DBM v3.2 Rules, Errata, v3.3 Amendments Etc
I keep getting asked about why I still play DBM. I respond because it's still a games system, it's had 99.9% of the crap worked out of it and it's still developing even now.
As part of the philosophy behind the rules the authors used to provide lots of online support. Since the authors have now moved on from DBM to other projects this support has ceased.
The v3.2 rules are still available as a download for historical purposes from Phil Barkers WRG History website http://www.wrg.me.uk/WRG.net/History/DBM%203.2.pdf
They have been upgraded to v3.3 by an amendment sheet the UK player base uses. This is available as a download from http://www.jglwargames.com/house-rules/
The current v3.3 rules are as follows:
DBM 3.3 Amendments
DBM 3.3
DBM 3.3 comprises amendments which
have been discussed and voted on by DBM competition players. They
were used in competitions during 2014-15, after which the rules authors
were asked to make them official amendments as DBM 3.3. One of the
authors, Richard Bodley Scott, agreed; the other author, Phil Barker did not
respond but has not raised any objection. DBM 3.3 is now the standard
version used in UK DBM competitions.
1 Troop Definitions
Elephants: El(I) are treated as El(I)
when in close combat against El(O) or El(S), otherwise as El(O).
Knights: Kn(S): Elite
nobles and gentry, and permanently embodied elite units such as Royal or Ducal
household gendarmes or the Military Orders… Remove “or Indian”.
Kn(I): …often fighting as part of
deep clumsy wedge formations…
Blades: Bd(S) …or exceptionally
skilled and motivated armoured infantry such as veteran Roman Legionaries or
Praetorians, or Anglo-Danish Royal huscarls.
Bowmen: Bw(S): such as
English longbowmen or Ottoman janissaries.
Bw(X): Remove the restriction
on Bw(X) shooting from a rear rank.
2 Army Point Costs
Reduce Reg Sp(S) from 7 to 6 AP.
Increase El(I) to 15 AP
Reduce the AP cost of a Regular
C-in-C or sub-general by 10 AP if there are no other non-ally Reg generals in
the army.
Insert asterisk after “temporary
fortifications” on page 11. Add new line at end of section:
“*These include fortifications shown as Fixed Obstacles (FO) in the DBMM
army lists.”
3 Double-based Knights
In the first paragraph under Rear Support
on page 22, delete “or knights(I)”.
In the first bullet point under Rear
Support, delete the first (I), to make it clear that Kn(I) can support
other grades of Kn with which they are
double-based. Delete “or shot at except by artillery”.
4 Spears and Pikes against Elephants
Under Combat Outcome on page 23:
Spears – delete “of the same grade”
and substitute “able to give rear support”.
Pikes – delete “of the same grade, or
of (X) or (I) if the front rank is (X)”, and substitute “able to give rear support”.
5 Grading factors
Substitute for the first +1 line on
page 23:
+1 if your element is (S) [but not
Art (S)] shooting, and scored exactly 1
more than (S) opponents, or equal to (O) or (F) opponents.
+1 if your element is Art (S) shooting, and scored equal to (S), (O) or (F)
opponents.
more than (S) opponents, or equal to (O) or (F) opponents.
+1 if your element is Art (S) shooting, and scored equal to (S), (O) or (F)
opponents.
6 Turning when contacted in flank
Add new sentence after “if there is
room” in line 7 of the second paragraph under Close Combat on page 21:
“If a single element is legally
contacted while it is in a gap less than an element width such that it cannot
turn, then it moves in the direction of the contacting element until it can
turn, the contacting element moving back as required.”
Bw(X)/Bw(I)
double-based elements
The latest edition of the army lists
produced for DBMM, usable also for DBM, introduce a new combination which is
not permitted by the DBM rules. These are Bw(X) double-based with Bw(I),
and appear in the Hussite and Medieval German lists. Following a poll
among UK competition players, it is agreed that these will be treated as
compulsorily double-based Bw(O).
Welsh
Archers
The revised DBMM army lists regrade
most Welsh Bw(O) [and some English archers] as Bw(S). This grading is not
appropriate for DBM, so after a poll of UK competition players the Irr Bw(S) in
the Welsh, Anglo-Norman, Anglo-Irish and Feudal English army lists will
continue to be Irr Bw(O) in armies used at UK DBM competitions. This does
not apply to Irr Bw(S) in the Hundred Years War and Wars of the Roses
English lists, which remain Bw(S).
JGL 31.7.2017
Army
Lists
In DBMM Army List 4/80, Hussite,
1-3 ditches per WWg are compulsory. As Hussite armies attacked as
often as they defended, it is not realistic to require them always to
fight behind fortifications. Accordingly, change “1-3 per WWg” in that
line to “0, or 1-3 per WWg”.
JGL 27.10.2018
The DBM 2nd edition army lists are still in use. The lists have an official errata sheet. This used to be online but is no longer available to download so I am now placing it on line to ensure its survival.
OFFICIAL DBM 2nd EDITION LIST ERRATA
20th May 2000
Copyright P. Barker & R. Bodley Scott 2000. The authors permit this
document to be freely copied, but not altered in any way.This is the official errata sheet for DBM 2nd edition lists. WRG will be distributing free copies with Book 1 2nd edition.
-----------
All Books
All references to dismounting to attack war wagons or within 300p of enemy war wagons apply only if the war wagons are on a hill.BOOK 2
P. 1. ALLIES.P. 2. FORTIFICATIONS. Line 3-4. Replace "both ends .... table edge" with "each end touching their side's base table edge, a waterway or a river,".
P. 3. ARMIES INCLUDED. Early Rhoxolani Sarmatian should be 24. Bosporan should be 25.
P. 6. List 4. WARRING STATES
Line 30. Delete "
P. 7. List 5. LATER HOPLITE GREEK. Line 24. "Cretan...". Delete "3AP", substitute "4AP".
P. 8. List 5. LATER HOPLITE GREEK. Notes. Line 4. After "elements" insert ", who must, unless of the C-in-C's nationality, command all of them".
Last line. Before "Cv", insert "Greek".
P. 23. List 22. ARABO-ARAMAEAN. Line 3. Delete "LH (O) @ 15AP", substitute "LH (F) @ 14AP".
P. 24. List 23. LATER
Notes. Line 9. Insert "and/" before "or". Line 10. Delete "If the latter are used, their normal minima apply.", substitute "The normal minima of foot warriors and archers do not apply to ally contingents if no unreplaced foot are included."
P. 26. List 28. EARLY ARMENIAN
P. 30. List 32. LATER CARTHAGINIAN. Line 3. Delete "5AP", substitute "25AP".
P. 31. List 33. POLYBIAN ROMAN. Notes. Line 15. Insert after "Aitolian allied contingent", "including only LH (O), Ax (S) or Ps (S)".
P. 34. List 37. PARTHIAN. Line 1. After "Only after 126", delete "AD", substitute "BC".
Notes. Line 7-8. Change sentence to "Armenians, Seleucids and Sarmatians cannot be used together, nor, except before 100 BC, with mountain tribesmen or city troops.".
P. 38. List 42. TAMIL INDIAN
Line 30. After "cavalry", insert "except up to 1".
New line 32. "Upgrade ships to Irr Shp (S) @ 4AP All.".
Penultimate line of notes. Delete "not used", substitute "difficult to obtain".
P. 40. List 45. SICILIAN
P. 42. List 47. EARLY GERMAN.
Line 5. After "Ariovistus's", insert "cavalry in 58 BC". After "Teutones cavalry", insert "from 113 BC to 102 BC". Change "3-10" to "0-10".
Line 21 and Notes, Line 20. Change "in 69 AD" to "from 69 AD to 70 AD".
Line 28. Delete "(F)".
Notes. Last line. After "Wb (S)", insert "if irregular, Ax (S) if regular".
P. 43. List 48. MITHRIDATIC. Notes. Line 2. Before "slave", insert "ex-".
P. 46. List 51. LATE JUDAEAN. Line 15. After "3AP", insert "or Irr Ps (O) @ 2AP".
Notes. Add at end. "They later provided the Romans with auxiliary archers".
P. 47. List 52. DACIAN. Notes. Add at end: "A Bastarnae general can only command Bastarnae.".
P. 49. List 55. NOBADES
P. 56. List 64. MIDDLE IMPERIAL ROMAN. After line 30, insert:
"Only Constantius Chlorus's western army from 293 AD to 307 AD:
Auxilia Palatina - Reg Ax (S) @ 5AP 3-12"
P. 60. List 69. SASSANID PERSIAN. Line 27. Delete "Khurau", substitute "Khusrau".
P. 69. List 79. CHINESE NORTHERN
P. 76. Left column. Line 3. Delete "410", substitute "477".
BOOK 3
P. 2. FORTIFICATIONS. Line 3. Replace "both ends .... table edge" with "each end touching their side's base table edge, a waterway or a river,".P. 5. List 3. ITALIAN OSTROGOTHIC. Line 14. After "8AP", insert "or Reg LH (S) @ 7AP".
P. 6. List 4. EARLY BYZANTINE. Line 25. Boukellarioi archers. Delete "All", substitute "All/0".
Line 28. Huns. After "7AP", insert "or, if Sabir, Irr Wb (O) @ 3AP".
P. 18. List 18. BRETON. Line 11. Before "Viking allies", insert "Norwegian".
P. 19. List 19. WELSH. Notes. Last line. After "Ostmen" insert ", but without an Ostman general".
P. 20. List 20.
Line 8. Change to "all Reg Bw (X) @ 7AP or all Reg Bw (O) @ 5AP".
Line 12. Add after "2AP", "or camp defences - TF @ 1AP".
Line 25. Delete "753", substitute "755".
Notes. Line 15. Insert after "Pu-she", "or crossbow specialist".
P. 34. List 34. ANDALUSIAN. Line 16. Move "Andalusian" from before "cavalry" to after "to".
P. 35. List 35. FEUDAL SPANISH. Line 22. After "Irr Shp (S) @ 4AP [Bd (", delete "S", substitute "O".
P. 40. List 39. LATE T'ANG
P. 40. List 40. NORSE VIKING
Lines 27 and 28. Delete "Bk 2", subsititute "Bk 3".
P. 52. List 53. DYNASTIC BEDOUIN. Notes. Lines 6-7. Delete "Hamdanid baggage must be mobile, being camels and other pack animals.".
P. 52. List 54. EARLY SAMURAI. Line 3. Delete "as C-in-C", substitute "as above".
P. 59. List 62. EARLY POLISH. Line 21. Delete "Bd (I) @ 4AP", substitute "Bd (X) @ 6AP".
P. 64. List 67. EARLY HUNGARIAN. Line 23. Insert after "Change", "Hungarian".
Notes. Line 10. Insert after "Hungarian general" , ", but which can also include other troops".
P. 66. List 70. GEORGIAN. Line 16. Change "(S)" to "(O)", "19AP" to "17AP", "9AP" to "7AP".
Line 23. Change "(S)" to "(O)", "14AP" to "12AP".
P. 68. List 73. SELJUQ TURK. After line 12, insert:
"Only in 1091 AD:
Pecheneg allies - List: Pecheneg (Bk 3)".
Notes. Line 12. Delete "at Dorylaeum in 1077", substitute "against the 1st Crusade".
BOOK 4
P. 3. FORTIFICATIONS. Line 3. Replace "both ends .... table edge" with "each end touching their side's base table edge, a waterway or a river,".P. 5. List 1. KOMNENAN BYZANTINE. Insert new lines after line 31:
"Only in 1082 AD:".
"Man-pushed wagons to break up enemy charge - Irr WWg (X) @ 6AP 0-4".
P. 6. List 2. CILICIAN ARMENIAN. Line 10. Delete both "Bk 3", substitute "Bk 4".
P.7. List 3. ANGLO-NORMAN. Notes. Line 5. Insert after "Kn", "(F)". Line 6. Insert after "all Bd.", "Anglo-Norman Kn (O) can always dismount to fight on foot as Bd.".
P. 8. List 4. FEUDAL FRENCH. Notes. Line 5. After "command." insert "They cannot include military orders.".
P. 9. List 5. SICILIAN. Line 41. Before "Medieval", insert "Feudal Spanish (Bk 3) or".
P. 10. List 6. SYRIAN. Line 3. Add "or Turkoman Irr LH (S) @ 12AP".
New line after line 20. "Armenian allies - List: Cilician Armenian (Bk 4).".
Notes. Add at end. "A Turkoman ally general can only command Turkoman LH."
P. 14. List 13. MEDIEVAL GERMAN. Line 10. Delete "0-3", substitute "*1-3".
P. 15. List 13. MEDIEVAL GERMAN. Notes. Line 10. After "Hungarian", insert ", Ex-Burgundian".
P. 19. List 16. SCOTS COMMON ARMY. Notes. Line 3. After "C-in-C.", insert "
P. 19. List 17. LATER CRUSADER. Line 19. Change to "Only in 1164 AD and 1169 AD:".
Line 26. After "German", insert "Imperial".
P. 20. List 18. LITHUANIAN
P. 21. List 18. LITHUANIAN. Notes. Add at end, "A Russian general can only command Russians.".
P. 26. List 24. KHWARIZMIAN. Line 19. Delete "Hd (F) @ 1AP", substitute "Hd (S) @ 2AP".
P. 30. List 30. TEUTONIC ORDERS. Line 5. Change to: "German Crusader or vassal knights officered by Brüder - Reg Kn (O) @ 12AP".
Lines 10,11. After "Brüder", insert "and mercenary".
P. 31. List 30. TEUTONIC ORDERS. Notes. Last line. Delete "sergeants".
P. 35. List 35. MONGOL CONQUEST. Notes. Line 22. Before "Chinese", insert "A Khitan general must command all and only Khitans."
P. 39. List 39. NAVARRESE. Lines 10 & 16. Change "1379" to "1378".
Line 19. Change to "Only Navarrese Company in
P. 42. List 43. LATER HUNGARIAN. Line 19. Delete "1435", substitute "1453".
Line 22. Delete "after 1340 AD", substitute "from 1340 AD to 1453 AD".
Line 47. Delete "1446", substitute "1459".
P. 45. List 46. ILKHANID. Line 11. Delete "Bk 3", substitute "Bk 4".
P. 53. List 55. OTTOMAN. Lines 6 & 14. Delete "after", substitute "from".
P.56. List 59. POST-MONGOL SAMURAI. Line 14. "Ships ...". Delete ", Art (X)".
P.59. List 61. ITALIAN CONDOTTA. Notes. Last line. Insert after "stradiots", "and their transports".
P. 63. List 65. WALLACHIAN OR MOLDAVIAN. Line 22. Delete "foot", substitute "infantry".
P. 72. List 78. YI DYNASTY. Lines 14, 15, 23. Delete "Sp", substitute "Bd, Pk".
P. 77. List 82. FRENCH ORDONNANCE. Notes. Line 1. Insert after "They must", "then".
P. 77. List 83. WARS OF THE ROSES ENGLISH. Lines 14 and 16. After "L,", insert "Y,".
The BHGS also wrote an official clarifications document to download. Again this appears to no longer be available so I am posting it here to ensure its still available. I am unable to post the document with the graphics so please contact me if you require a copy and I will email it to you.
BHGS
Clarifications for DBM v3.2
In
order to give a greater degree of consistency and certainty to both players and
umpires, the BHGS have agreed the following set of interpretations. They are
issued in response to the questions that we have been asked most frequently,
and we have liaised with the authors in their preparation [up to v3.1*]. We
emphasise that they are interpretations/clarifications and are not “new rules”
and must be read in conjunction with DBM v3.2. Queries on the rules should not
be directed to the authors as they are now considered as officially unsupported.
If there are any queries we recommend that you ask directly on the DBM Yahoo
Group first. These clarifications may be updated from time to time and are an
amalgamation of the old BHGS and IWF clarifications for v3.1 and recent changes
to v3.2. [15th February 2012]
TABLE OF CONTENTS
Clarifications
1. Definitions of Contact
2. Fortifications
3. Exchanging
Mounted and Foot Elements
4. Double-based
Elements
5. Terrain
Choosing
6. Weather
7. Deployment
8. Off-Table
Flank Marches
9. Ambushes
10. PIP
Dicing
11. Unreliable
Allies
12. Tactical
Moves
13. Movement
Restrictions
14. March
Moves
15. Spontaneous
Advances
16. Moving
Through Friendly Troops or Gaps
17. Distant
Shooting
18. Close
Combat
19. Tactical
Factors
20. Mitigating
Rear Support Factors
21. Combat
Outcomes
22. Recoiling
Elements
23. Fleeing
Elements
24. Pursuing
Elements
25. Army
Lists
Guidelines For Fair Play
1. Ground
Scale
2. Marking
Elements
3. Fortifications
4. Terrain
5. Baggage
6. Deployment
7. Ambushes
8. Bow
Discovering Mounted
9. End
of Game
1. DEFINITIONS
OF CONTACT
1.1 The circumstances when
elements are allowed to contact enemy elements are described on p18 of the
rules. These circumstances are described as “legal contact” in these
clarifications.
2. FORTIFICATIONS
(p. 9 and p.21)
2.1 Continuous fortifications must have no
breaks along their inside (defended) edge. At a corner, this means that the
defended edges of the two neighbouring fortification lines meet.
2.2 Elements assaulting fortifications do
so upon contact with the outside edge of the fortification model. Elements
defending fortifications do so from the inside edge. Elements are only ever
placed upon the fortification model where specific space has been provided on
the model, e.g. a walkway inside a palisade, and in this case the area occupied
by the fortification model is regarded solely as the area between the outside
and inside edges.
2.3 The inside (defended) edge of
fortification models around a BUA must enclose the BUA’s perimeter, except optionally where it abuts the table edge or a
waterway.
3. EXCHANGING MOUNTED AND FOOT ELEMENTS
(p. 9)
3.1 Dismounting troops. The following procedure is used to dismount / mount troops permitted to do so. Each rank dismounts / mounts on the line of the front edge of the element concerned. This differs for troop types that are capable of providing rear or shooting support, where the front rank dismounts / mounts as described, and subsequent ranks close up, so that they are immediately behind in edge to edge and corner to corner contact. This also applies if the ranks dismount / mount in a different bound and also to front rank elements and their supports when they remove their horse holders in a tactical move. Friendly elements are displaced, where necessary. However if there is insufficient room, or friendly elements cannot be displaced, dismounting / mounting cannot occur. The maximum number of ranks between horse holder bases is the same as the number of ranks and their supports for that troop type in good going. Further ranks are placed behind the horse holders and the procedure is repeated.
3.2 Troops may choose not to deploy horse
holders when they dismount. In this case, the foot elements close up to the
front rank to maintain their relative positions in the group.
3.3 Horse holder
bases count in maintaining the continuity of a group; they do not make a single
element into a group. They may also prevent recoils by friendly troops. They
are destroyed by opposing elements that make any contact and such elements may
carry on, to complete their full move. In the case of Irregular troops who are
required to pay an extra PIP for moving short, they must continue moving or pay
the extra. When horse holders are shot at they are immediately removed, and if
this reveals an eligible target it may also be shot at that bound. Horse
holders can therefore never act as a protective shield.
3.4 If duplicate
mounted figures are used instead of horse holder bases, these are exchanged for
foot elements in the same circumstances that horse holder bases would be
removed from play. However, if the contacting element is in contact with the
foot element after exchange the contact must be legal contact.
3.5 Generals. A general’s
command counts as entirely on foot if other than the general (plus any troops
double-based with him) it currently contains no elements of:-
- Mounted troops (unless they are currently dismounted),
- Mounted infantry (unless their mounts have been removed
from the table), or
- Naval (unless unladen).
3.6 Where permitted to dismount to attack a
specific enemy type or to attack or enter a terrain type, an element is
permitted to do so if it is at or closer than 300p.
3.7 Mounted Infantry. A
tactical move need not start and/or finish within 200p of known enemy.
Therefore dismounted troops can make a tactical move at any time in order to
dismount or to deliberately leave their mounts. Mounted infantry cannot
voluntarily leave their mounts as part of a march move.
3.8 There is no move distance specified for
horse holders and if used they simply follow
behind the appropriate element’s base.
3.9 Double-based elements.
Double-based mounted elements may dismount as single-based elements. They may
also dismount as double based elements where, when dismounted, the rear element
could provide rear close combat support to that in front or could shoot over it
at a target on the same level. The PIP cost will be for dismounting the number
of resulting single or double based foot elements. It is not permitted to
dismount or re-mount just one element of a mounted double-based element.
4. DOUBLE BASED ELEMENTS (p. 10)
4.1 In order to count as in rough or
difficult going for combat purposes, at least part of the front element must be
in the terrain feature. Where they are
in more than one type of going, both elements are considered separately for combat purposes. In such circumstances, rear ranks
that are in difficult going do not provide support, and front ranks that are in
good going do not count as being in rough or difficult going.
4.2 DBEs
are required to expend PIPs as single elements when moving backwards (except if
both are cavalry or both are skirmishers) if any part of the DBE crosses an
extended line projected out from the initial rear of the element in question. Turning 180 degrees does not count as moving backwards.
4.3 Double-based
mounted elements may dismount as single-based elements. They may also dismount
as double based elements if, when dismounted, they can provide rear support.
The PIP cost for dismounting is that required by the resulting single or double
based elements. It is not permitted to dismount or re-mount only one half of a
double-based element.
4.4 A double-based element counts as a group when determining
whether or not enemy can march closer than 200p.
4.5 All compulsory double-based cavalry elements in the army list
books are treated as optionally double-based If they are double-based they are paid
for as if Cv [O], regardless of the grading specified by the army list, and the
Army Point reductions for double-based rear rank elements apply.
5. TERRAIN CHOOSING (p. 12)
5.1 An Invader placed road cannot leave the
centre sectors and if chosen counts as 0 feature
equivalent.
5.2 Compulsory
terrain is allowed where it is noted in the Army List Books, even if this
contradicts the stated requirements for terrain combinations in the rules (e.g.
Sea Peoples List 1/28, compulsory Waterway with no BUA).
5.3 Hills: Only
hills with all bare gentle slopes are classed as H(G). All other hills are
classed as H(S), i.e. hills with all or partially steep, brushy/rocky/boggy,
wooded, orchard covered, vine covered, or terraced slopes
Gentle
brushy/rocky/boggy slopes count as RGo.
Wooded,
orchard covered, vine covered, terraced, or steep slopes of any type count as
DGo.
The
following hill types can only be used if the defender’s list includes all of
the required terrain types;
Hills
with any brushy/rocky/boggy slopes require H(S) + RGo
Hills
with any wooded slopes require H(S) + Wd
Hills
with any vine covered slopes require H(S) + V
Hills
with any orchard covered slopes require H(S) + O
Hills
with any terraced slopes require H(S) only
Invaders choosing the Rd and 2-3
feature equivalents of entirely steep hills option can place hills with coverings
as per the above, but all slopes of the hills must be steep and are therefore
DGo.
5.4 Gullies: These should be treated as
inverted hills. Elements in a gully are lower than elements outside the gully.
5.5 Upslope: Terrain pieces may be clearly
modelled with crests or have “ridge” lines to show slopes. Opposing elements
are level with each other if both straddle the same horizontal crest or
ridgeline but are upslope if they are nearer the highest crest, ridge or
central point if on a hill, the converse if in a gully. Otherwise the central
point is the highest point if a hill and the lowest if a gully.
5.6 BUA
incorporating a hill: a BUA incorporating a hill can be made up of a hill
and BUA each of any permitted size. It counts as the sum of the sizes of each
but is placed by the Defender using the normal rules for BUA. The combination
can therefore be placed as a compulsory BUA (although the hill must still be
counted against the defender’s maximum terrain choices) but cannot be placed as
a compulsory hill. If the BUA part is more than 750p across, there must be PF
around the BUA part of the combined feature. The combined feature must be
entirely within one sector of the table and the hill and BUA must be placed to
physically overlap one another to the maximum extent possible. If placed in
contact with a WW the BUA part of the combined feature must be in contact with
the WW.
5.7 When
the defender has to place a compulsory WW the mandatory BUA is NOT counted as compulsory for terrain
FE.
5.8 Unless a promontory, a hill cannot be
placed so as to replace the beach along the edge of a WW, i.e. there will be a
gap of GGo between the hill and the water.
5.9 There is no rounding when halving the FE (feature equivalent)
cost of compulsory features for defenders.
6. WEATHER
(p.14)
6.1 Within 45° of directly downwind does include exactly at 45°.
For disadvantage by dust storms, dazzle, snow or strong wind, the relevant
angle is that between the direction faced by the element and the wind
direction/relevant compass point.
7. DEPLOYMENT (p. 15)
7.1 Ambush
maps must unambiguously show the position facing, command and
mounted/dismounted state (if applicable) of ambushing elements relative to
the table edge and/or terrain features and (if appropriate) other ambushing
elements.
|
|
7.2 Troops must not be visible from the enemy
deployment zone in order to ambush. Thus, all ambushing troops must be entirely
within or behind appropriate terrain.
7.3 Baggage does not affect deployment as it
is not yet allocated to a command and is ignored for intermingling purposes.
7.4 Commands may be specified as deployed in front of or behind
each other but note the restrictions in section 6.1 in the “Guidelines for Fair
Play” later in this document.
7.5 Naval landing elements must start the game onboard a naval
element if the naval element could be deployed. However, the naval element can
be beached when deployed.
8. OFF TABLE FLANK MARCHES (p. 15)
8.1 When
stragglers or elements that have been left off table arrive they will cause
enemy elements to flee in the same circumstances that a flank march would.
8.2 When
flank marchers arrive or driven back troops move onto the table it is
important to remember that PIPs must be expended per march move. Therefore an
arriving group may only consist of those elements that have managed to get
fully onto the table in their first march move. This process may be repeated to
bring further groups onto the table. This means that elements whose move is
less than their base depth (e.g. WWg) cannot enter forwards, either as a part
of a group or singly, and can only enter the table sideways by a single element
move. If advancing spontaneously onto the table, such elements will enter
sideways if necessary. If a spontaneously moving element is entitled to a
double move, it will move forward if this enables it to move entirely onto the
table. If further PIPs are available and they have not gone within 200 paces of
enemy they may march again. A flank
marching command cannot choose not to arrive at the first opportunity (i.e.
at least one element must be brought onto the table).
The BHGS interpretation is
different from the SWDL and players should be aware that they play using the
following interpretation "March moves are taken to be continuous so it's
permissible for deeper blocks to arrive provided that all bases are fully
on-table when all marches have been completed."
8.3 Flank
marchers cause enemy elements to flee (even those concealed in ambush) in
the circumstances defined in the rules. Any
flee moves occur immediately that the arriving element or group of elements is
placed to enter the table, prior to the
arriving group/element being moved. The arriving player need not define all
groups arriving and their place of arrival before the flee moves are made. He
must however fully define the group causing the flee prior to the flee move(s)
being made. Elements forced to flee in this way do so, in an order chosen by
their general, and only once in any bound. Elements capable of movement who are
in contact with a table edge cannot physically prevent successful flank
marchers from entering via that table edge – they simply flee away from the
edge.
9. AMBUSHES (p. 15)
9.1 Ambushing
elements are placed on table when their owner expends PIPs to move them (even
if the move is minimal) by moving spontaneously or as an outcome move, by
shooting, or by enemy moving to within sight. Until then, they do not exert a
ZOC, prevent enemy march moves or block shooting by enemy (but do block
friends’ shooting).
9.2 When a
marching group or single element discovers ambushers they immediately stop if
this occurs during the second or later march move and none of the group can move again this
bound. However, if they are a group that
can march up to 50p from enemy the provisions for such a move as detailed on
p18 of the rules apply. If they are revealed during the first march / tactical
move, the moving player may elect to stop at the point where the ambushers
become visible, or adjust any remaining part of his move to react to the
ambushers. Any troops making a second or subsequent march move who discover
enemy in a gully stop at the gully edge so can see in, but are considered not
to be in contact with the ambushers even though they
may be touching.
9.3 In the case of mounted infantry who have
already exceeded their normal (i.e. ‘foot’) tactical move distance when an
ambush is discovered, they may move no further and are not considered to have
discarded their mounts, so may not shoot. This applies equally to mounted
infantry who discover ambushers lining the inside of a gully edge. In this case
the mounted infantry are considered not to be in contact with the ambushers even though they may be touching.
10. PLAYER INITIATIVE POINT DICING (p. 16)
10.1 PIP expenditure is determined at the time
the PIPs are to be spent, not at the beginning of the bound.
10.2 Single PIP move
to contact: To qualify for the reduction in PIP expenditure when moving to
contact, an element must make legal contact. It can always move from an
existing contact to frontal or flank legal contact to enter combat or act as an
overlap for 1 PIP.
10.3 An element or
group which moves other than straight ahead and contacts enemy as above
qualifies for the reduction in PIP expenditure if either:
1.
All irregular elements other than light
troops or a general and any troops double-based with him move/s it/their full
move, or
2.
The element or group stops immediately
upon contact.
10.4 An element or
group that stops a march move short due to the 200p zone pays +1 PIP if it is
of a type that would normally do so to stop short. However this does not apply
if caused by any previously unknown enemy being discovered.
10.5 A single element does not pay
extra PIPs for 3rd or subsequent march moves.
11. UNRELIABLE
ALLIES (p.16)
11.1 If both sides
are using an army drawn from the same list and which overlap in time, and are
also from the same nation but with separate leadership, it is considered to be
a civil war. Players should be aware that some other
organisers may adopt different civil war conventions.
12. TACTICAL MOVES (p. 17)
12.1
When moving around other
elements, terrain or ZOCs it is only necessary to measure the extra move
distance required to trace a path around the obstacles, if more than one
corner deviates from a straight path. Conversely if only one corner deviates
the move is measured as if the obstructions were not present. The path is
determined at the start of the move.
N.B. This applies when measuring
expansions from columns as expansion moves are measured as if single element
moves.
|
|
12.2 A
single element of skirmishers does not get a free turn, unless in a
demoralised command when halted and turned towards enemy.
12.3 Groups: Elements from different commands can be in the same group while
stationary. They cannot be halted or moved as a group, however, they may Press
Forward as a group following combat.
12.4 Column: A
single element wide column that is wheeling is still a group even if it is
"kinked" i.e. the entire group is not in edge and corner contact. A
single element wide column is the only group that may be “kinked”. A group
cannot be deployed as a “kinked” column, as a “kinked” column may only be
created by movement of the original column
12.5 When
forming a single element wide column from
a wider group the front element moves forward by up to the full extent of
its move and elements that are joining the column must follow directly behind
where they have sufficient move to do so. Elements that cannot get into the
column this move close up the resulting gap by sliding sideways up to the full
extent of their move. This sliding may also include the minimum necessary
forward movement in order that elements of the group remain in corner to corner
and edge to edge contact. In addition, if this manoeuvre is also to include
wheeling, the elements will shift / slide diagonally in order that they remain
aligned to the front of the column, and in corner to corner and edge to edge
contact with other members of the group. No element may exceed its normal move
or end even partially behind the line of its original rear edge. This
"T" or "L" shaped group (or possibly other shape) cannot be
"kinked", nor may it end in difficult going unless all elements are
Ps.
12.6 It is
permitted for skirmishers to turn 180° as a group, and then contract on a
"new" front element to form column. No element may end further to
their "new" rear than their position immediately after the initial
180° turn. It is not permitted for a column of skirmishers to turn 180o
as a group and then expand nor expand then turn 180o
as a group. [See page 17– Unless expanding from a column, a group move can
include: second bullet point].
12.7 Wheeling:
When wheeling a group of elements they must wheel through the same angles.
Elements on the outside of the wheel move further, up to the maximum permitted
distance of each individual element. No element may exceed its own maximum move
distance. If the group wheels in opposite directions in the same move, the
proportion of the outside element’s move so used counts toward the
proportionate move of all the elements in the group.
13. MOVEMENT RESTRICTIONS (p. 18)
13.1
To advance directly forward
towards an enemy element it is necessary to move such that the forward
projection of the elements front edge intersects some part of the target
element. It is not necessary to wheel in an attempt to line up directly
opposite.
|
|
“To advance directly forward towards such an
element at least part of which is directly in front" (Bullet Point 1)
does not permit an element to move into contact with the flank of an enemy
element that is in the protective ZOC of a friend (see Diagram 13a DBM v3.2), by
including a move which is also partially towards the protecting element.
13.2 To Advance and line up, an element moves
with its front edge facing directly towards the enemy element(s) that is
pinning and must line up directly opposite. It can initially include a single
180° turn if necessary and must include movement towards the pinning
element(s). It cannot wheel whilst in the ZOC except to move into legal contact
or to advance closer and line up directly opposite. This may also be achieved
by shifts or inclines.
13.3 A retirement move from an enemy ZOC is a
move straight back from the element's current position, it may include a 180°
turn and end facing either to its front or rear. This move is not permitted to
an element within the ZOC that starts with its rear facing the enemy.
13.4 Troops are permitted to dismount in a ZOC,
and are also allowed to expand on a
pinned element. Elements making a column expansion from behind a pinned
element can only move into a ZOC if they satisfy the same “movement
restrictions” that apply to all elements entering a ZOC.
|
|
13.5 Lining up: A group or single element moving
within one base width of enemy may slide by up to a ½ element's width, in order
to line up directly opposite opposing elements, i.e. such that the moving group
or individual element either ends the move in legal contact or in a position
such that a member of the group or the individual element would be in legal contact
were they to move straight forward. When lining up with the front edge of
enemy, it is permitted for the slide to go through the ZOC of other enemy
elements to achieve this.
13.6 When moving within a base width certain
PIP and movement benefits are allowed in order to line-up with enemy elements,
whether to front, flank or rear. These are as follows:
1. Any troops already parallel to the nearest edge of
opponents when they come within a base width may slide up to ½ an
element to be aligned front-corner to front-corner without paying extra PIPs.
Unless ending in contact they must pay for any wheel required to make them
parallel (before they enter the ZOC unless ending lined up with the ZOCing
element or in contact), or if they voluntarily make a short move.
|
|
2. If
the move is by a group they may also ignore the extra distance to slide
sideways (e.g. They can make a full move forward then slide up to an
additional ½ base width for free).
3. A
single element that is parallel to opposing elements
and has moved directly forward for its entire move may also ignore the extra
distance to slide sideways by up to an additional ½ base width.
|
|
A
group move including lining up with enemy but which does not include turns or
wheels (unless ending in contact) does not count as moving straight ahead
(except for PIP expenditure) and is therefore not allowed to enter a gap less
than 1 element wide if the lining up includes movement which is not straight
ahead whilst in the gap. It is only
permitted for the slide move to go through the ZOC of other enemy elements to
line up where the forward move of the elements going through the ZOC would
normally be allowed.
13.7 A bow element cannot contact the front of a
mounted element if at the point that the bow wishes to move it may shoot at the
mounted element, or if during its move it would become eligible to shoot at the
mounted element.
13.8 Where a number of elements can make
simultaneous moves to allow contact with the enemy (page 18) the normal
restrictions for crossing the front of an enemy element still apply.
13.9 Expendables can only
contract into a column if the move of each of the individual elements making
the move can be performed by wheeling; if they cannot, the move is not
possible. Similarly spontaneous advance moves by expendables can only be made
by wheeling. It is not possible for expendables to expand from a column.
14. MARCH MOVES (p. 18)
14.1 A march move cannot start or go closer to
known enemy than 200 paces or, in some circumstances 50 paces. Therefore troops
exactly at 200 paces (or 50 paces if applicable) or further apart do not
prevent the enemy from marching in their next bound.
14.2 The requirements that allow some troops to
march to 50 paces from the enemy refer to those enemy within 200 paces of the
movers.
15. SPONTANEOUS ADVANCE (p. 19)
15.1 The
note to Diagram 9c-d states;
“If
another friendly element is already in contact with the front edge of the
nearest enemy element, a spontaneously advancing element will attempt to move
into whichever is nearest of a rear support, overlap or flank contact
position if any of these is possible” This initially refers to the element that is the original target of
the spontaneously advancing element. Where the target element is already in
“legal contact” the spontaneously advancing element redefines its target as the nearest rear support position (if it
is capable of giving support), overlap or flank contact, which will assist
this combat and requires the shortest move (by straight-ahead movement, wheels
and/or 180°
turns unless a target position can only be reached by shifts, inclines and/or
pivots). If to a front corner to front corner contact position it may also
overlap another enemy element. It can move to any of these positions or to
“legal contact” by shifts inclines or pivots if this is required in order to
make contact. Otherwise it must move by wheels and/or 180° turns. However
during this wheel or after making a turn of 180° it is possible that a new target may become the closest enemy
element after re-measuring between furthest apart front corners. In this
case the selection criterion is repeated and the move continues until
"legal contact" is made with this new target element or maximum
move distance is reached.
|
|
15.2 Where different elements equally qualify as
a target for spontaneous movement, the moving player chooses the target.
However, the target chosen cannot be such that the spontaneous move would be
cancelled.
15.3 A spontaneous element can shift and/or pivot
by the minimum necessary in order to avoid difficult going, impassable terrain,
fortifications it cannot cross or friends it cannot pass through. Such shifts and/or pivots only take place
upon contacting the terrain or element(s) to be avoided. When forward or
sideways movement is no longer the shortest route to the target a spontaneous
move will include backward movement sufficient to clear the obstruction.
15.4 An impetuous
element’s move ends if it is prevented from moving further by obstacles or
troops that it cannot interpenetrate or burst through. This may include pivoting backwards as stated in the
rules to align with other troops. An element which starts its move completely
surrounded by obstacles or troops it cannot pass through does not move but is
regarded as having made a spontaneous move this bound, save that it turns 180°
if this results in its front edge being closer to its target element.
15.5 An element cannot pivot backward to align
itself with friends once it is in legal contact, as its move ends upon reaching
front edge and corner contact with enemy.
16. MOVING THROUGH FRIENDLY TROOPS OR GAPS
(p. 20)
16.1 DEFINITION OF GAPS: There is only one relevant
“Gap” between any two elements. This is the shortest imaginary line between
them measured by the following methods:
|
|
16.2 Spontaneously advancing troops cannot
exceed their maximum move distance when
interpenetrating other troops. Instead, place the impetuous troops in position
up to the full extent of their move distance. Any troops that have been even
partially passed through simultaneously respond according to their troop type.
16.3 Where
a spontaneously moving element is interpenetrating friends and the move of an
interpenetrated element leaves insufficient room for it to fit, the interpenetrated
element's move is increased by the minimum needed (displacing friends where
necessary) to allow the full spontaneous move to take place. If it is not
possible for the interpenetrated elements to respond, the interpenetration
cannot take place but the spontaneous element is still required to complete a
full move, possibly by deviating around rather than
interpenetrating the friend.
|
|
16.4 When
a group (or single element) is interpenetrating from the front or rear of a
column or other deeper formation, measure each interpenetrating element
separately. These pass through any elements that they even partially
interpenetrate. Any element that does not make it all the way through the group
is placed in the middle of the formation separating and /or displacing elements
as necessary to allow this to happen. The group(s) will now be in several
parts. If there is no room to allow displacement the interpenetration cannot
occur. Double-based troops are treated as if a single
element for interpenetration purposes and an element that does not make it all
the way through the double base is placed behind it displacing other elements
as necessary. Immobile baggage cannot be
displaced to make room for interpenetrating elements or elements displaced by
interpenetrations. This may result in the interpenetration move not being
possible.
16.5 When an interpenetration is permissible
because the troops are in the same or opposite direction, the interpenetrators
must move to their own element’s front or rear.
16.6 When in or entering a one element wide gap
an element can turn 90° to contact an enemy flank. It need not contact the
nearest element but can move to contact any element that it can reach within
the gap (e.g. 2nd or 3rd ranks). If it starts in front
corner to front corner or side edge to side edge contact with an enemy element
it can exceed its maximum move distance by up to 50p to contact that enemy element's flank. In either
case it must end its move in legal contact with an enemy element’s flank.
17. DISTANT SHOOTING (p. 21)
17.1 Shooting Arc: When tracing a line connecting
one front corner of a shooting element to any corner of a target element, and
another connecting the other front corner to a different corner of the target
element they must not cross. It is possible to trace either of these lines
through the target element (e.g. to a rear corner).
17.2 Disadvantage by Weather: Within 45° of
directly downwind does include
exactly at 45°. When assessing the direction of shooting the relevant angle is
that between the direction faced by the shooting element and the wind
direction.
17.3 A player shooting with an element that may consider any edge as its front
can choose which edge he wishes to shoot from regardless of whose bound it is
but must choose an edge that can shoot at an eligible target. The target is the
element most directly to the front of this edge.
17.4 Players have the option to shoot or not, at
any element that could recoil into and thereby destroy friends.
17.5 An
element can only shoot at elements that are visible to it. Therefore it may
shoot over intervening enemy troops who cannot be seen due to terrain or are in
ambush or over enemy troops in a gully who they cannot see. Psiloi in
vineyards, marsh, rocky areas or brush cannot be seen unless in close combat or
if they moved in their last movement phase. An element may also shoot from a
steep hill over enemy troops who are beyond 100p on the same hill, at a target
not on that hill.
17.6 A
shooting element does not count itself, the target or the part of any other
element which is in contact with itself or the target as one side of a gap when
determining if it can shoot or not.
17.7 Closest Enemy in Arc – the target element
when shooting is the element whose centre is closest to a perpendicular line
drawn from the centre of the front edge of the shooting element (or the edge
counting as the front edge for shooting).
18. CLOSE COMBAT (p. 21)
18.1 When a group more than 1 element wide
contacts an enemy column (or other deep formation) on a flank, elements that
have been contacted turn to face, the second and subsequent elements moving
behind the first. Other elements in the column remain in place and although
their side edges may be touching the front edge of a contacting element, no
combat occurs. However if the flank attack is on an element(s) that is/are
eligible to provide rear support to an element that is in legal contact on its
front edge it does not turn.
19. TACTICAL FACTORS (p.22)
19.1 Enemy in frontal contact with flank or rear:
The -1 tactical factor for having an enemy element in frontal contact with the
flank applies whether or not that contact is legal contact.
19.2 Mounted in close combat contacted by foot in
terrain: The –2 tactical factor for mounted in close combat while in contact with
the front edge of enemy foot who are in rough or difficult going applies even
if the foot are in contact with the flank or rear of the mounted and the
mounted’s frontal opponents are mounted or naval.
20. Mitigating Rear Support Factors (p23)
20.1 These are only available in circumstances
where the element giving the mitigating factor would be able to give rear
support – e.g. if the mitigating element is in DGo it cannot give mitigating
support.
21. COMBAT OUTCOME (p. 23)
21.1 The side with the worse negative score is
always considered as the losing side and the results should be always be read
as if it was a reversed positive combat outcome. i.e. +4 v +2 is doubled so –2
v –4 is also doubled.
22. RECOILING ELEMENTS (p. 24)
22.1 Elements of a column that has wheeled, and
which are subsequently forced to recoil as an outcome move are not prevented
from doing so by following elements if the column has turned at least 90°.
22.2 The recoiling element, not the pushed back
element, is destroyed if, before the recoiling element has completed its recoil
move, the rear edge or rear corner of the pushed back element meets any of the
following:-
- any enemy element. Since this enemy is not contacted by the recoiling element, it is not itself destroyed even if contacted on a side or rear edge or rear corner,
- friends it cannot pass through or push back sufficiently for the recoiling element to complete its recoil move,
- terrain or fortifications that it cannot cross.
In
each such case the pushed back element is moved back as far as the
obstruction. The pushed back element may
be destroyed if it is within the ZOD of the recoiling element.
23. FLEEING ELEMENTS (p. 24)
23.1 When fleeing the following must be adhered
to:
1.
All changes of direction must be made
by the minimum necessary wheels,
pivots, or turns that allows the element to complete a 200p move.
2.
A fleeing element will change direction
immediately if, after its initial recoil and turn (if any), it does not have a
clear path of at least 200p straight ahead but only if there is no obstruction
visible within 200p in the new direction.
3.
Fleeing elements can wheel, pivot, or
turn again by up to 90° upon contacting a new obstruction and if another 200p
clear path is available.
4.
The 200p distance is measured along the
path of the furthest-moving corner of the fleeing element.
5.
After the other options have been
eliminated the fleeing element will burst through friends making the minimum necessary wheels, pivots, or
turns to allow this to happen.
6.
If it is not possible to complete a
full flee move the element is destroyed.
7.
Fleeing elements cannot turn about at
the end of their move, so end facing the direction just moved and cannot
deviate to avoid leaving their base or arrival table edge. They become a group
if they finish in corner to corner and edge to edge contact.
8.
Fleeing elements that have deviated to
avoid an obstruction do not turn
again (except as above) during that bound in an attempt to resume their
original direction of fleeing.
|
|
|
23.2 When Elements are burst through or forced to
flee by fleeing elements the following must be adhered to:
1.
Skirmishers who flee due to being
within a base depth of any element forced to flee from close combat, move
first. If they are caught by the initial fleeing element they are either
interpenetrated or burst through, this does not cause them to flee again.
2.
Other elements move after the fleeing
element has burst through and then move in any order determined by the player.
They turn about parallel to the fleeing element, but not necessarily in
corner-to-corner contact and follow behind them, stopping when their move is
completed or when they touch the rear edge of the originally fleeing element.
3.
In both cases they only end as a group
if they were perfectly aligned at the start of their move and finish in corner
to corner and edge to edge contact.
24. PURSUING
ELEMENTS (p.25)
24.1 Where normally permitted to do so, elements
in a demoralised command can pursue if they win in close combat.
24.2 If the front rank element pursues, a 3rd
rank of psiloi armed with bows capable of supporting the front rank in
circumstances in which the 2nd rank did not support and is of a
different type from the front rank element, pursues through the 2nd
rank to make contact with the rear of the front rank element, displacing the 2nd
rank to the rear to make room if need be.
24.3 Expendables who commence a pursuit move whilst already in difficult terrain
are destroyed.
25. ARMY LISTS (p. 1 Army List Books)
25.1 When
non-compulsory troops are allowed as part of an allied contingent they are
limited to a ¼ of minimums and 1/3 of maximums unless the list explicitly says
otherwise. Upgrades of troops in allied contingents are dealt with as follows:
1.
Those listed as
"0-X" are limited to 1/3 of the maximum.
2.
Those listed as
"All" is applied to all relevant troops in the contingent.
3.
Those listed as
"All/0" is applied to all or none of the relevant troops in the
contingent
4.
Those listed as
"Any" can be applied to any of the relevant troops with no
restrictions
5.
Those listed as
"X-All" must be applied to at least the relevant fraction, or up to
all of the troop type that is chosen (rounded up where relevant fraction is
not a whole number).
25.2 Where a list states that allies “need not include compulsory foot” the
options are to take no foot, or if selected the relevant minima and maxima must
be adhered to.
25.3 An allied commander of the same nationality
must command a minimum of ¼ of the compulsory troop types, but may additionally
command other troops from that list (unless specifically prevented from doing
so by the notes to the list).
25.4 Undersized Allied contingents: If the
maximum size of an allied contingent specified by a list is less than the
minimum compulsory number of elements required by the allied list, then no more
than the minimum of any troop type may be taken, and a general must also be
taken.
25.5 An Egyptian player whose army has the option
to defend in the Delta or not must declare which of the compulsory options he
has chosen prior to any dicing.
25.6 A Trojan player must
pay for the compulsory PF.
GUIDELINES FOR FAIR PLAY
The
Following are GUIDELINES for fair play rather than Rule Clarifications. They
are intended to assist organisers and players in ensuring that tournaments are
enjoyed by all in a fair and friendly manner.
1. GROUND SCALE (p. 3)
1.1 It is important that players measure
distances using the same convention, either imperial or metric. This must be
agreed at the start of the game or competition.
2. MARKING ELEMENTS
2.1 Players must not expect Umpires to rule
on matters of measurement, or to make rulings if elements have been moved,
without marking. It is the responsibility of the moving player to resolve such
issues before moving elements. The benefit of any doubt will be given to the
static player.
2.2 If you are about to move an element where
it is difficult to measure distances or the move may prove to be controversial,
it is good practise to mark the position before moving. The benefit of any
doubt will be given to the static player.
3. FORTIFICATIONS (p.9)
3.1 Fortification models occupy “dead space”
on the table. In order to minimise this and to avoid potential for abuse, the
physical depth of a fortification between outside edge and defended edge should
be as small as possible consistent with the requirements of modelling. Ideally,
this should be no more than one base width although some commercially available
fortification models may exceed this. Fortification models other than corners
must be one base width wide or whole multiples thereof. The outside edge and
defended edge of the model must be parallel. Corner pieces should not extend
further forward than the outside edge of the neighbouring fortifications.
Corners of continuous fortifications cannot be less than 90°
4. TERRAIN (p. 12)
4.1 Each Player must supply his / her own
terrain. Note that any terrain deemed to be unsuitable or unsportsmanlike will
be removed from play at the discretion of the umpire. When such pieces are
removed by the umpire they may not be replaced.
4.2 Height of Hills: For the purposes of
visibility and PIP expenditure for halts, unless otherwise indicated (by
contour lines or other height marking systems), all hills are to be regarded as
of equal height.
5. DEPLOYMENT (p. 15)
5.1 The rules on
deployment require reasonable interpretation by all players. Therefore the
positions of commands at deployment must be described unambiguously showing
their relative positions, one to another, from left to right and from front to rear. It is unacceptable
to define commands as front, middle and/or rear but not their relative left to
right positions. It is acceptable to use a sketch map. The practise of leaving
deployment orders deliberately vague or of extending a command’s deployment
across the battlefield (The Floating Command) in order to gain advantageous
match ups is not allowed, and the benefit of any doubt will be given to the
opposing player. The penalty in such cases will always be in the absolute
discretion of the umpire but may, for example, include redeployment by the
umpire in such a way as to put parts of the command throughout the extended
deployment area and/or that the opposing player be allowed to redeploy some or
all of his elements within the constraints of his own deployment orders.
5.2 Players must
exchange deployment maps/wording at the end of the deployment phase. Maps
showing the deployment of ambushers need not be exchanged at this point as
ambushes are still unknown.
5.3 A deployment
map showing ambushes and flank marches, with exact positions and facing clearly
marked must be made. It must be shown to the opponent at the end of the
game. It need not be provided if no
flank march or ambushes have been made.
5.4 Players must fully define their troops as
they are placed on table. Unless otherwise decided by tournament organisers,
players must declare troops, including troops referred to in their army lists
as disguised as something else, by their actual troop-type.
6. AMBUSHES (p. 15)
6.1 When an ambush is revealed it should be
the norm to display details of it to your opponent and is required on request.
6.2 Immediately it is discovered that
elements have either been, improperly placed on table at deployment or in
ambush (all misplaced ambushing elements are revealed), the opposing player has
the choice of leaving them in position or alternatively having them removed and
replaced, touching the offender’s base edge as close to the centre as possible.
They do not count as lost.
7. BOW DISCOVERING MOUNTED
7.1 An element or
group that stops a tactical move short due to Bw otherwise contacting the front
of mounted of which the moving elements were aware and at which the Bw could
shoot pays +1 PIP if the element or group would normally do so to stop short.
If the moving elements were unaware of the mounted, the move may stop at the
point at which they become aware of the enemy and does not trigger any
additional PIP cost for stopping short. See p14 of the rules for more
information on awareness and visibility.
8. END OF GAME
8.1 Unless otherwise decided by tournament
organisers, if a game remains undecided when time is called the game will
finish at the end of the defender's bound.
9. COCKED DICE
9.1 Ensure agreement is
reached at the start of the game as to what constitutes a cocked dice. If not
stated it will be assumed that any die that lands even partially on terrain,
rules, notes etc) counts as cocked. Therefore all dice must land flat on the
playing surface with nothing intervening to be valid. The use of dice cups or
dice towers is also permitted.
The v3.3 Have been revised again in light of the correction to the Bw X/I mistake in the DBMM Revised Edition lists.
ReplyDelete