In addition to the competition and a large display game in 6mm of Trebia, we have been offered a teach in or boot camp for the Impetus rules.

Anyone interested in Impetus is welcome to come along and give the games a go with help from experienced gamers and the rules writer himself Lorenzo.

So if you are interested in learning how the rules work, visit the Impetus Forum for more details of what's on offer

Impetus Forum


AR4 - Reading Independent Wargamers

AR4 is a skirmish game where players take control of artificial constructs who wander an arena collecting Tokens and avoiding all manner of unpleasant death. Running the arena is a free thinking computer system called EDMONDS. Its public persona is a kind benevolent being who provide money and adventure for those who take on the challenge. He is in fact a malevolent, sadistic being who seems to thrive on the death of those constructs who take part.

Players who take part come from varied walks of life; each player takes part using a construct. These constructs have a persona which determines it appearance and method of attack. These come from variety of areas, History, Literature, Film; Television even characters from fantasy are used. Some examples of personas currently being used in the AR4 arena are "Utah" Johnny Montana (Old West Gunfighter), Zombie Sasha (Zombie) and Lt Dedmeet (A Starfleet security officer or Redshirt)

The objective of AR4 is for the Constructs are to collect tokens that appear on the hexes of the Arena. Each of these translates to a financial sum for the player. Stopping this along with the other player are Random Death Effects (RDE`s) controlled by EDMONDS. These are varying forms of effect that often end in a violent death for the construct, along with useable weapons and increases in the Constructs abilities.

Concerns for the safety of the players along with rumours of physical and mental trauma including deaths have been discounted by various health and government official despite overwhelming evidence. The effects have been officially classed as coincidence. These rumours have in no way affected the popularity of AR4 which makes millions in merchandising from clothes, toys, foodstuffs even a highly popular board game.


THE ELEPHANT IN THE ROOM - Society of Ancients


Can your cocktail stick armed Roman Velites defeat the rampaging plastic Carthaginian elephant - let the dominoes decide. A fun game for all.


THE CONDENSED EDITION OF THE BATTLE OF GETTYSBURG - Baccus Reduced Great Battles of History Display Team

The piviotal battle of the American Civil War played on a board measuring 4 feet square and taking less than an hour to play.

Our version of Gettysburg give all three days' action without the boring bits in-between. Non-stop action for both sides to get the result that could change history.

Think it can't be done? The come along and have go. Can you save the Confederacy or would you prefer preserve the Union? It's time to test yourself against history.
The game is sponsored by Baccus 6mm will feature hundreds of 6mm figures.

The rules used will be yet another variant of the very, very, very quick play set used in our popular 'Old Trousers' game.'


CLASH OF EMPIRES - Great Escape Games

“Men grow tired of sleep, love, singing and dancing sooner than war.”

In the 1st century CE, an Early Imperial Roman punitive expedition is despatched to quell the seeds of rebellion in Northern Britain. The resistance is determined to stand against the tyranny of Rome and plans to confront and defeat the occupiers. We'll be demonstrating the new tabletop wargames rules from Great Escape Games, "Clash of Empires". The writer will be present to demonstrate how the rules work and will be on hand to discuss future releases, online support and army lists.


EMPIRE OF THE DEAD - Westwind Productions

Westwind Productions brand new game for Autumn 2011. Victorian Science Fiction meets Gothic Horror. Vampires, werevolves, top hats we've got the lot!



"Somewhere in Germany, a British patrol crashes off a deserted road, there is groaning in the distance and through the mist appear Nazis zombies! As Cpl Jones manages to run for help his 4 comrades flee to an old disused bunker complex. Before long in the distance the hordes of zombies start to amass before attack." - based very loosely on Call of Duty Nazis Zombie scenario.
The game is played on a purpose build 4 foot by 4 foot table, features include a stream, dead trees, crashed vehicles and of course the bunker (2 foot by 2 foot) sculpted into a hillside. The terrain and models are all painted to an excellent standard by club members.
The Brits start the game hold up in the bunker and the games kicks off with waves of Nazis zombies advancing over the table (and through the bunker) with increasing numbers. To make life even more interesting for the players they draw event cards that can be nasty or nice. Game length is approximately 30 - 40 minutes and the rules are very fast play.
Survival to the end of the game is highly unlikely and there will be prizes from players that kill the most zombies and if anyone managed to survive the Nazis Zombie Apocalypse there will be some free Nazi Zombie models.


THE BATTLE OF CHURCHYARD HILL, 1706 - Three Musketeers (Derby)

A participation game for three to six players who fancy a challange set in The War of The Spanish succession period. The British and their Austrian allies must capture Churchyard Hill a 500 ft high prominance that overlooks the town of Middleberg, strategically placed along The French/Bavarian armies' supply line.
The French and Bavarians hope to hold Churchyard Hill and launch a counter attack if they can concentrate their forces quickly enough.
The British with their Austrian allies know that if they capture Churchyard hill the town of Middleberg must fall, and with it French hopes of a successfull outcome to this seasons campaign. The scene is set for a clash of two armies in a 6mm game based on Polmos Rules.
Come along and give it a go!


FLUXX - e-Collectica Games

e-Collectica Games is in Fluxx. Throughout the weekend we'll be randomly playing one of the four most popular versions of Fluxx, the card game with ever changing rules. These are Zombie Fluxx, Monty Python Fluxx, Pirate Fluxx and Martian Fluxx.

But, you may ask, what is Fluxx? Well Fluxx is a card game that begins with one basic rule: Draw one card, Play one card. Starting with a hand of three cards just add the card you drew to your hand, then choose one card to play and follow the directions written upon it. As you play the rules of the game will change and fluxx, from how many cards can be drawn, played or held, even the goal will just keep on changing! So grab your ray gun or is that cutlass and join us in getting them there zombies or is that killer rabbits? Who knows, but come along and find out. Or the Legendary Black Beast of Aaarrghh will get you.

PS don't forget your tin foil hat.



The year is 143 AD and the Emperor's order for a new wall to secure the north of Britain has meant a long march for the men of Legio II Augusta. It is a wild and inhospitable land, and the Caledonian tribes have been causing trouble all along the new line of forts.
The Legion has been entrusted with the safety of the Governer of Britain, Quintas Lollius Urbicus, who has come to the Antonine Wall to inspect progress. As a new day dawns the beacons are lit to warn of a massive assault; the wall and the governor must be protected at all costs.

Warlord Games will be running a Hail Caesar participation game of this battle on both Saturday and Sunday of the show.



Reeling from the Strayvian Invasion, the Eurasian Solar Union is desperately trying to rebuild and upgrade it's forces to withstand the assault. Their efforts are suddenly put in peril, however, when their primary research and development planet, the world of Sarov in the Snezhinsk system, comes under attack by the Cybertanks. The Cybertanks struck hard, destroying Sarov's military Headquarters and rendering the ESU world essentially leaderless. They then uncharacteristically landed a ground force, and are hell-bent on capturing and stealing the ESU's new technology that is being developed in the Yamantau Complex. The complex, surrounding it's primary Yamantau Mountain base, - named for the old Russian secret facility of the earth 21st century - is frantically scrambling the newest weapons in the ESU arsenal in a last ditch attempt to save themselves from being overrun. But reliant on out-dated and out-classed technology, and only a trickle of the new armoured units to reinforce them, and with their primary headquarters destroyed in the initial attack, the ESU forces have been pushed back steadily, and now the Cybertank army stands at the brink of Yamantau. With only a single remaining General, woken too early from cryosleep following treatment for extensive brain trauma, can the ESU and it's elite unit hold off the incoming technological terrors?

The ESU forces are composed of sci-fi versions of (ultra)modern Russian armoured vehicles, with a bit of C&C Red Alert Soviet flavour for good measure, while the Cybertanks are an entirely new force. Both sides' vehicles coming from Aotrs Shipyards 3D-printed Manoeuvre Group range.



"The game to be played is currently Blood Feud (used to be Grave Wars)which involves 3 2x2 boards on which teams based on myth and legend (with a Victorian/Edwardian slant) fight it out (including such factions as the Circus of Horror, Bedlam, The Family Valeria, The Womens Institute and the Lost Tribes).

This is a full participation game involving up to 6 people at a time and ideal for all ages (Average playtime 20-40 minutes max)."


PAINTING DEMONSTRATION - Sheffield Irregulars.

Sheffield Irregulars return to Derby World Wargames with their award-winning range of painting demonstrations. Learn a variety of basing and effect techniques; pop by to view the display of painted works; or even just drop by with some questions. We'll also be hosting the editors from Irregular magazine, so come and have a chat regarding one of the finest free e-zines on the internet today.


Drop by the Warlord Games stand to try a game of 'Operation Squad', a WWII skirmish game. We will provide a selection of squads to choose from and everything else you need to stop by and have a go!


THE BATTLE OF ORIAMENDI: MARCH 16TH 1837- Westbury Wargamers

So, what were the Carlist Wars?
The death of Ferdinand VII of Spain in 1833 meant that his fourth wife Maria Cristina became Queen Regent on behalf of their infant daughter Isabella II. This split the country into two factions known as the Cristinos (supporters of the Queen Regent and her liberal government) and the Carlists (supporters of Carlos V, traditionalist brother of the deceased and pretender to the throne).
There were three periods of conflict. The First Carlist War lasted until 1840/41 and was centered mainly on the Carlist homelands of the Basque country and in Aragon & Catalonia. The Second Carlist War of 1846-1849 was a Catalonian uprising which attempted to install Carlos VI on the throne. The Third Carlist War of 1872-1876 was an attempt by the Carlist pretender Carlos VII to win the throne.

What happened at this battle then?
The battle was part of the Liberal army's 1837 spring campaign to drive the Carlists from the Basque country. The attack was launched from three points: General Pedro Sarsfield from Pamplona, General Espartero from Bilbao and General de Lacy Evans from San Sebastian with an Anglo-Spanish force. On March 15th the British Legion captured the fortification of Oriamendi strategically located on a hill near San Sebastian. On the 16th the Carlists under General Sebastian de Borbon attacked and after a day long battle drove the Liberal forces back on San Sebastian which they subsequently besieged although failed to take. The withdrawal of the Anglo-Spanish was undertaken with severe losses and only avoided becoming a rout because of off shore covering fire provided by the British navy.
The victory was a great boost for Carlist morale and the 'Marcha de Oriamendi' became the anthem of the Carlist movement.

So, how does this translate to the tabletop?
Our version of this encounter concentrates on the centre and right of the battle, mainly because modelling the British navy at sea was a bit out of our league! Given the paucity of evidence for this period in general we have pieced together what we think is about right and hope that this gives a reasonable representation of events.
The figures, terrain & models are from the Westbury collection and the rules are 'Rank And File'. Questions, points of view or just a chat are most welcome, so disturb us by all means.


TOWTON - Rather Large Towton Project

It all started in 2009 and I blame Pete Berry. He sits there on my shoulder, whispering into my ear like a cartoon devil. This time it was a comment about the battle of Towton.

On Palm Sunday 1461, around 70,000 men met in battle near Towton. The battle was fought in a raging snow storm between the House of Lancaster and the House of York and at the end of it an estimated 28,000 men lay dead. Who knows how many more died later of their wounds? It has been estimated that 2% of the population of England were involved in this battle and that the number of dead was around 1% of the English population at that time. That is rather a lot of people. Worse yet, no quarter was given. There was no call to "spare the commons". About half the dead appear to have been casualties during the battle. The rest seem to have died in the rout with most dying in Bloody Meadow.

Our goal is to model this battle at a suitable ratio of men per figure so that the sheer mass of the battle can be seen on the table. I would love to field all 70,000 figures, but I believe that number is beyond our reach at the moment. We are adopting a staged approach to producing figures for the game. Our first tranche of figures will be the 8,500 figures we need to do for the basic refight. With those under our belt, and if all has gone well, we plan to produce an additional 4,250 figures to expand the size of the armies, followed by the same again to double the initial army size. Depending upon time and support for the project, we hope to be able to add an additional 8,500 figures to the armies after that. With those added, we could field over 25,000 figures on the table at a figure:man ratio of 1:3. That ought to look moderately impressive.

We shall be using Baccus 6mm figures for the armies, all based on 60mm*30mm elements. The Lance and Longbow Society/Freezywater have promised to produce suitable 6mm flags for us; their range of material for this period is excellent and generally very well researched. For the refight we plan to use Poleaxed 2 as our main rules system, which are also available from the Lance and Longbow Society. We may instead use this opportunity to playtest to destruction the forthcoming Poleaxed 3 rules, which are a revision of Poleaxed 2, but such decisions will be based on the playtesting of the scenario.

We hope you enjoy watching our progress on this project and that it inspires you to try something of your own.

SEDGEMOOR, 1685 - "The Like a Stone Wall" Wargames Group

The game seeks to demonstrate the battle of Sedgemoor, fought in 1685, as the culmination of the Duke of Monmouth's attempt to claim the English throne from his uncle, James II. The scenario will show the rebel night march through the Somerset Levels, from Bridgewater, past Chedzoy village, to try to catch the Royalist army camped around Westonzoyland unawares.


BATTLE OF ALMONCID, SPAIN, AUGUST 11, 1809 - L'Ordre Mixte Club

The small town of Almonacid is about 40 miles south of Madrid and 12 miles southeast of Toledo, central Spain. The battle was a relatively costly French victory in which the Spanish performed well which effectively ended the Talavera campaign. A key part of the Allied plan for that campaign had involved the Army of La Mancha under Venegas. He was meant to threaten Madrid to prevent General Sebastiani's 4th Corps from moving west to aid Marshal Victor, but after a good start Venegas had been inactive during the most important days of the campaign. Sebastiani had been able to move to Talavera, but despite this the French had still been defeated. The French position was only saved by the arrival of a large army from the north west of Spain, under Marshal Soult, which forced Wellington and Cuesta to retreat back into Estremadura. As the Allies retreated, King Joseph split the army that had been defeated at Talevera. Leaving Marshal Victor to take part in the pursuit of Wellington, he took Sebastiani's corps and the Royal Reserve east, to end the threat from Venegas.

When King Joseph reached Aranjuez, he decided not to attempt to cross the Tagus there, but instead to move west, and cross the bridge at Toledo. Venegas soon realised what Joseph was doing, and set his army off on a parallel march to the west, on the south bank of the river. The French won this race to Toledo, arriving late on 8 August. On the next morning Sebastiani crossed the river, driving away a Spanish detachment that was guarding the town, and then following it east. The Spanish were not far behind the French, and as Sebastiani's men advanced, they ran into the Spanish 5th division (Major-General Zerain). After a short skirmish the Spanish were forced to retreat, and moved south east along the road to Mora and Madridejos, stopping at the small town of Almonacid. By the end of 10 August the rest of the Spanish army had come up to Almonacid, where they were facing Sebastiani's corps and Milhaud's dragoons. King Joseph and the Royal Reserve were about ten miles to the rear.
Sebastiani, Joseph and Venegas were all determined to fight on 11th August. The French believed that they needed to defeat the Army of La Mancha to secure their hold on Madrid, while Venegas was determined not to retire in the face of the enemy. Both sides were also planning to attack, but for some reason Venegas changed his mind & decided to delay his own attack until 12 August, apparently expecting the French to sit quietly for an entire day to allow him to carry out this plan.

We start our Demonstration Game early on the morning of August 11 1809 to see if the Spanish can achieve a different outcome to the historic French Victory.


VIENNA 1683 - Boondock Saints (no longer Humberside)

In the autumn of 1683 Sultan Mehmed IV unleashed his Ottoman Turkish armies at the heart of the Holy Roman Empire - Vienna. The coalition army of Christian Princes under Polish John Sobieski and Charles of Lorraine gather to save Christendom on the Kahlenberg outside Vienna's city walls.

Will the gift of historical hindsight see Europe fall or hold Islamic expansion at the gates?

The team re-create the battle in true East Yorkshire style using Might and Reason rules. A visual feast using 6mm figures and a selection of fine wines from the cellar of our very own Keith Gendle's Yorkshire estate.


THE BATTLE OF TREBIA 218BC -The Bunburyests

The year is 218 BC Hannibal Berber has crossed the Alps and defeated the consular army of Publius Cornelius Scipio at the Battle of Ticinus. As the Galic tribes of Cisalpine Gaul rally to Hannibal, the wounded Scipio falls back to the low hills west of the river Trebia where he could cover his line of retreat through the Passo Della Scoffera. Meanwhile in Sicily Consul Sempronius Longus is ordered to re-enforce Scipio. To achieve all haste Sempronius dismissed his two legions to reform at Ariminum, a distance of 1,780km which they achieve in a staggering 40 days. Once formed with two newely recruited legions, Sempronius lead his consular army to Placentia in a widely separated camp from Scipio on the east side of the Trebia.

Both Roman commanders are coming to the end of their consularships so need a victory to be re-elected. Scipio advised Sempronius to winter and train his two additional newly recruited legions. However, on a wintery December morning a skirmish battle erupts between Hannibal's Numidian troops and the Roman light troops. Sensing the possibility of another victory Sempronis calls his legions and allies to arms. His troops have little chance to eat breakfast before giving chase across the freezing cold Trebia where they are confronted by Hannibal's army. The cold, wet and hungry Roman army has just been drawn into a trap……

The Bunbriests present the Battle of Trebia in glorious 6mm using Impetus and somewhat larger than usual bases.


GAZALA 1942 - THE BATTLE OF BIR LE HARMAT - Derby Wargames Society

The village of Bir le harmat (Mechili) exchanged hands several times during the desert campaign in WW2.

It was re-taken by the axis army in late May 1942 during the attack on the Gazala line in witch Rommel and his two panzer divisions the 15th and the 21st with the Italian Divisione Corazzata Ariete pushed southwards, flanking the British 7th armoured division in which a frantic fire fight developed around the village.
Within the up and coming few weeks Rommel's army beginning to stall, with the Italians unable to capture the defending town of Bir Hakiem and his supply lines dangerously thin the Afrika korps army was now entering what would be later known as the cauldron.

The game this weekend depicts the axis attack on the area around Bir le harmat on the 27th May 1942. Can the Commonwealth forces hold the line and stop Rommel from achieving his greatest victory in the Afrika campaign.



A large fantasy game set in the far future, AD 40,000. Using Warhammer 40K rules and 28mm figures.

This is an apocalypse sized demonstration game where an ork army plus a few extras they have recruited come up to what looks like an abandon city only to find out that it is being held by a army of space marines and extras hell bent on keeping the orks out



Featuring harbour, railhead and the village of Fenit, taken from the OS map of the time, Landings at Fenit represents the first amphibious attack by the Irish Freestate forces in an attempt to outflank the republicans. Can the heavily outnumbered republicans hold the station until reinforcements arrive?

Will a lucky strike blow up the bridge and leave the Freestate corps bottled up on the Island?

Does the Republican commander in Tralee have enough cash to buy tickets so his reinforcements can go on the train and will they leave the Vickers gun in the guards van again? (This actually happened).

Will the British minesweeper intervene to try and stop the fighting?

Will someone finally use the bloody flanks rather than being hypnotised by the straight line of the railway and whilst we are at it, who IS the stranger in the police box?

The answers to these questions and others that you probably never thought to ask may possibly be answered in "The Landings at Fenit", an accurately one sided historical rematch that could go so badly wrong.

A "Where's my guinness?" production by the scattered wargamers.

BATTLE OF LEUTZEN - Tuesday 16th November 1632 - Curteys Miniatures

Leutzen was fought in 1632 between the Swedish forces lead by Gustavus Adolphus and the Imperialist army lead by Wallenstein. Gustavus used innovative linear tactics against the Imperialist tercios, taken to be the standard for fighting formations of the period. Two days earlier Gustavus learnt that Wallenstein and Pappenheim had split their forces, and he was encouraged by his commanders including Bernhard of Saxe-Weimar to attack immediately to finally crush the Imperialist army. On the morning of the 15th November there was a skirmish at Rippach between the Swedish force and Colloredo commanding the Imperialist rearguard. The Swedes had trouble crossing the stream until a local farmer showed them the ford near Feld Muhle watermill. The skirmish did not last long and Colloredo warned Wallenstein of the impending approach of the Swedish army. Wallenstein decided to stand and fight, and sent a message to Pappenheim to join him at best speed, at Lutzen. Darkness fell and the camp fires of both sides burnt illuminating the battlefield. Lutzen itself was a small town with a castle and a town wall. The ground being fairly level with only a slight hill where the windmills stood. One of the windmills was dismantled by the Imperialists for firewood.

As daylight broke a mist rolled across the field. Pappenheim still had not arrived back in the Imperialist lines. Gustavus took the position of honour on the Swedish right flank. At the beginning of the battle the 18,000 swedes faced off against 12,000 Imperialists. As the Swedish started to advance on their Right flank, Wallenstein set fire to the town on the Imperialist right flank, as they did not have enough men to defend the town. The gentle breeze was not enough to raise the mist or the smoke which continued on and off throughout the day. "All the fury began on the right flank" as Holk commented. The Swedes soon started to outflank the Imperialist left flank, but in the ensuing melees and poor visibility Gustavus rode into an Imperialist unit and was promptly killed. On the opposite flank Bernards Saxe-Weimar cavalry started to break through the Imperial line. At the same time Pappenheims advance guard of cuirassiers started to arrive. Pappenheims appearance on the faltering Imperialist left flank started to restore order, but he ran into some Swedish musketeers and received fatal wounds from them and some light artillery nearby. The battle raged for several hours and the Swedish elite blue and yellow brigades were destroyed. By mid afternoon the Swedish army was in as much dis-array as the Imperialists had been earlier. The loss of Adolphus was a bitter twist for the Swedes, but Knyphausen leading the second Swedish line kept his cool. There was a lull in the fighting mid afternoon, but the Swedes managed a final assault late in the day. Both sides took heavy casualties but the battle will be remembered for the loss of Gustavus Adolphus (the best military mind of the period) and Pappenheim (a major personality within the Imperialist forces). Late in the day Pappenheims infantry arrived, which should have given them victory as they held the field, but alas the Imperialists withdrew towards Leipzig in the dark, leaving the field in Swedish hands.

The game presented at the show has been put together by John Grant and Trevor Allen using First Corps miniatures, a purpose built terrain, buildings by Total Battle Miniatures and our own rules "Hussar and Reiter".



1643 was the year of the "Royalist Summer". With victories at Adwalton in the North, Roundaway Down in the South, but most of all the capture of Bristol, the King's sun was at it's zenith. Feeling confident, the Royalists marched on London, ready to capture the capital and cow Parliament. Standing between the King and London was the Earl of Essex and his army: untried London Trained Bands plus cavalry still in awe of Prince Rupert's cavaliers. Essex made his stand at the twon of Newbury, and the King attacked him on the 20th September 1643. If Essex was defeated, nothing would stand between the King and the capital...

Burton & District Wargamers are pleased to re-enact the First Battle of Newbury, one of the turning points of the English Civil War. We will be using 25mm figures (mainly Warlord Games), and Field of Glory Rules. Members of the club will be on hand to answer questions.

OPERATION BREVITY 15th May 1941 NORTH AFRICA - Lead Commanders

On behalf of the group welcome to our demonstration game.

The war in North Africa opened in November 1940 with the Italian attack on Egypt. The British at first gave ground, then, in December they counter attacked resulting in the destruction of the Italian 10th Army.

Rommel arrived in February 1941 with the first of the troops that would become the Deutsches Afrika Korps. True to his aggressive nature Rommel elected to attack the British forces facing him immediately, without waiting for the rest of his troops or arguably his orders.

Unfortunately for the British this injection of fresh Axis troops had occurred just as some of their own best units were being withdrawn to fight in Greece. The result was a precipitous British withdrawal right back to the Egyptian frontier. By the end of April 1941 only the port of Tobruk remained in British hands; now besieged far behind the Axis lines.

Due to severely limited resources Operation Brevity was conceived as a very modest offensive. Its primary aims were to relieve the pressure on the besieged port of Tobruk and to secure forward positions for further offensives against the Axis forces. Operation Brevity opened at 06:00 on the 15th May 1941.

The British achieved almost complete operational surprise; Rommel was distracted by the siege of Tobruk and had thought a British attack impossible. Despite spirited resistance from the Axis front line troops especially at Capuzzo and Halfaya, which caused some losses and delay, all of the British columns advanced and achieved their objectives on the first day. However holding the ground they had taken was to prove problematic for the British. Quickly recovering from their initial surprise the axis forces counterattacked immediately. On the following day (16th May) the Germans were able to concentrate their response on the centre column and forced it to withdraw. This obliged the coastal column to also retire as their flank was now exposed. The desert column held their position west of Capuzzo until the 17th when they also retired. Coordination between the British columns proved to be nonexistent. The British still held Halfaya pass but had arguably wasted their opportunity. A more aggressive attack and closer coordination of the columns might have resulted in a decisive victory for the British.

In the aftermath of Operation Brevity Rommel re-took Halfaya and tightened his grip on Tobruk. The next major British offensive was to be Operation Battle Axe. Almost a carbon copy of the Brevity plan, albeit with much larger forces.

The representation of Operation Brevity by our Derbyshire / Nottinghamshire wargaming group is intended to show what a group with little artistic talent (but lots of ambition!) can put on using only commercial figures and terrain, excluding some of the field pieces can achieve. We can be contacted via Mike Edwards on 01629 822198

The 10mm figures were bought through Pendraken many thanks to them.

THE ADVANCE TO PLANCENOIT - Cobridge Old Contemptibles Club

'The ‘Advance to Plancenoit’ battle represents the initial contact between Prussian IV Corps marching towards the battlefield of Waterloo and the French VI Corps who have been given the task of holding them off. It is 4.30 pm on the 18th of June and von Bulow’s Corps has just emerged from the Bois de Paris and begins to deploy for the attack.
The French objective is to delay the Prussian advance as long as possible while that of the Prussians is to break through to attack the flank and rear of the main French force fighting the Anglo-Allied army at Waterloo.

Time is a factor in this battle, the Prussians must clear a path for the rest of their army while the French need to delay that advance for as long as possible. Prussian advantages in infantry, cavalry and artillery will almost certainly win the day but if the losses are too great or too much time is taken a French victory at Waterloo will be assured.

The battle has been organised using the Carnage & Glory II computer moderated rules.



After the signing of the Anglo-Irish Treaty in 1921 the Irish Free State became a reality. Unfortunately not everyone agreed with the Treaty and this split the country with the former comrades taking up arms in a civil war against each other. In June 1922 the Anti-Treaty IRA occupied the Four Courts in Dublin which resulted in the newly formed Irish Free State Army coming into conflict with them. After the Anti-Treaty troops had been forced out of the Courts the Free Staters then had to remove them from the various buildings they had fortified around Dublin.

One of the final areas the Anti-Treaty IRA defended was a set of buildings on North O'Connell Street referred to as "The Block" which was a terrace containing hotels, the re-located Post Office, The Tramway Company and shops. The buildings were connected by tunnels dug through the walls to link them which meant the troops could move about freely without leaving. The Free State troops attacked "The Block" using every means at their disposal eventually ousting the Anti-Treaty forces.


THE BATTLE OF WALCOURT 25th Aug 1689 - The League of Augsburg - SUNDAY ONLY

Walcourt is close to the French border in the south of Belgium and near the town of Charleroi. Humières with 24 battalions and 75 squadrons, totalling 24,000 men moved north into Belgium then known as the Spanish Netherlands and were encamped to the south of Walcourt on 24th August. Overall command of the 35,000 Alliance troops in the theatre was given to the 69-year-old Prince of Waldeck. They were positioned to the north of Walcourt. The British contingent of 8,000 men was commanded by the Earl of Marlborough, William remained sceptical about the quality of the English troops; compared to the Dutch troops of the period, the English lacked organisation, field administration, and a commissariat. However, Waldeck followed Marlborough's efforts at professionalization with interest, later writing that he hoped the English " … were as disciplined as they were brave" -Waldeck did comment about their "temperament, nonchalance, wretched clothing and the worst of shoes."

On 25 August, Allied foragers, escorted by 600 English troops of Colonel Hodges' Regiment were sent out to the surrounding countryside. Humières, in an effort to expel the intruders, fell upon the foraging parties and allied outposts about 2 miles south of Walcourt. The foragers were recalled and the Allied camp made ready for action. For nearly two hours Hodges' regiment was able to prevent the development of the French vanguard, and covered the retreat of the surprised foragers before retiring his troops to a nearby mill. By 11:00, Marlborough had arrived within sight of the engagement. Noticing Hodges was under attack by several French batteries, the English commander ordered the embattled colonel to withdraw to a hill east of Walcourt, behind which the main Allied force was forming. Waldeck later commented to William - "[Hodges] and the English, who are with him, have accomplished miracles, and I could never have believed that so many of the English would show such a joie de combattre." Walcourt is essentially an encounter battle with both armies deploying from the advance or debouching from encampments. Terrain is by Adrian, figures are by Barry. The rules we're using are the soon to be released Beneath the Lily Banners 2nd Edition. You can find out about them and the period at


REGIA ANGLORUM - 11th Century Living History Group - - This group was very popular last year and returns again in 2011

This year, weather permitting, display combats will be fought in the courtyard


85eme REGT D'INFANTRIE DE LIGNE - The Napoleonic Association

The 85ème de Ligne is a re-enactment unit, recreating a French infantry regiment of Napoleon's Grande Armée that traces its roots back to 1690.

Our unit recreates the period between 1812 and 1815, by which time the 85ème were classed as a veteran regiment, serving in the Premier Corps of the Grande Armée under the Iron Marshal Louis Nicholas Davout.


We go around the country taking part in medieval battles as bill men and archers with a few knights. We also have people who don't fight but help by providing water for the fighters.

We also help out the Three Shires Medieval Society who are based in Derby when they need more people to make up numbers.

We also display at school fairs, village fates and open days in museums and the like.



The aim of the society is to promote a historical and wargaming interest in the Middle Ages, the actual period covered is from the early 11th century into the early sixteenth century, which saw the decline of the mounted knight.



The Pike and Shot Society is an international organization that promotes interest in the warfare of the Early Modern Period, a time that saw radical change in the way in which wars were fought world-wide.

The Early Modern Period was a time of major change in the history of warfare. It broadly ranged from 1400, with the first massed use of handguns by the Hussites (of Bohemia), to the end of the Great Northern War in 1721, which saw the final demise of the pike as a front line battlefield weapon.



The Sealed Knot Society will be represented by members of Sir John Gell’s Regiment of Foote. The Sealed Knot is a charitable organisation that raises money by fighting re-enactments of English Civil War battles as well as arranging ‘Living History’ experiences and giving educational lectures. Gell’s Regiment were renowned at the time as being a notorious band of villains. Fighting for Parliament they were raised in Derbyshire and cut a swathe through the midlands plundering as they went.

The Sealed Knot is always looking for new recruits to fill the ranks. These guys will be in period costume and will happily take the time to chat about all things relating to the English Civil Wars, the Sealed Knot and the best ways of getting lead off a church roof. Lock up your daughters.