Overview
De Bellis Magistrorum Militum (DBMM) is a miniatures wargame rules system by Phil Barker for ancient and medieval battles spanning 3000 BC to 1525 AD. It is the successor to De Bellis Multitudinis (DBM), significantly reworking the command system and combat mechanics. DBMM emphasizes generalship – the player’s ability to command and control their army – rather than the ability to exploit rule technicalities. Over 300 army lists are available, covering forces from across the world throughout the period. Miniatures in any scale from 2mm to 30mm can be used.
Components
- DBMM Rulebook (current version: 2.1)
- Miniature figures (any scale from 2mm to 30mm)
- Measuring tools (rulers/tape measures)
- Dice (standard six-sided)
- Terrain pieces
- Army lists (300+ available)
- Gaming table or mat
Setup
- Select army lists for both players from the 300+ options, covering the appropriate historical period and culture.
- Each player assembles their miniature army according to the list’s point values and composition requirements.
- Set up terrain on the table according to the terrain placement rules (the defender typically has more influence over terrain).
- Deploy armies according to the deployment rules.
- Determine attacker and defender (often based on aggression ratings in the army lists).
Turn Structure
Each game turn (called a “bound”):
- PIP Phase: Roll dice to determine command points (PIPs) available to each commander/sub-commander.
- Movement Phase: Spend PIPs to move groups of elements. Each command (wing/division) operates semi-independently.
- Combat Phase: Resolve close combat and shooting between opposing elements.
- Pursuit/Recoil Phase: Resolve outcomes – elements may recoil, flee, or be destroyed.
Actions
Command (PIPs)
- Each commander rolls for PIPs (command points) at the start of their bound.
- Moving a single element or a group of elements costs PIPs. The cost varies based on distance from the commander, whether elements are in a group, and the tactical situation.
- The PIP system creates the core challenge: you never have enough commands to do everything you want.
Movement
- Elements move in groups (columns, lines) or individually.
- Different troop types have different movement rates: cavalry is fast, heavy infantry is slow, etc.
- Terrain affects movement speed and formations.
Shooting
- Missile-armed troops (archers, crossbowmen, artillery) can shoot at approaching enemies.
- Shooting is resolved by comparing factors and rolling dice.
Close Combat
- When opposing elements are in contact, close combat is resolved.
- Each element type has combat factors modified by terrain, support, and flanking.
- Both sides roll a die and add their combat factor; the higher total wins.
- Outcomes include recoil, flee, or destroyed, depending on the margin of victory and troop types involved.
Stratagems
- Players can employ historical stratagems (ambushes, delayed commands, feigned flights) that are resolved using the rules.
Scoring / Victory Conditions
A player wins when their opponent’s army is demoralized. This occurs when enough elements have been destroyed (typically when losses reach a threshold proportion of the army’s total). Individual commands (wings) can also become demoralized, limiting their ability to operate. Specific victory conditions may vary by scenario.
Special Rules & Edge Cases
- 300+ Army Lists: Covering forces from Sumerian to late medieval, including European, Asian, African, and American armies.
- Troop Types: Dozens of troop types (Knights, Elephants, War Wagons, Light Horse, Blades, Spears, Pikes, Bows, Psiloi, etc.), each with distinct combat characteristics.
- Scale Agnostic: Works with any miniature scale from 2mm to 30mm; base sizes are standardized relative to the chosen scale.
- Weather and Terrain: Detailed rules for weather effects, terrain placement, and how terrain modifies combat.
- Fortifications and Naval Support: Rules for sieges, fortified positions, and naval operations.
- Complex Combat Modifiers: The combat system has numerous modifiers for flanking, rear attacks, terrain, troop support, and special situations. This is more complex than predecessor DBM.
- Version 2.1: Current version includes rule refinements and starter army lists for new players.
Player Reference
Bound: PIP roll → Movement (spend PIPs) → Shooting → Close Combat → Outcomes
PIPs: Command points; never enough to do everything. More expensive for isolated or distant elements.
Combat: Each side rolls 1d6 + combat factor; higher total wins. Outcomes: recoil, flee, or destroyed.
Win: Demoralize the enemy army by destroying enough elements
Troop Types: Knights, Elephants, Light Horse, Blades, Spears, Pikes, Bows, Psiloi, War Wagons, Artillery, and more