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De Bellis Multitudinis (DBM)
  Publisher: Wargames Research Group

Wargames rules for ancient & medieval battles 300BC to 1500 AD

The DBM rules have been designed for players who like things uncomplicated, but enjoy a table covered with figures. It is suitable for battles with armies of several hundred figures played on 6'X4' tables (normally) and lasting for between two and four hours. It is equally applicable to figures of either 25mm or 15mm scale, and can also used with 6mm scale minatures.

Whilst providing a relatively simple and playable set of rules, DBM retains the feel and generalship requirements of ancient or medieval battles. The rule mechanisms used start from the following assumptions:

  • That the results of command decisions can be shown rather than the minutiae of how orders were communicated and interpereted;
  • that differences between troops of the same class and era were relatively unimportant; and
  • that most shooting, regardless of theoretical weapon range, was at very short distances.
No order writings or record keeping is necessary, and time consuming reaction tests are dispensed with. The resulting system is much faster moving than traditional rules, emphasises the talents of the general and keener tactical awareness. The simple rule mechanisms produce effects which are more subtle than may be immediatly apparent.

The rules include a points value system to facilitate battles against unhistorical opponents. No special rules are needed to simulate scouting, forced marches, accidental encounters or attacks on a marching force, since they will occur naturally through players pressing ahead with march moves early in a battle, sending out detachments or laying ambushes.

The commercial system is simple and arbitrary, but produces results very similar to those of more detailed systems with written orders, messages and interpretation by recipients. It appears to be more realistic in effect as it produces visible battle lines. The passage of time, terrain and battle bring a progressive visible deterioration in organisation which players must devote attention to repairing. Keeping a barbarian or feudal army under controll calls for real skill.

Movement and combat is by elements, each consisting of a fixed number of representative figures. Elements can be moved individually or as part of temporary groups, but always fight individually thought supported by neighbours.

Troops are primarily classified by their method of fighting rather than by weapons or armour. Grading within each type reflects perceived effeciency/effectiveness. Though bases of opposing elements may be in contact, the combat does not necessarilt reflect an exchange of hand strokes, but reflect an engagement at distance preferred by the tactically dominant troop type, e.g. when spearmen are in contact with spearmen , the fighting will be hand to hand, but when horse archers or foot skirmishers with javelins contact spearmen, the melee is at a wider distance. In the latter example if the spearmen retreat, it is because of missile fire, if the skirmishers flee, the spearmen have chased them off.

Combat results are not evaluated in terms of casualties recieved/inflicted, but in the element's immediate reaction. An ancient general would not know specific casualties, only that either his troops were forcing the enemy back or were losing ground. Destruction of an element in combat simulates the flight of survivors, while rear elements destroyed by this are carried away in the rout. Collecive morale is eroded over time, hence break points of commands and army demoralisation levels.

Players include Brian and Jim.


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