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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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