Wednesday, 21 October 2026

Medieval campaign : the Woelingen war : the battle of Zeveringen, July 1400



Medieval campaign : the Woelingen war 1400-

 

Alfter playing a few times a medieval campaign with the neighbouring wargame group, The  Stipsicz Hussars. I decided to start one within our group.  I created the fictional county of Woelingen.

 In this parallel world, in the County of Woelingen, Count Godevaart III Montpeigne has passed away, leaving behind only a four-year-old daughter as his heir; her mother, Adelheid of Urtz, died as a result of childbirth. Someone must now become her guardian and protector—a role that also carries the authority to decide whom the heiress shall eventually marry.

Various players have put forward their claims: Godevaart III has no surviving brothers, though he does have several cousins. Furthermore, his father, Godevaart II, was quite prolific in his romantic pursuits, fathering a number of illegitimate children who were granted fiefs of their own. Godevaart III also had sisters—Adela, Isolde, and Catharina—whose respective husbands now feel called upon to "sacrifice" themselves for the well-being of their niece and heiress. All of this unfolds against a backdrop where the kingdom itself has endured years of civil war, contested by three princes, each laying claim to the throne. A five-year "Truce of God" has brought a temporary peace. Godevaart II had managed to keep his powerful county out of the conflict; now, the princes—Odo de Osbern, Thurstan le Goz, and Godwin Leofric—see an opportunity to bring the county into their own camp, and are actively seeking to back suitable barons for the role.

Each claimant presented their case at a gathering hosted by Renaud de Girlande, the Bishop of the capital, Blux. The Bishop remarked that while every claim holds some merit, the matter concerns the secular affairs of the Montpeigne family; he has therefore chosen to distance himself from the proceedings. He awaits the family’s final decision with devout humility, pledging to recognize the chosen candidate as the sole and rightful guardian.


Notwithstanding the complex rulebook and playing mechanisms, 7 players joint the campaign.  A die role decided the order players could choose one of the 20 heraldic shields I created, with the Griffin as central theme.  Also, the players received a list of medieval names  and could pick one.  There was also the choice to be made of 3 fiefs as their starting territory as baron. The fiefs with a symbol could not be selected(containing a town) . Now each player had to muster an army and occupy as much fiefs as possible, except for the counts personal fief. Each baron could also join the camp of one of the princes and receive an amount of money. If they stayed neutral, they could occupy a free fief, but not pass through occupied ones., but also their own territory could not be entered. 

The strange situation resulted, 5 players choose prince Godwin, while 2 players stayed neutral.  Chances of conflict in the first campaign year very limited that way.


Yet in the “summer” turns in the month of July of 1400 the neutral army of Thrustan Van Parbloes (Geoffrey) collided with the one of Wulfstan van Sluishierde (Alberik) in Zeveringen.

 The die decided who was defender and who attacker. The defender (Alberik) had to dice for the scenery. He only had a wooden fence and 2 pieces of broken ground. The attacker, (Geoffrey now had the possibility to move one of the terrain features 50cm. He moved the fence to his left.

 The armies are small as the budget of each player was limited.

 

Geoffrey had one unit of veteran mercenary knights, one of crossbowmen, and one of pikes. Besides his unit of companion knights.  He had to split his troops in 3 battles. The middle guard were his 2 units of knights. To his left the crossbowmen, and right the pies. As he did not hire generals, he received the free one command die generals for each of his flanks.

  

As member of a party, Alberik had a larger budget and did hire 2 units of men at arms, one of longbows and one of pikes. He had also hired an extra  first class mercenary  general of 3 command dice. The barons also received 3 command dice. Also, as the Godwin party had given the bishop of Blux a contribution, he himself was present for moral and divine support (Alberik his force could ignore 6  flags, or reroll command dice in the game)



Eliminating one battle of the opponent mend victory. Having battles of one unt, I expected a very short battle… I did not happen.

Both players have little experience. Certainly, Geoffrey made a number of errors.

As he was the attacker, he had the possibility to deploy as he liked, but his knights had to face the fence. Which mend redeploying. He also choose his crossbowmen had to take their pavise shield with them, reducing their firepower and movement for several turn.

 






And the “clock” was ticking. Each turn, a D6 value was reduced from the starting value of 30. At zero or less, the battle is finished.

Reluctance to move in contact on both sides resulted in only the longbows making casualties, first on the pikes, later the mercenary knights. Finally, these knights charged the supported (2 units) longbowmen.  With only 3 knights left,  and no support, Geoffrey knights had still 8 battle dice, Alberik 5.  

3 bowmen were lost, but 2 of the knights perished. The knights unit was removed from play. 


With the “clock” almost at 30 Geoffrey didn’t want to risk his character dying or losing his companions.

The defender had won.  The army of the attacker disintegrating. Alberik had won the fief.

 

 

Friday, 9 October 2026

Sad News concerning our group member Alexis (Alex) Smet

 

Alex passed  away on September 29th 2026.

He will be remembered as a friend with good humor, helping thoughts and fair play.


Thursday, 9 July 2026

Fictional ACW battle in 54mm - The battle of Garaja Creek

We played with our group a fictional ACW battle.


A strong Federal Zouaves brigade occupies a strategical bridge and crossroad.

They come under attack by 4 brigades of Confederate infantry and cavalry.

But support is underway. 3 other federal brigades, 2 of infantry, of  cavalry, are rushing in to help.



Siegfried is commanding the zouaves brigade.






It was his fault.

Coming in as Confederates are from left to right Steven, Alberik , Peter and Thomas. Thomas comes in later and he diced for his entry point.

 

Also for the Federal reinforcements, we diced for the entering turn and place to enter.

 


Geoffrey came in on the federal right, and Patrick in the centre. Jonathan entered on the far left flank as last, with the Federal cavalry Brigade.


In general, the Confederate units were smaller, but had all veteran status, and two even elite.

Alberik had trouble with the scenery to close in on the zouaves, and went to support the advance of Peter.

Peter formed his units in line, which mend, advancing slower and less units that could contact the enemy. On the other hand, his firing was more effective.

The zouaves held firm, the lines  going back and forth.

A key moment was when Alberik his elite unit charged over the bridge, only with the loss of one figure due to the Federal Artillery, and he made contact in the flank of one of the zouaves units. The Zouave unit received heavy losses and fled to the rear.  But by then, Patrick had arrived to plug the gap. 






Peter made slow progress and Thomas came in support. Steven who had entered the field from the Confederate left was moving in on the flank of Siegfrieds’ Zouaves, and he had to commit has final unit to face this threat. But just on that moment Geoffrey entered the field outflanking Steven on his turn.  


Also Jonathan had made his appearance with his cavalry moving very quickly towards Thomas’s force.


Thomas no longer able to support  Peter in his attempt to destroy the Zouaves force.






With the reinforcements of Patrick Federal brigade, the Confederate lines came under pressure 


Alberik's elite unit was destroyed and the Conferates started losing ground.


Geoffrey on the Federal right had taken the upper hand against Steven, who had to start withdrawing.



With no reserves left, the Confederates had  to admit defeat.

A very nice 3 hour game!
Dirk (referee)


 

Friday, 8 May 2026

May 23th and 24th gameday against cancer


Weekend gameday against cancer in Aalst on 23th an 24th of May at games and wargame shop Hermelijn.

You can come and play Cyclo the Game.
The game I have developed and republished with all the gains going to support the fight against cancer.



More info on our site:

Dutch: https://www.koerstegenkanker.be/
French: https://www.koerstegenkanker.be/francais
English:https://www.koerstegenkanker.be/english
German:https://www.koerstegenkanker.be/deutsch

Cyclo The Game is a modular cycling game that allows you to simulate ANY road or track cycling race. It includes 6 double-sided game boards that can be combined to create the race of your choice. Your team consists of four riders: a sprinter, a climber, and two domestiques, competing against 1 to 3 other teams. In Cyclo Starter, riders move based on dice rolls alone, but in Cyclo Pro, you can draft, conserve energy, use tokens for extra power, and trigger unexpected events with chance cards. By sacrificing your domestiques’ energy for your chosen leader, you can save them for a thrilling finale. You can also recreate time trials, team time trials, and other stages in a race series. Use the scoreboard to track standings, time gaps, and points for jerseys, along with tokens saved for future stages. Additionally, you can recreate various disciplines on the track. In short, it’s the ultimate cycling board game for all ages.

On our site you'll find info on how to play the game, how to combine the gameboards to play the different classics, and all the stages of the Tout de France 2025 and 2026!

 https://www.koerstegenkanker.be/tour-de-france-2026-etapes
https://www.koerstegenkanker.be/wielerklassiekers-parcours-cyclo
https://www.koerstegenkanker.be/tour-de-france-2025-etapes

I have made also some videos expalinging how the game works.
See on our site.

Friday, 1 May 2026

LOTR battle with zombies, played on 26th April 2026

 

The Battle for the Hills.

Evil side:
Right to left flank:
Jonathan with zombies and Haradrim contingent
 Patrick Uruk-hai pikemen and heavy infantry,
 Steven: orcs with battle trolls
and Alberik orcs, halve trolls and wargs
Good side:
Right to left flank:
Ronny with Rohan riders and dwarf riders, with dwarf and Rohn infantry
Peter with Gondorian infantry and Numenoreans (heavy elite)
Dirk  (me)with Elves, part form Lothlórien and part of Rivendell

3 players on each side had drawn cards they could use as spells one spending a "flag" rolled command die.


I had painted zombie figures for Jonathan from a board game he has.
He asked if these figures could be used in a LOTR game, and we did.
He could activate the zombies with an I or flag, and once on the move they wouldn't stop.
His wolf zombies were threated as cavalry so activated with a C or flag.

Zombies do not have strong "hitting power" so one die per 4 figures and for the wolves one per 2 figures. and an extra die for abominations.
One "unit" of runners going 30cm, others 20cm.

But!!:
  •  zombies doe not recieve moral blows, so flags against them are ignored.
  • arrows have no effect.
  • When zombies inflict casualties, these deaths will join them!!

Objective of the game: controle of the middle hill and one of the hills on either flank at the end of the game.



The abominations



Zombie monk








Halve troll with orcs





Ronny made the misake to move his cavalry to far in turn one and was charges by the wargs with no option of counter charge.
The dwarf and Rohan cavalry was hit hard. Also the use of spells by Alberik gave him more momentum.


The strongest units of the Good side were crippled







The massive battle troll





In the centre, the Gondarians had taken the hill with their bowmen, keeping at bay the Uruk-hai pikemen and orcs and battle troll. 




But hte orcs and uruk-Hai kept coming and the Gondorians started to loose ground.

The elves were in for a chock. 
The zombies had taken the hill and the elves attacks were unsuccessfull with losses, rsulting in hte zombie units getting stronger! Impossible to stop the waves of zombies, with on top of that spells of the necromancer weakening the elves resistance.  With the zombie wolves also joining in,  and the Haradrins also, the good left flank had no hope of success.




Now all the three hills were fermly into the hands of the Evil side, and no reserves left on the Good Side/ Clear Evil victory