Miniatures games use models to represent the forces controlled by each player and is played on a tabletop. The tables can be landscaped or have movable model terrain features to indicate areas that are treated differently to the majority of the table. Distances are measured directly using tape measures, rulers or templates, and dice (or in some cases cards) are used to resolve the actions of the units. Players usually make a lot of effort painting and basing their models and modelling the terrain features played on to make miniatures games visually spectacular, often adding additional scenery that doesn't alter the game but further adds to the visual appeal.


Conquest Warmachine and Hordes Tournament
Miniature / Warmachine and Hordes, Mk II /
Max 32 players
Warmachine and Hordes

This tournament will use the Warmachine and Hordes MkII rules (see below), and a set of scenarios based on those from the Steamroller tournament packs.

Different scenarios will be used each round, so players should bring flexible army lists.

All scenarios will include multiple victory conditions (scenario and assassination). Strength of Schedule (the total score of all your opponents) will be used to divide players on equal scores at the end of the event.

This will be a 1 day event of 3 - 5 Rounds depending on numbers.

Army details

Two lists per player.

Both lists must be from the same faction.
50 point armies (including a single Warcaster or Warlock)


The rules that will be used for Warmachine armies will be the Prime MkII rulebook and decks of stat cards for each faction were released in January 2010.

The rules that will be used for Hordes armies will be the revised Hordes MkII field test version that was released in January 2010
including any further rule amendments released before the day of the tournament.


Prizes will be awarded for the following achievements:

1st Overall
2nd Overall
3rd Overall
Best Painted Army
Best Sportsman


40k Apocalypse: Rock out with your Apoc out.

Come one and all to Conquest’s first Apocalypse game Army Selection
The rules on army selection fall into two categories: mandatory and optional. The optional rules are indeed optional. They are merely guidelines to help improve the flow and character of the game and may be ignored if you so wish. Just remember though, whilst everyone would love to see an entire 3,000 point army of Grots, it may limit the number of turns we can get through in a day!
Each player may field up to 3,000 points of models. If you do not have enough models, please let us know and we may be able to bolster your forces for you! Please bring a copy of your army list along to help speed up the game.
Strict WYSIWYG will be enforced. That includes vehicle upgrades and large pieces of wargear (such as jump-packs and destroyer bodies). Small pieces of wargear, powers and abilities are excluded. In terms of actual models, all 28mm exaggerated models are legal as  long as it is clear as to what they are to your opponent. For super-heavy vehicles  scratch built models are acceptable where appropriate.

Optional: Players are encouraged to field special characters. If this results in 12 Commissar Yarricks taking part in the battle then a suitable excuse will be found!
Super heavy vehicles and gargantuan creatures are encouraged. Not everyone will have access to such large models but if you have them then please bring them along.
150 model limit per player. If players wish to take massive infantry armies then they may do so, but expect heavy tutting from your opposition every time that it is your movement phase! Players are generally encouraged to take big tanks, tooled up characters and elite units.
Painted models are encouraged. However, it is not expected that everyone has time to paint such a massive army. Undercoated models are perfectly acceptable. Please ensure that they are at least built though. No-one likes facing off against an army of slottabases!

A small amount of Super heavy war machines will be on offer to bolster forces and these will be allocated by the game master to balance the game and increase carnage.

DBA at Conquest

What is DBA?

De Bellis Antiquitatis (DBA) is a set of fast-play rules for ancient and medieval wargaming using miniature figures. The rules are authored by Phil and Sue Barker and Richard Bodley Scott and published by the Wargames Research Group. In addition to the basic game, DBA includes 310 army lists covering over 800 popular historical armies from the period 3000 BC to 1500 AD that can be used in the game. The 52 page rule book also includes simple rules for conducting campaign games and alternative rules for Big Battle and Giant Battle games.

What makes DBA distinct from most rules systems is that all armies, regardless of their historical numbers, are fielded in battle with twelve elements of 2-4 figures. Rather than using a point system as in many rules sets, the types of elements available to an army are based on a ratio of the predominant troop types in that particular army during the historical period represented. There may be one or more optional elements that a player can select from in fielding the twelve total. Another major distinction is that DBA is designed for fast play, with typical games lasting anywhere from 20 minutes to an hour.
(description from

Tournament notes:
Each player may field one army option from any list in DBA rules 2.2. They must use this list and option for the entire tournament. Before playing opposing players must indicate to their opponent what their different element types are and indicate which element is the general.

1st Place "The Golden Belisarius!"
2nd Place
3rd Place
Junior Award (under 16)
Encouragement award (who are we kidding its Last Place!)

Terrain will be preset before the competition. BUA’s will be considered Difficult Going for terrain purposes.

Deployment as per page 8 of the rules.(ie. The attacker will roll 1d6 nominating one preferred side 1, 2, 3 ( and the remaining sides 4, 5, 6. Defender deploys first, then Attacker. Defender then has the option to swap up to two pairs of elements. Attacker moves first.)

Army lists that allow Knights to dismount can be deployed mounted but must dismount in the player's first bound before movement.

The tournament will be played over 6 rounds with the first round determined by random draw and subsequent rounds by Swiss chess system.

15 points for a win less the number of elements lost. 1 point for each enemy element destroyed for losing players or players involved in a draw.

Each round will consist of 5 minutes for deployment & 40 minutes of game play plus an extra 5 minutes extension if required. If no result is achievable by 50 minutes then the game will be declared a draw.

In case of disputes over combats or anything else for that matter, the umpire's decision is final. Time wasting will be extremely frowned on and if severe enough will result in the offender forfeiting the battle.

Third Annual Official Australian Flames Of War Mid-War Championship

Organised By Django Upton

Flames of War is an easy, fun and popular set of miniatures rules. Players control a company of World War Two troops in battle using 15mm scale miniatures.

The rules used will be Flames of War Second Edition including any updates and errata listed at

Play will consist of five rounds of up to 2 1/2 hours over two days with an additional round on the first day if more than 32 players enter.

Players will use fully painted 15mm scale Mid War armies of up to 1750 points from any FOW intelligence briefing from the North Africa or Eastern Front books.

Terrain will be pre-set and defined. Missions played will be randomly drawn from Combat Missions 1-6 in the 2nd Ed rulebook.

The draw will be by swiss chess by accumulated Victory Point score with the best attempt made to match historical opponents. If necessary an extra player will play byes to make the numbers even.

Trophies will be awarded to First, Second and Third place on accumulated victory point score and Best Army as voted by the players. First Place winner will be the Australian Mid War Flames Of War Champion for 2010.

Army lists are to be received by the organiser before March 26 2010.

The organiser can be contacted by email at by phone on (03) 9383 4951 or by post at 26 Henty Street, Brunswick, VIC 3056.

Sponsored by:
the League of Ancients


Lord of the Rings

Writer: Travis Stevenson
System: Lord of the Rings Strategy Battle Game

Blurb TBA

Adult Content: PG
Characterisation: 1
Genre Knowledge: 1
Rules Knowledge: 3
Seriousness: 3

A one day The Uncharted Seas competition
Sponsored by Joe Dodgy’s Dice & Games

General Information
When : Friday 2nd April 2010 (Good Friday) from 9:00am to 4:00pm
Prizes: For first, second and third place
Prizes provided by Joe Dodgy’s Dice & Games:
Spartan Games website:

Tournament Limitations
1. Players need to supply all miniatures and gaming aids.
2. Fleets must be painted with at least 3 colours and from one faction.
3. The Patrol Fleet can be no more than 400 points, abiding by all normal force construction limits for tournaments (“Option 3” as per the Spartan Games website), although no Battleships (BS) are allowed, nor does the 50% maximum for Frigates and Cruisers apply.
4. The Battle Fleet can be no more than 600 points, abiding by all normal force construction limits for tournaments (as above).
5. All experimental ships/models with a point costing are allowed in a Patrol or Battle Fleet.
6. There will be pre-set terrain for all games.
7. Games will have a limit of 90 minutes maximum.
8. Swiss Chess system will be in play with placings decided by overall Tournament Points.
9. Fleets need to be emailed to Karsten (TO) by Thursday 1st April at

Scenario 1 - Shadows in the Fog
While scouting a safe route for their respective battle fleets through the mists that surround Dracinia, two patrol fleets cross paths in the fog. Sensing they can overpower the other patrol fleet, they attack each other.

Table - 4 x 4 feet Fleets - Patrol Fleet each

Both players roll a die, the highest chooses table edge and places their first squadron (4” from the sides, 8” in). The other player deploys on opposite table edge their first squadron. Deployment continues until all squadrons are deployed.
The rules for Night Fighting as per the Rulebook (p 46) are effect, and need to be rolled for every turn (after wind). Victory Points are calculated as per the Rulebook (p 47). You will receive 5 Tournament Points for a major victory, 4 Tournament Points for a minor victory, 2 Tournament Points for a minor loss, 1 Tournament Point for a draw or major loss.

Scenario 2 - Secure the Beacon
Having found the best landing shore on Dracinia, the patrol fleets are attempting to secure an outlaying island so that beacons can be lit to allow the battle fleets to disembark their cargo and start plundering the ruins for gold. Unfortunately an enemy patrol fleet has their eyes on the same island.

Table - 4 x 4 feet Fleets - Patrol Fleet each

Both players roll a die, the highest chooses table edge and places their first squadron (4” from the sides, 8” in). The other player deploys on opposite table edge their first squadron. Deployment continues until all squadrons are deployed.
The island in the middle of the table will have a beacon. It is up to the fleets to secure this beacon by starting any turn with any ship (ie not a submersible, submersible counter or creature) within 8” and no enemy ships (as above) within this zone. If you achieve this (or if you destroy the entire enemy fleet) you receive an additional 2 Tournament Points on top of any other Tournament Points, which are calculated as per Scenario 1.

Scenario 3 - The T-errible Sinkhole
While on route to the disembarkation point, two battle fleets are forced to pass each other in the Floppy Straights, which are frequently plagued by sinkholes.

Table - 4 x 4 feet Fleets - Battle Fleet each

Both players roll a D6 die, the highest chooses table corner and places their first squadron 8” from that corner. The other player deploys 8” from any other table corner their first squadron. Fleets must all be deployed in the same corner as their first squadron. Deployment continues until all squadrons are deployed.
Each turn the strength of the sinkhole (in the middle of the table) needs to be determined before wind. Roll 2D6 for each ship – it moves this distance towards the sink hole, but keeps its heading. If a ship enters the sinkhole it is removed as if it had sailed off the edge of the table. Tournament Points are calculated as per Scenario 1.

Scenario 4 - Escape from Woe Key Harbour
Enough of strange disappearances of crewmen and after filling their holds with as much plundered gold as they can, a fleet is attempting to leave Dracinia as quickly as possible. Sensing an opportunity to make off with its loot of gold, an enemy fleet has blocked off the fleet which is still at anchor.

Table - 4 x 4 feet Fleets - Battle Fleet each

Your fleet’s average speed will be worked out by the TO before the day. The player with the fastest fleet is the defender. Roll off if it is a draw. The defender places their whole fleet along one table edge (4” from the sides, 8” in). The attacker then deploys on opposite table edge their entire fleet (4” from the sides, 8” in). For each Defender’s ship that leaves the opposite table edge, the defender receives VPs for what that ship is worth (full Victory Points if undamaged, half Victory Points if at half or less damage points). Other Tournament Points are calculated as per Scenario 1.