DBMM unit types are more detailed than in Triumph! or L'Art de la Guerre. The game engine uses a mix of core troop classes + quality grades + special traits, which creates a very highly detailed system used for troop types, troop quality, and organizational structure.
1. Core DBMM troop types
Infantry
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Blades (Bd)
Close-combat infantry (Romans, elite foot)
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Spears (Sp)
Defensive infantry (hoplites, shield walls)
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Pikes (Pk)
Deep formations (Macedonian phalanx)
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Warband (Wb)
Fierce tribal infantry (Gauls, Germans)
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Auxilia (Ax)
Flexible medium infantry (good in rough terrain)
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Bows (Bw)
Archers
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Crossbowmen (Cb)
Armor-piercing missile infantry
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Psiloi (Ps)
Skirmishers / very light infantry
Cavalry & mounted
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Knights (Kn)
Shock cavalry (heavily armored)
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Cavalry (Cv)
Standard mounted troops
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Light Horse (LH)
Fast, evasive cavalry (often missile-armed)
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Camelry (Cm)
Anti-horse troops in some matchups
Special / exotic
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Elephants (El)
Powerful but risky shock units
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Scythed Chariots (SCh)
Shock disruptors
- Heavy Chariots (play as Knights)
- Light Chariots (play as Cavalry)
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Hordes (Hd)
Poor-quality masses
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Artillery (Art)
Engines like bolt-shooters, cannons (later periods)
2. The part that makes DBMM different:
Every unit type is modified by a quality grade, which has major gameplay impact:
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S = Superior
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O = Ordinary
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I = Inferior
Example:
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Bd(S) = elite Roman legionaries
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Bd(O) = standard heavy infantry
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Bd(I) = poorly trained infantry
3. Additional modifiers (this is where it gets nasty)
DBMM stacks further traits onto units:
Combat / behavior traits
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Fast (F) vs Solid (S)
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Fast = more mobile, fragile
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Solid = slower, more resilient
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Impetuous (e.g., Wb(F))
Must charge aggressively
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Shieldwall / Pike depth effects
Equipment distinctions
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Bow vs Crossbow
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Close combat emphasis
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Mounted vs dismounted flexibility
Example unit breakdown
A single DBMM unit might look like:
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Kn(F)S Fast Superior Knights
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Sp(O) Ordinary Spears
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Ax(S) Superior Auxilia
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LH(F) Fast Light Horse
Each part changes how it behaves:
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Type = role
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Fast/Solid = movement & resilience
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Quality = combat effectiveness
How it compares (quick context)
| System | Unit definition style |
|---|
| DBMM | Type + quality + speed + traits (high level of detail) |
| ADLG | Type + a few modifiers |
| Triumph! | Fixed types, no modifiers |
DBMM is the most detailed of the three!.....
Conceptual grouping (simplified)
If you want a mental shortcut:
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Bd / Kn → aggressive "natural born killers" :oP
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Sp / Pk → defensive line holders :o)
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Ax / Ps / LH → terrain & mobility specialists
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Bw / Cb / Art → ranged pressure
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El / SCh → shock & disruption
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Hd → expendable "wimps" en mass
Shout out to Tony and Henry! hope this DBMM breakdown helps! ....