Spring War Information Page
Current details for 2010 Spring War.
Spring War will be held once again this year in the Barony of Mordenvale from Friday 1st of October until Monday 4th of October (gates open 1pm on Friday).
From the 14th of May till the 6th of June the early bird rate of $80 for members and $87 for non members is available.
All bookings must be fully paid.
For prices after the 6th June see below.
The event is held in Lower Belford of Standen Drive which is North of Newcastle NSW Australia. The approximate location can be found on whereis at the following URL http://www.whereis.com/?id=1D2C4A7DBDA234
Springwar is a fully catered event. If there are any dietary requirements or particular needs please contact Baroness Lillian, Lady Fenissa or Lord Baccus(contact details at the bottom of this email).
Please make cheques payable price SCA Inc.
Please post booking forms and cheques to Spring War, PO Box 429 Mayfield NSW 2304.
Direct deposit options are available, please email booking form at the time of making payment.
6th of June – 22nd of August $90 members $97 non members.
23rd of August – 26th of September $100 members $107 non members.
After the 26th of September and at gate $130 members $137 non members.
Children 0-5 free. Children 6-12 $50. Children 13-15 $60.
Day no Feast $25. Day with Feast $45.
*****Collegia Timetable and Merchant List will be available closer to the event! *****
At Spring War this year collegias / classes will be held from Friday afternoon till Sunday late afternoon. Anyone wishing to hold a class please contact the A & S Officers, Lady Tasia at thecameronz@optusnet.com.au or Lady Fenissa AEriksdottir at fridgapani@hotmail.com
Market Day this year at Spring War will held on Saturday morning. Any merchants wishing to set up a permanent pavilion this year; or, who wish to sell wares on Market Day, could they please contact the Merchanting Co-ordinator Lady Tasia at thecameronz@optusnet.com.au or Lady Fenissa AEriksdottir at fridgapani@hotmail.com
Spring War Scenarios
Day 1 – Saturday Afternoon
The year is 1385 and the English Lords in the French territories have launched
their spring campaign.
We will be fighting a “typical” Hundred Years War skirmish campaign involving
rival French and English Lords. The French hold a small castle bordered by a
stream. Over the stream is a town and farmlands.
Between each battle there will be a heavy only scenario. This begins with a 5
per side barrier fight. When one team is defeated both full sides join in. The
winner of the barrier fight gains 20 war points.
The action begins with a surprise attack on the French castle.
Battle 1, The Castle; 50 pts.
The French begin with 2/3 of their force within the fort and 1/3 (a patrol) on
the sideline.
The English begin facing the fort with unlimited resurrections.
At a randomly determined time after lay on the French patrol will return to the
fort, coming in from their start point. At this time the English lose their
resurrections.
If the English take the fort they gain 50 war points and the scenario is
reversed.
If the French drive off the English they gain 50 war points and move to the
river battle.
Battle 2, The Bridge; 50 pts.
The English have been pushed back to the river. To maintain the siege, and their
pride, they must maintain their bridgehead on the French side of the stream.
The English start holding the bridge. The French must push them off to win.
If the English hold the bridge when all French forces are dead or captured they
win and gain 50 war points. Move back to the castle.
The French win, and gain 50 war points, when there are no English left either on
the bridge or on the French side of the river. Move to the town.
Battle 3, The Town; 50 pts.
The English forces camped in the town have had the tables turned on them and are
now being attacked by the angry French garrison. They must hold the town long
enough to get their campaign supplies safely out the back gate.
There will be two buckets of “supplies” in each building. Only one bucket can be
removed at a time.
The English win and gain 50 war points if they get all of their supplies to
safety (at a marked location)
The French win and gain 50 war points when the town is cleared of English forces
Either way, proceed to the field battle.
Battle 4, The Field; 100 pts.
It’s the final showdown between the aggrieved French garrison and the hard
pressed English assault force. Standard field battle.
The English win if there are no French left fighting. 100 war points.
The French win if there are no English left fighting. 100 war points.
Day 2 – Sunday morning (and swap sides for the afternoon)
The year is 1065 and Duke William the Bastard of Normandy has been beaten to the
punch in his invasion of England. The opposing forces are a loose agglomeration
of Viking crews led by their ambitious (and well paying) Jarl, facing the
doughty Saxon Fyrd led by their King (or other local potentate).
Between each battle there will be multiple randomly drawn (or challenges) single
combats between the shieldwalls. Each combat won will gain the winner’s side 5
war points. Anyone may opt out of the draw if they wish. If y’all complain
enough you’ll get some heavy only battles too.
The action begins with a dawn (well, after breakfast) landing on a not so lonely
beach in Wessex.
Battle 1, The Landing; 50 pts.
The Vikings must land their ships on the beach and create a beachhead as a base
of operations for their attack inland. The Saxons have seen the ships
approaching the coast and the Local lord has brought his huscarls to defend the
one path off the beach.
This battle will be physically and tactically difficult so read on with
attention to detail. Unless it is cool and overcast we will do both team’s
attack at the same time first thing Sunday morning.
The location is a gravel ramp up out of the quarry near the entrance to site. We
will do an armour run in the utes before breakfast so unless you want to carry
stuff yourself put it in the utes. We’ll tell you when and where on Saturday.
The attacker must land their ship on the “beach” at the base of the ramp and
then attack up the ramp onto the plateau at the top.
The ramp goes up to the east so the sun will be in the attackers’ eyes.
There is an archer’s platform on the right of the ramp so arrows will be coming
in on the attacker’s sword side as they advance.
The attackers have unlimited resurrections. The res point is the ship on the
beach.
No-one can fight in a boat but you can shoot out of and into them. I wouldn’t
bother shooting into them though since they’re the res point.
BEWARE: The path is steep and rocky. If you are killed on the ramp DO NOT FALL
DOWN, or you might fall down.
BEWARE: the path is steep and rocky. If you are uncomfortable with fighting up
the slope for any reason you may opt out of the fight.
The winner of 50 war points is the side who makes it to the top quickest. To be
clear – when one attacker can stand fully on the lip of the ramp unchallenged
it’s time up.
Due to it’s epic nature we are going to film this battle. Just so you know.
The following scenarios will be fought in the morning and then again in the
afternoon. In the morning the Vikings will be the team who attacked first on the
beach. Sides will be reversed for the afternoon.
Battle 2, The Beachhead; 50 pts.
The Viking force has taken the beach and hastily thrown up defences around their
beachhead. The Saxon Lord and his huscarls were driven off but are now returning
with the local Fyrd to push the Vikings back into the sea.
The Vikings must defend the beachhead wall (probably marked with hay bales)
against the Saxon counterattack. If they successfully repel the attack they will
gain 50 war points.
The Saxons must breach the defences and drive the Vikings back to the beach. If
they do this they will gain 50 war points.
The Saxons can only cross the wall at the breaches.
Battle 3, Inroads; variable pts.
If the Vikings lost the beachhead they find a new place to land unopposed and
move inland. If they kept it they now advance inland, pillaging and burning in
an attempt to force the Saxons to battle. The Saxons are well aware of the
invaders’ movements and set up an ambush in the woods.
There is a path marked out through a patch of forest. The Vikings must go from
one end to the other without leaving the path. The Saxons cannot step onto the
path.
5 war points will be awarded to the Vikings for every Viking who reaches the far
end of the path.
5 war points will be awarded to the Saxons for each Viking killed.
BEWARE: there are a lot of prickly pears in the area. We will remove as many as
we can but be careful and don’t fall down unless you have to.
Battle 4, (definitely not) Hastings; 100 pts.
The Saxons have finally raised a force capable of meeting the Viking army in
open battle and decide to make their stand at the top of a small hill.
The Saxon shieldwall is positioned within an area defined as “the top of the
hill”. They may not leave this area.
The Viking army enters the battle across the field. With a large “mounted”
contingent they are free to move around the field at will.
Three lives (2 resurrections) each for all combatants.
The winner will gain 100 points and England.
Additional Rules.
* Each army MUST HAVE at least one banner carried by a nominated banner bearer
in each battle.
The banner bearer may be a non-combatant and if so must wear a plume as per the
rules.
The banner bearer may be a heavy combatant and if so MUST BE ARMED with an
obvious single handed weapon. All banner bearers must be acceptable to the head
marshals.
If a banner is captured in battle the side who loses it loses 50 war points.
Captured banners must be returned after each battle
* Each army must have a nominated General for the whole event.
If the General is captured (not killed) their side will lose 100 war points.
* If an army’s strength falls below 5 heavy combatants in any scenario (except
heavy only) they will lose 20 war points.
Surrender is an option. To surrender call a hold and declare that you surrender.

