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The competition is
open to teams of two players or single players, using armies of 450pts in
total.
Each team may field any number of substitute players as long as one of the
opening registered team members takes part in one of the rounds after the
opening round.
The rules to be used are DBMM ver 1.0 . (The organisers reserve the right to
issue sanctioned amendments at their own discretion).
PDF download of the March 2009 Version 4.1.4 of the DBMM Commentary file available
at DBMM site at www.dbmm.org.uk
All current DBMM rules are to be used, including those for weather and time
of the day.
EXCEPT (Time of the day only if both teams agree)
The valid armies are to be found in the DBMM army list book 1, 2 or 3 and WRG
DBM book 4, 2nd edition, except as modified below.
As with other competition of this nature, players are required to supply
their own terrain in accordance with their chosen army.
Players will share a COMMON SET OF DICE to be supplied by the attacking
players. The defender chooses combat dice first.
Admission to the Northern League is at the sole discretion of the organisers
and their decision on all matters is final. An application to enter the
Northern League denotes acceptance of these rules.
Also by playing in the Northern League you give the organisers the right to
keep information about you and your team, (this will not be passed on to any
body out side the NL), except for round results which are passed on to the
BHGS or DBMM.org.uk for adding to the ranking points.
Each team must use one of the 3 classes of armies over the 5 rounds, and also
one of your armies must only have irregular and or regular allied generals,
(e.g. so you cannot interchange your pip dice from command to command).
Games will be between 3 and 3 1/2 hours long depending on the venue at the
time of the round.
Also this year we will be using the WHISTLE STOP RULES to end games see
below.
"Whistle Stop": "Time" is called at a semi-random time,
within 5 to 10 minutes either side of the published finish time. When
"Time" is called, the game stops IMMEDIATELY and the result at that
point is calculated, except that if in any bound combat has started (ONLY
shooting or hand-to-hand) that bounds combats are all resolved.
The key advantages are that it largely removes the highly artificial
"Last bound suicide attacks" where you can safely commit elements
(especially generals) knowing the opponent has only one, or maybe no more
turns. It also makes it harder to use "slow play" to stretch out
the last few minutes to prevent the opponent getting in more bounds. It also
speeds up collection of results by organisers, allowing a speedier turnaround
between games. In terms of "fairness" between attacker and
defender, it could be argued that any given player will defend/attack about
50% of the time anyway irrespective of their initial aggression factor given
the math’s involved in combining of your and your potential opponents
aggression factors, plus the aggression dice in determining who is attacker.
ARMIES
LISTS MUST INDICATE
1. The Player’s
Name’s
2. Which army class it is, which book it is from, it's list number and its
date and variant used.
3. Troop type, individual value, number of elements of that type used and
total value.
4. The different commands and which troops they contain, including baggage.
5. Each command ME level and army demoralisation ME levels.
All army list and entry fees must be submitted 15 days before each round of
the competition date and must be on the Northern league competition entry
form if sent by post or by e-mail using Microsoft excel or Microsoft word
documents only but not Word 2007 or Excel 2007 unless saved in 2003 format.
Submission of inaccurate, incomplete or poorly laid out and late lists will
be penalised.
The Restricted troops rules:
Each team must use one of the 3 classes of armies over the 5 rounds,
and also one of there armies must have all non-pip swapping irregular and/or
regular allied generals in the army,
(e.g. so you cannot interchange your pip dice from command to
command).
Restricted troop types are elements of :-
All Knights, Cavalry(S), Camelry(S), Light
Horse(S), All Artillery, War Wagons(O) & (S), Expendables and All
Elephants.
Armies to be in three classes:-
1. Class 1 army = must include 220AP
up to 450AP of restricted troops types
2.
Class 2 army = must include 100AP up to 219AP of restricted troops types
3.
Class 3 army = may include no more than 99AP of restricted
troop types
All C-in-C's, Sub-generals and Allied Generals element who are of a
restricted troops type DO NOW count in
the restricted troop type total. The +25pts for Brilliant generals and -75pts for Inert generals do not count as resticted points even if it's Brilliant or Inert general does.
Army classes are further re-classed by size and general:-
4.
A Class 3 army with Inert General or more than 110 ME's is re-classed as a Class 2 army.
5.
A Class 2 army with Inert General or more than 110 ME's is re-classed as a Class 1 army.
6.
Class 1, 2 and 3 armies of 110 ME or less and do not
have an Inert General are
not re-classed.
SCORING
SYSTEM
The DBMM 25-0 scoring system
is used as per the DBMM rule book.
BONUS
VICTORY POINTS (BVP)
Winning
players of all three rules systems who have broken there enemies army and
are of a lower class army than the enemy will receive bonus victory
points as follows
A Class 3 beats a class 1 army it will receive 5 bonus victory points (BVP),
A Class 2 beats a class 1 army it receive 2 bonus victory point (BVP).
1. Class 1 army is the superior/higher army
2. Class 3 army is the inferior/lower army
Only Finnished games may gain Bonus Points, games ended by time being called
do not.
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