Author Topic: DBMM Tactica  (Read 7199 times)

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toby

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DBMM Tactica
« on: March 12, 2007, 04:28:10 PM »
What are everyone's top DBMM tactical tips? Especially for people converting from DBM.

Off the top of my head:

1. Try to avoid having to wheel lines of troops - it's 2 PIPs for regulars and 3 PIPs for irregulars and you can only be 8 wide.
2. Don't forget that troops facing away from the enemy don't stop them marching.
3. LH don't stop marching either, which can be nasty if they are on the flank and a flank march arrives. Talking of which, even if you have heavy troops near the flank when a flank march arrives, they will flee from the point of arrival and therefore won't stop the flank march marching.
4. Being hit in the rear can really ruin your day.
5. Kn(F) and Cv(S) are pretty evenly matched - the QK for the Kn in their own bound is balanced by the -2 to the Kn if they lose in their bound (-1 for being F, -1 for having S opponents).
6. The deployment method rewards homogenous armies that can take advantage of the first move to really dictate the pace of the battle to the enemy.

Erm, that's it so far

Barritus

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Re: DBMM Tactica
« Reply #1 on: March 13, 2007, 06:01:28 AM »
Where is point 2 described in the rules? I can't find it in my copy of the 11 January 2007 version.

The only elements which I can see can be contacted from a march are psiloi, regardless of the direction they face.

DaveMather

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Re: DBMM Tactica
« Reply #2 on: March 13, 2007, 12:27:54 PM »
It appeared in the Ladywood edition which was the one used in the final playtest in Birmingham - have seen no posts on the DBMMlists site to say its been removed - in fact a couple colloborate its continuing existence - Note - It looks like it will cost an extra PIP now to march into contact  (its certainly on the QRS)

We are all now waiting "patiently" to see what arrives on the doormat from Caliver - which hopefully should only be a couple more weeks - to see what did make the final cut


Regards


David Mather


ghandi33

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Re: DBMM Tactica
« Reply #3 on: March 17, 2007, 10:50:41 AM »
I'm still using the Ladywood version and point 2 came into effect during the game. It was quite a suprise when it happened as I didn't realise at the time it had been slipped in!

David Thompson

nyggeb

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Re: DBMM Tactica
« Reply #4 on: June 11, 2007, 10:02:09 AM »
I assume the bit covering point 2 is the condition (c) in paragraph 2 on page 28:
"A March move must start further than 400p from all known enemy not... (c) that would be contacted on a flank or rear edge or rear corner by a hypothetical group move 400p straight forward."

So the way I read it, oddly, a non-skirmisher element within 400p and with its back to you, but not straight ahead of you will prevent a march move; one within 400p with its back to you and directly ahead will not!

Maybe I'm misreading this slightly?  I'm sorry to say that the construction using "not" before the point (a), followed by "...or (b) beyond... or (c) that would..." is actually not quite as clear as Phil's normally very precise English construction.

toby

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Re: DBMM Tactica
« Reply #5 on: June 11, 2007, 01:02:44 PM »
You're right its pretty unclear - possibly as a result of having gone in at the last minute.

I have to say that I read it the way you read it - only a group with its back to you that is straight ahead doesn't prevent you marching - one off to the side still does. I'm not sure that there is a consensus on the reading of this yet.

There is a clarification on the dbmm.org.uk website that is the result of a conversation that Phil and I had on the DBMMList - I have tried to turn a long and rambling thread into a concise statement there. Whether competition umpires would be bound by that I don't know though.

 
« Last Edit: June 11, 2007, 01:39:42 PM by Toby Partridge »

SG

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Re: DBMM Tactica
« Reply #6 on: October 10, 2007, 10:16:54 AM »
7) Sledgehammer is a plan in itself - since the impetuous troops now gain 80 paces more speed and are no more mere self-homing missiles, but can move instead straight ahead, it is a good idea to put impetuous troops as a line and aim them against a suitable enemy.

8) Hordes no more are pushed back - it is a good idea to saturate the enemy with Hd(S). They are cheap and extremely hard to kill, and can be a real menace against expensive troops with no quick kills, and only ? morale points apiece.

9) Use your knights with guts and bravado - they have improved a lot. Likewise, Bd are now a force to really be feared.

andrew

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Re: DBMM Tactica
« Reply #7 on: October 20, 2007, 07:03:36 AM »
10)  If your opponent has a general-less command made up of baggage and artillery then absolutely target the artillery.  The flow on effects on disheartening/breaking the command is cumulative.
11)  Don't bother with the scouting strategem!  {I have had 3 out of 6 LH spent before the games even started!}
12)  If you are the invader then you want deployment to occur between dusk and dawn to get a series of unopposed moves (see page 23 'time of day or night' : the defender cannot move until sunrise or an element is aware of enemy).
13)  Beware of your Art shooting at impetuous heavy foot - you will drag them in faster if you miss, although this could be used to your advantage.
14)  Support your Knights!  Fast Kn wedges are great fun (because they can't be overlapped) but can very quickly become unsupported against deep formations.

Just my opinion!