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/FOGClears 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.