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DBM Rules DE BELLIS MULTITUDINIS Wargames Rules for Ancient and Medieval Battle 3000 BC to 1500 AD by Phil Barker and Richard Bodley Scott Version 3.0 WARGAMES RESEARCH GROUP JULY 2000 DE BELLIS MULTITUDINIS INTRODUCTION This rule set is an extension of our very successful “De Bellis Antiqu differs in be ded as a direct competitor for current mainstream wargames rules for the ancient and medieval period, sour own WRG 7th edition, and to satisfy those players who like uncomplicated rules, but enjoy a table covered with res, I is accordingly designed to be suitable for battles with armies of several hundred figures, played on full siz tables and lasting two or three hours, and to provide more detailed period flavour than DBA. Special effort has been made to ensure suitability for 25mm figures to tempt some of the older hands’ favourite armies out of retirement. This Version 3.0 contains further revisions resulting from massive electronic and other feedback from players across the world, to improve play balance, prevent misunderstandings and penalise gamesmanship. It has a radically new terrain system requiring a real zeneral's skill in exploiting the features provided by nature rather than ingenuity in tailoring battlefields tats", more familiarly known as DBA. It chiefly such DBM retains the basic troop types, mechanisms and simplicity of DBA, and DBA players will find they adapt readily. As with DBA, our intent is to provide the simplest possible set of wargames rules that retain the feel and generalship requirements of ancient or medieval battle. The rule mechanisms used start from the premise that the results of command decisions can be shown rather than the mim how orders were communicated and interpreted, that differences between troops of the same class and era were relatively unimportant, and that most shooting regardless of theoretical Weapon range was at very short distances. No order writing or record keeping is necessary and time consuming reaction tests are dispensed with. The resulting system is much faster moving than before and more interesting, to spectators, emphasises the talents of the general rather than those of the accountant, requires much less effort, and, despite the increased use of simple dicing procedures, keener tactical awareness. The simple rule mechanisms produce effects which are more subtle than may be immediately apparent on first reading, and are the fruit of much detailed development work They should not be tampered with, A points value system has been introduced, to facilitate the battles against unhistorical opponents which now tend to be deplored, but which are almost inevitable with large army games against strangers, and to enable players to adapt their existing armies. Unlike in previous large scale rule sets, no special rules are needed to simulate scouting, forced marches, accidental encounters or attacks on a marching force, since they will occur naturally as a consequence of players pressing head with march moves during the early part of the game, sending detachments in front or layin ambushes We see DBM as complementary to and emphatically not a replacement for DBA. Each has its own advantages. Some players will inevitably be tempted to introduce some of the features of DBM into their DBA games, especially the points alue system. We strongly advise against this. All those we consider appropriate have been included in the current version of DBA, and others would reduce the value of DBA as an introductory, fast play and campaign battle set. Conversely, DBA is an excellent introduction to DBM. Those players not already familiar with the system should consider playing a few DBA games first as a training exercise. DBA is now so widespread that willing opponents with a sct of rules and a pair of armies should not be hard to find. Copyright (c) Phil Barker & Richard Bodley Scott 1993, 1994, 1996, 1997, 2000. CONTENTS DESIGN PHILOSOPHY 2 REPRESENTATIONAL SCALES 3 TROOP DEFINITIONS 4 ORGANISING AN ARMY 0 PREPARING FOR BATTLE 2 FIGHTING THE BATTLE 6 TACTICAL ADVICE 26 MISCELLANEOUS, 27 DIAGRAMS. 28 INDEX 40

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