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22nd BURTON UPON TRENT
18th & 19th February 2017
Wargames Weekend                

Meadowside Leisure Centre
High Street
Burton upon Trent
DE14 1TL

You are invited to come and join in our 22nd annual competition weekend and play one of the following;

DBMM Doubles
500 points any book 500BC—476AD.
£34.00 per team.

FOG Ancients Doubles
900 points any book 501AD—1149AD.
£34.00 per team.

FOG Renaissance Doubles
900 points any book 1618AD—1659AD.
£34.00 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 500AD—999AD.
£34.00 per team.

ADLG Special rules;
1 400 points made up of 2 x 200 point 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 used from both lists must be available within the time period 500—999AD.
3 Commands from each 200 point “army” may be intermingled 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 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 it.
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 1 command each 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

Registration from 8.30am
Games on both days are 9.30am—1.00pm
and 2.00pm—5.30pm

 

New Venue information

Meadowside Leisure Centre
High Street
Burton upon Trent
DE14 1TL

Venue

Accommodation

Bars and Pubs

Restaurants

BADCON Merchandise is here –

screen-shot-2016-10-21-at-12-00-19

Squarebashing 1914 – Russians vs Germans

Last night was the debut for the Russians. As part of a horse trade deal a long time ago I didn’t have many options of composition. The 620pt force being

  • 3 regular
  • 10 reservists
  • 1 professional cavalry
  • 2 regular cavalry, 
  • 2 reservist cavalry
  • 4 MG
  • 4 Artillery

So a veritable horde… with more cavalry than I’m used to.

img_3231

 The game was against Rays 1914s Germans, and his army was larger than normal with 3 units of his own cavalry and , no professionals at all. 

With our usual lackadaisical start neither of use invested much effort in the countdown to war, just using the normal default values. Through slightly better dice the Russians won and ended up attacking – reconnaissance in force.  Things to note

  • Ray rolled low twice on the events chart and ended up deducting 6 from his artillery assets
  • On the events I scored the opponent cannot deploy in the 2 end columns (on one side) & one turn of no scenery penalty movement. 

So, the game. As attacker I tried to move all the terrain to my side of the table and hopefully time it well with the movement event. This worked  reasonably successful.  The master stroke was that having 5 units of cavalry allowed me to utilise the vacant columns in the first turn – this was a real game winner. Moving first meant big columns of Cossacks racing down the flanks with relative impunity.

 img_3232

The mob of Russian  infantry lurched out of all the bad going, and was looking frighteningly powerful as after the depletions of the German left flank left them looking fragile.  A well placed point effect on the German positions meant that they would have a rather painful morale phase.  It might all be over for Christmas!

However, the cruel mistress that SB is had other plans. The German turn saw a suppression barrage placed skilfully over the whole Russians advance. With 13 units of infantry it hard to disperse them to reduce effect. While the suppression barrage is not ‘a killer’ in as much as the casualties it inflicts are smaller. The Reservist saves usually mean that there is a casualty and therefore cause for a moral test. This is really exasperated by the factors of reservists, under barrage with casualties… the morale dice just rack up.  The Russian duly failed most of the tests  – AND  – then because they are suppressed cannot retire and take another 6 hits … again with terrible reservists saving throw.  It started brilliantly and turned to **** in one turn. It looked like the entire infantry assault had stalled due to one suppression barrage!

 img_3233

The Cossacks were have more freedom running around the German rear. They had already destroyed one unit of German cavalry and were looking for  targets of opportunity.

The Germans were holding on and took some rather risky strategy with their reserves which did not pay off, they ended up with their artillery exposed in the line allowing the stoic Russians to press in those two places. However , the dice dictated against it ,even with a couple of guns they beat of a sizeable Russian infantry assault. The guns had good support and the dice were wacky.  So rather than breaking the German lines in two places, the Russians stalled and ended up standing right in front of the German lines.

The Russian cavalry in the rear delivered a textbook flank charge on the German reserves after a textbook point effect barrage preceded it  – damaging the MG – UUUrah! The Germans scattered off table , losing bases left, right and centre. Moving off table was probably best thing for them as while taking a savage beating they were still ‘at strength’ and now safely in reserve so victory points that could be gained would be limited.

 img_3235

As the game concluded the game looked favourable to the Russians, and fate had seen big swings in fortune in this game. The Russians has achieved 2 breakthroughs , captured 2 out of 4 objectives and occupied the max allowed squares in rows 2 & 3.  However, this was countered but a frightful 27 bases of ‘killed’ troops and Ray having some re-roll events on the objective scored. SO, it ended up with a +7 to the Russians – Minor Victory. The Russians, while on paper look poor and their army rating of 27 reflecting that, have some good synergies. The cavalry and empty flank zones is a great combination. The sheer mass of reservists gives them great resilience … but not for the feint hearted as you cannot make an omelette without breaking some of those Russian eggs.

Great game. Squarebashing always delivers a fun evening with lots of twists and turns.

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

Lund: The Killing

A Scanian War refight – not the Danish detective series

The Danes had controlled much of modern southern Sweden until the Treaty of Roskilde in 1658 when they were forced to cede several provinces, including Scania, to their northern neighbour. They were naturally keen to reverse the situation as soon as possible, and their opportunity came when Sweden found itself embroiled in a war with Brandenburg in 1674. A defeat at the relatively minor battle of Fehrbellin in 1675 put Sweden on the defensive, and many troops were subsequently tied down defending her German possessions.
The decision to invade Scania was made and a Danish army of around 14,000 landed at Helsingborg in June 1676. Aided by the still largely pro-Danish inhabitants of Scania the weak Swedish forces were soon pushed out of the province and by July only Malmo remained in Swedish hands. In August Danish forces pushed northwards to try and take the town of Halmstad, but were swiftly routed by a newly raised Swedish army under Charles XI. The Swedish cavalry seem to have foregone the usual short range pistol fire in favour of an all-out sword in hand charge that was to become their trademark. The Danes sent reinforcements to besiege Halmstad but without success, and with Swedish reinforcements also arriving they decided to lift the siege and retired into Scania in November to quarter for the winter.

lund4

The Danish camp was on the opposite bank of the River Kavlinge from the Swedes and they had secured all practicable crossing points. They naturally assumed the fighting was over for the year, but as the winter progressed the river began to freeze over and by December 3rd the Swedish command considered it safe to attempt a crossing and advance on the Danish camp. The crossing was made before dawn on the 4th December, and the Swedish army gained a good position on high ground with their right flank secured by the town of Lund.
The Danes were now roused and hastily broke camp to face the enemy. They also formed up on high ground, on the opposite side of a small but deep valley from the Swedish army. The Danish army outnumbered the Swedes by c.13,000 to 8,000 men. They both had around 6,000 horse, but the Danes had three times as many infantry and heavily outgunned the Swedes. The battle commenced around 9.00 am.

lund3

As at Halmstad Charles XI personally led the Swedish right flank cavalry in a headlong charge to overwhelm the Danish cavalry on their left flank. The Danish commander was badly wounded and his troops routed back towards their camp where many were drowned attempting to cross a frozen river when the ice gave way. The Danish king Christian V also ‘left’ the battlefield during this rout for the relative safety of Landskrona though some Danish sources refute this claim. Charles and most of his command continued their pursuit to the Danish camp, so at a crucial time in the battle the Swedes were deprived of their inspirational king and their best cavalry.
In their absence the heavily outnumbered Swedish infantry in the centre took refuge from the Danish guns by dropping into the steep valley between them. The Danes responded by also sending their infantry into the valley and the Swedish infantry were forced to steadily wheel back towards the town of Lund. The Swedish cavalry on the left flank lost their general early in the fight and though far from beaten were also forced to give ground and retire towards Lund. At around midday the Danes halted for about an hour to reform for the final assault on the Swedes. The Swedes also took this opportunity to regroup and take up better defensive positions, but when the battle was resumed they again steadily gave ground under the weight of numbers.

lund5

At around 3.00 pm (almost dusk) Charles and a small group of his cavalry from the right wing returned to the battlefield and attempted to circle round the Danish rear to reach the Swedish cavalry on the left wing. The Danes abandoned their attack on the Swedish centre and turned to face the renewed threat from the Swedish cavalry to their rear. Charles made a brave dash with a handful of cavalry through the Danish lines to return to his battered centre. Inspired, his exhausted and still outnumbered command rallied and threw themselves onto the rear of the Danish infantry. Within half an hour they were routed with many killed as the Swedish pursued. A ceasefire was finally called in the gathering gloom at around 5:00 pm.

lund2

Lund was one of the bloodiest battles fought in Scandinavia with c.70% combatant casualties, effectively crippling both armies. The Danes lost at least 6,000 killed, 1,000 wounded and 2,000 captured; the Swedes lost c.2,500-3,000 killed and 2,000 wounded. The Danes retreated towards the fortress of Landskrona and then back to the Danish mainland, leaving the Swedes still in control of Scania.
I had been looking at the possibility of a refight of Lund for a while, but felt it was too large for a normal evening club game. When the room was booked for a day at short notice I touted the idea of another Danish-Swedish encounter as a one day game (I never reveal the name of the battle beforehand) and was pleased to get the 7 players needed.

lund1

The runners and riders were:
Swedish Right Wing:
8 cavalry including Lifeguard under Charles XI/Fersen – John
Swedish Centre:
5 infantry including 2 guard, 2 cavalry, 2 light guns under Ascheraden – Wayne
Swedish Left Wing:
8 cavalry, 1 dragoon under Galle – Steve
Danish Right Wing:
9 cavalry under F.Arensdorff – Dene
Danish Centre, First Line:
10 infantry including 4 guard, 2 medium guns – Pete
Danish Centre, Second Line:
5 infantry and (arriving turn 2) 3 naval squadrons, 3 guns – Bob
Danish Left Wing:
7 cavalry under C.Arensdorf – Simon G

So once again the Green Brothers played the Danish Brothers, but this could be the last time. C.Arensdorf was wounded in the arm during the battle of Lund and died 3 days later after an unsuccessful amputation. I don’t think Simon wants to take the refight to that level of accuracy.

John could only make the morning session, so was purpose made for the role of Charles XI. He was asked to go straight for the Danish cavalry opposite and drive them from the battlefield. I tooled up the Lifeguard Cavalry and classed them as elite (giving them the effect of being led by Charles in person without having to risk Charles in combat) and made all of this command Impact sword.
The other players were given a little more leeway in their commands. The Swedish cavalry in the centre were to remain pistol/pistol, but I gave Steve the option to make some or all of his cavalry impact sword. He went 50:50.

I also gave Wayne the option of making his Foot Guard salvo troops, this being the first time they were recorded as adopting (or readopting) this tactic. He duly took up the option.
The battle opened with both Swedish cavalry wings advancing. The Danish left lasted longer than their historical counterparts by retiring as quickly as possible; the Danish right were more willing to mix it with their opponents. In the centre the Swedish infantry soon took up the option of dropping down into the valley to escape the Danish artillery fire.

The Danish left wing cavalry eventually ran out of room and had to fight, but they had pulled back far enough for the second line of Danish infantry to give some support. After an initial hold 5 of the 7 cavalry units were lost to the superior Swedish horse. Realising John’s orders seemed to be to pursue the Danish cavalry regardless of events elsewhere Simon retired his remaining cavalry from the battlefield. He was promptly pursued off table by 7 Swedish cavalry units (one had been dealt with by the Danish foot).
The Danish right wing fared a little better and lasted a little longer. Here the battle peaked in a massive 5 unit a side melee in which the Swedes eventually came out on top but didn’t totally destroy the Danes.

In the centre the Danish foot decided not to drop down and mix it with the Swedish foot, despite outnumbering them 2:1 (3:1 if you include their second line) and having battalion guns. The Swedes even advanced to musket range to trade shots with the Danes on the hilltops. Eventually numbers began to tell and the Swedish infantry fell back to their side of the valley.

It was at this point I brought in the hour long fatigue lull in the historical battle in the form of a free double move for infantry and triple for cavalry. This had to be away from the enemy and could ignore turning and pinning restrictions. The Swedish infantry used this to climb back up to their starting positions, and the Swedish left wing cavalry to pull back towards their infantry.

When battle resumed the Danish Infantry at last dropped down into the valley in pursuit of the retiring Swedish centre. But by now the first of the victorious Swedish right wing cavalry were returning (three units led by Charles in the dead centre of the Danish board edge). The Danish second line hastily headed after their first line towards the safety of the valley with the naval squadrons acutely aware they were highly likely to be ridden down in short order if they stayed. Two more Swedish cavalry returned the following move (the remaining pair were presumably still looting the Danish baggage) and 3 Danish guns were quickly overrun.

Most of the Danish army was now in the valley bottom with its infantry largely intact and the lead units climbing up to the original Swedish positions. There were too few Swedish infantry to counter attack and the odds would be with the Danes should the Swedish cavalry attack unsupported. It was certainly not the slaughter of the historical battle, but the Swedes held most of the high ground and they were not pressed back to the walls of Lund. They had also overrun the Danish camp and captured their supplies, so I would award a strategic victory to the Swedes with the Danes being forced to retire (albeit in good order) to Landskrona again.

Milton Keynes Campaign

The Periods

Last Trumpet of the Elephants, Southern Asia 1650-1698
Minimum of 4 Elephant bases, no more than 16 bases of Superior Battle Troops

  • Mughal
  • Vietnamese (May have Khmer allies)
  • Thai Burmese and Khmer (May have Portuguese allies)
  • Indonesian or Malaccan (must be an option that has Elephants),(may have Dutch allies if Johor Sultanate)
  • Hindu Indian (May have Dutch allies if Sinhalese Kingdom)
  • Muslim Indian

Peasant Revolts and their Overlords.
An army must have as many poor bases as it has sup/elite bases. (mob and LF count towards these totals)

  • Peasant Wars (Please specify your uprising)
    German States 1524-1526 (may have German State allies, and use South or East Germany options)
  • Maximillian Imperial (no Italy options) 1514-1516
  • Hungarian 1514
  • Vasa Swedish 1542-1543 (Any bases may be downgraded too Poor to obey the poor/sup rule)
  • Early Danish 1534-1536

Friends and Enemies of Charles II and his wife 1660-1685.

  • Later Dutch included as although the war was fought at sea, there could have been a land battle.
  • Restoration British (Includes Tangiers and In Scotland options)
  • Later Spanish (Spain only)
  • Late Restoration Portuguese
  • North African States
  • Covenanting Rebels
  • Monmouth Rebellion
  • Later Dutch


Artillery rules for all periods
1) Must have 6 bases of foot battle troops for each base of Lt/Med/Hvy artillery
2) All heavy artillery starting the battle unlimbered must be deployed first. Limbered heavy artillery may be deployed at any time. The army list must specify whether the artillery is limbered or unlimbered. The player may send in two army lists with different order of marches only, depending on whether they want their heavy artillery to start limbered/unlimbered or a combination of both if they have more than one BG of Heavy artillery.
3) Light and medium artillery can deploy at any time during the order of march.
4) If artillery is captured, the player who has captured them can at the end of the turn in which he has captured them, during the JAP phase, after all auto routing troops have been removed, choose to remove the artillery.

Allies and special options are allowed if specified.

BAD players at MK

Campaign2015_170159Campaign2015_170235 (2)Campaign2015_170235Campaign2015_134236 (2)Campaign2015_133346Campaign2015_133335Campaign2015_133308Campaign2015_133308 (2)Campaign2015_133301Campaign2015_095504Campaign2015_134236

Plenty of smiling faces from the Burton team and BAD mercenaries!

He are the final results (with a pat on the back to Dene & Wayne)

1st Forlorn Hope 240
2nd Central London Mediocre 188
3rd October 164 (tie breaker result between the two teams)
4th Les Trois Mousquetaires 164
5th Burton and District 124
6th Wooden Spoon 100

Last Trumpet of the Elephants
1st Bob Medcraft, Forlorn Hope, Indonesian, Johor Sultanate w Dutch Allies, 1693 70
2nd Wayne Charleton, Burton and District, Rajput Hindu Indian 1650 64
3rd Chris Beesley, Les Trois Mousquetaires, Indonesian, Johor Sultanate w Dutch Allies, 1695 60
4th Tim Porter, Central London Mediocre, Vietnamese 59
5th Ray Boyles, October, Indonesian, Johor Sultanate w Dutch Allies, 1650 58
6th Will Denham, Wooden Spoon, Hindu Sinhalese w Dutch Allies, 1650 9

Peasants and their Oppressors

1st Dave Parish, Forlorn Hope, German States (South or East) 1524 71
2nd Dene Green, Les Trois Mousquetaires, German States (South or East) 1524 52
3rd Dave Allen, Central London Mediocre, Hungarian Peasants Revolt 1525 49
4th= Stephen Stead, October, Slovenian Peasant Revolt 1516 48 (No tie breaker their game scored 10/10)
4th= Lynette Maxim, Burton and District, Hungarian 1514 48
6th Nigel Emsen, Wooden Spoon, German Peasant Revolt 1525 32

Charles II Friends and Foes

1st Ben Jones, Forlorn Hope, Later Dutch 1680 99
2nd Simon LeRay-Meyer, Central London Mediocre, Later Dutch 1680 80
3rd Paul Kitcher, Wooden Spoon, Later Dutch with Later Spanish Allies 1673 59
4th Keith Spedding, October, North African States 1680 58
5th Martin Val Tol/Tom Elsworth, Les Trois Mousquetaires, Restoration British in Tangiers 47
6th Steve Holt, Burton and District, Later Spanish 12