How to lose at DBM
– Top Twenty Tips
This list has been developed after years of practice. I have tried them
all and they have all worked for me. I hope that they can work for you too.
They have been built up during the various versions of DBM but early play
testing indicates that they still hold good for version 3.1. Most can be
learnt easily and require no prior experience but one or two require a highly
advanced level of incompetence to execute efficiently. Most are generic
and can be used with devastating effect with any army even the so called ‘killer
armies’, but a small number require particular troop types to be present.
1. Roll bad dice - The old favourite and still the surest
way of losing. Particularly pleasing is the 1:6 combat dice roll that
has odds of
1 in 36 but seems to make its dramatic appearance in most combat
rounds. (see
illustration one and two)


Illustration one: the highly effective 1:6 split.



Illustration two: the perfect command dice roll.
2. Get your generals killed - Especially useful once you
have lost three or four other elements from the command just to stack
the odds against
you holding the command.
3. Play an opponent who has read the rules - The
DBM rule set has a number of beautifully simple concepts but rest
assured there is a mass of complexity
and confusion awaiting in the small print.
4. Support your flanks with thin air – This allows your opponent
to outflank you and get quick kills against any of your elements.
5. Ensure your flank march never arrives – You must avoid rolling
a six to achieve this but you know it is worth the risk. If you are careless
enough to cause the flank march’s arrival at a point where it might
do some damage to the enemy, try to compensate by failing to bring on all
your troops in the subsequent bound and then get your general pushed off
the edge of the board in the first available combat round.
6. Do not read your opponent’s published army list – This gives
you a nice vague idea of what type and how many of each element your opponent
has and thus allows him to spring those wonderful little surprises depending
on the year, tribe, and selection of allies.
7. Ensure your allies are unreliable – This one is harder to achieve
since you must roll a one on your first round pip dice but with practice
and enough allies (three is particularly useful for this), you can do it.
To finish it off try to get your now unreliable allies to change sides by
getting one of your other commands demoralised first and before you can
roll a six.
8. Assume that the better looking your troops are the better they
will fight – You will discover that there is no correlation between the
quality of the figures, painting, and basing and their ability on the tabletop.
This means that you can spend hours painting the eyebrows on your guard
cavalry in the safe knowledge that you will be putting them back into your
box just as quickly as any other element.
9. Do not bother bringing your own terrain, any bits and pieces
lying round at the club will do – Particularly helpful this if you forget to bring
any hills and you end up attacking Normans with your Norse Irish.
10. Put impetuous troops with different march rates into the same
command – This
is especially useful if you are irregular and succeed in rolling one with
your command dice.
11. Assume the weather rules will not ruin your bows – Try attacking
during the season when the likelihood of rain or strong winds is at its
highest.
12. Get your pikes or spears caught in rough or bad going – There
are, of course, a number of variants to this tip including blades, and most
mounted troops but pikes and spears remain my favourites since they are
unable to give rear rank support in rough going.
13. Structure your command so that its element equivalents add
up to a number that can be divided exactly by three – This avoids a protracted
and desperate fight for that extra half an element equivalent required to
break the command.
14. Position your troops in combat so that they cannot recoil without
being killed – This remains a very popular option with players at all levels.
It is especially useful since it normally kills at least two elements when
normally your troops could have got away with a simple recoil.
15. Always assume that your next pip dice will be more than a one – This
only really works with irregulars and preferably with some impetuous troops
or at the very least some troops that cost more than one to do anything
than move their full move straight ahead.
16. Use up a lot of pips trying to march in line through a large
patch of difficult going – Obviously psiloi are useless in this role since
they can still move as a group but the tip works for anything else.
17. Assume that troops that cost a lot of points in the rules must
be very effective – This is a little harder to execute since it is possible
to win with small, expensive armies but with practice you can ensure that
a small army gets swamped very quickly particularly if you can get the right
match ups.
18. Believe that your plan is bound to work regardless of what
the enemy does – You need to concentrate hard during the deployment phase and
try not to notice where the enemy has placed his troops.
19. Try to get two of the enemy’s commands attacking one of yours – This
can be facilitated by careful deployment.
20. Move your general into combat before moving any other troops
from that command – This is a useful precursor to tip one. This more advanced
option ensures that you have to pay an extra pip for any other troops you
move that turn.
John Hogan with lots of help from Sabrina Hogan
January 2006