Suggested De Bellis Multitudinis

Rules Modifications

Compiled and Developed by Jeff Bolton



After a long disenchantment with the state of Ancients rules, I started to play again when WRG's De Bellis Antiquitatis (DBA) made its appearance. Then, when De Bellis Multitudinis (DBM) showed up, I started playing it. Between DBA and DBM, my interest in ancients miniatures gaming revived. It has grown to the point that Ancients are very nearly my exclusive miniatures interest. The achievement on the part of these two rules sets are that they come from the same person and group that initially helped me to lose a lot of my interest in the first place - WRG and Phil Barker. Frankly, DBM is a fine set of rules, fulfilling many of my expectations for an Ancients set of rules (although I would appreciate it if the English would learn to write in English).

A major reason that I like DBM is because it has proved to be quite adaptable. Taking the clues given in Barker and Bodley-Scotts "fantasy "DBA -Hordes of the Things - I was able to develop a set of fantasy addendum for the DBM system. This helped interest fantasy gamers and younger players in Ancients and historical play. In addition, Chris Comuelle, one of our fine local gamers, has developed addendum for Renaissance armies within the DBM game system. Finally, Chris and I developed a referee-free campaign rule set that uses DBM as its operational battle system. The campaign currently includes 15 of the most backstabbing players (yes, I am bitter about the performance of my eastern version of the Patrician Romans) that I have ever encountered. We are already planning a second campaign.

So, DBM is an important part of my hobby. But in the course of play and discussion, my friends and I have compiled a set of rules modifications that I would like to present for your own use. I have tried to note the original source of the ideas, but I must admit that nothing like this passes through my hands unscathed; final responsibility is my own.

General Grades

History shows that not all generals (or their command systems) were created equal. To reflect this, we grade generals as Superior, Ordinary, or Inferior. To determine the grade of a general, roll 2 six-sided dice for each general after declaring which general is the army commander-in-chief

The following table shows the results:

2d6
Roll
General
Grade
Game Effect
2,3,4,5InferiorInferior general deducts 1 from all DBM PIP die rolls. If the Inferior general is eliminated, the die roll is no longer affected by the deduction requirement.
6,7,8,9,10OrdinaryOrdinary general functions normally according to the DBM rules.
11,12SuperiorSuperior general adds 1 to all DBM PIP die rolls. If the Superior general is eliminated, the die roll is no longer affected by the addition requirement.

General grades do not affect the die rolls for the reliability of allies or the arrival of flank marches.

Optional: One regular general per army can be nominated for re-determination of grade prior to the start of the game. Designate the general and re-roll the dice to determine the grade. The results of the second dice roll must be accepted.

As far as I can recall, I was first of aware of this modification shortly after the appearance of DBA. It didn't take long to find its way into DBM. In fact, this is the only house rule that we have made a mandatory part of our current campaign. Ile biggest discussion was over the division of the die rolls for Inferior, Ordinary, or Superior generals. There is still a strong lobby for making it easier to receive an Inferior general!

General Characteristics

The individual characteristics of a general can have an affect on a battle. Use these rules to represent the characteristics of the generals in the army.

Characteristics can be assigned or determined randomly. To determine characteristics randomly, roll a single die. If the die roll is a 1 or 2, roll the die a second time.

If the die roll is a 1, there is no further effect.

If the die roll is 2, the general is Heroic. If the general is Heroic, any elements that move into close combat for the first time in the game and are in contact with the general's element can add +1 to their combat factor for the bound. If the general is eliminated or flees, those elements that counted the +1 addition to the combat in the current bound flee. If the general recoils, those elements that counted the +1 addition to the combat in the current bound flee. This modifier can only be applied once in the game. Note that the elements must start the close combat in a group and in contact with the general's element. The general could lead a number of different elements into combat for the first time" during the game. The combat add does not apply to the general's element.

If the die roll is 3, the general is Devious. During deployment, roll the die for the general's command. This number of elements can be deployed in ambush or in the open up to half the distance across the game area. This is applied whether or not the army is the invader or defender.

If the die roll is a 4, the general is a Strategist. If the army CinC or a flank marching commander is a Strategist, die rolls for the arrival of flank or off-table marches receive a +1 modifier.

If the die roll is 5, the general is a Tactician. If the general opposing a Tactician rolls a 1 or 2 for a PIP die roll, the controller of the Tactician nominates the order in which combats are resolved in the bound against the Tactician's command. In addition, if the army CinC is a Tactician, any one element-wide column that includes the CinC's element can add I die roll times 100p to one march move during the course of the game; this uses one PIP like a regular march move.

If the die roll is 6, the general is Conservative. A Conservative general can save one PIP from a turn for use in a later turn. In addition, if a regular army CinC is Conservative, the CinC can assign the saved PIP to any regular sub-general or ally general in their army.

This modification first came to my attention through S.A.G.A.. I must admit that Its use has been minimal, but it can be a good adjunct to a campaign game. The trick is to keep use to a minimum, because it's easier to keep track of the effects.

Combining General Grades and Characteristics

Generals can be assigned a grade, as well as one or more characteristics. For example, Alexander the Great could be considered a Superior general who is Heroic and a Tactician, while Hannibal could be considered a Superior general who is a Devious Strategist.

I saw this one in S.A.G.A., along with the previous modification. It is a logical extension, allowing some real character to be assigned to the game general. Again, the thing to do is to keep use to a minimum.

Standards

Some standards and other symbols carried into battle had impact on the course of a battle. Historical examples are the Hebrew Ark of the Covenant or the Byzantine Our Lady of Blachemae standard.

Note that the effects of a sacred standard do not apply to troops of a different religion or a different sect of the same religion.

Elements within 600p (or visibility limits) of any ainny or personal standard, or within 1200p (or visibility limits) of any sacred standard can not roll a 1 (a 1 becomes a 2) when they engage in close combat for the first time in a game.

Elements within 600p (or visibility limits) of a personal or army standard that is eliminated or flees can not roll a 6 (a 6 becomes a 5) in their next combat, whether as defender or attacker. Elements within visibility limits of a sacred standard or other sacred symbol or group that is eliminated or flees can not roll a 6 (a 6 becomes a 5) in combat for the remainder of the game. Any standard that flees loses its affect for the remainder of the game.

Army and personal standards cost 10 AP. Sacred standards cost 15 AP.

Another S.A.G.A. entry, with modifications from yours truly. Generally, this rule has not had a huge impact in my historical battles. Lefs not talk about goblinoids and standards, however ...

Scouting

The scouting ability of an army can have an effect on a battle, particularly on the prebattle conditions, such as deployment

Before performing the set-up dicing, figure the scouting value (SV) for each of the opposing armies. To determine the SV for an army, total up the scouting values foor the elements in the army. The values for the elements are: . Light Horse = 3 . Psiloi (except X) = 2. Cavalry = 1. Auxilia = 1. All others = 0.

In a campaign, exchange the values for Psiloi and Light Horse if the scouting occurs in rough or close terrain.

Once the SV for the opposing armies is determined, divide the larger SV by the smaller.

If the result is 2 or less, there is no effect.

If the result is greater than 2, but less than 5, the army with the larger SV can choose whether to be considered the attacker or defender.

If the result is 5 or more, the army with the larger SV can choose whether to be considered the attacker or defender. In addition, the side with the lower SV can not perform any flank marches. Finally, there is a possibility of a major ambush. Both sides roll a die. if the side with the higher SV rolls a 6 (applying their CinCs grade to the roll) and the side with the lower SV rolls a 1 (applying their CinCs grade to the roll), a major ambush occurs.

In a major ambush, the side with the lower SV does not deploy on the game area. Instead, one entry point is designated along the army base edge for each command. Each command must enter at its designated entry point in a one element wide column. Each column must move towards the enemy base by the shortest route and best speed possible along good going or roads. Rivers do not block the shortest route. The commands can not deploy until the bound following that in which the enemy is visible; exception - skirmisher units can deploy normally upon entry to the game area. Those units that do not enter the game area on the turn of entry enter in later tunts, in a one element wide column, at the entry point for their command.

This is a variant of the scouting rules that are in WRG 7th (I don't like or play it, but I do read it). The scouting rules simply make the deployment aspects ofthe game more uncertain. I have been involved in two major ambushes and have seen the ambusher go under in both battles. The worst was a Sub-Roman British - Viking confrontation that featured about five elements of Viking huscarles smashing their way through the British - the long way. Naturally, I was the British commander ...

Variable Army Sizes and Deployment

Fighting with two armies of the same size and already deployed loses its allure after a time. Away to vary this is to assign both sides a given number of army points, such as 600 or 700 AP. With this number, they bid for the right to be the defender and expend AP for the ability to place commands on the game area or bring the commands during the course of play as reinforcements or flank marches.

Bidding for Defender: Bidding for the right to be the defender is performed as an auction. Each sides aggression factor times 10 is subtracted from their bids. For example, the Nikephorian Byzantine have an aggression of 4. They bid 100 AP for the right to be the defender. Their actual bid is 60. In any case, the total bid for both sides is subtracted from their respective AP totals. The winner of the auction is the defender. In the case of a tie, rebid. Dice normally to determine the time of day.

Initial Deployment: The ability to deploy a command costs AP. In addition, if the command is not initially deployed on the game area, rolling equal to or greater than a specific number is required (in the same way as a normal DBM flank march is performed). Use the following table for placement costs and die rolls for entry:

SituationAP
Cost
Die
Roll
To deploy on the game area at the start of the game 750
To enter on the FRIENDL base edge of the game area50 5-6
To enter on a designated FLANK edge of the game area256

Commands that do not begin the game on the game area can not set ambushes.

For example, both armies are given 600 points. Player A bids 100 AP for the right to be the defender, but has an aggression factor of 3 (3* 10= 30 AP), making an actual bid of70. Player B also bids 100 AP, but has an aggression factor of 2 (20 AP), making an actual bid of 80, making Player B the defender. Player A has three commands, Player B two. Player A decides to have one command conduct a flank march (25 AP) and the other two commands enter on the friendly base edge (50 AP per command, 100 total). This leaves Player A 375 AP for the army. Player B decides to place both commands on the game area (75 AP per command, 150 total). This leaves 3 50 AP for the army.

This idea came from Chris Comuelle. I have not had a chance to really play it out, but the little I have done indicates that it can be interesting.

Psiloi Tactical Moves - Group Moves

Add the following to the definitions of legal group moves: A group totally made up of Psiloi (except X) elements can move as a group in line in woods, orchards, olive or palm groves, or similar difficult going. March moves can not be performed by psiloi as a group in line through the difficult going.

This modification is directly from S.A.G.A. with massive modifications on our part. If we understood the original version correctly, you could perform this maneuver as a tactical or march move with psiloi, auxilia, or fast warbands. Believe me, the first time I witnessed 30 Gallic fast warbands steaming through the underbrush towards my horribly out-numbered command of Romans, I lost it (psychologically and game-wise). In another game, I pulled the same trick with a group of superior auxilia. Anyway, we kept playing and modifying. The common denominator was that the rule seemed to fit only the psiloi.

Knights and Cavalry Rear Support Factors

Change the first rear support factor explanation to one of the following: If expressly required by their army list to be mounted on a double element base, any Knights (1) fighting Foot, Knights, Cavalry, or Light Horse to their front add + I for the single supporting rank on the same base. This tactical factor is lost when the front edge of an enemy base is in edge-to-edge and corner-to-corner contact with the rear edge of the double-sized base.

- or -

If expressly required by their army list to be mounted on a double element base, any Knights (I) or any Cavalry fighting Foot, Knights, Cavalry, or Light Horse to their front add +I for the single supporting rank on the same base. This tactical factor is lost when the front edge of an enemy base is in edge-to-edge and corner-to-corner contact with the rear edge of the double-sized base. Note that this factor is not used in conjunction with the other +I tactical factor given to backed-up cavalry versus other cavalry or light horse.

The first version of this modification is the most accepted in our local gaming circle. It was developed by taking concepts from a copy of DBM errata found floating in the ether and an article in good old SAGA magazine.

Before explaining the second modification let me preface with the simple statement that I have been studying Byzantine history and their military systems a lot longer than I have been playing Ancients. That said, I take full blame for the second. And, yes, it is mainly a reaction to the Thematic Byzantine Army list (number 29 in the DBM Army List book 3). Unfortunately, I introduced the modification in the middle of an successful streak with my Thematic Byzantine army against historical foes.

Anyway, the real justification for the second modification is this: The deep formation adds impetus or mass to the charge. Otherwise, there is really no reason to adopt it; especially since some of the thematic horseman were as experienced as their tagmatic counterparts. Having played this modification a few times, I think I can say that, in game terms, this change has a greater impact on the psychology of the opposing players than it does on the course of play. Outside of that initial streak, my Thematic Byzantine do not seem to be winning - or losing - more than normal.

An alternative to the second modification is to allow the double-depth cavalry elements to separate when righting non-historical foes. Frankly, I find that using the second tactical factor modification in all circumstances to be more challenging for my Thematic Byzantine army and my own skills as a table-top commander. The main reason is because my battleline is almost invariably more narrow than that of my opponent.

In addition, my Thematics have also been known to field the mysterious missing Tagmatic and Thematic spearman in place of the listed Pikes. See the descriptions for spears in the early version of the DBM rules for details.

Superior Artillery Tactical Factors

Add the following tactical factor:

-1 To the defender if shot at by Art(S), and having more than one contiguous rank of elements, if the front rank is not light troops.

This modification comes directly from Chris Cornuelle as part of his work on the Renaissance era. The justification is simple: Mass targets are great targets for massive shots. If a general does not screen an advance going into an artillery position, they deserve being on the receiving end of this modification.

Allocation of PIPS

Regular commands of the same nationality (except allies) allocate the total PIPS rolled, instead of the individual PIP die rolls. For example, Player A has an army with three regular commands of the same nationality. The player rolls 3 dice for determining PIPS. In the turn, the player rolls a 1, 4, and 6. Instead of assigning the 1 to one command, the 5 to another, and the 6 to yet another, Player A has 11 PIPS to allocate. The player gives one command 3 PIPS, the second 5, and the third the remaining 3.

Each command must be allocated at least 1 PIP. No command can be allocated more than 6 PIPS.

The number of PIPS allocated can not exceed the total rolled for the turn.

Grade factors for generals are added or subtracted after the allocation of PIPS for their commands.

This modification came from SAGA magazine. It makes some sense, if you believe that a regular army needs more advantages. I have mixed to positive feelings about this rules modification. It does give an advantage to a regular army, but not as great as it would appear at first. For example, sharing would be real fine if you could give PIPS to a demoralized command, but you can! This modification just takes the die allocation process to another level.

Modifications to Bows

This modification proves that I can not leave a game system unmolested. It seeks to fix the "Problem With Bows."

Troop Definitions: Add the definition of Fast to Bows. These are shooters noted for quick movement but generally lacking in protection. Examples include most of those Eastern and Americas armies that have very strong contingents of Bows in them.

Element Costs: Ile costs for Fast Bows are Regular - 4 AP; Irregular - 3 AP. Since those currently classed as Inferior Bows are the most likely to fit the definition of Fast bows, this makes the exchange very easy.

Tactical and March Move Distances: All Bows move as Spears, Pikes, Blades, Warbands, or Hordes. Of course, Fast Bows get to add 50 p to their move distance.

Moving Through Friendly Troops or Gaps: Add the following for troops not in spontaneous advance:

If allowed by their army list, Bows can pass through the designated friendly land troops facing in the same or opposite direction.

For example, a common modification allowed to the Sassanid Persian army list (D13XI Army Lists - Book 2, no. 69) is to give them Irr Bw(l) to replace the Irr Ps(I) archers or slingers. These Bows are given the option of passing through other Foot in the army, including the Irr Hd(O) Peasant levy spearmen.

Distant Shooting: Add the following: A contiguous second rank element of Bows lined up directly behind a single rank of the designated supported troop type can shoot normally, except (unless) either element is in difficult going. These shooting elements can only shoot at the eligible target nearest to their front. Note that a third rank of Bows is not allowed to shoot.

Rear Support Factors: Add the following: If expressly permitted by their army lists, troops fighting land tronps to their front or attacking fortifications or war wagons add +I if supported by a single 2nd rank of Bows.

Bows (or changing some ordinary psiloi into Bow(I)) using this mndification are most likely to appear in Eastern European, Middle Eastern, and Far Eastern armies - those that commonly faced enemy armies with a high proportion of horsemen. For example, I think that there is good historical precedent to allow the Rus (number 48 - DBM Army List book 3) to field up to about half of their available archers as Irr Bow(l) using this modification and supporting the Rus spears. We've already mentioned the Sassimids. Arab armies with their spear and supporting psiloi or how elements are another likely candidate. I do believe, however, that the Byzantine skoutatoi/kontaratoi/archer combinations are best represented by the current lists.

I got this modification as a gift while discussing DBM, army lists, and nasty battles with Chris Connuelle and others in out local gaming community. Chris has good knowledge about the Sassanids and other armies of that area, and he brought up this whole topic. So, I did this modification with some input ofmy own, played it, and present it for your own use.

Some Parting Shots

I hope that you will have opportunities to use these modifications for your own enjoyment or to provoke some thought.


Back to Saga #46 Table of Contents
Back to Saga List of Issues
Back to MagWeb Master Magazine List
© Copyright 1994 by Terry Gore
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com