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Nice to see some activity here, and nice battle report  8)
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Battle Reports / Later Hungarian (1491+) vs French Ordonnance (1511+) 360pts
« Last post by DJinks on June 08, 2025, 08:24:14 PM »
Better prepared for a rematch with the Spaniards from a few weeks back, but Tim didn't make it to the club.
So, Andrew cobbled together an army (Later Hungarian, 1491+)from club bits and we started 90 mins later than intended, with Nigel at the helm of his cavalry left flank.

This battle report is not well written, so I apologise in advance. It was much later in the evening than anticipated, and despite being a bank holiday, had been very busy.

I brought a proper army list, which admittedly needed some tweaking as I don't find the rules totally clear on baggage ME points. Please ignore the corrections in green, as I ended up re-correcting!

Andrew's hastily put together army list as below...


Terrain was deployed with a number of items being left off table, favouring Andrews fast moving cavalry, but generally I was fairly happy with it all.
Matching 2's on weather meant no adverse effects and Andrew set up first, which suited me perfectly.


Turn 1
Hungarian LH streak into a flanking columns on both flanks
Their Spear(Inferior) and Bow(Inferior) move forward with some Ps, with a force of Ps moving into the wooded terrain on the flank (If i recall, this was a wooded hill)

Rolls of 6,4, and 3 allow Knight (Superior) and Cavalry (Ordinary)[Ordonnance archers upgraded to cav.)to move forward, Psiloi (S)(Handgunners) to push out and Crossbows move forward in the centre, with Blade moving out to secure the left flank, a few pips go unused.


Turn2
Nigel rolls a 3,1,1 Pips for the Hungarians, painful for them!
Some of the LH manages to form lines against the French Kn and Cv, but with limited Pips, the others  have an impetuous advance as a broken line, with some Knightly support
The column of Light horse(F) on the French left flank keeps moving steadily around

In the shooting phase a French bombard pushes back a Knight and the crossbows push back a Light Horse (S)
The French roll 6,5,3 for Pips.
On the left flank, the Blade & general rearrange, and the organ guns turns to face the LH(F) threat
My Cv(O) engage the enemy, with Kn(S) turning to face
I move my central body of Pk up, along with a serpentine, leaving 2 PiPs unused

In the shooting phase the French manage to push back a Hungarian knight

But an unpleasant combat phase leaves 2 units of French Cavalry dead


Turn 3
The Hungarians roll 4,1,5 for Pips.
their LH moves towards a fight
Their Kn advance towards the French lines
Their LH make their flanking manoeuvre clear and terrify the French commander (me)
The remaining IrLH(S) moves impetuously forwards

A bombard fires with French crossbowmen at Hungarian knights, for no effect.
The serpentine at the edge of the pike line fires at the Hungarian Knight wall and pushes a unit back, splitting the contiguous unit
On the left, the bombard and serpentine team up against Sp(I) and do... nothing.

In the combat phase, LH(S) against Crossbows ends in a draw
LH(S) vs Kn(S), gives a French win and some dead LH(S)
LH(S) vs Cav(O) gives another French victory and more dead LH(S)


Rolls of 5,3 and 2 lets the French cavalry command move into combat everywhere. In the centre the organ gun forms up with the Pikemen
On the French left flank, the rear rank of Pikemen 180 & move to address the flanking LH(F)
In my shooting phase;
Bombard and crossbow draw against their combined target with no effect
Serpentine pushes back
Bombard & Serpentine combined push back IrrSp(I)
Serpentine beats Bw(I)

In the combat, a LH(S) is killed by the French, Kn(S) are pushed back and LH forced to flee
My remaining Cav(O) kills a LH(F) and my Handgunners (Ps(S)) kill a LH(S), which ended better than I had expected.


Turn 4
Hungarian LH moving into the back of French knights
Hungarian knights hit French crossbowmen
the rest of the Hungarians follow up
the Hungarian regular infantry move in

A serpentine misses the Hungarian crossbows, and they press forward
The serpentine and bombard separately shoot at Sp(I) but have no effect
The central organ gun and bombard target a knight together and push it back

A crossbow unit is killed in combat with Hungarian Knights
I lose a Kn(S) and Cav(O) from my Command #1, and it is disheartened

Rolls of 3,2,2 for Pips means
French Command 1 (cavalry) attacks everywhere it can
French command 2 (centre) moves pikes in
French command 3 (left flank) wheels the rear rank of pikes to face the oncoming LH(f)

In the shooting phase, of the 2 bombards and 2 serpentines, all but one serpentine have no effect, with the serpentine pushing back a Hungarian crossbow unit.

In combat, the French quick kill a LH(S), the French CinC Kn(S) kills a LH(F), the adjoining Kn(S) uses the inspiration to kill another LH(F), disheartening that Hungarian command.
My pike men draw in their fight, making no progress.

Turn 5
Nigel has left us due to prior commitments at this time, but we soldier on.
Hungarians roll 5,3,5 PIPs
LH(F)+(S) attack my Ps(S)
Ir LH(S) subgeneral attacks my Kn in the rear
Hungarian knights move into my turned pike units
LH(F) moves into my serpentines
And the Hungarian crossbows form into line with their other infantry


The Hungarian Bow (I) kill a pike unit
Yet again, my serpentine and bombard have no effect on their target
Another lone serpentine misses the crossbows, and they press forward

In the combat, French hand gunners Ps(S) beat LH(S) in a fight, spending them...
With no recall, some Ps(S) are killed by LH(F) with no room for recoil
The Hungarian IrLh(S) subgeneral kills the Kn(S) which it hit in the rear, breaking the French command #1
Amazingly, My bombard wins it's melee, pushing back the Hungarian IrrKn(O)
My serpentine isn't so lucky and is lost to Knights, along with 2 units of pikes killed by the knights.


French PIP roll of 5 4 and 3 allows minimal movement into contact- this is the end game so no more strategy, just awaiting combat outcomes
I apologise for the terribly blurry photo


2200 hours, its time to call it quits. I finish turn 5 with shooting and combat.
I manage to push back a Kn with a bombard, but otherwise no effect on the enemy.
In the combat my CinC is pushed back, a unit of crossbow kills a LH breaking the Hungarian command.
My Pikes kill a Knight, push back 2 more, and win against a Lh (F), meaning it's spent.
I lost 30.1% of my army, and Andrew 32.3%.


Although clear than in another 2-3 turns, without extreme luck in my favour re Dice, Andrew would have won - at the closing of the game, losses meant 13-12VP in the French favour

I've since got proper Ordonnance archer models, which allows me to up my knight count and drop the cannon count, thankfully! Hopefully my next engagement will be better!
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Battle Reports / French Ordonnance vs Late Spanish Medieval, 12/05/2025
« Last post by DJinks on May 25, 2025, 09:00:59 PM »
After being generously donated a 15mm French Ordonnance Army via Andrew, I took it out for a test drive against Tim and his Spaniards.

I apologise for any disorganisation between description and pictures - easier said than done!

Still learning, so no stratagems

After rolling to play in the foggy very early morning, Tim decided to be kind and ignore time and weather - it wouldn't work out great for him and would be terrible for myself, with a cannon heavy army.

I got the terrain I wanted in the locations I wanted, but mistakenly thought I could place my cannons atop the steep hill - a rookie mistake!

A hastily drawn up army list gave myself 3 commands vs Tim's 2 commands.

Command 1 (Centre)
R. Kn (S)   1    35     C-in-C
R. Pk (I)    12   36
R. Pk (O)   12   48
Total ME: 28

Command 2 (Right flank)
R. Kn (S)      1    35    Sub General
R. Bow (O)    2    10    (Crossbowmen)
R. Ps (S)       3    9     (Hand gunners, incorrectly based)
R. Art (I)       2    8     (Organ guns)
R. Art (O)      3    24   (Serpentines)
R. Art (S)      2   20    (Bombards) 
Total ME 14.5

Command 3  (Left flank)
R. Kn (S)      1    35    Sub General
R. Kn (S)      3    45
R. Cav (O)    3    24   (Knight models with unarmoured horses, upgraded Bowmen from 1481)
Irr Ps. (S)     3    9     (Spear chuckers taken from club stock, representing Landsknecht Skirmisher w/ handgun/arquebus)
Total ME 14.5

Setup;
Tim's Cavalry on his left flank (LH and Kn if I recall correctly) and pikemen flanked with Ps and Handgunners
Opposite his Pike, mine, with my cavalry on the left flank under Andrews command and an artillery park which I thought I could put on the steep hill instead being in it's shadow.


Turn 1
Tim's Spaniards started with a strong opening, 6 PIP's for his cavalry command and 5 for his infantry command
The bulk of his Knight cavalry command swings into column across the front of his pikemen, deciding that they can outnuber and overpower our left flank of our cavalry, leaving just his light horse to keep the artillery park company, no longer stationed facing them on a hill (as I'd originally intended)

With Andrew now present, he took the lead on my left cavalry flank, and made the threat posed by Tims cavalry clear to me. With some quick measurements though, he pointed out that we might be able to trap them between the opposing pike walls.

With 3 pip rolls all pulling a 3, we pushed the artillery park forward as one, 2 moves for 160paces (general attached).
The Pikemen also managed 2 moves forwards, 320 paces to close the gap on the column of horsemen, whilst the cavalry on the left flank moved forward with the attached general 240paces whilst the Psilloi on that flank used all 3 PiPs to move 600paces.



Turn 2
The Spanish cavalry continued their race across the front of the pikemen, and Tim's handgunners move up to hit the right flank of my pikemen - they are pushed back by artillery fire though (without any losses).

Rolls of 3,2 and 1 PiPs for the French allow Pike and Cavalry to move forward whilst a single gun wheels for a better line of fire.
The next shooting phase pushes the Spanish handgunners back out of range of the advancing pikemen




Turn 3
Poorly recorded by myself, I've got Tims spanish Cav advancing forward, his Light horse left on my right flank spreading out, his pike line breaking up, his handgunners being untouched by my artillery but a unit of his light horse being forced to flee in the bombardment


Rolls of 1, 2 and 4 allow the French Pk (I) to advance into Tims Knights, finally closing the gap.
The cavalry and knights on the flank advance, as does the Irr Ps (S), into the rough ground


The artillery park inflicts nothing upon the enemy handgunners, but causes another unit of the LH to flee
Our pikemen inflict a painful kill upon both a Kn (S) and a Kn (O)


Turn 4
Tim rolls a 6 and a 5... so many PiPs, just when we were hoping he'd have none.
His knights take individual attack routes, his Knight general beats a hasty retreat through the Blade (F) on his infantry lines right flank (my left)
His pike line moves into contact
No PiPs are left to instruct his LH


A 5-2 bias in his favour means his handgunners finally manage to inflict a kill upon my pikemen
My serpentine has no effect on his handgunners, but another tube causes another unit of his LH to turn and flee
Rolls of 6,6 and 1 allow our cavalry to advance
In the shooting phase my artillery manage to kill 2 units of light horse, a resounding success.
In the pike melee, fatalities are felt by both combatants.



Turn 5
Tim rolls 2x 3's
The knights move and engage cavalry across my left flank In the shooting phase, my artillery hits another of Tims LH left behind on his left flank, killing it.
His Knights kill 2 of mine, braking my/Andrews cavalry command.



A roll of 6 and a 2 gives some PiPs to make some movements
Artillery general moves guys around as below
Pikemen engage across the front with one unit being moved for flank coverI send my CinC into his handgunners in a mad dash for glory, time is getting on now...

The shooting phase lets me turn another LH, but does very little else


In the melee though, my CinC manages to kill both ranks of handgunners, the overlap provided helps the adjoining pike kill the the first rank they are facing, and
across the pike melee there are kills and push backs - 5 total killed.

I had thought, after Tim broke our left flank, that the game had been won - but now it's not so clear.

Turn 6
Tim rolls a 6 and a 4
With his cavalry command down to just 2 ME from break, he has to spend 3 PiPs to clear his LH from artillery range.
The melee in the centre returns very little results for either side


We move our pike into combat again, the artillery command moves the Ps(S) forward in an almost suicidal charge against the fleeing LH and the Artillery General moves over

In the melee phase we manage to dishearten the enemy, sadly my notes are weak on this, but I seem to remember my Pike pushing back his CinC (Kn (S)?)


Turn 7
Tim rolls high, but with Disheartened commands his movement is limited.

His CinC is faced with my Pk again, and is pushed back, and across the front a number of lucky rolls, and frankly, just surviving, manages to break the Spanish force and result in a Win for myself.




Close at the end, poorly set up forces by myself, and Tim made a fatal flaw on Turn 1 by moving across the front of his Pk line with his Kn and not behind it (he'd clocked it the second we rolled for our bound, and Andrew started measuring up how to close the gap)

A good fun game, with a result and progression that felt like it could have happened in reality, both in terms of forces involved and the battlefield mistakes.

Thanks for reading!

Duncan
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Competitions / Re: Novembertristesse 25
« Last post by additz on January 26, 2025, 09:15:30 PM »
Correction:

The allowed period is of course:
Armies from 476 AD to 1072 AD ! (The Dark Ages)
and not
Armies from 476 BC to 1072 AD !
5
Competitions / Re: Novembertristesse 25
« Last post by additz on January 17, 2025, 09:32:05 AM »
We are happy to present you the invitation to the Novembertristesse 2025
Last year we have been 18 players from 5 countries.
Please help us to raise these numbers in 2025

Hope to see you in November in Nidderau, Germany

Julian & Axel

PS.: Enclosed you will find a flyer with all the necessary data!

Novembertristesse 25

What:    
DBMM 2.1 Rules & current Commentaries (www.dbmm.org.uk) – 400 AP
Armies from 476 AD to 1072 AD ! (The Dark Ages)
When:
Friday, 31/10/2025 from 5 pm to Sunday, 02/11/2025 at about 5 pm
Where:
Willi-Salzmann Halle – Heldenbergerstr.16, 61130 Nidderau, GERMANY

Nidderau is about 43 km away from Frankfurt Airport and it is accessible by train.
Transfers can be arranged.

Lists to be submitted until 30/09/25 the latest to: additz add web dot de   
Delayed lists will cause a deduction of 5VP
If no list is submitted this will cause a deduction of 20VP
Playing time: Each game ends immediately after 3,5 hours.
All unsettled combats are to be executed, if the game is in that phase at that time.

Schedule:

Dayfromtowhat
Friday5:00 pm12 pmgathering/free games
Saturday9:00 am12:30 am1.game
12:453:45 pmLunch break / Opportunity to visit the Ronneburg *
4:00 pm7:30 pm2.game
8:00 pm9:30 pmjoint dinner **
Sunday8:30 am12:00 am3.game
12:00 am1:00 pmLunch break ***
1:00 am4:30 am4.game
4:40 pm5:00 pmAward cerenomy

The Runners & Riders will be announced in advance – but disconnected.
There will be a price for that gamer who can assign the most gamers to their armies correctly.

* The Ronneburg is about 18km away from Nidderau. It was built before 1258, i.e. during the lifetime of Gerlach II von Büdingen, who was the imperial bailiff in the Wetterau.
That is why it belongs to the series of fortified castles of the "Imperial Wetterau" ordered by the Staufian kings at the beginning of the 13th century.
If you want to visit the castle please state “Ronneburg” at your registration (see below). https://burg-ronneburg.de/

Accommodation:
https://www.nidderau.de/erleben-entdecken/freizeit-tourismus/unterkuenfte/
Tournament fee:     
45,-€ - Beverages (Beer, Water, Softdrinks & Coffee) and Snacks are included.

Registration:             
automatically with incoming payment
Money transfer:       
Please transfer the fee with the keyword „Novembertristesse 25“ or “Ronneburg”
until September, 30th to
DE08 6009 0800 0005 1112 99 / GENODEF1S02 / Axel Heinz /
Sparda-Bank Baden-Württemberg eG

Light meals / Take away
**
Hessenschmauss https://www.hessenschmaus.de/

***
Sushi & Asiatisch Tea Su https://teasu.simplywebshop.de/listArticle
Kebap & Pizza Urfa Kebap-Haus
Bakery Philipp’s Backstube open on Sat. til 12:30 am / on Sun. til 11:00 am
6
Battle Reports / Early Imperial Romans Vs Late Visigoths, A Beginner's Tale
« Last post by DJinks on December 20, 2024, 10:42:21 AM »
Hello everyone,

A newbie to dbmm, I've partaken in a few games but am still getting the hang of the rules. I'm Playing at Wakefield & District Wargamers.

I present a rough battle report of the first game I've played with full involvement in start-finish.
Andrews assistance and patience throughout is much appreciated.


Andrew Parkin's newly acquired Early Imperial Romans faced off against the club stock Goths with myself at the helm.
As we were both playing with what we had available to us, and the match was put together a little last minute, we used hastily drawn up lists from book #2

Andy's Early Imperial Romans (if i recall correctly) featured;

Sub General Reg Cv (O)
10x Auxiliary Reg Aux (S)

Sub General Reg Bd (O)
12x Legionaries Reg Bd (O)

(Commanded by Nigel, whose surname I must find out!)
C-in-C Reg Cv (O)
8x Cavalry Reg Cav (O)

(Some baggage, exact details I have forgotten)

My Late Visigoths (Army list chosen based on available units, rather than historical matchup!)

Sub Gen Irr Kn (F)
10x Cavalry Irr Cv (O)
2x Baggage Irr Bg (O)

C-in-C Irr Kn(F)
12x Psiloi Irr Ps(O)
12x Spears Irr Wb (O)
2x Baggage Irr Bg (O)

Sub Gen Irr Kn (F)
10x Cavalry Irr Kn (F)
2x Baggage Irr Bg (O)

As a newbie, we skipped weather and stratagems, with a terrain layout giving a battlefield tile whose only defining central features were a road across the rear of the visigoths, a gentle hill just off the right flank towards the roman ranks, rough going scrub patch (SF) ('yellow leatherette patch') in front of the Roman right flank and Difficult going woodland (Wd) (Dark leatherette with trees) just obscuring the left from the visigothic perspective. Other gentle hills and woodland were close to the edges of the map, and didn't really have a bearing on the game.

Andrew rolled best for initiative and deployed his troops forward Auxilia on the Roman right flank, Legionaries central, with Nigel holding the roman cavalry left flank slightly back to protect the infantry flank whilst ensuring they were clear of any Kn (F) charge
If I recall correctly, as the Romans brought regular generals, they allocated the two flanks to average the higher command dice and allocated the lower dice to the central legionaries.

I deployed the Visigoths so C-in-C was central with the Irregular Warbands to hopefully help control their impetuous nature, flanked in the central command by Irr Ps (O). The warbands 3 deep, so any front rank destruction wouldn't lose second rank bonus'.
On the Goths left flank, facing auxilia and rough going, Irr Cv (O) arrayed, 2 ranks deep so as to avoid the woods if possible.
On the Goths right flank, Irr Kn (F) arrayed against the Roman cavalry with the intention of controlling them in a head on clash.





1
Andrews opening move rolled an average 2x 4 and a 2, which, alongside his reg generals & reg troop bonus, allowed him to move forward significantly. The auxilia and legionaries lined up in battle line, with 3 units of auxilia splitting into the woods for a potential future maneuver, and Nigel's cavalry staying out of charge range whilst  splitting to provide effective flank support.


In return, having rolled 3,5,3 (left to right) I mostly did nothing, sending out a screening force of psiloi with the intention of breaking up the enemies line before a warband rush, and slightly expanding my Cv(O) to hit the left flank, particularly where the Ps(O) die.
Critically, I had no intention of being drawn into the rough going.


2
Andrews avg.3 and 2 rolls let him push forward, happily (for me)out of the rough, with his cavalry and 3x legionaries forming a flanking edge whilst staying back from my Kn(F)


With a roll of ?, 4 and 6, I spend no points on my left command, slamming the Cv (O) forward behind my Ps(O), with my warband suring towards the fight.
The flanking Kn(F) move forward to just a few paces outside charge distance, and split under my hope to kill the flank protection and move into a flanking position.


2 Combat
Rolling poorly, my Irr Ps(O) have a unit spent and a loss in first contact against the legionaries and auxilia, respectively, with 2 more pushed back, and one unit of Irr Cav (O) repulsed.



3
Andrew surges his legionaries forwards, keeping a handful in reserve, he maneuvers some of his auxilia in the woods into my Irr Cav(O) flank, it's not looking good for me.
Nigel pulls the Roman C-in-C back from the potential pin zone behind his Reg Cav (O), mand moves the flanking unit back towards the main body of cavalry, expecting my splinter unit to overlap & overpower it alone.


Combat
My far left unit of Irr Cav(O) is destroyed, with some others pushed back, but critically I land a kill on the Aux and some pushbacks. My left flank Ps suffers 2 pushbacks and a loss (might have been a spent, can;t remember!), the right flank Ps 2 spent's and a pushback.
My warbands suffer a loss and 2 pushbacks, with 2 stalemates.
At 0.5 ME each, I'm not worried about a rout... just a loss of fighting units!


Rolling 2,4,6 I split my Kn(F) into 3, bringing 3 units against a legionary unit to the center, and swinging my right flank back at the flank of the Roman line.
Warbands press forward impetuously, whilst my C-in-C Irr Kn(F) moves back and around to hopefully fill a gap whose second enemy rank is a sub general. A unit of previously pushed back Ps moves back slightly out of the pin with the idea of circling around later


Combat
Stalemates on the left flank, 3 of my warbands are pushed back, with the fourth, having already lost its front rank, having a surprise win and following up. Right flank Ps suffer a spent and a pushback, and my Kn(F) being pushed back by the legionaries.


4 (some missed images here, so a rough memory is all i can go off of!)

Nigel brings his far flank support further back to cover his main cav line flank with his TZ, whilst supporting Andrews legionaries in combat.
Andrew moves his auxiliaries forwards, the remaining one in the woods to its edge to support his filthy flanking, and slides his legionary sub-general across to fill gaps in the legionary line.

I lose 2 units of Irr Cv (O) in the Auxilia fight, with another pushed back. My warbands take front rank losses across the board, and the cavalry he charged forward strikes a blow, killing on of my units of Kn(F)


Rolling a 4,2,4, I move my left flank sub-general around to change the nature of the flanking maneuver, I surge my Cav(O) forwards and reposition the withdrawn unit of Ps(O) on the left flank of my infantry centre.
My warbands surge forward, with my C-in-C Irr Kn(F) getting stuck in whilst overlapping the legionary sub general. I push both sides of the Irr Kn(F) force on the right flank towards the enemy, with Andrew getting ever more confident of his win. I was warned not to push my C-in-C forward, but in my opinion, if you don't use it you lose it.


Combat proved better for me, my left sub general Irr Kn(F) eliminating the Reg Aux(O) in his match, with my Irr Cav (O) flank drawing stalemate or pushing back the rest of the auxiliary flank.
My warbands suffered a loss and 2 pushbacks to one win, with my C-in-C pushed back, with Ps on the left drawing stalemate and Ps on the right being pushed back.
The Irr Kn(F) drew stalemate against the legionaries whilst destroying the Reg Cv(o) on the right flank.


5
Andrew, confident in victory, drew his auxilia and sub-general into line, swung a unit of legionaries into the flank of my healthiest warband for a double rank massacre, and brought a unit of his reserve legionaries to support his flank legionaries dealing with my Kn(F) into an instant kill position.Nigel brought up his main cavalry line, splitting of an element to assist on the flank fight with the Roman C-in-C in close order.


Combat
Against my Irr Cv(O), Andrews Reg Aux(O) overlapped by my SubGeneral pushes back and is followed up, the right side of my left flank cavalry body pushes back the Auxilia it is in contact with, my helthy warband loses 2 whole ranks in the aforementioned massacre, my Kn(F) surrounded by legionaries is destroyed and my Kn(F) on the right flank fighting Cv(O) comes up stalemate. The end is nigh, it's closing on 22:00 (having told my wife w/ 4wk old baby I'd be home by 2130 latest), and we all know the Romans have won, the question is by how much.


Duncan
I move my Irr Cv(O) line up across the board to overlapping and contracting positions, the few psiloi pulled from the fight on the left re-engage with some legionaries, freeing up the single rank of warband from fatal flanking, with the rest of my warband, C-in-C and Ps surging forward. My Irr Kn(F) line moves into contact in a thunderous charge, with the subgeneral moving round to flank.


Combat
WOW.
On the left flank, one of my Irr Cv(O) repulsed, and another in stalemate... but alongside that, a pushback and a kill on the auxilia sub general!
In the center, a psiloi pushed back and a stalemate on the left, my weakened warbands suffering 2 pushbacks but inflicting 2 kills on the higher ME point (comparatively) legionaries. My C-in-C smashes through their line with a kill, and my Psiloi on the right are pushed back.
On the far right flank, a unit of Irr Kn(F) is lost, but it is of no consequence to me. My main Irr Kn (F) charge of 4 units into the Roman Irr Cv(O) has succeeded. 4 combats, 4 kills.
The Left is disheartened, the right broken, the center broken too (if I recall correctly).
The Romans flee the field.
The Goths have won.


A surprise ending!

Thanks for reading!
7
Competitions / Novembertristesse 25
« Last post by additz on November 15, 2024, 09:02:56 AM »
Location and date for the Novembertristesse 2025 is already confirmed:

The tournament will be held from Friday, October 31st to Sunday, November 2nd 2025
again at the Willi-Salzmann Halle in Nidderau (Germany, near Franfkurt)

Axel
8
Competitions / Re: Novembertristesse 2024
« Last post by additz on November 05, 2024, 09:56:46 AM »
Novembertristesse 24 is over.

Thank you to all players who made this an exiting event in a very friendly atmosphere.
 
18 players from 5 countries (Belgium, Denmark, Italy, Hongkong & Germany) fought 4 games each.
and made this an international tournament.

Here is the ranking:
RankNamePointsNote
1Lorenzo Melee68
2Richard Darby64
3Jann Bengen63*
4Neil Fox63*
5David Bischoff60**
5Thomas Kimmerle60**
7Carlos Duecker-Benfer57
8Roman Krzonkalla56
9Jürgen Bohn54
10Andrew Lam51
11Arnim Lück50
12Carlo Denorme49
13Mendere Ince48
14Guido Bischoff46
15Jean Jacques Bernkens38
16Axel Heinz35
17Colin Heinz20
18Julian Kraft18


* 13:12 for Jann in direct comparison against Neil         
** no direct comparison


Julian & Axel
9
Competitions / Re: Novembertristesse 2024
« Last post by additz on September 30, 2024, 08:58:23 PM »
The registration phase for Novembertristesse is now closed.

I can proudly announce that the tournament will be truly international:
19 players from Belgium, Denmark, Italy, Honkong and Germany will challenge four opponents each.



Axel
10
Competitions / Re: Novembertristesse 2024
« Last post by additz on September 26, 2024, 12:31:31 PM »
2nd and last reminder !

The Novembertristesse will be held from November, 1st until 3rd.
The deadline for registration and listchecking is September, 30th !

Axel
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