DBMM Forum

General Category => Rules Questions => Topic started by: johnda on June 14, 2007, 07:50:14 PM

Title: disheartened commands
Post by: johnda on June 14, 2007, 07:50:14 PM
RE: Disheartened commands:
Command A has to lose 6 ME to become disheartened; it has currently lost 4 ME.
Friendly command B (size: 18 ME) becomes broken and elements begin to rout within 800p of command A; causing a temporary penalty of -2ME therefore resulting in Command A becoming disheartened.

How temporary is this effect and if command A suffers no further losses by the end of the next bound can it recover if the -2 ME effect ceases??   Or is it permanent.??


Title: Re: disheartened commands
Post by: Aloysius the Gaul on June 15, 2007, 02:20:59 AM
The effect is only for the bound that command B breaks in - effectively it is a once-only modifier at the end of that turn.

However any result of it is permanent.

so command A becomes disheartened for the rest of the game.
Title: Re: disheartened commands
Post by: loki223 on August 29, 2007, 04:35:31 AM
what is the effect of this happening?
Title: Re: disheartened commands
Post by: Aloysius the Gaul on August 29, 2007, 04:39:40 AM
What's the effect of becoming disheartened?

Any elements worth 2 ME or more are unaffected, some troops are removed, others pay more PIPs if they move closer to enemy and suffer a -1 combat modifier.
Title: Re: disheartened commands
Post by: loki223 on August 31, 2007, 08:51:28 PM
hold on a miinute....some troops are removed???? if disheartened but if their broken they run away but stay on the table(untill they reach the edge anyway)???

what troops are removed??? and why does the ME count make a difference on which stay and go?
Title: Re: disheartened commands
Post by: Barritus on September 03, 2007, 01:33:39 AM
Loki

When a command becomes disheartened, all Horde (I) elements are immediately removed. It's in "Disheartened Commands" on page 43.
Title: Re: disheartened commands
Post by: loki223 on September 04, 2007, 03:43:20 PM
Horde (I) are the only one removed?

We havent really gotten that far in our walk through on the rules yet.

If all goes well today, we may finish a game.   lol
Title: Re: disheartened commands
Post by: toby on September 04, 2007, 03:54:38 PM
Its a pretty minor bit of chrome really for the half dozen armies that have Hd(I).
Title: Re: disheartened commands
Post by: Aloysius the Gaul on September 05, 2007, 12:15:47 AM
I suspect it's not so much chrome as stopping some minor abuse or other.

As for ME's and the effects of disheartening....I guess the idea is to give some moer benefit to expensive high-class troops that have often been seen as poor value for money.

The commoners may be worried about things, but their social betters can look down their noses at htem and show them how it is done....for a while at least!!
Title: Re: disheartened commands
Post by: loki223 on September 05, 2007, 06:19:27 AM
ok tonight we got through a game...when my command went Disheartened I flipped to the Disheartened section of the book expecting to find a list of Bad things that happen to a "DH" command.   instead i find that a disheartened command is now "Disheartened"....what kind of circular logic is this? It reminded me of my 4 year old telling me Dad means Dad and Mom means MOM???

I had to read through all the other sections to try and figure out what the ill effects of being DH were.

I think that i found them all. +1 pip for movement for all DH troops
and -1 Combat for all DH troops

Is this correct?

also I could find no where except in a the pips cost section of the ill effects of loosing ones general...

Is it clearly defined somewhere and i overlooked it?

I think most combat went well.. then new QRS with the Grades was great and easy to read...

the wife whooped me bad.

I with my early beduin and she with her Macabean Jews.

Pikes on a hill suck! if your the one trying to get them off of it.... ;)

Title: Re: disheartened commands
Post by: bunwin63 on September 05, 2007, 08:07:56 AM
+1 pip to move DH troops closer to the enemy

Remember that troops over 1 ME don't become DH, so Kn and generals are unaffected by the above or the -1 combat modifier.

Aside from pips, losing a general costs you 4 ME, which is often a big chunk towards your DH/break point.

Good to see your wife playing. Well, I didn't actually see her playing but you know what I mean.

I clearly remember my first DBM game, trying to dislodge Ax(S) from a rough hill with Ax(O). My tutor kindly placed the hill and his Ax(S) as an ambush in my deployment area, no doubt to make sure my intro to the game wasn't too soft  :'(
Title: Re: disheartened commands
Post by: toby on September 05, 2007, 11:28:02 AM
Yeah - the effects are not all in one place but spread through the book in the relevant places. I think you found both of them - being disheartened isn't that bad really although -1 in combat sucks.

Broken is a different kettle of fish.

Losing a general makes command and control more difficult and loses you 4 ME. Thats about it though. Its enough to try to keep them out of harm's way though.
Title: Re: disheartened commands
Post by: loki223 on September 05, 2007, 05:58:05 PM
Ahhh but losing your general and being DH at the same time is a minimum of 3 pips to move anything, Right???

so by the time my Irregular mob is all disjointed and no longer Contiguous, that hurts.

also remember that we are only playing 125 poit army for beginners...

no stragems yet or brilliant generals.
Title: Re: disheartened commands
Post by: Aloysius the Gaul on September 06, 2007, 01:25:49 AM
the +1 for being disheartened and moving only applies to troops moving closer to any enemy - so the minimum cost for losing a general and being disheartened remains at 2 PIPs as it is for havign lsot a general without being disheartened