May 12, 2013
The rules for the Campaign prologue have been published, ready for the first game on 5th June…
Welcome to the SAD Wargamers website
The rules for the Campaign prologue have been published, ready for the first game on 5th June…
Since last week, the Committee have been organising when to hold an EGM to discuss solutions to the overcrowding issues that continue to affect the Club almost every week. In order to allow enough time for everyone who wishes to have their say on the matter to arrange attendance, and also due to the availability of several Committee members, it has been decided that the meeting will take place on Wednesday 22nd May at 7:00.
Our hope is that the meeting should not take too long, but obviously there have already been a number of different opinions and solutions proposed by those members who attended the club last Wednesday. Once the meeting has run its course, then gaming will be possible as usual, although obviously with shorter time constraints.
In the mean time, the Committee will also be researching alternate venues for the club, and aim to be able to present their findings at the EGM.
(Updated 1st March)
The campaign will be fought by individual players throughout the month of March 2013 using the Hordes of the Things rules which are available to download for free from;
(just scroll down to Hordes of the Things a little over half way down).
The final battles will take place on the last Wednesday in March (the 27th) to decide the campaign winner.
The campaign is about conquering Territories, which you get by fighting against other campaign players. The campaign winner will be one of the two players with the highest number of Territories.
Each campaign player will select a themed army that he will use for the whole campaign. All armies should be based (or sabot based) to reflect the 25mm basing sizes from the rules. Whilst the widths are fairly defined with 60mm frontages players are allowed to increase base depths to facilitate figure placement (see page 9 of rules).
Campaign Army Restrictions
You start off with an army of 24 points, but this can only include one character. The Army is limited to one Core Troop type chosen from Riders, Shooters, Spears, or Blades in addition to any additional troop types associated with the three initial territories chosen at the onset of the campaign. This will mean that you will always have access to your core troop no matter how dire the campaign may prove for your army. However, you can increase the size of your army and alter it’s composition by adding in the benefits of Territories gained through battles.
Elements vary in cost
AP Cost per element
|God, Dragon, Paladin, Behemoth, magician, other hero||
|Airboat, Artillery, Sneakers, Clerics||
|Flyers, Knights, Riders, Beasts, Blades, Spears, Shooters, Warbands||
An army’s total collective of 6AP, 4AP, and 3AP elements must not exceed half of the total AP for the army.
The Umpire (Warren Gleeson) will generate a list to record the Territories of each player. Each player will start with 3 Territories from the campaign Territory List (see attached sheet). One Territory must be designated a players ‘Capital’. This Territory may never be staked or lost. To start the game choose 3 Territories from the Territory List.
How To Fight Each Other
Simply challenge an opponent who is also taking part in the campaign.
Battlefields should be 3 foot square and made in compliance with page 11 of the rules, or in a mutually agreeable fashion.
Each player will stake one of their Territories on winning the battle. At the end of the battle, if one player wins the battle (as opposed to it being a draw) then an extra Territory is randomly generated and the winner picks which two of the three Territories he will keep. The loser keeps the remaining Territory. Note that you KEEP the Territory rather than just getting the benefits for one battle. In addition, players will receive two Campaign Points for a draw, and one Campaign Point for each loss. For every third Campaign Point that a player earns, one random territory may be added to their empire. For example, a player who scores two draws in consecutive battles will have 4 Campaign Points, and may therefore have one extra Territory randomly generated. They also carry the ‘extra’ Campaign Point over, so a further draw will generate another Territory. This is designed to reward players who play games, regardless of the result.
Where one opponent has twice, or more than twice, the number of Territories than the other, a Raid is in effect. If the player with the smaller number of territories loses they get two Campaign Points instead of one.
Remember, your starting army must be 24 points in size and must have only one Character (you!) and one Core Troop Type chosen from Riders, Shooters, Blades, or Spears. It is also limited to using only additional troop types allowed by the three initial territories chosen, with composition limitations consistent with the core rules. Please confirm your Core Unit type along with your three territories chosen.
For your initial territories choose your initial 3 territories. You cannot choose a Spy Ring or Road as one of your first 3 Territories. Subsequent territories should be determined by rolling a D66 and consulting the table below.
The table below is still being tweaked so let me know if you spot any issues.
|11-12||Tower||You may take a Wizard or a Hero (Non aerial)|
|13-14||Temple||You may take a Cleric or a Paladin|
|15-21||Ruins||You may take Sneakers and Hordes|
|21-24||Hills||You may take Warbands and Beasts|
|25-31||Arsenal||You may take Artillery|
|32-34||Smithy||You may take Knights|
|35-41||Marshes||You may take lurkers|
|42-44||Kings Road||+1 point|
|45-52||Border Fort||You may take Blades or Spears|
|53-54||The Ether Mountains||You may take Airboats and Flyers, (and may make any heroes into aerial heroes)|
|55-56||Steppes||You may take Riders and Behemoths|
|61-62||Mountains||You may take a Dragon|
|63||Stone Circle||You may take a God|
|64-65||Forest||You may take Shooters|
|66||Spy Ring||You have a Spy Ring. Re-roll for another Territory.|
You can only have one Spy Ring at a time.
Before each game roll a D6 and apply the following:
1-2. Spy uncovered. Your spy is captured and killed, but not before he/she has revealed the details of your network. Your spy ring is destroyed.
3-4. Assassin. A conspirator attempts to kill an enemy character. Before the game, pick an enemy character and roll the dice, with -1 to the roll if the character is the enemy general. 1-2 your assassin is discovered and killed. 3-6 the assassin delivers D3 shooting hits against the character. Resolve shooting hits as normal. If killed, the character plays no part in the game.
5-6. Poison. One of your agents has poisoned a well or water source near the enemy camp. It will take some time for the effects of the poison to wear off. On the first turn, every enemy unit must roll a D6. On a ‘1’ it will not move or shoot. After the first turn it has no effect.
The rules in use will be Pike & Shotte.
Army sized 500 Points (so that it will be easy for new players and some older ones to paint up their armies)
Army selection restrictions 1. No Dramatis Personae in the army. 2. New model army only selectable from beginning of May. 3. 500 points max per army 4. Army lists in rule book only a. Royalists b. Early Parliamentarian c. New Model Army (May) d. Montrose Scots e. Covenant Scots 5. Army lists can be changed from week to week.
Draw cards to find starting locations of generals so that support for both sides can be pinned down to locations. If a battle is fought in a county that was a starting county for a General, and it falls in to the opponent’s hands, then they will be very embarrassed as their baggage, ladies and followers managed to escape before their doom was complete. Generals fight on. They may even try to get their home county back!
Players pair off and roll for initiative. Players that win initiative can chose where to attack from any friendly county in to any neutral or hostile county. This doesn’t need to be from their starting position and can be from any where in the country that is friendly to them. Their paired off opponent can defend from the county attacked in to, or from an adjoining friendly county.
If players would like larger battles then 2 friendly Generals can join in on one attack and will be paired against 2 opposing Generals. The 500 points each points total still applies.
To add a bit of spice and “fog of war” to each game, Generals can ask for support from one friendly county nearby. That county will provide extra troops from garrisons or sympathetic gentry in the area.
The extra troops will be randomly selected by the draw of a playing card…
Red 2-5 Shot small Red 6-9 Shot normal Black 2-5 Pike small Black 6-9 Pike normal 10 Commanded Shot normal Jack or Queen Cavalry (Gallopers for Royalists, Cavalry for Parliamentarians) normal King Cavalry small (as above) Ace Canon Light Red Joker Canon Medium Black Joker Horde of Clubmen or Highlanders for Scots armies
These troops are only available to non Historical games and will be only for the one game, and then they will return to the garrison or home towns.
Game set up.
The player that turns up first, “has stolen the march” on his opponent and has been able to choose the site of the battle. He can set up the terrain as he wishes. If the opponent hasn’t turned up by 5 minutes after the time he has finished setting up then the first player has the choice of side to set up his troops. If the opponent turns up while still setting up or within 5 minutes of finishing setup then roll for deployment, with the side that had stolen the march getting +1 to his die roll. Highest roll gets choice of deployment side.
The game rules for winning the battles are as per the rule book. The winning General will take control of the county the battle was fought in.
The map on the web site will be updated weekly to show how the campaign is going. Red counties will be Royalist Blue will be Parliament.
Historical games will be provided when a club game takes place in a county where there was a battle in the year that the game is at in the campaign. Historical scenarios will stipulate troops that are in use and terrain and deployment.
Historical games are not obligatory and will be offered and accepted/declined before they players see the sides involved in the battle. Historical scenarios will not be balanced and may seem like an up hill battle, and probably will be to one side or the other.
The first game of the campaign will be held on Wednesday 3rd of April and will be Edgehill. If there are excessive numbers of players for this game and we have the troops and space we may do two games the same. The second week in April will be games based in 1642, the last 2 weeks will be battles in 1643. The last Sunday of April is booked and I am proposing to re-fight the battle of Newbury 1643.
The first 2 Weeks in May will be battles from 1644 and New Model Army Armies will now be available for the Parliamentarian Generals to choose from. The third and fourth weeks will be from 1645. The fifth Wednesday of May will be a re-fight of Marston Moor. With the same provisos as the Edgehill battle.
The aim is to have fun, and to beat the Roundheads this time!
Pete, Stuart and I decided to have a bit of a street battle after the
Sunday game in October.
Obviously Stalingrad came up straight away and was decided upon.
Then the Snowball started to roll!
It started off small, 3 of us, and then more interest was shown!
So 8 of us started the game on Thursday 27th December 2012.
A 12″ by 4″ board was used, with Mamoyan Kirgan in the Centre and a mass of Buildings covering the rest of the board.
Small ruined dwellings and large tractor factories covered the board. Roads and Railway tracks were everywhere!
Each player had 2000points of troops. Artillery was firing “Across the Volga” for both sides.
3 105mm Batteries for the Germans. 6 Observers on table
2 Batteries for the Soviets. 1 of 4 76mm and 4 122mm, the other 8 122mm. 4 Observers on table.
No points used for these assetts.
Historical restraints were put on what troops and vehicles/tanks could be selected for each side.
3 objectives per pair of players. 1 in the middle and the other 2 one on each side. 1 point was given for each turn a central objective was held at the beginning of the players turn unopposed, 3 points for each objective held on the opponents side of the table! None for holding your own objective.
Battle commenced and was very viscious all the way across the board.
The game was played through for only 3 turns! (large games are always slow) This was hampered by people having to get used to the new terrain and the rules which were from the Version 1 Stalingrad book.
A very good game was had by all and the victory was very close….
The Soviets won by only 1 point!
Mind you the final score was 1-0. Objectives were being tussled over all the way through from turn 1.
Give it a go it was great fun.
There was a slightly reduced turn out for the first Wednesday meeting of the year with only 10 games being played due to many people still being on holiday.
There were 4 games of Warhammer 40K (28mm Sci-Fi) with a multitude of armies on display.
There were 3 games of Flames of War (15mm 2nd World War)
1 game of Command Decision (15mm Modern 1960s battle)
1 game of Saga (28mm Dark Age skirmish)
Announcements were made for the AGM to take place at the end of the month (please see the threads on the Forum). Members were reminded to only bring along games which can be played in a shorter time for after the AGM.