DBMM Set-up Sequence | |||||||||||
1.0 | Decide if entirely replacing Bge(O) with Bge(I) [& only if allowed by the army list] - see pg 18, para 2. | ||||||||||
2.0 | Tell opponent the name & year of your army & any regional or other sub-list that applies [but not your General's ability or favoured Strategems] - pg 18, para 3. | ||||||||||
3.0 | Both sides choose the season in which they will fight the battle if they were the invader (therefore see opponent's climatic region of the weather chart - overleaf). | ||||||||||
4.0 | Dice for aggression [a d6 each + aggression value] - if a draw, dice again until a round of dicing produces unequal adjusted scores (each draw of adjusted scores = battle delayed by 1 season) | ||||||||||
4,1 | Highest adjusted score is the invader. | ||||||||||
4,2 | Defender's last raw die score determines facing [see below] | ||||||||||
FACING OF DEFENDER: If a defender intends to place a FRONTIER WALL [see pg 19, para 10, 'BUA'] they face the direction specified in their armies list. Otherwise: if their last aggression raw dice score was odd they face due west; if it was even, they face due east. | |||||||||||
5.0 | Generate terrain [see page 21] | ||||||||||
6.0 | Deployment [see page 22] | ||||||||||
6,1 | Record relative positions of commands, final choice of Strategems, what elements to be used for Scouting [if chosen], route associated with any Guide Strategem, position of ambushes, arrival edge of flank march & any delayed command [see page 22, para 4]. | ||||||||||
6,2 | Dice for deployment, [see page 22, para 5], 1d6 each. If initial deployed elements are: mounted [even if deployed dismounted], Mtd Inf, Psiloi or Bge(F), then the army can choose whether or not to adjust the score by either +3 or -1. Defender deploys first unless Invader's score is at least x2 that of Defender. | ||||||||||
6.2.1 | Difference between the 2 raw scores is the weather score [pg 22, para 6] - the season is the one that has been nominated by the Invader [see above, 3.0] from the Defender's Climatic Region table [see overleaf & pg 24], but inc. delays [if any]. | ||||||||||
6.2.2 | If the raw scores were equal, dice a 2nd time [note: only 1 re-roll]. The total of all raw scores is the number of hours after midnight that deployment will be completed. | ||||||||||
SPRING | SUMMER | AUTUMN | WINTER | ||||||||
Dawn Sunrise Sunset Dusk (to) | Dawn Sunrise Sunset Dusk (to) | Dawn Sunrise Sunset Dusk (to) | Dawn Sunrise Sunset Dusk (to) | ||||||||
Cold | 05:00 06:00 18:00 19:00 | 01:00 03:00 21:00 23:00 | 05:00 06.00 18.00 19.00 | 07:30 08:00 16:00 16:30 | 10 minutes passes each time a side completes it's bound [ see pg 23, para 4]. | ||||||
Cool | 05:00 06:00 18:00 19:00 | 02:30 03.30 20.30 21:30 | 05:00 06.00 18.00 19.00 | 07:00 07:30 16:30 17:00 | |||||||
Warm | 05:30 06:00 18:00 18:30 | 04:30 05:00 19:00 19:30 | 05:30 06.00 18.00 18:30 | 06:30 07:00 17:00 17:30 | |||||||
Dry | 05:40 06:00 18:00 18:20 | 05:10 05:30 18:30 18:50 | 05:40 06.00 18.00 18:20 | 06:10 06:30 17:30 17:50 | |||||||
Tropical | 05:50 06.00 18.00 18:10 | 05:50 06.00 18.00 18:10 | 05:50 06.00 18.00 18:10 | 05:50 06.00 18.00 18:10 | |||||||
6.2.3 | Invader's 1st raw dice score = moon conditions [see below & page 23, para 8] at night, which is between Dusk & Dawn [pg 23, para 6]. | ||||||||||
1 | No Moon [visibility, even in good weather, is restricted to 80 paces]. | VISIBILITY [pg 25, paras 3,4 5 & 6]. | |||||||||
2 | Moon already risen at sunset, & sets at end of the invader's 1st night bound after that corresponding to his score. | No moon [even in good weather] or when moonlight is blocked * = 80p | |||||||||
3 | Moon rises at the start of the invader's 1st night bound after that corresponding to his score & will not set before sunrise | Moonlight = 160 paces | |||||||||
4 | Moon already risen at sunset, & sets at end of the invader's 1st night bound after that corresponding to his score. | Fog or dust storm = 80 paces [except Bedouin or Tuareg in dust storm] | |||||||||
5 | Moon rises at the start of the invader's 1st night bound after that corresponding to his score & will not set before sunrise | Daytime or dawn mist or snow = 160 paces | |||||||||
6 | Moon already risen at sunset, & sets at end of the invader's 1st night bound after that corresponding to his score. | During Dawn or Dusk = 400 paces | |||||||||
* Moonlight is blocked if overcast, mist, fog, falling rain or snow & dust storms . | |||||||||||
6.2.4 | If deployment ends between dusk & dawn [page 23, para 9], the side deploying 2nd can choose, at the end of Stage (2) of deployment, to : | ||||||||||
in Summer: start immediately | } | If so, the other side is encamped & throws no PIP dice until sunrise, unless alerted by scouting or 1 of it's elements becomes aware of enemy. It's camp fires make all it's elements visible to the enemy [unless beyond 160p in fog or a dust storm] but does not aid the vision of their own side. | |||||||||
in Spring or Autumn: start 1 hour before dawn. | |||||||||||
6.2.5 | if neither of the above: both armies are encamped & the battle starts at sunrise. | ||||||||||
7.0 | Dice for scouting [see pg 15, para 5 & 6]. The army deploying 1st now places all elements not: delayed; flank marching; or part of an undiscovered Concealed Command, Ambush, or Unsual Troops strategem, & any PF, TF, or FO [except HO] not already placed as part of a BUA or used by ambushers. The other side then does the same [see pg 22, paras 1-3 for deployment restrictions]. | ||||||||||
8.0 | If applicable, place 'Unusual troops' &/or exchange commands as in 'Changing Deployment' stratagem [see pg 22, para 9 & pg 16, para 1]. | ||||||||||
9.0 | Regular C-in-C records which Regular commands are allocated highest, next highest, lowest etc., or, which are averaged [see page 26, para 9]. | ||||||||||
10.0 | Dice for Delaying Battle strategem delay [if applicable] - see pg 17, para 1. | ||||||||||
11.0 | Start game! [The player who deployed 1st has first bound, unless deployment ends between dusk & dawn & the side deploying 2nd has chosen to attack - see 6.2.4]. | ||||||||||
DBMM WEATHER CHART - see pg 24 [ difference between the 2 deployment dice raw scores gives weather score - see overleaf & page 22 of the rulebook, para 6] | |||||||||||
COOL | Spring | Summer | Autumn | Winter | COLD | Spring | Summer | Autumn | # Winter | ||
0 | No wind; Mist from 1 hour before dawn. | No wind, Fog | 0 | No Wind; Mist from 1 hour before dawn. | Fog. | No wind; Mist from 1 hour before dawn; WW, lakes, rivers, bog, marsh, & FS frozen***. | |||||
1 | Rivers low | Light wind * from N.E.; Risk of Dazzle. | 1 | ^ | ^ | ^ | Light wind * from NE; Risk of Dazzle; WW, lakes, rivers, bog, marsh, & FS frozen***. | ||||
Light wind * from S.W. | Risk of Dazzle; Lakes frozen; Rv, WW, S, unnavigable; Defending Irreg LH disadvantaged after its side's 8th PIP dice. | Risk of Dazzle. | Risk of Dazzle | ||||||||
2 | Rivers low | Light wind from N.E. | 2 | ^ | ^ | Strong wind from NW | Light wind from N.E WW, lakes, rivers, bog, marsh, & FS frozen*** | ||||
Light wind from S.W. | |||||||||||
3 | Strong wind from SW; Risk of Rain | 3 | Strong Wind from S.W. | ||||||||
Overcast; Risk of snow; WW, lakes, rivers, bog, marsh, & FS frozen***. | |||||||||||
4 | Light wind from NW | 4 | Light wind from N.W. | ||||||||
Overcast; Mud; Risk of rain; Rivers in spate. | Overcast; Mud; Risk of rain; Rivers in spate. | Risk of snow. | Rivers in spate; Mud. | Risk of snow; WW, lakes, rivers, bogs, marshes & FS frozen***. | |||||||
5 | Light wind from S.W. | Light wind from N.E. | 5 | ^ | ^ | Strong wind from NW; Overcast; Risk of rain**. | Light wind from N.E.; Overcast; WW, Lakes, Rv, bog, marsh & FS frozen***; Risk of snow. | ||||
Overcast; Mud; Risk of rain**; Rivers in spate. | Risk of Dazzle | Overcast; Rivers in spate; Risk of rain**. | Overcast; WW, lakes, rivers, bog & marsh frozen; Risk of snow. | Overcast; Risk of rain**. | Risk of Dazzle. | ||||||
DRY | Spring | Summer | Autumn | Winter | WARM | Spring | Summer | Autumn | Winter | ||
0 | No wind. | 0 | No wind; Mist from 1 hour before dawn. | ||||||||
1 | Light Wind * from S.W. | 1 | Light Wind * from NW | ||||||||
Rivers low. | Rivers low. | ||||||||||
2 | Light wind from S.W. | 2 | Light wind from N.W. | ||||||||
Rivers low. | Rivers low. | ||||||||||
3 | Strong wind from S. | 3 | Strong Wind from S. | ||||||||
Risk of dust storms if wind remains strong, ceasing permanently if it reduces. | Risk of rain | ||||||||||
4 | Light wind from S.W. | 4 | Light wind from N.W. | ||||||||
Rivers in spate. | |||||||||||
5 | Light wind from S.W. | 5 | Light wind from N.W. | ||||||||
Overcast. | Thirst; Risk of Dazzle. | Overcast; Thirst. | Overcast; Rivers in spate; Risk of rain**. | Overcast; Risk of rain**. | Risk of Dazzle. | Overcast; Risk of rain**. | Overcast; Rivers in spate. | ||||
TROPICAL | Spring | Summer | Autumn | Winter | # Combat disadvantage for Elephants in winter | FS = Sea that is liable to freeze. | |||||
0 | No wind; Mist from 1 hour before dawn. | ^ Note: For a score of 1 or 2 the rulebook says 'Light Wind, as for 5'. But there is no Light Wind given for Spring or Summer in Cold for a weather score of 5, nor for Autumn in Cold for a score of 1 [see pg 24, para 2 onwards] - a space has been left to use if a wind type is decided upon . Perhaps use Light Wind [direction is irrelevant] as this appears to be the intention in the rules. | |||||||||
1 | Light wind * from S.W. | ||||||||||
2 | Light wind from S.W. | ||||||||||
3 | Strong Wind from S.W. | Changes to weather conditions: | |||||||||
Risk of rain. | WIND: backs 45° anticlockwise when the defender’s raw PIP dice (including dummy dice) average 5 or more; it | ||||||||||
4 | Light wind from S.W. | veers 45° clockwise if they average 2 or less. STRONG WIND reduces to LIGHT WIND if wind direction later | |||||||||
Overcast; Mud; Risk of rain. | reverses. NO WIND is DGo for Ships [but not other naval]. | ||||||||||
5 | Light wind from S.W. | MIST/FOG: Clears 3 hours after sunrise, or before that if the PIP av. in any bound is less than 3. | |||||||||
Overcast; Risk of rain**. | Overcast; Rivers in spate. | Risk of Dazzle. | RAIN, SNOW, DUST STORM, Risk of: Starts in any bound when PIP av. 5 or more; Weather & risk of | ||||||||
* There is no wind in bounds when the PIP dice average 2 or less [pg 24, para 'weather score' 1-2, line 2] . | occurrence cease permanently on PIP av. 3 or less. | ||||||||||
** If risk of rain, mud until 2 hrs after dawn, or, if rain has actually fallen for 2 or more bounds, from then until an | |||||||||||
equal number of bounds after the rain ceases [see pg 24, 'weather score' 5, lines 6 & 7]. | For 'Effects of Weather' etc., see page 25. | ||||||||||
*** See page 20, 'Water features', para 3. |