Wollongong 
Wollongong Easter 2006 DBMM results

410AP – open book – all but three games concluded within the 3.75 to 4hours
allowed.

G Stewart – M Byzantine / Condotta Italian / Hussite – 105
C Burg – Armagnac – 90
K Hamlyn – L Carthage – 85 (4)
P Barratt – LIMP Rome / Sub-Roman Brits - 83
S Blanch – Serbian – 60
D Turner – Mound builder - 79
I Nicoll – Med Danes - 50
T Sleigh – Med Germs – 43
J Garvey – Amazonian – 41 (4)
G Plachetta – Med French LIMP Rome – 38 (4)
R Cornwall – Mongol – 30 (2)
R Wechner – L Carthage – 15 (1)
C Rivers – Timurid – 7 (2)
Umpire – EAP.

Numbers in brackets are games played if fewer than 6.  The number of timed
out games was pretty low – but they usually are at Wollongong anyway.  I
suspect that fewer bounds were played than DBM, players who kept notes may
comment.

I understand some players will post reports – I’ll post a more detailed one
in a separate post.

Here is the survey I gave out at the comp – have a go at it yourself.

David B

.............................
Wollongong Easter DBMM feedback

What do you think about army organisation / AP / Command structure / troop
type definitions?

What do you think about game set-up – terrain / pre-battle organisation /
invader defender stuff?

What do you think about command and control / PIPs / pip averaging / types
of generals / command distance / types of moves etc?

What do you think about stratagems?

What do you think about shooting / close combat factors / mechanisms ?

What do you think about combat outcomes / post-combat actions?

What do you think about army state (rooted/stuffed/f*cked ie the
Australian-language edition version of disheartened demoralised shattered)
and end of game mechanisms / scoring.

What about anything else? (write over the back of the page as well) 





Battle Report By Richard Cornwel I went down to Wollongong for the day to play in Dave Brown's DBMM play test tournament. I thought I'd test out Mongol Conquest, to try out brilliant generals and feigned flight. My list was (in order of dice) Brilliant Reg Cv(S) CinC, 7 Reg Cv(S), 4 Reg LH(S), 2 Reg Art(O) Reg Kn(F) Sub, 4 Reg Kn(F), 3 Reg Cv(O), 4 LH(F) Reg LH(S) Sub, 5 Reg LH(S), 8 Irr Hd(I) Reg LH(S) Sub, 4 Reg LH(S) I had no baggage and a feigned flight stratagem. My first game was against Iain' Medieval Danish. He invaded the Mongol steppes, but did manage to get a steep hill to rest his right flank on, with another on my side of the table on the same side. I put down some gentle hills, which ended up nowhere of consequence. I had to deploy first and deployed the two small commands on the left with the CinC and Khitan on the right, with the heavy troops in column. Iain deployed tow long lines of double ranked, supported Bd (I) between the hill and the board edge, with a German ally with a couple of knight wedges behind. He used a delayed start. As he had no knights on the board I expected a flank march or delayed command, and a delayed knight and cavalry command turned up fairly quickly. My artillery pinged away at his infantry and started chalking up a few kills. I sent Ghenghis and his Cv(S) to attack the knight command, and they ended up beating them fairly handily. I risked the Khitans charging in to one of the blade commands and they got shredded. The knights fleeing on losing meant that any survivors got wrapped and killed very easily. I redeployed one of the small commands around to the extreme right flank and then used a brilliant stroke to change orders to give it a better dice to send it after the camp, whch may have been enough to take out his army. Due to losing the Khitans I had to be cautious as my army was near breaking. We ran out of time there. My losses were worse so 15-10 to Iain. If I hadn't committed the Khitans then I think I'd have won this one. My second game was against John's Amazonians. Masses and masses of bow. I invaded and put down open fields, only later realising that rain makes them muddy, having invaded in spring! The fields did keep the left half of the battlefield open. Fortunately the dice bailed me out and we had fine weather. I did double him (2 to 1) and still had to set up first. I sent the Khitans on a flank march, deployed the CinC on the left and the two small commands screening the rest of the board. John set up one big bow command, mostly triple and quadruple ranked Bw(I) between a wood and the board edge, and two others in a line down to his waterway. He had a command missing, which turned out to be a delayed command. Basically, I ended up sending Ghengis and the Cav(S) at the left most command. The Khitans came on and fell in behind the Cav(S). Extreme depth is the way to go in this system. While the attack got set up my artillery started pinging away and causing mass execution on the bow (15/36 chance of killing a Bow(I)). The bows killed a cavalry and a LH on the way in. A brilliant stroke was useful in getting the disordered cavalry into contact. A couple of Khitan Kn(F) also made it in. A grinding struggle ensued with the bow dying slowly but surely. I was disconcerted to find the Kn(F) fleeing when beaten, leaving holes in my line. The Khitan Cav(O) was more useful. His delayed command arrived just as this command was breaking. His big command melted away quickly once it was shattered and I was able to reorganise and destroy the delayed command and sack his baggage taking his army. My artillery and a small LH(S) command were inflicting heavy casualties on the CinC command. His army broke, 20-5 to me. Comments on the rules, Generally they flowed not too badly, but I'm sure we played a few things incorrectly. It would be very hard to play this system and DBM 3.1. Terrain seemed reasonable. Weather can still decide a game. One game was decided by dazzle conditions. With only one element dying at a time combat is a grind. Artillery(O) is very powerful shooting each bound. The brilliant general seemed reasonable value. Not too powerful, but useful. Delayed commands were very popular. It is a way of getting heavy troops deployed outside the central zone. Combined with delayed start it is a very low risk option. Not sure about this. Maybe they have to come on in the deployment zone? It becomes very risky to try and attack an exposed flank when a command can turn up on your flank. Knights are useless against foot. The flee if beaten is murderous. Any unfortunates that win or stick will have hanging flanks and get wrapped and die. At 2ME each you can't lose many before the command has problems. General comments that wrapping is too easy, with partial contact that aren't legal in DBM counting. Cavalry were pretty much invulnerable to bow. Not sure this feels right. Some comments about the fragility of blades against spear. Holes appear and they get wrapped. My small, low dice commands were surprisingly useful with the general's PIP. The Kn(O) v Cv(S) fight was lethal. Broken commands disappear very quickly (often together with their dice). In both games I could reorganise and roll up another command. Generally I thought the rules worked OK, although there are many differences to DBM. Is it a significant improvement? Not sure yet. It could be, but still needs more stress testing. Thanks to Dave Brown for organising. Richard Cornwell
Battle Report by Peter Barrett Well, folks, I was one of the people who attended the Easter DBMM competition in Wollongong. First up, I'd like to thank David Brown for organising the event (and for not collecting any payment for it!), and secondly I'd like to thank my fellow players for being pleasant opponents in such a difficult situation - everyone was on a steep learning curve. I also need to thank my wife for her willingness to give up a friend's 2nd birthday party to accompany me over the weekend. As it was, she probably enjoyed the shopping more than I enjoyed the wargaming. I decided to bring two armies to the competition to try out a few different aspects of the rules. One army was a western Late Imperial Roman army with an inert general (Barbatio), which I used in the first three games, while the second was my old favourite, the Sub-Roman British, with a brilliant "Arthur" in charge (and as a result copped a ribbing from opponents for my use of a fantasy army!). Anyway, the quick stuff first, to give you an overview. Those interested in more detail can read something more detailed later. Game 1 v Medieval Scandinavian. He was the invader. I deployed first. He moved first. No weather effects. I broke his army on about my 7th bound. The score was 18-7 to me. Game 2 v Serbian Empire. I was the invader. He deployed first. He moved first. No weather effects. He broke my army in his 5th bound. Roughly 2-23. Game 3 v Medieval German. I was the invader. He deployed first. He moved first. No weather effects. I broke his army in my 6th bound. Roughly 18-7. Game 4 v Armagnac. He was the invader. He deployed first. He moved first. No weather effects. I broke his army in my 4th bound. Roughly 23-2. Game 5 v Hussite. He was the invader. I deployed first. I moved first. I used the Changing Deployment stratagem. No weather effects. He broke my army in his 9th bound. Roughly 7-18. Game 6 v Late Imperial Roman. He was the invader. I deployed first. I moved first. I used the Changing Deployment stratagem. No weather effects. The game was timed out after my 10th bound. I had one command shattered and one disheartened, and he had one command shattered, and one broken. The score was 15-10 to me. So 3 wins, 2 losses and a draw. As I was convinced there'd be draws everywhere, especially on the first day, I have to give credit to my opponents who were so willing to push their games to a result, win or lose. What I liked about the rules. - Metric used throughout. Makes it a lot easier to measure everything. - Inert and brilliant generals. Provides a bit of variety outside player skill. - Stratagems. Add a little fog of war to the game. - Movement rules. The ability of a group of regulars or light troops or Cv to do 180 degree turns is realistic and useful. The rules for turning a line into a column or vice versa make more sense now. - Broken commands. These seem to work better now - they either stand or run fast. No more mobile obstacles to delay opponents. - Points scoring. Rewards the losing player for both inflicting casualties and breaking commands, rather than just for breaking commands. What I didn't like about the rules. - Blades quick-killing spears and warband. I lost a lot of both to sword-wielding maniacs. - The imperviousness of War Wagons. - The ability of the player setting up second to guarantee perfect match-ups. - Uncertainty over some aspects of the spontaneous movement rules. - The ability of a range of troops to avoid being overlapped. - The variety of quick kills, rear support pluses and minuses, and combat results, which add far more to the game's complexity than to its accuracy. - The complexity of the baggage rules. - The lack of clarity in the pursuit rules. - The confusion engendered by the 2ME rule for commands adjacent to broken commands. Peter Barrett