Dear all,
1, still looking for some army lists please.
2. Bob and Ben have set out the comp rules in full detail (taking account of recent discussion around chariots) as follows:-
Oxford 25 mm FOG R Competition – Details for 2016
Saturday 29th and Sunday 30th October 2016
Following our successful competition in previous years we are happy to advise you of this year’s competition. The rules for this year’s competition are below.
Armies: Any FOG AM or FOG R armies from any published book
Scale: - 25/28mm
Rules: We will be using FOG R rules irrespective of whether you are using FOG AM or FOG R armies.
To convert FOG AM troop types to the equivalent FOG R troop types use: -
FOGR heavy lance to be used for gendarmes equivalents - say from 1400 onwards
FOGR keils apply to AM pike blocks from the introduction of Pikes into the Swiss armies
FOGAM impact foot who use heavy throwing weapon (legions, Spanish) will take the points of impact foot plus bayonet/swordsmen but count as having light spear versus mounted and straight impact foot versus foot
Undrilled AM HF/MF will count as warrior – except in cases where an argument can be made for unusual levels of cohesiveness e.g. Hoplites
Slingers will count as bows with long range limited to 4 Mus
Light chariots are either Light horse or cavalry with the appropriate weapon (not a melee weapon)
Heavy chariots are full armoured Gendarmes with an impact weapon appropriate to what is carried but in melee would be have no weapon.
What does people think?
Compulsory fortified camps need not be bought
AM artillery counts as poor
AM type "protected" and "unprotected" both count as unarmoured
AM spear armed mounted will count as light lance
Army Design: Within your chosen army list select any date and then design four variants of the army which have a total of up to 3000 points. There must be at least 60 points difference between each army. The smallest army must not be less than 640 points and the largest more than 850 points. Within your selected date and variant list you can vary allies, generals or troops as you want within those allowed.
Over the 4 games you must use each army at least ONCE.
Examples: -
Game 1 Game 2 Game 3 Game 4 Total Points Reason
648 709 780 849 2985 Legal
850 654 778 716 2998 Legal
780 710 645 844 2979 Legal
639 846 700 789 2977 Illegal One army less than 60 points bigger
726 786 845 671 3028 Illegal More than 3000
You choose which army list to play AFTER terrain has been deployed. So you know who, what and where you are playing before deciding.
In dicing for who picks and places terrain first in the first three games each player will use the initiative of their army, if it does not vary by size, or the highest initiative for their four armies if it does vary.
This should make you face the real challenge that a general suffers from the FOG of war. S/He has to be able to grit it out with fewer troops or take full advantage of having more troops.
Scoring System:
The normal FOG scoring system will be used for the 20 - 0 component but the bonus points for army routs will be altered as follows: -
If neither army is routed:
1. If there is two army sizes between the two armies then the player with the smallest army will get 2 bonus points.
2. If there is three army sizes between the two armies then the player with the smallest army will get 4 bonus points.
If there is no more than one army size between the two armies and one army is routed
3. The player who routs the enemy army will get 5 bonus points.
If there are two army sizes between the two armies and one army is routed
4. Then if the player who routs the enemy army has the bigger army they will get 3 bonus points.
5. Then if the player who routs the enemy army has the smaller army they will get 7 bonus points.
If there are three army sizes between the two armies and one army is routed
6. Then if the player who routs the enemy army has the bigger army they will get 2 bonus points.
7. Then if the player who routs the enemy army has the smaller army they will get 8 bonus points.
Draw:
First round draw will be done by date order to match historical opponents a much as possible - thereafter Swiss chess format.
Competition Rules:
The competition will use the full rules including the terrain and set-up appendices.
In addition: -
• Any heavy or medium artillery must be in the first BG's to be deployed.
• Medium and Heavy artillery cannot be deployed such that they could fire into either flank zone.
• There must be 6 foot battle troop bases for every gun.
• No more than 50% of the army can be superior/elite (does not include lights, dragoons or artillery)
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 territory list for the army. 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.
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.
Army lists must be submitted for checking in advance and must be received by the List Checker not later than one week before the event.
The List Checker is Tom Elsworth (
t.elsworth@btopenworld.com)
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.
It is hoped that the table size will 8' x 4½’ (but it may be reduced depending on the number of players). Players must supply their own terrain pieces. These must be to an acceptable standard and the umpire will have the discretion to remove unsightly items. Terrain will be based on 25 mm equal to 1 MU. In addition all figures must be representative and painted and based to an acceptable standard. Deployment of the main line will be at 10” with skirmishers at 15”.
Flank Marches
a) Where there is more than one army size between the two armies i.e. player A’s largest army is fighting player B’s smallest or one from smallest army then no Flank marches are allowed.
b) Where there is only one army size between the two then Flank marches are allowed.
Movement - Movement will be using 40 mm equal to 1 MU.
Players must be present and ready to start the match at the appointed time (see the program
below). 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 effected player will be awarded a bye and receive initially 10
points. At the end of the competition this will adjusted to reflect the average number of points they
have received in each other round. No player will be awarded more than one bye for any reason. 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.
When time is called, play will continue until the end of the turn of the player who moved second,
such that both players will have had an equal number of turns. Play will stop immediately before the
joint action phase following this.
Time will be called after 3 hours plus a 1 – 15 minute random factor. The random factor will be
determined by the umpire prior to the start of the round, and will not be revealed until the
announcement is made. Players may always commence games earlier than the stated time by
mutual consent.
A limited number of spare 25 mm Armies are available to borrow for players without 25 mm armies.
However, those supplying the spare armies request as much notice as possible to find the figures
and ensure they are correctly based.
Timing :
Saturday
Registration – 8:45 am
1st game start 9:15 am
Lunch break: - approximately 12:30 pm
2nd game start 1:30 pm
Finish – approximately 4:45 pm
Sunday
1st game start 9.15 am
Lunch break – approximately 12:30 pm
3rd game start 1:15 pm
Finish – approximately 4:30 pm
Prize giving at 4:50 pm
Admission to the tournament is at the sole discretion of the organisers and their decision on all
matters is final. An application to enter denotes acceptance of these rules. Any queries to be sent to
Robert Medcraft (
robertmedcraft@tiscali.co.uk).
Cost: The cost of entering the competition is £25 – cheques made payable to Oxford Wargames
Society or cash on the day.
Venue: Wolvercote Village Hall, Wolvercote, Oxford, OX2 8BD
Closing date: - Entries to be received by Saturday 8th October 2016 (There are limited places available for this competition, so entry will be on a first come basis.) Entries are to be sent to: -
Tom Elsworth, 10 Habitat Way. Wallingford. Oxon, OX109FT
Tom