Tuesday, 23 June 2026

Wargames rules and the Myth of Luck - posted by Nick Farrell, 23 June 2026

The concept of luck has far too much influence in the writing of wargames rules. It reached its peak under DBMM and its off-shoots where an entire battle could be decided by a lucky roll of a six sided dice.
Luck in modern rules creates an illusion that a bunch of Judaic riff-raff armed only with daggers will roll over the top of an undisordered pike phalanx or that (as in Fog of War) Roman Praetorian Guard can be fragmented by light infantry armed with boulders.
The idea that ancient and medieval battles were often decided by luck is attractive because it makes history feel dramatic, simple and faintly magical. A king might fall from his horse, a storm might break at the wrong moment, a messenger might misunderstand an order, or a commander might die just when the line began to shake. The whole battle is remembered with Fortune leaning over the field, bored of spinning her wheel, and flicking one side into the mud.
Ancient writers encouraged this habit. Greek and Roman historians frequently invoked Tyche or Fortuna to explain sudden reversals. They knew that war contained accident, uncertainty and human blindness. Polybius, for example, often recognised fortune as a factor in events, but he wanted readers to examine causes, resources, decisions and institutions. For him, Rome’s rise was not just a run of lucky throws. It was supported by political structure, manpower, discipline and strategic endurance. Luck might explain the turn of a moment. It did not explain the machine that survived the moment.
The same applies to medieval warfare. Chronicles loved providence, omens and miraculous turns because these made battles morally legible. God favoured the righteous, saints intervened, sinners were punished, and inconvenient military realities were wrapped in theology because apparently mud requires a doctrine. Yet when we look more closely, the supposed miracles usually sit on top of practical causes. A hungry army fights badly and a tired army breaks sooner. A commander who chooses bad ground has already made Fortune’s job easier.
Agincourt is the obvious example. It is often presented as the great triumph of English pluck and French misfortune, with rain and mud playing the role of cosmic prankster. But the mud only mattered because of the tactical situation. The French advanced across a confined, churned field under arrow fire, while heavily armoured men struggled to keep formation and momentum. Henry V’s army did not win because it had luck alone. It won because terrain, weather, defensive preparation, longbow fire, French overconfidence and battlefield compression worked together.
The myth of luck survives because battles are often remembered from the perspective of the loser. Defeat prefers accident to responsibility. “We were unlucky” sounds better than “we marched exhausted into a trap,” “we ignored the ground,” or “our noble cavalry were twats and went off to raid the baggage train.” Medieval aristocratic culture made this worse, since honourable defeat could be softened by blaming treachery, fate, bad weather, or divine judgement. Anything was preferable to admitting that a cheaper, dirtier, better-positioned enemy had understood the battlefield more clearly.
None of this means that chance was irrelevant. Pre-modern warfare was filled with uncertainty, since commanders often had only a partial view of the battlefield and had to rely on poor signals, unreliable messengers and fragmentary reports. Dust, rain, smoke, fear and rumour could distort what men saw and heard, while horses panicked, units misunderstood orders, reserves arrived too late, and disease often weakened armies before battle had even begun. Clausewitz, writing much later, described war as a realm shaped by uncertainty and friction, and his observation applies perfectly to ancient and medieval warfare. In such conditions, chance was always present, although it rarely acted alone.
Another factor is that luck is more likely to effect an individual but even out when larger numbers come into play. A single archer can miss their individual target but a group of archers are going to hit a certain number of people pretty much all the time.
Chance should not be confused with pure luck. It becomes decisive only when one side is prepared enough to exploit an unexpected opening and the other is too weakened, disorganised or badly placed to recover from it. A commander’s sudden death, a violent storm or a mistaken order matters most when morale is already fragile, formations are under strain, leadership is uncertain, or the ground has already begun to work against an army. Fortune rarely creates victory out of nothing. More often, it sharpens advantages that already exist and exposes errors that were waiting to become fatal.
Very few ancient or medieval battles were decided by luck. They were won or lost through discipline, supply, leadership, terrain, morale and tactical judgement. Wargames rules should reflect this by pushing chance into the places where uncertainty actually mattered: morale, disorder, command confusion, fatigue, and the moment when troops first moved into contact. Charging ancient cavalry were not going to ride through formed good infantry simply because someone rolled well. They could break weak, tired or badly trained infantry because such troops might panic when faced with armoured men and horses coming straight at them. Skirmishers, too, should be treated realistically. On an ancient battlefield, they could harass, disorder, screen a movement or make life miserable for troops already in difficulty. They should not be able to stand in front of ordered elite infantry and fragment them with a handful of rocks.
The same principle should apply across the battlefield. A Celtic warband charging a Roman legion might cause serious trouble if it hit hard enough to disorder the line at once. If it failed to do that, the odds should begin to turn against it. If the Romans absorbed the shock, the warband would be pushed back once or twice, and lose heart and run. A phalanx in good order should be almost impossible to shift from the front, because that was the entire point of the thing. The player should have to do what real commanders had to do: disrupt it, tire it, disorder it, or hit it where it was vulnerable. If the answer to every tactical problem is “roll a six,” the game has stopped being a battle simulation and become snakes and ladders after hours of painting.
Sources:
Polybius, The Histories, especially Book 1.
Vegetius, De Re Militari.
Carl von Clausewitz, On War, Book 1, chapters 3 and 7.
Encyclopaedia Britannica, “Battle of Agincourt.”

Christopher Allmand, The De Re Militari of Vegetius: The Reception, Transmission and Legacy of a Roman Text in the Middle Ages. 

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Wellington Warlords: Four games, two new players and a visitor from Under the Mountain - from Michael Stonyer, 23 June 2026

Michael Stonyer was at the Wellington Warlords on Saturday and kindly took a heap of pics to share with us. There were four games of DBMM, including two new players, a big welcome to Richard van Deursen and Ash Crossland, and a visitor from Under the Mountain, Keith V Trye.

Games played were:
  • Mike (Middle Imperial Romans) vs Richard (Early Imperial Romans). It was Richard’s first ever game of DBMM. They played DBMM 200 using 240AP.
  • Barry Norris (Early Carthaginians) vs Ash (Lydians), also DBMM 200 using 240AP.
  • Paul Graham (Marian Romans) vs Keith (Gauls)
  • Graham Starkey (Ancient British) vs Daniel Wade (Early Imperial Roman).
[Any mistakes in this post are mine. Please correct them in comments. If really bad, I will edit the post 😊] 

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Mike Stonyer (Middle Imperial Romans) vs Richard van Deursen (Early Imperial Romans). It was Richard’s first ever game of DBMM. They played DBMM 200 using 240AP.

One of Richards command elements

Some of Mike's cataphracts

Some of Mike's equites

One of Mike's light horse elements

Some of Mike's Middle Imperial Roman cavalry

Mike Stonyer (Middle Imperial Romans) vs Richard van Deursen (Early Imperial Romans).

Richard van Deursen (Early Imperial Roman) in his first ever game of DBMM 🙂

Ash Crossland (Lydians) vs Barry Norris (Early Carthaginians) also DBMM 200 using 240AP.

A contemplative Ash Crossland (Lydians) vs Barry Norris (Early Carthaginians)

Taranaki visitor, Keith Trye (Gauls) vs Paul Graham (Marian Romans)

Paul Graham (Marian Romans) vs Keith Trye (Gauls)

Paul Graham (Marian Romans) vs Keith Trye (Gauls)

Paul Graham (Marian Romans) vs Keith Trye (Gauls)

Graham Starkey (Ancient British) vs Daniel Wade (Early Imperial Roman).

Some of Daniel's Early Imperial Roman legionaries

Some of Daniel's Early Imperial Roman equites

Some of Graham's Ancient British chariots

Graham Starkey (Ancient British) vs Daniel Wade (Early Imperial Roman).
Gavin Pearson
A&A miniatures are a joy to paint.



DBMM 100: Northern Slavs vs Vikings - posted by Vince Cholewa, 22 June 2026

DBMM 100: On Sunday I morphed my Lithuanians into northern Slavs for a historical encounter with Chris Blackler’s Vikings. We timed out as a winning draw for Chris 14-11.
I defended, at least one wood is compulsory, so I placed two and a wooded hill. As it turned out, my terrain choices were not inspired.
My cunning plan was to sweep around one wood (on my left) with my cavalry, supported by psiloi in the wood, my superior auxiliaries in the centre, and a few rag tags covering the right.
A PIP drought at a bad time left my cavalry stuck in a column between the wood and the edge of the word. Psiloi support … irregular psiloi are clumsy in difficult terrain and when you don’t have PIPs, well, they aren’t very supportive.
On the other side, masses of Viking Bd (O) and (I) are just stubborn and the buggers can kill psiloi in difficult terrain.
A good game ⚔️🎲🛡️


I have had two bounds, Chris is having his second, and you can see my cunning plan to attack on my left. Unfortunately, as my cavalry went past the wood I ran into a serious shortage of PIPs and they get stuck in a column.

Six games, three new players, a new period and a Napoleonic anniversary. An excellent meeting!
A big, warm welcome to new gamers to our club, Mike Waters, Stu Middleton and Steve Mcilhatton. It was great to see you all yesterday 😊
Mike joined David Taylor, Samuel Taylor and Stephen playing DBA. Stu and Steve brought along a new period for us, their fleets for the fantasy naval game, Man O War.
Mark Conroy has very kindly donated to the club a stack of table tops with pre-made terrain on them. Stephen McPhail and Chris Blackler brought them along yesterday in Stephen’s van and they are now stored at the hall for all to use.
The holder of the key, Ken Hay, opened up the hall and organised the storage of the new tabletops. David brought along tea, coffee and biscuits and made sure everyone had some ☕️ 🍪
Games played were (there were four Stephens at the meeting so bear with me regarding names):
Napoleonic, Lasalle rules: Yesterday was the 213th anniversary of the Battle of Vittoria, fought during the Peninsula War. Stephen McPhail organised a multiplayer game based on a later part of the battle around the villages of Crispijana and Gomecha. Stephen and Steve Sands had the British and Spanish vs Ed Gough, French. Bryan Fowler was there for part of the game.
DBA: Mike (Later Swiss) played Samuel (Medieval French), while David (Later Achaemenid Persians) and Stephen (Macedonians) played two games.
Man O War: Stu (Empire) played Steve (Dark Elves).
DBMM 100: I morphed my Lithuanians into northern Slavs (Wends) and played Chris who used Vikings. We timed out with a winning draw to Chris. My cunning cavalry manoeuvre between a wood and the table edge ran into big trouble with a PIP drought at a bad time and massed “blades”, which is what Vikings are classed as in these rules, are just stubborn. A most enjoyable game.
We meet on the first and third Sunday of the month at Poroutawhao Hall, Levin. Our next meeting is 10am, July 4. All rules, all periods and all scales are most welcome ⚔️🎲🛡️

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DBA: Samuel Taylor (Medieval French) vs Mike Waters (Later Swiss). Just behind them are David Taylor (Later Achaemenid Persians) vs Stephen (Macedonians).

DBA: Stephen (Macedonians) vs David Taylor (Later Achaemenid Persians). Behind them Mike Waters (Later Swiss) vs Samuel Taylor (Medieval French). Ken Hay is watching.

Man O War: Stu Middleton (Empire) and Steve Mcilhatton (Dark Elves)

A new period for us, fantasy naval.

Napoleonic: Stephen McPhail and Steve Sands (British and Spanish), Bryan Fowler (standing with cuppa), Ed Gough (French).

Sunday June 21 was the 213 anniversary of the Battle of Vittoria and Stephen McPhail organised a refight of part of it.

The 900mm x 1220mm table tops Mark Conroy has kindly donated. They are there for everyone to use.