Author Topic: Newcomer to DBMM - First Impressions  (Read 2941 times)

0 Members and 1 Guest are viewing this topic.

toby

  • Administrator
  • *****
  • Posts: 0
    • View Profile
Newcomer to DBMM - First Impressions
« on: February 27, 2007, 03:49:22 PM »
Niall Taylor's battle report from the Birmingham Playtest:

Living in the rural North East of Scotland has many benefits but does  mean that it is quite difficult for me to play DBx as regularly as I  once did. However, when I saw on the list that my old mate Gordon was  organising a DBMM test I thought it would be a great idea to take a  trip down to Birmingham and give the new rules a try out. I had read  them through but never played so that would be a bit of a challenge �  especially since my last game of any sort had been 18 months ago.

I decided to use Sung Chinese. Largely because I've had the army for  many years and never dared use it in DBM. Bd and Bw seemed to be a  reasonable combination and the ability to have a command of train  without a general gave me three regular command dice along with the  ally. Without going into detail my list consisted of; CinC with Bd  and Bw, a few psiloi and Hd(O) and a couple of elements of Kn(F); Sub  with much the same except Cv(S) instead of Kn(F), a train command of  Art(O), and Art(I) and an Ally of Bd and Bw. I also had 6 TF. It was  probably more of a DBM composition than DBMM but I wasn't too  concerned about that in my first try out. The idea was to attack with  the CinC and Sub while defending with the ally and Art behind the TF.

First game was against David Thompsons West Sudanese. Loads and loads  of Bw(I) in 3 ranks � I think 75 in total. A group of LH(O) on each  flank. 3 commands. The table was largely open apart from a small wood  just off my baseline about 2 feet in from the right table edge. I was  the invader and there was no weather. The Sudanese deployed first  with their three commands lined across the table.

My first thought was that this looked just fine. Surely my Bd/Bw  combo would be able to roll over at least one Bw(I) command? I lined  up my CinC against the right Bw command, my Sub next and then the  ally. The artillery sat behind the TF angling back to the wood on my  baseline.

My first surprise was after my deployment when David then deployed 4  elements of Exp(O) in front of my sub generals command. My response  was to bring my Bw through my Bd to counter them. This was successful  with 3 Exp shot down at the first volley. The last one charged in but  died. OK so far but then came the difficulty as I discovered that,  unlike DBM, my Bd could not interpenetrate my Bw in return. This left  me with a front rank of Bw which was not what I wanted against the  massed Bw(I). I never really got out of this position properly and  the Sub Generals Bd didn't play much part in the game.

This meant that my CinC went in alone against the right Bw command.  Some good shooting by the Bw(I) killed a couple of Bd and the  remainder could make no impression. The factors were much closer than  DBM with the Bd on a 4 and the Bw on a 3 in the first round. The (I)  only counting if less was a significant factor. If the Bd could hold  on until the next round then it would become 5-2 but none of them did  so. Eventually, the heavy shooting of the Bw(I) began to take its  toll and the CinCs command was broken.

In the centre, my ally was showing how it should be done, backed up  by a couple of Bd from the Sub General. Gradually, they carved their  way through the biggest Bw(I) command and came close to breaking it  but the Bw(I) counting as � ME meant that I had to kill huge numbers  to get the command. Unlike DBM where I would be killing two at a  time, here it was only one and getting the number required in the  time available was always going to be an uphill task.

Nothing much happened on my right where the leftmost Bw(I) command  eventually took a couple of shots at some Horde behind the TF but to  little effect. When time was called it was a 15-10 win to David.
A good game and I learned a great deal. The ability to march into  contact with light troops was an eye opener as was the resilience of  the Bw(I). I was also a bit surprised to discover that deployment  maps came before weather! I could have played a lot better but I was  spending most of my time re-reading the rules and trying to remember  how to play the game.

Game 2 was against Tony Denis and his Marian Roman. There was more  terrain here with a river blocking Tony's right flank and a rough  hill on his right. I had some gentle hills in front of my deployment  area. I invaded. My idea was much the same as the previous game but  hopefully better executed this time. My Ally deployed on my right  behind a hill, the artillery between them and the central hill and  behind TF. The Sub General behind the central hill and my CinC  between the Sub and the river on my left. Tony had a Bd and Ax  command on his right, a large Bd command in his centre and a Cavalry  and Ax command on his left.

It was at this point that we remembered about time of day and  discovered that, due to an initial roll of 4-4 and a subsequent one  of 6-4, we only had 3 bounds each until sunset! In retrospect this  meant that the game was probably guaranteed to be a draw. This was  especially true due to the time it took us to work out exactly what  the time of day rules meant.

The initial flurry of action took place on my left where Tony bravely  tried to storm the central hill with his Cv(O). The attack was  repulsed with loss by my Bw. By the time that was over, the sun was  setting and after a couple of bounds of dusk the action ended here as  neither side could see the other.

In the centre the two lines of Bd clashed with the Chinese having a  slight edge due to a wider frontage and Bw support. Gradually the  Romans were whittled down but time ran out before anything decisive  could happen. The surprise I got here was charging my Kn(F) into some  apparently vulnerable Ax(S) only to discover some anti cavalry pits  in front of them! One Kn died and the other was happy to get out  alive.

When the game ended I was a couple of elements off breaking the  centre Roman command but it ended 14-11 to me.

All in all, I thoroughly enjoyed both games against very pleasant  opponents. I learned a good deal about DBMM and liked playing the  rules. I will almost certainly stick with them unless AoW takes over  completely and there is nowhere to play them which I doubt. I suspect  that you have to play the game with a willingness to come to a  reasonable interpretation of what is intended in a given situation  (or throw a dice) where the rules are ambiguous. This might well be a  handicap in competitions against some of the more competitive players  but that's something I'm willing to put up with.

So I'd say many thanks to Gordon for arranging the day and  congratulations to Phil for delivering a very interesting set of  rules.

Niall