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DBMM v2 Quick Reference Sheet - Movement

PIP EXPENDITURE (p. 27) 0 By a first march move this bound if either: entirely along a road without reversing direction all foot & first 2 ranks are Pk moving straight ahead naval in good going 1 Each march or tactical move by an element or group Halt by a single impetuous, broken or naval element Each halt by a broken or impetuous group Each time an element sets-up PO instead of moving 2 Element embarking/(dis)mounting, unless mtd infantry Triggering a feigned flight 3 Activating an ally (per turn) Changing orders unless with BS -1 Group with non-Inert C-in-C Entirely regular group including sub-general or ally-general +1 General is absent, out of sight, unreliable or fighting General is >2000p (LH/naval/army Bge) or >800p (others) Advancing shaken troops +1 Order change confusion +1 Unresponsive troops (Exp,Hd(O/I) or train not (F)) +1 Mixed group of mounted (not El/general) and foot +1 Already marched 2 (irreg) or 3 (reg) times off road +1 Marching into contact with enemy +1 Group wheeling unless a column* Group moving less than full speed* Turning through 180* Mounted or train embarking; train disembarking* +1 Clumsy irregulars: Any marked * above Any element moves other than straight ahead Halting to prevent spontaneous or rout ! POSSIBLE MOVES IN A THREAT ZONE (p.32) Line up in front edge to front edge with contacted element most in front Line up asap opposite TZ-ing element most in front Line up as overlap on element contacted by element and another in group Turn 180 if only TZ-ed from the rear Move straight forward a full move not contacting enemy Move straight forward to contact a front edge or front corner only Move straight forward directly towards the enemy exerting the TZ Follow or move to rear support friends partly directly in front Move straight back with contacting enemy edge/corner unless in CC ! PURSUING ELEMENTS (p.42) Never pursue if: Otherwise can pursue if: Otherwise must pursue if: - defenders of TF/PF, foot fighting mounted, off table, reaching DGo or water feature - non-impetuous Cv, LH, Reg Bd/Sp fighting foot - non-impetuous Kn in enemy bound unless vs Kn - Ps - impetuous or waders - naval - mounted except single based Kn(X) or Cm(X) - Pk, Bd, Sp (not Bw(X)), Ax - in column behind a pursuing element TACTICAL AND MARCH MOVE DISTANCES IN PACES (p. 29) Road LH(F) LH Cv, Cm, Exp Kn(F) El, Kn Ax, Ps Bd(F), Pk(F), Wb(F), Hd(F) Sp, Pk, Bd, Wb, Bw, Sh, Hd Art(F), Bge(F) WWg, Art, Bge Art(S) Naval(F) Naval Naval(X) ! ! SPONTANEOUS DIRECTION (p. 30) Must be: Straight ahead if that would contact an enemy element. Straight ahead if that would end closer to the previously closest enemy. Otherwise may be: Straight ahead unless towards own base edge. Into contact or overlap with front or rear edge of enemy element most directly in front (and then closest if more than one) and in front of original rear edge, unless in column behind a moving element. Towards visible enemy Bge or routing element within 400p and most nearly straight ahead. Towards enemy rear edge along a road, battlefield edge or terrain edge already reached or reached by a straight ahead move. If none of these are possible, it remains in place but counts as having moved. ! INTERPENETRATION (p.32) Actor State Through Facing 640 640 480 400 400 400 400 400 400 400 240 Good 360 320 240 240 200 200 200 160 200 160 80 360 320 160 Rough 240 240 160 160 160 200 200 160 120 80 40 Difficult 160 160 80 80 80 160 120 80 40 0 200 160 80

Mounted (not Exp) Not recoiling/pushed back/ replused Reg LH or Cv Ps Ps Reg Bd Ax, Bw(not (X)) Mounted or foot Boats Naval Repulsed Any Recoiling, repulsed Any Any Any Any Any

LH Same/Opposite Any foot except Pk, Hd Reg Cv Any land Any Bd, Sp, Pk Bd Train 1 deep Naval Boats Same Same/Opposite Any Same/Opposite Same At 90 Same/Opposite Same/Opposite

! !

!
Toby Partridge , Phil Barker 2010. All Rights Reserved. www.dbmm.org.uk www.wargamesresearchgroup.net Permission is granted to photocopy both sides of this sheet for personal use (or for an opponents personal use) r2.01

DBMM v2 Quick Reference Sheet - Combat


! COMBAT FACTORS (p.36) El, Exp, Sh Sp, Bd, Art shooting, WWg Pk, Bw shooting & not shot at Bw shot at or in CC Kn, Cv in close combat Cv shot at, Wb, Ax LH, Cm, Gal, Shp Ps, Hd, Art not shooting, Bge, Bts Naval if troops disembarked ! TACTICAL FACTORS (p. 37) +3 +2 +1 +1 +1 +1 +2 +1 +1 +1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -2 -2 ! GRADING (p. 37) S shooting S shot at S mtd in CC Both Both My > Any < Any not Art, Sh > Mtd not same S = Mtd < Foot Your S foot in CC My Your S train in CC S naval in CC I F shot at F in CC My My Both Both Your > Foot > Foot = Foot < Mtd, Foot > Foot > Naval < Naval, foot < Any < Any not Art < Any +2 +1 +2 +1 +1 +1 +2 +1 +1 +2 +2 +1 -1 -1 -1 Art Hd Bge Bw Sh Ax Ps Wb Bd Foot, Art, Bge(O) in TF/PF (exceptions) Any manning a PF tower Any on a PF wall Any manning an upslope TF Foot/Train upslope in enemy bound Mounted upslope in own bound Brilliant stroke General Contact own Bge(S), lethal general Element behind aiding shooting Other aiding shooting Each flank overlapped Each enemy front edge on flank or rear Unable to start recoil Disadvantaged by weather CC or shot at having marched Shaken or broken unless shooting Shooting into BUA, crags, trees, oasis WWg (O/I) in own bound Pk(F), Bd, Wb(S/O), Hd(O) in difficult Mounted, Sp, Pk not (F), train in rough Mounted, Sp, Pk not (F), train in difficult Mounted (not El, LH) fighting over PO Cm LH Mtd Others +5 +4 +4 +4 +3 +3 +2 +2 +1 +4 +4 +3 +2 +4 +3 +3 +2 +1 Your Your Your Your Your Your Your Your Your Your My My My My My My Both ! OUTCOME EXCEPTIONS (< beaten, doubled; M = my, Y = your, B = both bounds) (p. 38,39) El Exp Kn Cv < B Destroyed by Ps, LH, elephant killer Ax, Sh, Art, Cm(X). < B Destroyed by any. < B Destroyed by El, Exp, Bd(X). Flee in CC from Cm, Bw, Sh. Repulse/recoil from other foot. if player chooses not to recoil. < M Repulsed from Kn, foot. Y Destroyed by Kn in GGo (unless wedge). Flee from Wb, Exp, Cm. B Flee in DGo. M Spent by Sp, Pk, Bd in GGo. B Repulsed from train not Art(I). Flee from naval. < M Repulsed from Kn, foot, train. Flee from Exp, Art shooting, in DGo. Y Repulsed from foot, train. Flee from Kn, Cm(S), LH(O) if (F) or (I), Exp, Art shooting, or if in DGo. M Spent by Kn B Spent in CC in GGo/RGo by foot not Ps(O)/Bw. Spent by train/naval. < Y Destroyed by Exp in GGo. Y Destroyed by El, Bd, Wb, Exp in GGo, Kn in GGo, Cm(S) in GGo. < M Destroyed by El Y Destroyed by El, Wb, Exp in GGo, Kn in GGo, Cm(S) in GGo. < M Destroyed by El Y Destroyed by El, Bd, Exp in GGo, Kn in GGo, Cm(S) in GGo. < B Destroyed by mounted, Wb. Flee from WWg shooting. < B Destroyed by any in close combat < Y Destroyed by Kn in GGo, Cm(S) in GGo. < M Repulsed in GGo from CC against foot not Ps. Y Destroyed by Kn, Cv, LH(S/O), Cm(S/O) in GGo. Repulsed in GGo from CC against foot not Ps. B Spent in CC by foot not Ps/Ax/Bw. Flee from train/naval or mounted in RGo/DGo. < B Destroyed by any in CC. Supressed by any shooting. < B Destroyed by Exp, Kn, Cm(S), El, Wb, or any if (I). Flee if (O) in CC not part of group, stand if in CC. < B (I/O) destroyed by any in contact. (F) flee. Otherwise stand. Sp, Pk < M Destroyed by El. REAR SUPPORT ( = only if permitted) (p. 36) Front Rank is: Sp Bd(S/O/I) Bd(S/O) Bw(S/O) Wb,Reg Ax(S) Bw (S/O/X) Ps Sh Cv Sp, Pk, Bd, Ax Pk (S/O/I) Sp (S/O/ Reg I) Kn, Cv LH (S/F) Wb Foot Pk Rear Rank is: Sp (same or ) Sp or Bd Bw(S/O) Bd(S/O) Same Same Bw (S/O if X) Ps(O) Sh Ps(S/I) Ps(S/O) 4 rank Pk (GGo) Sp (same or ) LH (identical) Wb Foot 2 and 3 rank Pk
nd rd th

Enemy is: El,Exp,Kn,Cm,Pk,Bd,Wb,Hd El, Kn Foot Foot Kn Any LH, Ps Any Cv, Kn(X) Wb, mtd (not Kn(X)) Train, Foot not Ps Foot except Wb or Ps Foot Foot not Ps TF, PF Not Cv, LH, Ps, train +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +2 +1 +1 +1 +1 +1 +1

Required double base Mounted, Foot

WWg < B Destroyed by Art, Ps if (X), El if (S/O/I). Stand (not (S) vs PF).

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