more on warband see http://www.ritsumei.ac.jp/se/~luv20009/Warband.html .

DBM Heresies
Warband(X) Category


Current Results
Index


Warband less effected by difficult terrain
by Luke Ueda-Sarson
Rules Changes
Warband do not count the -2 for bad or rough going. However they lose their quick kill against Foot in such terrain. Only (F) count a 2nd rank in rough going.
Comments and Justification
There is little justification for warband being considerably downgraded for operating in rough terrain. They fought in a less ordered manner than other foot, relying more on individual prowess than on cohesion. They also won numerous battles against heavier foot in difficult terrain.  Therefore they should not receive a -2 for difficult terrain. The losing of their quick kill ability means that they may not be too powerful. Losing the ranks means they are still worse than Ax.
For more on warband see http://www.ritsumei.ac.jp/se/~luv20009/Warband.html .

DBM Heresies
Warband(X) Category


Current Results


Index

Warband recoil as skirmishers
by Mike Young
Rules Changes
In the same way that Skirmishers may be pushed back by recoiling friends, even if they are not facing in the same direction, so Warband may be pushed back by recoiling warband.
Comments and Justification
Warband are very vulnerable disorder by such wheezes such as kinked lines and wheeling troops.  It is felt that this is too big a penalty, and that, being more disordered in the first place (in the same way that skirmishers are), they should not be as vulnerable as more rigid troops to angled recoils.

Whilst the disadvantages these tactics can introduce by overlaps may be justified, it is felt that combining this with what is effectively a "quick kill" is somewhat overdoing things.

DBM Heresies
Warband recoil as skirmishers


Current Results
Index

Ax(X) downgraded by only allowing 2nd rank against Kn or Cm
   Mike Young
Rules Changes
A second rank of Ax(X) only counts + 1 against Kn and Cm, however a Ax(X) may count +1 for a third rank a third rank (If the second Rank is Ax(X)) Comments and Justification.
Ax(X) have been upgraded considerably in DBM 3.0. This seems to have been overdone as Ax(X) are now very powerful. They are better than Roman Legionaries and equal to a 2 deep Spartan Hoplite phalanx (except they move faster and are unimpeded by difficult terrain).  They can also beat Ax(S).  We think it is implausible that the most powerful weapon in ancient times was a unarmoured man with a spear only. It is proposed that the pendulum has swung too far and that the power of Ax(X) be reduced somewhat (although they are still better than version 2.2).

DBM Heresies
Ax(X) downgraded by only allowing 2nd rank against Kn or Cm


Current Results

Index

Ax fights as skirmishers if one rank deep only.
   Michael Campbell
Rules Changes
1 deep Ax fight as if psiloi, using Ax factors. Comments and Justification.
There's always been something wrong with the auxilia class - these guys are supposed to be able to be "heavy skirmishers", but get crushed by any "real" heavy infantry without too much bother.

The v3.0 change that allows Ax to fight 2 deep allows us to think of differentiating between "auxilia" that are skirmishing and those that are fighting in close order.  So a player would have a choice - either fight 2 deep as "heavy" infantry, or 1 deep as skirmishers.

DBM Heresies
Ax fights as skirmishers if one rank deep only


Current Results


Index


Superior or Ordinary Light Horse Gain +1 for Second Rank vs Cav and LH.
Mike Young
Rules Changes
LH(S) gain a +1 for a second rank if fighting against Light Horse or Cav Comments and Justification.
There are instances when light cavalry close and fight toe-to-toe with the enemy.  These are usually LH(S) types. (Huns and Mongols are often recorded as being ready to "mix it" fairly frequently). These LH seem to have the ability to fight either in close formation or as skirmishers. (as Ax are meant to??)

Also the v3.0 changes mean that LH(S) is now a very expensive troop type for what they are.  This idea  may also help to partially redress this balance.

DBM Heresies
Superior or Ordinary Light Horse Gain +1 for Second Rank vs Cav and LH.


Current Results


Index


Only Superior Light Horse can kill Psiloi on a greater score: others need to double.
Mike Young
Rules Changes
Only Superior Light Horse have can kill Psiloi if they get a higher score, other types cannot. Comments and Justification  
Superior Light Horse represent Light Horsemen who are also willing to close with the enemy, and have some capability to ride down troops rather than just relying on shooting to achieve their effect.  This can be represented by giving light horse a quick kill ability against Psiloi only if superior.

This will make Psiloi screens (especially if double ranked and (O)) much more of a hindrance to LH.

Note that Light Horse cannot kill Psiloi on a higher score in DBA.

This rule may also compensate for large difference in Points between LH(S) and LH(F) or (O) under version 3.0 of the rules, where it is often thought that LH(S) are now no longer cost effective.

DBM Heresies
Only Superior Light Horse can kill Psiloi on a greater score: others need to double.


Current Results


Index


Pikes should be double based, but count -1 point for the double basing.
Unknown Author
Rules Changes
Pikes must be double based, but may get a -1 point cost for a double base. Comments and Justification.
Pikes were always used in deep formations, (at least 8 deep).  But there are various unrealistic tactics that are used in DBM such as deploying them in a single rank as a screen against mounted troops.  It is felt that this is implausible.  It is also felt that double basing would more adequately represent the rigidity of pike blocks.  To counteract these problems it is proposed that all pikes be deployed double based. As a compensation for this the pikes are given a -1 on their points cost.  It is felt that a -2 reduction would be a bit too generous, making 2 ranks of Pk(O) cheaper than a single rank of Sp(S).
DBM Heresies
Pikes should be double based, but count -1 point for the double basing.


Current Results
Index


+1 for shooting at double based troops.
Unknown Author
Rules Changes
All double based troops (rather than just Kn(I)) get a +1 for shooting at double based troops. Comments and Justification.
One of the worst disadvantages of double based troops is that they are very vulnerable to shooting, taking casualties twice as fast as single based troops. This correction evens out the balance. It may well be especially needed if the ideas for compulsory double basing of Warband and Pikes are taken up. It also makes Bw(X) a bit better in a shooting duel, probably a good thing.
DBM Heresies
+1 for shooting at double based troops.


Current Results
Index


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