Category Archives: BadCon

BADCON 2016

badcon2016

21st BURTON UPON TRENT 20th & 21st February 2016
Wargames Weekend The Town Hall
Burton upon Trent
DE14 2EB

You are invited to come and join us for our 21st annual competition weekend and play one of the following;

DBMM Doubles
500 points any book 3000BC—500BC.
£30.00 per team

FOG Ancients Doubles
900 points any book 500BC—500AD.
£30.00 per team

FOG Renaissance Doubles
900 points any book 1571AD—1621AD.
£30.00 per team

Renaissance special rule- Any heavy artillery used must be the first battlegroup(s) deployed, followed immediately by any medium artillery used.

Art De La Guerre Doubles
400 points any book 500BC—500AD.
£30.00 per team

ADLG Special rules;
1. 400 points made up of 2 x 200point armies. Each army must not be more than 210 points with a combined total of no more than 400 points.
2. The armies chosen must be listed as potential allies in either army list. All troop options from both lists must be available within the time period 500BC—500AD.
3. Commands from each 200 point “army” may be mingled at deployment. Each player must command the 3 adjacent commands in their “half” of the table.
4. The break point of the army is the combined total of both armies.
5. If flank marching or ambushing 1 command it is permitted to start with 2 commands for one player and 3 for the other player and then transfer one command to maintain the 3+3 requirement once the flank march arrives or ambush is revealed, in order to disguise the flank of arrival. In the same principle, if only one flank march/ambush is being attempted, either player may roll for the flank march/ambushing command.
6. Each player has a separate standard camp that must be deployed in their half of the table. The loss of each camp counts as per the standard 200 point rules.
7. Teams are expected to roll for and move 2 commands (ie 1 command per player) simultaneously in order to not unduly delay play and to resolve combats together as well where possible.

Entries and lists for all competitions to dgreen@green2004.fslife.co.uk

Cheques payable to BURTON AND DISTRICT DBM

To Dene Green
19 Rosecroft Gardens
Swadlincote
Derbyshire
DE11 9AF

BAD Wargamers 30 Years old…. some musings

Hi Simon,
I can’t think anyone would get past the first morale test in WRG rules now, we are lazy buggers and loving it.
I penned a few words which might not count as liable:

BAD Wargamers are 30
In a century long ago, in a forgotten decade there was a war gaming desert in the middle of England. Bright oases existed in far flung reaches like Loughborough and Derby, but none in the actual centre of the war gaming universe which everyone knows is Burton and District.

photo
It was September 1984 and following a trail of hopeful adverts aspiring gamers arrived at an inaugural meeting of the then nameless club (Michael Jackson had not yet written a song about us). From the first few minutes it was obvious this would not be a “formal” club. The treasurer was elected to pay for the club and a secretary to run the club but it was decided no chairman was needed as he would just think he ran the club.
Club rules were simple and consisted of the previous sentence.
Actually we even managed to break that one.
Since those early stirrings the club has gone from strength to strength and is expected to hit rock bottom shortly.
Whilst club games, rules, scales, scenery and faces have come and, sadly, gone, there has been one constant over the entire thirty years – the BAD club members try to welcome all except bankers.
I for one am looking forward to BADCON 2015, the annual weekend competition cum show cum competition. This is a shining example of how to not try too hard and still succeed anyway.
Hopefully during this anniversary year we will hold a celebration days gaming, possibly even retro-gaming if any rules can be found.
Have you noticed how war gamers heads are all becoming two-tone, grey and/or flesh and giving quite a distinctive touch I feel.
Errata:- apparently they do even welcome bankers, our first treasurer was one you know. Wonder where he is now.

Cheers,
Phil.

BADCON: Story of a Wargames Competition

imageBadcon, held in February of every year, is widely regarded (or so our guests tell us anyway!) as one of the friendliest competitions in the competition calendar. It could be our powers of organisation, it could be us seizing the zeitgeist in terms of the current rules systems or it could just be the appeal of the Burton beer. Regardless, Badcon certainly punches above its weight in terms of its popularity.

The competition dates back to the mid-1990s. Inspired by similar competitions in Derby, Reading, Devizes but most of all Usk, the BAD Wargamers decided to host its own, with a distinctly Ancients theme.

The inaugural year for Badcon was 1996. Held in the Riverside Leisure Centre, in Burton’s attractive floodplains, the competition initially drew 36 teams, and used a sole set of rules, i.e. De Bellus Multitudinous. DBM, as it was affectionately known, was the premier Ancients set of its day, having grown out of the mini-De Bellus Antiquitas (DBA), which itself evolved from the much-maligned WRG 7th Edition Ancients rules. Teams were in pairs, a format that followed the Godendag (Usk) model.

From those small acorns, the Badcon competition grew. In 1998, a new venue was sought; initially this was to have been the Bass Sports & Social Club, but having let the club down at the 11th hour, an alternative venue (in the shape of the prestigious Burton Guild Hall) was found. Awareness of the competition had grown rapidly, because in its third year, there were already 60 teams competing.

In 1999, the venue changed again, this time to Burton’s Victorian Gothic Town Hall, where it has remained ever since. Badcon continued to grow in popularity as one of the UK’s premier DBM competitions, with a peak of 80 teams in 2002. Although it never quite reached those dizzy heights again, it was still exceptionally popular, averaging 55-70 teams a year.

Another important change took place in 2008, with Badcon no longer specialising purely in DBM. In that year it was joined by a new set called Field of Glory (FOG) and (cover your ears, wargames purists) Warhammer 40K. The split in the number of teams in 2008 was: DBM 30 teams; FOG 18 teams; 40K 6 teams.

The competition in 2008 was the last time DBM held prominence. In 2009, the unruly cuckoo in the nest that was FOG drew 46 teams, compared with 12 for DBM (and yes, 40K was dropped). Ever since 2009, FOG has been the dominant competition at Badcon. In 2011, there were just 4 DBM teams, with the appeal of that system further eroded by DBMM (which attracted 10 teams, still well below the FOG numbers of 50 teams).

DBM was dropped the following year, but Badcon was still home to three competitions: FOG, DBMM and yet another new set, FOG Renaissance (FOGR). The split in teams in 2012 was FOG 42, DBMM 10 and FOGR 12. 2012 also saw a new innovation, with our friends from the Alumwell club being invited to put on their own mini-Flames of War competition, initially drawing 11 teams.

A scene from Badcon 2014...Early Navarrese face their Medieval descendants.
A scene from Badcon 2014…Early Navarrese face their Medieval descendants.

Which brings us to 2014, the 19th time Badcon has been held. This year, FOG still ruled the roost with 28 teams entering; followed by FOGR with 18 teams, DBMM with 12 teams and Alumwell’s Wild West competition with 8 entrants. Long may the show continue.

A few worthy factoids:

  • Not content with prizes just for 1ts, 2nd and 3rd, Badcon is renowned for offering a whole host of prizes: the team with Best Sportsmanship; Best Painted Team; Best painted Baggage; and the coveted Booby prize;
  • Burton players rarely do well in their own competition. Naturally this is because we are so sportsmanlike and it would be unseemly to do well in our own competition;
  • The sprint to Spirit Games during the Saturday lunch break has become something of a tradition.

And yes, we still have the best beer of any competition…

 

 

BADcon FoG:AM – AAR – Later Crusaders vs Fatamid Egyptians

The 19th Burton and District competition started bright and breezy for us.

The Crusader army we picked was based on the following plan. With 32 bases of armoured defensive spear this was to act as a buttress while the Knights would deploy in reserve and either to the flank or centre (The military order being drilled could act as either fire brigade or exploitation force as required. The 2 blocks of Crossbowmen would deploy last where needed. So often these guys are in the wrong place. Not being the best troops in the world we thought that they needed some advantage. Also deploying 16 bases of shooters might shore up a hanging and certainly drive of any light mounted troops ahead of them. Here is the list –

list

Our opponents in the first game was the illustrious Hammy and Martin with their Fatamid Egyptians. The list was something along the lines of

  • 3 BGs of 9 bases of protected defensive spear
  • 2 BGs of Mamluks (Sup/Arm/Bow/Sw)
  • 6 BGs of Arab/Syrian lancers ( various grades from Arm/Sup to Avg/Unprot)
  • 2 BGs of LH with Bow/Sw
  • And a couple of LF BGs with bow

So about 15 BGs

With a PBI of 0, we lost the roll off, but our opponents passed the initiative. This happening in 3 out of 4 games. I’m not sure why people think that was such as good idea. Against a sluggish army like the Crusaders they largely like to be pinned back. Really this avoids the gaps in the line opening up too early. If you can deploy sensibly (with a reserve) then going second is no big issue (especially when you get the terrain advantage). In all of our games I didn’t feel like our opponents opening move was that much of an advantage. I would happily take this option ! As it happened it allowed our Crossbowmen to shine, where perhaps they might be considered mediocre.

game1_1

In this game terrain was largely irrelevant. A couple of bits of rough going in the flanks , back on the edges. Certainly a 4’ wide section in the centre. Our deployment was to plan. The 32 bases of spear in centre (each group of 2 8s would be supported by 1 4 of Armenian MF (great filler)) We left a 16cm gap in the centre which could be closed by the spear or occupied by Knights or Crossbowmen. The Military order were centre rear. The Armenian Knights and Crusading Knights were deployed on the right (which with hindsight was a slight mistake). The Crossbowmen were split, one in a field to the left to shore up that flank and one to rear centre.

The Fatamids deployed in largely similar fashion. Their spear rear centre. Mamluks deployed in front centre. Our right flank had 2 Syrian (Superior) Lancers and 2 BG of LH. The Left flank had 2 more Syrian Lancers and 2 Arab Lancers (lesser quality ), and a bit of LF Bow.

From setup it looked reasonable for us. Our spear was better (armour), although less numerous. The Cavalry on both flanks we held a slight advantage, in quality , but we were less numerous in bases and BGs.

game1_2

Their opening move was to send the LF and LH forward to hold us back. The Mamluks raced forward to start their shooting. We ambled forward, not committing any reserves. On the right flank the LH started peppering the KN and tempting them to charge. With 2 BG of KN vs. 2 BG of LH it wasn’t too bad , there would have to be exceptional set of circumstances to break those (more of that later!) . The Syrians on our right didn’t fancy the 2 BGs of Crusading Knights bearing down on them and did a swift handbrake turn and moved back to a safer centre rear position. On our left flank the general plan as I saw it was to envelop us with the Arab lancers while holding us in the centre with the spear and better Cavalry.

Our spears pressed on and the gap closed. The Mamluks started to shoot, but because they couldn’t gang up on any target the odds weren’t in their favour. 4 dice needing 5’s ,requiring 3 hits for a test and 4 for a minus… while the spear had rear support and general. Not much of sporter. As the spears closed the centre it was time to commit the Military order, to the our left. On our right there was a general swing inward. The LH were doing nothing and the chargers were swinging in towards meatier targets.

game1_3

The crux came as the lined closed to 4-5’ on the left one Military order was facing off 2 units of Syrian lancers. All BGs had a general in tow as no-one wanted to fail the test to charge. Being drilled it meant a 5 thought but they would have 2 tests each turn, so it was in our advantage to wait. We were trying to wiggle a spear unit to get closer and get in-between the cavalry standoff. This meant that the Berber spearmen were pushed to prevent that. Then as luck would have it Hammy failed one of the 2 tests that he needed to make. The impact was brutal. The Knights were a POA up, re-rolling 1 &2s … the Syrians needing 5 (thought re-rolling 1&2s). The Knights of Jerusalem were triumphal. They won the combat. The Syrians lost a base and disrupted – Perfect. In the ensuing melee the Syrians fragmented. In our turn we just pushed everything forward. The Mamluks were a bit squashed, with Berber spearmen directly to the rear. But it wasn’t in our interest to charge, as they were superior with a general, we weathered the shooting. But now our crossbowmen had moved up with all the enemy committed (pinned), we could then just start shooting the end of the Mamluk line with 4 crossbow shots.

game1_4

The Syrians to the left broke, and the rampant knights smashed into the other Syrian lancers unit behind. With their best cavalry ½ shattered and the other ½ now being outnumbered, the Fatamid saw this as a do or die moment ( they didn’t want drilled lancers floating around to the rear of their lines). SO, they charged en-masse in the centre. The fights were level and there were a lot of dice. For the spear BG that was closest the left most lancers, it was a tale of woe that Hammy will be dining out on for a while.. I should mention at this point my daughter was in charge of dice duty. In the impact were we were level, and they needed some luck (as they would be down in melee for armour). She rolled the first 6 dice , and rolled 6 5&6s (showing off as 4s would be OK). Hammys dice were poor and he only got a couple. He disrupted, it was all looking ominous. Then to compound matters with another throw she threw 11 to kill the general. A general waver when through the Fatamid lines, and several other units dropped after seeing this calamity.

To the right a lancer units was trying to sneak through to get a charge in against the Crossbowmen that were shooting at the Mamluks. But they took 3 hits for their trouble and threw the ubiquitous 1 for their death roll and removed a base.

game1_5

The whole centre was wavering now. The left centre the second Syrian lancer was breaking… the next Berber spearmen held on briefly but soon broke. The ripple that this caused fragmented the last spear units that was behind the Mamluks, as our turn opened we charged a Spear BG as the Mamluks (who has contracted to avoid being shot , but therefore could not evade. The spear charge also targeted the fragmented Berber spear who didn’t stand. The whole Egyptian centre was now in flight.

With KN bearing down on the remaining right flank, the jig was up. We have a solitary fight on the very left flank were the Arab lancers manifested a charge into the crossbowem (in a field). With the loss of lance, disorder, and the bowmen getting support shooting that was only going one way

game1_6

The Fatimid’s lay crushed. We have only lost 2 bases in the whole game and suffered 1 disruption. So would be a 25-0 .. a rare score and a perfect start for the Crusaders. Who prior to this had never won a game.