Friday, 29 December 2023

DBMM: Tinkering with the rules.

DBMM is without doubt the best set of ancients rules ever written, but it's now thirteen years since version two was published, and seven since the minor update that was version 2.1. With the experience of hundreds of games under our belts we can see ways that the game can be further improved. Since it's extremely unlikely that the author will make any further revisions, then it's up to the community to push forward with new ideas, or watch the game wither and die. Hence this post to start putting some ideas out there. 

I started thinking about what changes I'd like to see in a putative version 3 a few years ago, and even tried a few test games. Coming back to it recently, I started thinking about changes again, revisited my earlier notes, made some simplifications, added some new ideas, and got Rolus Asixus Prope Fraxinum to spend Boxing Day afternoon playing a couple of test games with me. 

Any new version of the rules should be easier to understand; reduce the learning curve for new players; speed up play; fix oddities in the rules; and of course improve it as a simulation. There are dozens of worthy potential changes in the last two categories, but initially I wanted to concentrate on speeding play and making things easier for new players. So most of the changes we tried were based around outflanking, since my observation has been that new players don't understand how to protect their flanks, and that experienced players spend a lot game time worrying about it. You can look at the full text of the changes  here https://docs.google.com/document/d/1ADO8hvhp9lWToO4reD5vw649ZX4MTEwe/edit?usp=sharing&ouid=100864018080607658427&rtpof=true&sd=true, but the summary is. 

  1.  Elements must start at least partly behind the front edge of enemy they wish to contact on the flank. This is more in line with other rule sets, makes it easier to approach enemy without having to throw out flank protection, and means that you can contact a longer line without immediately being outflanked. 
  2. An element supporting another via corner to corner overlap must recoil if the supported element recoils or is destroyed. This rule works in conjunction with the above to allow troops who must follow up to charge a slighting longer line without being hard flanked immediately. 
  3. If an element contacts the flank of two or more enemies while the front one is in combat, it slides down to contact the one behind instead. This allows a deeper formation to have some flank protection without the need to throw out flank protection elements. 
  4. Psiloi generally only count as overlap against light troops, and only cause light troops to be destroyed if in contact with their flank when they recoil. Various ifs and buts around this in the full document, but I find that psiloi can have an outsized effect on the clash between heavy troops for such a cheap troop type.
  5.  It's allowable to conform with the flank edge of a contacted enemy while in a TZ unless the element exerting the TZ will be partially behind the flank of the conforming element. Being able to protect a flank from the opposite side of an element just seems daft.
  6.  When an irregular general or ally rolls a one for pips, the C in C receives a "command focus" token. In a subsequent bound he may exchange the token and the use of his usual free pip, for the chance or re-rolling the pip dice of a nominated command. The choice has to made before the pip dice are rolled. This provides a way to mitigate the chance of irregular commands being sidelined by a string of poor pip rolls, and gives the player a little something to ease the frustration of a poor roll.
  7.  Light horse ordinary are regraded as as LHX and LHF are regraded as LHO. The combat and support rules that previously applied to LHF now apply to LHO and those that applied to LHO apply to LHX. This change makes non superior horse archers a bit more durable in combat, and particularly against shooting, while removing the anomaly that LHF move faster than identically equipped LHS. This idea I stole from a discussion on the mailing list, but forget who suggested it originally. 

 The amendments we tested will be of most benefit to clumsy irregular armies, so we chose to test clumsy impetuous Sarmatians versus well drilled Early Imperial Romans. We played two 240pt games, with some scattered around terrain pieces. This isn't going to be a battle report, but instead I want to illustrate some points in the battle where the amendments applied and what effect they had.

Approaching Enemy Light Horse


 Here the two auxillia are able to march straight towards the Sarmatian forces in a very direct play style. Normally this would be suicidal, and they'd have to expand, then wheel carefully to make sure no enemy can attack their flanks, using at least one, and perhaps two extra turns to arrive.

 

 

 

 

 

 

 

 

Command Focus

In the first turn the Sarmatian right flank command only rolled a one for pips. Their C in C therefore received a command focus token. In the second turn he wanted to ensure this command got moving, so used his command focus token on it. It rolled poorly again, but due to the command focus could re-roll, this time scoring a four and being able to react to the fast advance of the Romans


 

 

 

 

 

 

 

 

 

 

 

 

 

 Close Approach

Here the Sarmatians are able to close quickly with the Romans, with two elements peeling off to attack and the others lining up a charge next turn. Normally this again would have been a dangerous move with the Romans getting hard flanks next turn, so the Sarmatian player would most likely have had to hold his position out of range until having enough pips to throw out flank guards. Players of other rule sets would also likely be surprised that the above move is dangerous under the current DBMM rules


Overlap Pushed Back

The Sarmatians charged in and killed a legionary just below the red stick. Because they're knights, they must follow up leaving the legionary above them on their open flank, now behind it. Even with the revised hard flanking rule, it would still be able to shut the door and flank them next time. However, another one of the new rules is that elements providing an overlap must recoil if the element they're supporting is recoiled, fled or destroyed, so the overlapping legionary has to fall back and the Sarmartian flank is safe. The Roman could of course spend a pip to advance beyond the flank in the next turn, and turn the flank in the turn after that.















Light Horse


Here the Sarmatian horse archers are in combat with the Roman Auxiliaries. In the Roman turn, the auxiliaries are on factor 2 + 6 on the dice making 8 total. The Sarmatians are 3 + 2 on the dice making 5. If they were classed as fast, they'd go down to 4 and thus be doubled and spent. Changing their grade to ordinary keeps them in the fight a bit longer. 




Psiloi Overlapping and Flanking

The Sarmatian knights have blown through the legion. The Roman general makes a desperate counter attack, but the only troops he has to help him are a couple of psiloi. Under the normal rules of course, the psiloi would be as effective as supports as legionaries or KnS. However, in the amended rules their effectiveness is more as you'd expect for some light armed skirmishers in a heavy cavalry fight. The psiloi in overlap towards the top of the picture don't affect the combat at all, while the ones that have moved into a flanking position on the other flank give the Sarmatian knight a -1 tactical factor, but will not cause it to be destroyed if it loses. The knight is still at factor 2F vs 4, hardly a good position, but dices well in enough to survive and recoil as shown in the bottom picture .The flanking psiloi slides along to maintain contact when the general follows up.













More Examples from Game 2

The Romans got ridden down pretty quickly in the first game, so we swapped armies and played another. Here are some more examples from the early part of that game.

The Sarmatian right again roles a one for it's first pip dice, granting the C in C and command focus token as compensation.

 In the second picture the Romans are able to quickly approach the pip starved Sarmatians without fear of being hard flanked.

 

 

 

 

 

 

 

 

 

 

 

 

In the third picture, the Sarmatian C in C really needs to get enough pips to wheel the large mass of knights in the center. So muttering under his breath "do not mess this up, do not mess this up" he assigns the command focus token to himself. He roles a two, but is able to re-roll and score a five. Using his own pip he would normally have been able to accomplish the wheel with a two, but since he had already used his free pip that turn using command focus, he needed at least three pips. 



Attacking a Column




This amended rule is a little complicated, so there are few pictures to explain it. Initially a two deep column of Sarmatian knights has charged into some Roman legionaries next to the green die, but lost the combat and is forced to recoil. It is now the Roman turn, and they already have an element in position to contact the columns flank. 

 

 

 What happens next depends on the order that the Roman player moves his elements. If he moves the flanking element into contact first, then it conforms to the front element's corner, then the elements in front move into contact, everything stays the same as the current rules, and the leading knight is hard flanked.




 

If however, the legions in front move into contact, then the new rule allowing columns to defend their flank comes into effect. When the legion moves into flank contact, it contacts both Sarmatian elements, but since the first one is now in combat, the legion must slide down to contact the second one which turns to face it. The first element is still somewhat inconvenienced from a having no recoil.

The rule was written this way so that wandering columns could still be punished if outflanked, but that columns could move into contact and still be able to defend their flanks somewhat with out having to detach a protecting element. The need for these single element detached flank guards has always seemed an unsatisfactory element of the game to me, and is something that I've seen new players struggle to grasp. This rule attempts to reduce their necessity, but in this instance is a little inconsistent I'll admit.










 

 

 

Overlapping Psiloi


Here the two legions advance against a line of four psiloi. They are able to do so without fear of being flanked next turn. Normally of course under the amended rules overlapping psiloi wouldn't count in the combat, but since the legions are also fighting skirmishers to their front, the overlaps do count. The rationale being that if two heavy forces are clashing, then there is little opportunity for the psiloi to affect things (unless they can right round the flank and start chucking things into the enemy rear ranks), but if the combat is already a ranged skirmish, they can effectively contribute.


Aligning with a Flank


Here the column of Sarmatian knights in the center of the picture has again bounced off the legion. The Romans want to counter attack and use their legionary element to the right of the Sarmatians to charge into their flank. However, another Sarmatian element has arrived on the other side of the column facing it. Under the current rules, the flanking Roman would need to align with its TZ and be unable to legally contact either of the two intervening Sarmatian elements. The amended rule removes this anomaly by allowing the Roman to slide to conform while in the TZ, since the element exerting the TZ won't be behind their flank.





Closing Thoughts

Overall the changes worked pretty well we thought. The game played quickly, less time was spent worrying about flanks, and I don't think a single one element flank guard was used by either of us. The Sarmatians benefited most, feeling powerful surging forwards, and not having to worry about their flanks getting mugged before even getting into contact. However, there were several instances where the Romans were able to advance more directly.

So the Sarmatians rode over the Romans in both games. Did it make them too good ?. Maybe, but too early to say. We didn't use the proper terrain system, and the Romans played in a pretty gung-ho style. In a more competitive game they'd like have been more defensive and used the terrain better. Also 240 AP with three generals is a pretty sweet spot for the Sarmatians command wise. At 400 AP they'll have far more troops to command with the same number of PIPs. 

It was the first time testing the Command Focus system. We only used it three times over the two games (seems we rolled far less ones than statistically expected), and only once did it make a significant difference. Needs further testing, but does add an extra interesting decision point.

Monday, 16 January 2023

Through the Ages, Series 1 Round 8, 10 January 2023

Through the Ages, Season 1 Round 8

Turks go into North Africa

An Abbasid version of Early Muslim North Africa and Sicily (Anthony) was invaded by Central Asian Turks (Bob). The Abbasids had two allies – more of the same, and the Turks took an ally, again, more of the same.

The Abbasids had lots of auxilia and psiloi, so took a couple of srubby hills to go with their compulsory sea, both of which came on near the sea, effectively securing their left flank. Meanwhile, the Turkish mounted chose two open fields that were hardly likely to turn into mud to keep the field open. Thus, when the battle began at noon in the clear spring sunshine of 794AD, the one ineffective field that did get on was removed.
















The Abbasids deployed the main AxI block front and centre with bow left and right, and cavalry and light horse behind. The regular SpI were in the second command further back ready to go left or right as the situation demanded. They had more bow on their right and more light horse behind. The ally with the bulk of the cavalry deployed further right with their own light horse far right and AxI to the front. The ally with the PsS and more AxI deployed that foot to take the forward scrubby hill, while its Lh and Cv looked to block the path between the hills.





From L-R as the Turks looked at it, they had an all LhS command opposite the Arab Cv, then more LhS fronting CvO going up against the Arab bow. The C-in-C’s command had more cavalry, a mix of S in front and O behind, up against the AxI plus PsO and hordes to block anything coming over the hill. The ally of more LhS and CvO was on the far left, looking to force the gap between the hills.


















When both sides advanced from the off, it looked for a moment as if the fighting would take less time than the deployment. However, the Arab Cv ally proved unreliable and so the opposing Turkish LhS stood off for almost the entire battle. Said unreliability also prompted the reserve SpI to move right in an attempt to draw the enemy close enough to activate the ally. When that didn’t happen, it became very much a slug-fest in the centre. Initially, the Turks stripped off nearly the whole front rank of the AxI, but the second and third ranks (and bow) proved much more resilient.

















Abbasid first turn
















Turk first turn






























Lots of dead AxI but  a few Cv and LhS dead too

On the other side, the other Arab ally took the hill and set up defensively to make life as hard as possible for the more able Turks. Eventually, they got enough PIPs to make an organized attack and killed a couple of LhO, but after that, it all went the way of the Arabs. Bob couldn’t throw a decent combat die to save his life. In an effort to rescue the situation, the hordes and PsO assaulted the hill (I have the photos to prove it) and were duly cut down by the PsS.


Assault underway


Arab Lh die...


...but comrades exact revenge...


...and the assault crumbles.

Back in the centre, the Arabs finally broke and the knock-ons took them temporarily to 40% losses, so it was looking grim. Fortunately, though, they had demoralised their immediate opponents and the C-in-C had been able to persuade the unreliable ally to join the fight just in time. Furthermore, the ally on the Arab left also demoralised the enemy ally and had them almost at breaking point. (Bob indicated that the lose of one more ally Cv or LhS would break the command, the knock-on would take the central command and ultimately, the entire army.)


Turks press home their advantage


Stand-off on the other flank continues













Turks break through in the centre but the Arab wing has activated and advanced


At this point, the fighting alone had been in progress for nearly four hours, so we called it: 14-11 to the Turks.


View from the Turkish side


Final positions

***

If, like me, you have lots of Arabs, there are many various armies within 50 years of the ‘filler’ date of 794AD to choose from, and I was expecting Bob to bring a Nan Chao or T’ang morph, so was a bit surprised when another central Asian mounted army hit the table. EMNA with all its AxI and LhO is very much a ‘fun’ army and not a seriously wicked fighting force, but it stands up well against mounted stuff like CAT. As Bob noted, EMNA is no match for something with plenty of heavy foot. Consequently, despite the final score, I think I was the happier of the two generals with the result.   

Sunday, 15 January 2023

Through the Ages, Series 1 Round 7, 6 December 2022


Through the Ages, Series 1, Round 7
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Double Deviousness
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No surprise early doors when the Arabs (Ag 4) invaded Sogdia (Ag 0). However, both sides were a bit sneaky in not putting all their armies on the table.
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The Sogdians (Bob) had plenty of room to manoeuvre on a normal-sized table, but the Arabs (Anthony) did get an orchard and gully to screen off one edge, but in a step up from sneaky to deviousness, the Sogdians put a BUA on the opposite side.
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Gentle hills either side of the BUA and another hill of no consequence top right in the pic.
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The Sogdians deployed Ps and Lh on the ridge, then lots of Cv (mostly O, but I think a few S somewhere in there). Then a Turkish ally - mostly LhS but with more Cv as well.
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So, where were the KnF?
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The Arabs had a few PsS outside the BUA, then masses of BdO with some BwO both ends and Dailami (rBdF) far end and a few CvO and LhO and I set back behind the orchard.
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That's only about 30 blade and the Conquest can field a lot more, especially at 450AP, so where are the rest of them?
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Shenanigans on both sides me thinks.
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The Turks swooped down their flank and the Arab mounted moved smartly to block passage around the orchard while their line advanced as well as it could (PIP shortage for one Bd command, surplus for the other). Sogdians dithered on the hill (Ps expanding their line - whoo-hoo).
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So, what are you thinking?
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The Arabs got to spring their surprise first, bringing on a command of camel mounted foot (and a few LhO) behind the BUA. The Ps that had expanded were now within 400 paces and fled, causing much disarray to the others in their line. And a bunch of bow in ambush behind the ridge decided it was best to get out of the way of the advancing camels (BdI).
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In the centre, the Bd ground forward with Bw and Dailami in support.
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On the other side, the Turks had a bit of PIP trouble, but outnumbered (and a KnF command anticipated), the Arab mounted were reluctant to engage and eventually the Lh 'fell back' (no Bob, they didn't run away) towards their camp. Sensing blood, the LhS charged after them (breaking up their line).
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Next move, the Turks got really close, but then the Arabs turned around and bop! Five Turks became two. Then zero.
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Over by the orchard, there was a swirling mess - the Turks have light green bases and the Arabs sandy bases. I forgot to mention that two of the Arab cav were iCvS, one of which was forced into the orchard and died there when forced to flee with no recoil.
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Anyhow, the Turks were a busted flush.
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Back in the centre, the Sogdian cav did a bit of 'falling back' of their own, but the left lot of Arab Bd kept getting great PIPs and finally caught up.
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However, the real bit of Sogdian cunning was not sending the knights on a flank march, but delaying them (hence the desire to draw the Arab blade forward). Fortuitously for them, the Arab flank march came on just before the knights, who were then able to reinforce that flank.
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They made short work of the Lh, then set about the BdI.
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Eventually, the Arab command broke and fled back off the table pursued by the KnF. However, the mixed command on the ridge had taken enough losses to become disheartened and on the verge of collapse.
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In the centre, a Sogdian general threw himself into the fray and was lucky to escape, while the Sogdian Cv did remarkably well and even killed two Arab Bd. Unfortunately for the Arabs, two in one column, creating a gap in the line.
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Despite being two commands down (40% losses), the Sogdians still had two effective commands, although the KnF would take a few turns to turn around and come back along the ridge.
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Of more immediate concern for the Arabs was the gap in their line that was going to be hard to plug, their mounted being some way away. The Arabs had lost 20%, making for 14-11 in their favour - a fair reflection of the state of play when time was called.
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Final positions
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I really like the pre-jund version of the Arab Conquest - lots of blade and very difficult to beat. But it is quite immobile and ponderous, so takes time to get a result.
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Bob

Nice write up. Game was still in the balance when we called it, as it had already taken 6 hours
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