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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 2.0 . (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.
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 :-
Knights(S,X,O,F in
wedge only), Light Horse(S), Blade(S), Bow(S), Double Based
Bow(X/S), Pike(S), All Artillery, War Wagons(O) & (S) 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.
7. Class 1, 2 and
3 armies of 111 ME or more and have an Inert General are
always class 1 armies.
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 Finished games may gain Bonus Points, games ended by time
being called do not.
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