Angles games encountered in DBM are entirely avoided, but you can, even more than in DBM, end up in awkward traffic jams where formations don't fit, hampering the ability of adversaries to get at each other. As in DBM, sportsmanlike readjustment of the lines solves this problem. Obligatory charge rules parallel DBM impetuosity and work well, as do support charges. Deployments are pre-mapped by both sides. Unlike in DBM, where alternating command deployment allows some response to ongoing enemy deployment, in Armati neither side has this advantage unless one has initiative of 4 or more higher than the enemy, which is rare.
More groups means more flexibility, so armies with superior control can maneuver more.
Armies can have more divisions than normally allowed, but the others are purely defensive. Divisions can sometimes break up, but this hurts the army's initiative and thus hurts in move sequencing. In DBM you can break up an army as much as you want, but pay the price of disorder in reduced maneuver and control. In Armati, you stick with what you have. As an overgeneralization, DBM penalizes mistakes while Armati prohibits mistakes.