Italian Team Championship rules


Team Subcription and composition

Players from any country may apply to enter a single team of exactly 4 players to the Italian team championship.  Teams are to be represented by a team captain, who will be the organisers normal point of contact for his team.  He is responsible for all communications and should ensure that they are forwarded to all team members.  He is also responsible for ensuring that all details relating to his team entries are correct and that the team name and Captain are clearly indicated on the entry form(s) and Score Sheets.

Each team will comprise of 4 players, one playing in each period. The player for each period must be nominated in advance and may not being changed throughout the tournament. No team may have more than one player fielding the same army (possible when it crosses the date periods) i.e. book and list number must not be the same

List Format

The subscriptions and the army lists must be sent before 24th february 2012 to my email: lorenzomele @

The tournament has single list format. Army lists must clearly indicate:

1.      Name and contact details of the player (on the document itself please, not just in the file name, since file names often do not show when a batch of lists are printed)

2.      Team and period (1-4);

3.      Army name, book, number (on the document, not just the file name);

4.      Date;

5.      General, geographical or other option selected if appropriate;

6.      Climate and aggression (since in some cases options exist);

7.      List and total of elements allocated by command;

8.      Cost by element type;

9.      Elements, element equivalents and break points per command;

10.    Elements, element equivalents and break point for the army;

Army lists must be sent to the list checker by email within the deadline choosen by the organization. For every day being late, the team will lose a point on the final classification (applied after the fourth round is over).

The army list errata avalaible there will be used:


Game Rules

The ruleset used is DBMM 2.0 plus the Clarifications that can be downloaded there:

The tournament will have 4 rounds

The whole DBMM 2.0 ruleset, English version, is used.

Weather and time of the day can be not used if both players agree.

The armies must have no more than 400 AP and miniatures must be in 15mm scale.

Players must supply their own terrain pieces, which must be to an acceptable standard. Additionally all figures must be representative and must be painted and based to an acceptable standard. Umpires will have the discretion to remove unsightly or unrepresentative items.

The swiss system will be used for seeding; players from the same nation (if not Italian) will not be matched for if their captains ask so at the start of the tournament.

Every game will last for 3 hours and 30 minutes plus 1-15 minutes of random factor, known just by the umpire.

When the game start is called, if a player arrives to his table later than 20 minutes (without warning the Umpire and the organization and without a valid reason), will lose 2 points to the player who had to wait for him. If later than 45 minutes (without warning the Umpire and the organization and without a valid reason) will lose the game 0-25.

Any incorrect list discovered after a game has commenced (after “aggression” dice have been rolled) must be corrected prior to the next match.

In case of ex equos in the final classifications, the higher classment position will be gained by the winner of the direct confrontation (if any), or by the player/team with the higher position at the end of the previous round.

The games will last a minimum of 10 bounds. When the game will be over, the umpire will call the "last bound" and the game will end with the bound of the player who moved as second. If less than 10 turns were played, the players will use the Blitz rule.

Blitz procedure

1.      Players record the number of pairs of bounds on a shared record (which may be supplied).

2.      When "last bound" is called, the game is played to the end of the defender's bound (i.e. as previously).  If at that stage 10 pairs     of bounds have not been played and neither army is demoralised, a Blitz period is entered.

3.      The Blitz will be supervised by an umpire or a nominee appointed by an umpire (both referred to below as the "umpire").

4.      The umpire will time the 2 minute for the first (invader's) bound.  PIP dice are thrown after the umpire starts the time.  PIP       dice allocation and all moves must be completed in the 2 minute Blitz period.

5.      Any PIPs unspent at the end of 2 minute are wasted.

  1.  No-one may interrupt or distract the player making moves during their 2 minute blitz period.  Specifically the opponent must not start a debate or question moves apart from identifying moves for later referral to the umpire (i.e. checking legality.). An opponent who wishes to challenge any blitz moves should mark those they wish to challenge as they are made with a suitable counter or other marker.  The moving player may request explanation of the challenge at his sole discretion.  If requested the response should be phrased reasonably succinctly.  Alternatively the moving player may carry on and leave any challenges to be clarified after the time limit.  Note: This allows a moving player to get explanation of the challenges on any “crucial” moves and still have time to correct them within his time limit, if he wishes to.

7.      The moving player may choose at his option to make his own compulsory/impetuous moves within the time limit, in any order he desires, as per normal.

8.      Pursuit moves of enemy troops arising from fleeing are done in the Blitz period.

9.      Flank marches  - if arriving during a Blitz bound, the following is done before the Blitz period starts:  the die for the flank marching command is rolled on its own, then the figures arriving are placed at their place of arrival and any flee moves resulting from the flank march arrival are carried out.  The Blitz period is then started during which the arriving troops are moved on table.  If flank marchers arriving in a subsequent bound cause enemy to flee, the umpire will pause the Blitz time for the flee move(s) to be carried out by the umpire.

After the end of the 2 minute blitz period:

10. Any illegal moves are taken back as determined by the umpire.  The non-moving player can challenge the legality of moves, but the final determination is the umpire's.

11. Any impetuous or flee moves are made by the umpire.  These will be made in the simplest order, which will normally be those closest to enemy elements first (no back ranks charging through to swap the element fighting etc.). All other things being equal he will normally start on one side and work along.

12. All shooting and combats are carried out as usual. 

13. If, at the end of the relevant bound, an army is broken the game stops. 

The process is then repeated for the defender's bound until 10 pairs of bounds have been played at which point the Blitz period is over and the game is scored as usual.

Other Rules

Umpires are choosen by the organization and will be presented to the players before the tournament; we allow the use of Umpire-Players.

Admission to the competition is at the sole discretion of the organisers and their decision on all matters is final. An application to enter denotes acceptance of the rules. 

Umpire and list checker will be Lorenzo Mele.

To send subscriptions, army lists or ask for any informations, write to the email: lorenzomele @


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