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 2.1 . (The organisers reserve the right to issue sanctioned amendments
at their own discretion).
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, 3 and 4, except as modified below by the
themes for each round.
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
Games will be 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.
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,
Restricted troop types are elements of :-
1 - 3000BC to 101AD.
Restricted Troops for this
Bd(S), Wb(S), Pk(S) all Kn, Art, Ele and WWg.
to 1200AD plus any army from the Americas.
Restricted Troops for this round:-
Bw(S), Wb(S), All Kn, Art, Ele and
Round 3 100BC to 1000AD.
Restricted Troops for this
All Kn, Bd(S), Bw(S), Wb(S), Pk(S)
All Art, Ele and WWg.
Round 4 900AD
Kn(S/O), Pk(S) Bw(S), Bd(S), Dismounted Bd(S), All Art and WWg.
Round 5 Open
any army (any army book old or revised version) before
Kn(S/O/ I), Pk(S), Bw(S), Double base B(X/S), Bd(S), Dismounted Bd(S), All Ele, Art and WWg.
Each team must use one of the 3 classes of armies over the 5 rounds.
Armies to be in three classes:-
1. Class 1 army = must include 200AP up to 450AP of
restricted troops types
2. Class 2 army = must include 100AP up to 201AP
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.
7. Class 1, 2 and 3 armies of 111 ME or more and have
an Inert General are always class 1 armies.
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 they will receive an extra 5 bonus victory points (BVP),
A Class 2 beats a Class 1 army or a Class 3 beats a Class 2 they will receive an extra 2 bonus victory
1. Class 1 army is the superior/higher army
2. Class 3 army is the inferior/lower army
Only Finished games may gain Bonus Points, games ended by time being called do not.