Category Archives: FoG:AM

Godendag 2017

GODENDAG 2017

15MM ANCIENT/MEDIEVAL/RENAISSANCE DOUBLES COMPETITIONS

28TH & 29TH JANUARY 2017

 

NEW VENUE:
Firestorm Games (Cardiff) (Tel: 02920 227117)
Trade Street
Penarth Road
Cardiff
CF10 5DT
United Kingdom

Mortem et Gloriam

Any published army
The list submitted must not exceed 12000 points.
Umpire and list checker: Alasdair Harley

alasdairharley@hotmail.com

Field of Glory: Ancient/Medieval

THE MEDIEVAL WORLD

Any army from 600 AD.
The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott.

rbs@byzant.demon.co.uk
Rules: See below

Field of Glory: Renaissance

EUROPE’S TRAGEDY

Any European army 1618-1648 (including Russia and Turkey).
The following list modifications and additional restrictions will apply:

To represent usual historical proportions in European armies of this period, ignoring artillery, the army cannot include more than 1 battle foot unit more than it has battle mounted units. (e.g. If you have 5 BGs of mounted battle troops, you can have up to 6 BGs of foot battle troops).

No more than half of all mounted battle troops can be Superior or Elite. Armies with insufficient Superior mounted battle troops in their army list to achieve this limit can upgrade whichever type of Average mounted troops in their list is most expensive in points to Superior to achieve the above limit.

No more than half of all foot battle troops can be Superior or Elite.
The army must have at least 6 bases of foot battle troops per heavy or medium artillery base.

The list submitted must not exceed 900 points.
Umpire and list checker: Richard Bodley Scott. rbs@byzant.demon.co.uk
Rules: See below

DBM

Any army. List not to exceed 500 points.

Umpire and list checker: John Graham-Leigh

jandagraham-leigh@blueyonder.co.uk

L’Art de la Guerre

400 points doubles, made up of 2 x 200 point armies (each army must be no more than 210 points with a total combined army size of maximum 400 points). The armies chosen must be listed as potential allies in either army list.

Armies drawn from Ancient Period, Classical Period and Roman Period lists (1-124 inclusive)

4 Games, same games times as the other periods

Umpire and list checker: Mike Baldwin

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Cost: £ 25.00 per team of 2.

(Food will be available on site, but is not included in the entry price).
Tickets are available from Firestorm’s web site: http://www.firestormgames.co.uk/events

CONTACT: RICHARD BODLEY SCOTT, 28 PRIORY GARDENS, USK, MONMOUTHSHIRE, NP5 1AJ (RBS@BYZANT.DEMON.CO.UK)

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GODENDAG 2017
VENUE:
Firestorm Games (Cardiff)
Trade Street
Penarth Road
Cardiff
CF10 5DT
United Kingdom
Tel: +44 (0) 2920 227117

 

TIME: 8.30 – 9.00 – Registration time on Saturday

Games will be:

Saturday: 9.30 – 1.00 and 2.00 – 5.30
Sunday: 9.00 – 12.30 and 1.30 – 5.00

ENTRANCE: £ 25.00 per team of 2. (Food will be available on site, but is not included in the entry price). Tickets are available from Firestorm’s web site:

LOCAL ATTRACTIONS:

If you are able to make a long weekend of it, there are numerous local historical attractions relevant to our period. These include the Roman Legionary Fortress and Museum at Caerleon and the Roman walled city of Caerwent. Among the many local castles, the best are Chepstow, Raglan, White Castle (at Llantilio Croesenny) and Caerphilly. Caerphilly castle has a permanent exhibition of full size working medieval siege engines including ballista, mangonel, trebuchet and perrier. The Welsh Folk Museum at St. Fagans is worth a visit. The Brecon Beacons National Park and the picturesque Wye Valley are also nearby.

QUERIES: Richard Bodley Scott, 28, Priory Gardens, Usk, Gwent, NP5 1AJ. (rbs@byzant.demon.co.uk)

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FOGAM/FOGR TOURNAMENT RULES

1) Godendag is a Doubles competition. Each army is to be commanded by 2 players. Consideration will be given, however, to entries with only one player or three players if there are special circumstances.
2) The rules to be used are the current Field of Glory rules, together with the latest errata and FAQ posted on the official Field of Glory web site.
3) The competition will use the full rules including the terrain and set-up appendices. There will be no formal division of the battle groups comprising each army between the members of a team. It is usual, however, for each player to take control of the troops on about half of the battlefield.
4) The scoring system will be the standard FOG tournament scoring system, where 25 points are up for grabs each game.

5) Army lists must specify the number and size of battle groups and their order of march for deployment, and the number and type of commanders chosen. They should also include the total pre-battle initiative modifier and the territories list for the army. If the detached shot option is to be used, a second list differing only in this regard must be submitted. Once an army list has been submitted it may not be changed or altered other than to correct any errors. Players may only correct their errors by making reasonable changes to their list. It is not allowed to completely re-write the list, and the list checkers decision on this is final.
6) Please note that the Godendag 2017 Field of Glory event is a single list format. Any incorrect list discovered after a game has commenced (after set up dice have been rolled) must be corrected prior to deployment if spotted in time, and fully corrected in any case before the next match.
7) Army lists must be submitted for checking in advance and must be received by the Tournament Organiser by 14th JANUARY 2017.
8) The Tournament Organiser and List Checker is Richard Bodley Scott (rbs@byzant.demon.co.uk) 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ.
9) Players must fully define their troops as they are placed on table. Figures must provide a reasonably accurate representation of the troops they are trying to represent – they must not look deliberately misleading.
10) Table size is 6′ x 4′ and players must supply their own terrain pieces. These must be to an acceptable standard, and umpires will have the discretion to remove unsightly items. In addition all figures must be representative and painted and based to an acceptable standard.
11) Players must be present and ready to start the match at the appointed time. Where a player has a reasonable excuse for arriving late the match start will be delayed by up to 30 minutes. After which time the affected player will be awarded a bye. No player will be awarded more than one bye for any reason.
12) If a player resigns from a game at any stage after the first set up dice have been rolled their opponents will be awarded maximum points, and they will be awarded 0 points.
13) Time will be called after 3 hours 20 minutes plus up to 10 minutes. Play will stop at the end of the current phase. Players may always commence games earlier than the stated time by mutual consent, in which case their game continues until time is officially called as normal.
14) Admission to the tournament is at the sole discretion of the organisers and their decision on all matters is final. CONTACT: Richard Bodley Scott, 28 Priory Gardens, Usk, Monmouthshire, NP5 1AJ

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

Battle of Clontarf

Battle of Clontarf Weir 23rd April 1014 was a pivotal event in Irish history as it saw the end of a dynasty following the deaths of 3 generations of Brian Borus‘ family, so despite being victorious on the day the power of his lineage was broken.

contarf6
The forces that faced each other that April morning on the northern bank of Dublin Bay was a veritable mix of different Irish tribes with ever changing loyalties, one of Brian’s supporters even withdrew his support on the morning before sensing a defeat for the rebels and so changed his allegiance back again, Vikings from The Orkneys and Isle of Man and even a few English and Scots.

contarf4
The army of Brian Boru occupied the higher ground and had a very slight numerical advantage, the rebel army of Dubgall mac Amlaib had to attempt to stop Brian’s army from garnering even more support, to this end the armies moved towards each other shortly after 7am in the morning.

contarf3
The rebel army placed a small force of troops commanded by Sitric Silkenbeards son on its left flank, approximately 2000 men from Leinster in the centre and on its right flank were the Vikings from Orkney and Man. A force of some 1000 men remained in Dublin commanded by Sitric Silkenbeard who watched the fight without getting directly involved.

contarf2
Facing the rebel army was a force made up of Vikings and other mercenaries on the right flank, followed by contingents from Connactht and Munster with the left flank being held by Brians son Murchard and most of the Royal troops.
The two armies clashed all the way along the lines with no quarter asked for or given.

contarf1
During our refight the left flank of the rebel army was soon in flight thanks to a whole series of appalling dice rolls by Roger, coupled with the advantage of higher ground.
In the centre Pete wasn’t having it any easier as he was having to combat not only the slope but also the demon dice of Lynette. Finally on the right flank Steve was having a bit more success with the Vikings against Murchard Boru.
Unfortunately Brodir of Man soon fell under the axe swing of an Irish nobleman and shortly afterwards both the Orkney Vikings and the Man Vikings were running back to their longships, only to find them scattered by the incoming tide.
So it soon became obvious that the rebel army was utterly defeated, however unlike in history only 1 general had been lost in the process.
As a historical refight the end result was he same, with the exception of a lack of dead generals, however I think the effect of the terrain would be something I would try and reduce next time.
Many thanks to all 7 players that joined in especially those brave rebels who suffered at the hands of those all too fickle dice gods.

Campaigns of Germanicus – recapture the eagle

The disaster at Teutoburger Wald was decisive only insofar as it drove the Romans back across the Rhine. The German tribes lacked the capacity to follow-up and were in any event satisfied with regaining their autonomy. Despite a few forays which amounted to little strategically but got the by Tiberius, w future emperor a Triumph, the Romans stayed behind the safety of the river. They were still profoundly shocked by Varus’s defeat, and the Empire could not spare the resources to mount a major invasion into German territory. Both sides therefore, watched each other warily but in relative comfort. But history suggests that Romans, like elephants, never forget, and they would be back. It would not be Tiberius who would lead the Roman retaliation but Germanicus, the great nephew of Augustus and adopted son of Tiberius.

For our 3rd game in the campaign we try to represent the recapture of the Eagle of the XIX. The format of the game was far more ‘straight up’ than in the previous two games. The roman field was formed up arrayed for battle. There were 7 objective dotted around the table, 3 of these would be potential spots for the Eagle. Each of these 3 would give the Romans a 33% of winning the game. Anything else would be a German victory. The other 4 would have some random effect on the game, because I like the moans and groans of that this generates.

In 14AD the Senate appointed Germanicus to take command of the armies on the Rhine at a time when the soldiers were in a state of mutiny. The major issues were the terms and conditions of service, including a brutal disciplinary regime. Germanicus was highly popular with the rank and file, and he solved the crisis through appeals to loyalty and selective purges of mutineers. He also adopted the tried and trusted method of leading his into the troops out field. Their target was the completely unsuspecting Marsi. Germanicus advanced with a caution that might have saved Varus had he adopted the same methods. He made sure the route was properly scouted and that his flanks and rear were well protected at all times. For the attacking Germans, ambushing a rabble was one thing, but taking on a disciplined Roman army quite another. Despite their best efforts to cause disruption, the frantic warriors could not break the Roman formations and were quite easily repulsed Germanicus laid waste to a broad swathe of German territory before returning to winter quarters. The following spring Germanicus was back, this time pushing into Chatti territory. Through the ame methodical approach, he captured and burned their capital and dispersed the survivors. Germanicus split his forces and gave command of the smaller army to Aulus Caecina who promptly defeated the Cherusci

 germ1The Romans deploy preparing to search for the eagle

Probably seeing the writing on the wall, Arminius’s besieged rival chieftain Segestes who appealed to Germanicus for relief. The Roman commander was happy to oblige and rescued Segestes along with much of the plunder taken from Varus, and captured Arminius’s wife. For this and his general success, Germanicus was given the title Imperator. Arminius, on the other hand, was incensed at this personal and military setback and exhorted the tribes to redouble their efforts against the Romans. The prospect of the German tribes reunifying under a rejuvenated Arminius alarmed Germanicus. He therefore decided to hit the Germans while they were mobilizing. He ordered Caecina to march through the Bructeri and instructed the cavalry commander Pedo to attack the Frisii Germanicus put four legions on board ships and sailed through the lakes to meet his subordinate commanders at the River Amisia. Once that was affected, he despatched flying a column under Lucius Sertinus against the Bructeri. In a lightning campaign he routed the German tribe and in doing so recaptured the lost Eagle of Legion XIX.

germ2

The Germans slowly appear out of the mist

Germanicus followed up with another destructive march through German territory in the region of the Teutoburger Wald. With no local opposition in the area, Germanicus took the opportunity to visit the site of the his massacre with army. It was therefore thoroughly sobered Roman army that a set off in pursuit of Arminius. Arminius was a master ambush and proved it again when at Germanicus’s cavalry pursued the Germans across the plains and into the Wald. The retreating warriors suddenly turned joined by others hidden in the woods and fought back the cavalry and an infantry reserve help Only sent to tory the timely arrival of Germanicus with the main army prevented a minor disaster. Seeing no advantage in further pursuit, Germanicus decided to withdraw by boat, but not Caecina and his divisions to march home by way of a narrow road surrounded by as the Long marshes and hills known his ridges. Arminius followed Caecina, waiting for moment to pounce. Caecina’s predicament was that he was in hostile territory surrounded by a fearsome enemy, and his path home urgent repairs. He hunkered down while his own engineers set to work under armed protection. The Germans skirmished relentlessly with the Romans, trying to get at the engineers. They had the advantage of being more lightly armoured than the Romans, as well as knowing the terrain

germ3The battle lines form.

Probably seeing the writing on the wall, Arminius’s besieged rival chieftain Scgestes who appealed to Germanicus for relief. The Roman commander was happy to oblige and rescued Segestes along with much of the plunder taken from Varus, and captured Arminius’s wife. For this and his general success, Germanicus was given the title Imperator. Arminius, on the other hand, was incensed at this personal and military setback and exhorted the tribes to redouble their efforts against the Romans.

germ4A large clash of arms in the centre

The prospect of the German tribes reunifying under a rejuvenated Arminius alarmed Germanicus. He therefore decided to hit the Germans while they were mobilizing. He ordered Caecina to march through the Bructeri and instructed the cavalry commander Pedo to attack the Frisii. Germanicus put four legions on board ships and sailed through the lakes to meet his subordinate commanders at the River Amisia. Once that was effected, he despatched flying a column under Lucius Stertinus against the Bructeri. In a lightning campaign, he routed the German tribe and in doing so recaptured the lost Eagle of Legion XIX. Germanicus followed up with another destructive march through German territory in the region of the Teutoburger Wald. With no local opposition in the area, Germanicus took the opportunity to visit the site of the massacre with his army. It was therefore thoroughly sobered Roman army that a set off in pursuit of Arminius.

germ5

Arminius was a master ambush and proved it again when at Germanicus’s cavalry pursued the Germans across the plains and into the Wald. The retreating warriors suddenly turned joined by others hidden in the woods and fought back the cavalry and an infantry reserve help. Only the timely arrival of Germanicus with the main army prevented a minor disaster. Seeing no advantage in further pursuit Germanicus decided to withdraw by boat, but not Caecina and his divisions to march home by way of a narrow road surrounded by marshes and hills known the Long Bridges. Arminius followed Caecina, waiting for moment to pounce.

As a brief synopsis of our game. One of the random event was that the Germans we’re allowed an ambush as a largely undetermined position. This turned out to be right in the middle of the roman lines. The 3 large warbands were outnumbered, but could dealt a lot of damage and potentially dishearten the Romans. However, the dice determined that the Romans were not to be trifled with and this large ambush was swept away for no lose, and the Romans could advance unimpeded.  In FoG:AM the Germans are at at 16% disadvantage. During the initial clash they are evens, but they then suffer for the remainder of the melee. They have to be lucky initially otherwise they will be ground down by the Roman mincing machine. Largely the Germans were not lucky, and with much wailing and gnashing of teeth the Romans held them back and slowly destroyed there barbarian foes. The scenario rules meant that the Germans would fight on past there normal army break, while the Romans had to be precious about their loses.

After 3 hours the Romans has captured 2 of the 3 objectives where the Eagle would be found.  After much slaughter the Germans felt aggrieved (seemingly forgetting the joyous destruction of the Romans in the earlier games)… However, when it came to see who had won the game. The dice was thrown …  1-4 (2 objectives) Roman win, 5-5 (1 objective) German victory. The dice came up 6. German victory.

So in our campaign the Germans are 3 games up to none

Notable highlights.

  • Lynnette throwing double six , followed by a successive 11 to kill both of Peters generals in the melee. Despite this set back Pete was the only German player to cause the Legions any inconvenience.
  • Simon who excelled himself with his moaning at his lot in the game. Noted for his moaning, he went above and beyond in his pursuance to find misery in a club game 😉

 

 

Escape from Aliso – Germania scenario

Today we played out our 2nd game in the Germania mini campaign. This time it was the escape from Aliso. After being besieged the Romans realise there isn’t much hope of holding out in hostile territory and try to break out under the cover of darkness. The scenario was based on the Warlord games Germania supplement. Our game followed the following format.

The Romans deployed in column leaving the fort.

Leaving-Aliso

The Germans has 4 forces. Each represented by a playing card deployed in ambush. There were another 6 cards that were ‘dummies’.

german-positions

After the Germans had played all the Cards then (knowing where the their deployment was) the Romans players got to exchange 2 cards and move 3 to add a it of fog of war, simulating the confusion of manoeuvring at night. When a roman units got to within 8” the card would be revealed and troops deployed if necessary. Once deployed there was further random event to represent the drifting away of the German tribe during the siege. For each units a dice was rolled , on a 6 they vanished into the dark thinking better of it. On a 1 they were poorly motivated (or drunk), for these we treated them as poor troops. So 33% of each units having some adverse effect.

roman-column

There were some house rules. The Romans were allowed to always do a march move while in a single wide column. With a general they could do at 3rd match move too. The goal of the Romans was to escape and all their victory points would come units leaving the table from the furthest road exit. A tough assignment.

marching-on

The whole table we treated as uneven, with a few patches of clear space and few patches of denser wood. This was in an attempt to balance the fact that in FoG:AM barbarian warriors don’t have much of chance against the legions. (Uneven gives HF disorder). All the Germans were classed as MF. All troops were average, apart from a couple of units of veteran legionaries.

The forces were –

Germans
24 Battle groups of German warriors each with 12 bases
Romans
18 battle groups of Roman Legionaries each with 6 bases
3 battle groups of Veteran Roman Legionaries each with 4 bases

One further random event was , if the Ace of Spades was uncovered panic set in amongst the Romans ranks. Each units must dice , on 6 they too would disappear into the woods thinking they could slip way without anyone noticing .

first-ambush

Of the events, 3 German units were made poor, and another 3 removed. The Ace was revealed and the Romans disastrously lost 5 units to rolls of 6. Critically 3 units right in the centre

When the fighting began it seemed that the Romans had no will to fight (dicing terribly) but the Germans troop quality help then out. When time was called the Romans had lost 5 Bgs and 2 civilian units. The Germans has lost 5 in the battle. The game scoring meant that the Germans got points equal to the difference in BG casualties. So 3 points. The Romans didn’t get any off table (3 pts each)… so a 3-0 if that means anything. It seemed like a narrow victory to the Germans.

surrounded

Interesting playing Hail Caesar the players had a far more easy going approach to the game. When playing FoG:AM which is normally the standards for ‘pick up’ or competition games it felt a little more tense. With a lot of random variables there was a lot of cursing and gnashing of teeth when everyone’s plan fell apart. The first game we played was in some ways easier to run , and everyone has a equal share in the battle. This time it seemed that random events meant that some players has more or less to do, which is probably not a good thing. I deliberately picked lower level quality troops then would normally be used in ‘pick up’ games with less generals to try and cut down on the exploitive moves and prolonged melee that can occur between high quality armies. In the end I’m not sure if we had too many random events. I wanted to get a sense of ‘loss of control’, and try to get players to react to an adverse situation. However, I’m not sure that made for such a fun game.

We timed out after 3 hours, with a reasonable result to call.