DBMM Forum

General Category => Rules Questions => Topic started by: landmeister on January 17, 2009, 07:22:48 PM

Title: Using 5 or more dice for PIPs
Post by: landmeister on January 17, 2009, 07:22:48 PM
I suppose that this is so clear that no one asked it before  :P I understand that the minimum number od dice in a game must be 4. One for each command and as many dummies as needed until 4. If you have more commands, such as a command Baggage and an enemy allied that changed sides you can have more dice for Pips. This means five...or more!

Si am I correct when assuming that 4 is the minimum amount of dice used in DBMM and there's no maximum?

Thank you.
Title: Re: Using 5 or more dice for PIPs
Post by: Tim Child on January 17, 2009, 09:26:34 PM
Yes! 

(Although in practice, many people using 3 commands [or 2!]) don't bother with the dummy, so it could be said that 2 or 3 is the minimum number of dice.)

Tim Child
Title: Re: Using 5 or more dice for PIPs
Post by: william on January 18, 2009, 01:21:19 AM
 :) Hello Landmeister,

I had often wondered if one could have more than one train command, thinking maybe some sort of Byzantine army with two extra commands with 4 elements of baggage each and an artillery command ( 7 Reg dice cool ! ), but on second thoughts I decided one could only have one train command.

If you want to know the maximum number of dice one could roll for pips the answer I think that would be 8, break your opponents train command before his three allies become reliable ( he/she would need to have some huge C in C's command to survive to allow you to throw the 8 dice ).

I always use the dummy dice if I can because it is more difficult to get weather changes that way ( high and low averages more difficult to get).

If you ever get to throw 7 or 8 pip dice please let use know and will raise a toast for you. :o

William

Title: Re: Using 5 or more dice for PIPs
Post by: landmeister on January 18, 2009, 10:09:57 AM
Yes! 

(Although in practice, many people using 3 commands [or 2!]) don't bother with the dummy, so it could be said that 2 or 3 is the minimum number of dice.)

Hi Tim,

I know that many people use less tahn 4 dice, but the rules are clear, you must use AT LEAST 4 dice, including as many dummies as needed when playing less than 4 commands.  :-\ I think that using dummies is very important as they allow concealing your intentions on flank marches to your opponent. My question is, is there eny place in the rules specifiying min and max dice for PIPs? I can't find any references.  ???

Thank you very much in advance.
Title: Re: Using 5 or more dice for PIPs
Post by: landmeister on January 18, 2009, 10:13:35 AM
If you want to know the maximum number of dice one could roll for pips the answer I think that would be 8, break your opponents train command before his three allies become reliable ( he/she would need to have some huge C in C's command to survive to allow you to throw the 8 dice ).

8 dice!!! :o Would it be legal?

I always use the dummy dice if I can because it is more difficult to get weather changes that way ( high and low averages more difficult to get).

Ehem, I'm afraid it is not a question if you can or cannot, you should use it according to the rules. But I understand that it is not useful if you don't play wheather conditions, time of day, etc.

If you ever get to throw 7 or 8 pip dice please let use know and will raise a toast for you. :o

LOL  ;D Don't worry, I will if it happens some day.  ;D
Title: Re: Using 5 or more dice for PIPs
Post by: toby on January 19, 2009, 12:17:51 PM
Yes! 

(Although in practice, many people using 3 commands [or 2!]) don't bother with the dummy, so it could be said that 2 or 3 is the minimum number of dice.)

Hi Tim,

I know that many people use less tahn 4 dice, but the rules are clear, you must use AT LEAST 4 dice, including as many dummies as needed when playing less than 4 commands.  :-\ I think that using dummies is very important as they allow concealing your intentions on flank marches to your opponent. My question is, is there eny place in the rules specifiying min and max dice for PIPs? I can't find any references.  ???

Thank you very much in advance.

The dummies are important if there is a chance of weather or change of wind direction. Having fewer dice makes this more likely.
Title: Re: Using 5 or more dice for PIPs
Post by: MikeCampbell on January 19, 2009, 09:29:53 PM
Yes you must start by rolling at least 4 dice - and this matters somewhat for weather.

but the maximum possible is 5 - see the top of page 14 - you get 1-4 commands, plus "train can form an EXTRA 4-10 element command......."

that's it - 1 - 4 commands with generals, and 0-1 command without.
Title: Re: Using 5 or more dice for PIPs
Post by: landmeister on January 20, 2009, 08:26:15 PM
Yes you must start by rolling at least 4 dice - and this matters somewhat for weather.

but the maximum possible is 5 - see the top of page 14 - you get 1-4 commands, plus "train can form an EXTRA 4-10 element command......."

that's it - 1 - 4 commands with generals, and 0-1 command without.

Except for taking enemy allies changing sides, of course  ;D. Ok Thank you for this confirmation  ;)