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
-
Blades (Bd)
Close-combat infantry (Romans, elite foot) -
Spears (Sp)
Defensive infantry (hoplites, shield walls) -
Pikes (Pk)
Deep formations (Macedonian phalanx) -
Warband (Wb)
Fierce tribal infantry (Gauls, Germans) -
Auxilia (Ax)
Flexible medium infantry (good in rough terrain) -
Bows (Bw)
Archers -
Crossbowmen (Cb)
Armor-piercing missile infantry -
Psiloi (Ps)
Skirmishers / very light infantry
Cavalry & mounted
-
Knights (Kn)
Shock cavalry (heavily armored) -
Cavalry (Cv)
Standard mounted troops -
Light Horse (LH)
Fast, evasive cavalry (often missile-armed) -
Camelry (Cm)
Anti-horse troops in some matchups
Special / exotic
-
Elephants (El)
Powerful but risky shock units -
Scythed Chariots (SCh)
Shock disruptors - Heavy Chariots (play as Knights)
- Light Chariots (play as Cavalry)
-
Hordes (Hd)
Poor-quality masses -
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:
- S = Superior
- O = Ordinary
- I = Inferior
Example:
- Bd(S) = elite Roman legionaries
- Bd(O) = standard heavy infantry
- Bd(I) = poorly trained infantry
3. Additional modifiers (this is where it gets nasty)
DBMM stacks further traits onto units:
Combat / behavior traits
-
Fast (F) vs Solid (S)
- Fast = more mobile, fragile
- Solid = slower, more resilient
-
Impetuous (e.g., Wb(F))
Must charge aggressively - Shieldwall / Pike depth effects
Equipment distinctions
- Bow vs Crossbow
- Close combat emphasis
- Mounted vs dismounted flexibility
Example unit breakdown
A single DBMM unit might look like:
- Kn(F)S Fast Superior Knights
- Sp(O) Ordinary Spears
- Ax(S) Superior Auxilia
- LH(F) Fast Light Horse
Each part changes how it behaves:
- Type = role
- Fast/Solid = movement & resilience
- 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:
- Bd / Kn → aggressive "natural born killers" :oP
- Sp / Pk → defensive line holders :o)
- Ax / Ps / LH → terrain & mobility specialists
- Bw / Cb / Art → ranged pressure
- El / SCh → shock & disruption
- Hd → expendable "wimps" en mass
