Introduction

 

The good news is that DBM v3.1 is the most balanced version of the rules ever and so almost all of the DBM army lists are at least playable, if not likely world-beaters. However there are some general guidelines applicable to lists which may be best to avoid in open competition play:

 

  • Lists with no sub-generals:

    If only ally generals are available then your first round of each game becomes very "interesting" as you get to see who is and who isn't reliable. However there are other important aspects of an all ally-general army are the command structure:

     

    • Mandatory troops are forced to be split across multiple commands, this could force awkward compositions.
    • Impetuous troops get no benefit from halting with their general
    • Irr ally generals may change sides resulting in a very quick game

     

    There are different degrees of allied general within DBM. For example if you have ally generals of the same nation then they will not change sides. Some lists have comments in the text that allow allies to be fielded without "otherwise compulsary troops" etc. As a general rule though if you have an ally expect it to be unreliable, plan for that eventuality and if the ally decides that it will fight you will be on a plus.

 

  • Extremely Homogeneous Lists: 

    DBM is a game of matchups (like scissors/paper/stone), if you only come to the table with one troop type then better players will optimise their matchups against part of your army (a part of their choosing because all parts of your army are the same) and destroy it. Combined arms armies, or at least sub-sets of true combined arms armies with a few troop types that compliment/support each other well, dominate in DBM because of this. 

 

  • Lists with multiple types of Impetuous troops that cannot move together for 1 PIP: Especially if they are forced to be together in 1 command via mandatory ally-generals. Experienced players may be able to get away with this (and they wouldn't even try the latter, except for laughs)

 

  • Very Tiny Lists (Eg  less than 46.5EE @ 400AP, some would say less than 55.5EE): 

    In general the "average" army size has increased over the last couple of versions of DBM and the reason is that these numbers count. It is hard to win if every army you fight seems like a giant. At first it is better to be in the mid-range say 60-75EE so that you're approximately equivalent to most of your opponents. Small armies also punish mistakes much quicker so being bigger gives you a bit more lattitude for these. Note however that huge armies composed of fragile troops like Irr Bw(I) can perversly get broken quite quickly as they tend to start taking casualties very quickly once holes appear in their lines or they are flanked.

 

  • Lists with poor command structures: This really is a variation on no sub-generals but if you have a regular CinC you really should have two or three regular sub-generals otherwise you are wasting points. Armies like Sung chinese have to have a regular CinC but can only have one regular sub general so should be avoided as a beginner.

     

  • American Lists:

     

    Sorry but it's true, 95% of the American lists in DBM just suck.

 

Specific Recommendations

 

Aztec (Book 4)

This has the misfortune to be one of the least useable armies in the DBM canon.  Massed Reg Bd(I) which have suffered considerably under 3.1 and equally massed Hd(S) which really have few redeeming features when used in bulk.  The Warband (S), whilst tempting do not occur in numbers large enough to be of use and the fast ones are frankly just another target in a very wide field of potentially pointless elements.  It can be an amusing army to play - just don't expect a win.  Or even to take a command off the opposition. Graham Briggs - come on, they're not as bad as that. For those waiting to prove him wrong, I've made some suggestions in the 4 63 Aztec 1325AD - 1521AD list section.

 

Slave Revolt (Book 2)

While marginally better than Aztec because the blades are irregular and therfore cheaper this is still an army to avoid as a beginner. Don't let yourself get carried away after watching Spartacus

 

Gepid (Book 2)

On paper this can look like a good army, it combines Kn(F) who look to be good mounted with Wb(S) who are good foot. The problem is that if you try to put both troop types in the same command as soon as you roll a 1 you are in trouble as both types of troops must move and can't move together.

 

African Vandal (Book 2)

This is a bad, mono-dimensional army made up of a brittle troop type, Irr Kn(F) - only to be used if you fancy having more drinking time than playing time at a competition.

 


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