Thursday, July 09, 2026

02 Hundred Hours - Might as well taken a bell with me :-)

Wyre Forest Club Day and 02 Hundred
My default gaming experience is normally larger and louder O2 Hundred requires a different mind set. Instead of thinking about how many enemy figures I can kill, its more about can I slip past a sentry, plant charges and get out before the alarm sounds.

The answer was a clear no :-)


Lovely looking table from Mike at the club, our mission simple sneak in slip past the guards, plant charges on the Armoured Car, the Bunker (Top Left), flushing out the commander and kill or capture him - Simple.

Some of the guards have a fixed patrol route others wander around listening for noise or other things to investigate.


From the outset things went wrong, at the bottom of the table as the first squad entered the table, one man and his dog wandered to close so had to be dispatched, wasting valuable time.

Hemmed in by other random guards, the SAS Sergeant was separated from the rest of the squad was forced to kill another wandering guard, raising the alarm threat.


Meanwhile at the other end of the table my fellow commando faired not better, the explosive expert was caught in the open creeping towards the bunker entrance, a burst of MP40 fire and he was down. The SAS Captain returned fire killing a number of the defenders, but the bell was now ringing.... and he to was killed having failed to clamber over the stone wall.


With the squad down to half their number, the remaining squad members fled around the farm house as the German garrison spilled out, in a minor victory a small arms dump was destroyed which only served to attract more guards. The last squad member dived into the outhouse and chicken coop only to be hunted down and killed in a flurry of feathers.


Meanwhile the German commander wandered into the open and despite the SAS team in the bottom field getting a bead on him with a sniper missed on 5 occasions, the officer unaware of the bullets whistling over his head simply walked out of range.


With half the attackers killed or captured and the other squad still languishing in the muddy fields time to leave the table.

A very cinematic game, with some great moments or failures, troops caught in the undergrowth when they should have laid low, multiple grenades that missed their target at the arms dump, bumping in to bunker guards who appeared in the doorway at the wrong time. To top it all an explosives man fumbling a charge on the Puma and blowing himself up :-(

Based on the shambolic mission, I worry the remaining squad members might find themselves in a POW camp rather than a back in blighty.

Sunday, July 05, 2026

Dogs of War - Conquistadors.

Welcome to July and a change of focus on the paint table - 

Back to the Aztecs the occasional project that tends to grow in size on Fathers day or Birthdays when they get picked from the amazon wish list :-)

These are a nice surprise, as it was a little too warm lately I thought I would get some prep done in the snipping and gluing department, I opened up the box of Conquistador cavalry only to find that there are 8 War Dogs in the box - Wonderful.



A great addition to the Spanish forces as they look to subdue the local population. The Handlers are from Antediluvian Miniatures and are a good fit for the rest of the forces.



Next up cavalry and more Aztec foot....

Monday, June 29, 2026

Breakthrough at the Yangcheng Line – Autumn 1937 Sino-Japanese War

In the aftermath of the Shanghai fighting, the Imperial Japanese Army presses its advantage inland, seeking to exploit shaken Chinese defenses and maintain momentum. 
Another outing for the Sino-Japanese War and the next game using Xenos Rampant.


At dawn, under a low grey sky, Japanese reconnaissance elements identified a weakly held section of the Yangcheng defensive lineSpearheading the attack, a mixed armoured column of light tanks and infantry looked to punch through the frontier defenses with speed and aggression. Chinese forward positions, thinly held and lacking anti‑tank weapons, looked to do what they could to stem the advance.



The Japanese push toward Yangcheng Garrison, a key strongpoint anchoring the region’s defence. Their objective is clear: seize the junction, cut supply routes, and collapse Chinese resistance across the sector. The Japanese move up to the barb wire blocking the road to Yangcheng looking to draw the Chinese into a firefight as infantry spotted an opening in the wire through a pine wood.


Inside the garrison, Chinese forces—comprised of regular army troops reinforced by militia and remnants of frontline units—prepare to make a stand. There only Light AT Gun was man handled into position.
With the main defense weapon committed a Japanese armoured column breaks right and rushes the for the wire in the open ground.


In the centre of the the table the wire road block is breached and Infantry poor through the wood, the Chinese militia are thrown back.


Similarly on the right flank the Japanese armour makes a breach in the line. A solitary Chinese armoured car makes a run for cover to shore up the left flank.

The armour rushed forwards the Chinese infantry fell backwards unable to damage the Invaders armoured thrust. Chinese morale falters and units fell back into the centre of the village.


The Japanese push on.


A comprehensive victory for the attacker, the village Y junction is secure, infantry flood the village and even had the nerve of assaulting the SDKFZ 222 and set it alight by throwing grenades into it.


Another fun outing for Xenos Rampant giving a good result in an evening which captures the challenge for the Chinese of trying to defend against a well trained, well armed, aggressive attacker. The Japanese did not have it all there own way, but the Chinese need a few more options, queue another order :-)


Friday, June 26, 2026

The last of the Kyoushuneko Chinese (for now).

Just before the weather got to the point where paint was drying on the brush, the last of the Kyoushuneko prints roll off the paint table production line finishing off - Chinese month for June.


I went for a lighter Khaki for these, which appears to be prominent in the south of the country. Unlike the previous 88th division these are equipped with British & US Kit (or copies)


I had a couple of head swaps to give me a little more variety and pinched a couple of backpacks and water bottles from some warlord supres to give them a slightly different feel to the other troops.


Whilst I am really happy with them, the Chinese in apple green looked great, so now think I need a 'few' extra's to top up the Nationalist forces - Looks like an order is coming Eureka's way.



In total 2 more squads, a second AT Gun, 81mm Mortar and Sniper.
Let's see if these reinforcements can slow the Japanese advance.

Monday, June 22, 2026

Tobruk 1941 - Bolt Action

Wyre Forest Club Day and the Battle for Toburk.

April 1941. The British fortress of Tobruk stands alone on the Libyan coast, held by the battle‑hardened Australian 9th Division, supported by British artillery and a handful of tanks.

Rommel’s newly arrived Afrika Korps, fighting alongside the Italian Ariete and Brescia Divisions, launches its first probing assaults. Dust storms, poor maps, and fierce resistance turn the attack into a brutal, confused struggle across wadis, wire, and minefields.

A 6 player game with 3 Allied Players & 3 Axis Attackers - Forces listed below for those who are interested.

Player A – Australian Infantry Company

• 3× Veteran infantry sections,  1× Vickers MG, 1× 2‑inch mortar

Player B – Australian Infantry Company

• 3× Veteran infantry sections, 1× Boys AT rifle, 1× Vickers MG, 1× Forward Observer (artillery)

Player C – Australian Support & Reserves

• 2× Infantry sections, 1× 3‑inch mortar, 1× AT gun (2‑pdr), 1× Carrier section (2 carriers)

Pooled Troops - British Armour & Artillery

• 1× Matilda II, 1× Cruiser Mk IV, 1× 25‑pdr artillery, 1× Bren carrier with engineers

Axis Attackers (3 Players)

Player E – German Afrika Korps (Assault Group)

• 2× Veteran infantry squads, 1× Panzer III, 1× Panzer II, 1× MMG, 1× Light mortar

Player F – German Afrika Korps (Mobile Group)

• 2× Mechanised infantry squads (trucks), 1× Panzer II, 1× 81mm mortar, 1× Sniper

Player G – Italian Ariete Division

• 3× Regular infantry squads, 1× L6/40 light tank, 1× Breda MG team, 1× Medium mortar

Italian Brescia Division

• 3× Infantry squads, 1× 47mm AT gun, 1× Autoblinda AB41 armoured car, 1× Engineer squad (demolitions)

Axis Objectives

• Primary: Capture at least two Allied strongpoints (bunkers, trenches, or artillery pits).

• Secondary: Exit one unit off the Allied table edge (representing a breakthrough).

• Bonus: Destroy the Matilda II.

Allied Objectives

• Primary: Prevent Axis forces from capturing two strongpoints.

• Secondary: Destroy at least one Axis armoured vehicle.

• Bonus: Keep the perimeter line intact for 10 turns.


On the day a score draw,  the Axis forces were lucky destroying the Matilda in the opening exchange having massed their armour on the right flank, a strong advance from the Italians in the centre was held up by Mortar and Bren fire. 

The Australians continued to funnel troops into the forward damaged bunker, the Italians got close but were unable to break in to it. The German Armour reached the lip of the trench line, but the clock ran down.

A fun game with everyone engaged from the first turn. Thanks to Steve the War Photographer for the excellent shots of the game.

Monday, June 15, 2026

Chinese 88th Infantry Division (2)

It's June and back to the Sino-Japanese conflict.

Opted for the apple green colour for this unit, I had seen it on some 'dress' units but they do like rather different to the other units completed.

The 88th Division was part of the “German-trained” elite units formed in the 1930s, and as such it represented the closest China came to a standardised, modern infantry organisation at the start of the war. While still subject to shortages and battlefield attrition, its structure was more consistent and better equipped than typical Nationalist units.

The backbone of section firepower, was centred on a ZB‑26 light machine gun, the most widely used automatic weapon in Chinese service during this period, together with several riflemen. Although for very early war units I might strip the LMG team and replace with additional riflemen.


I bolstered this faction with a HMG team, swapping heads from some of the original 3D casts.


I am currently sticking together some additional Japanese and figured I might 'borrow' a couple of the knee mortars for the Chinese units, having done some reading they seem to be introduced later in the war to counter the Japanese grenade launcher platoons.

Friday, June 12, 2026

D Day - Fox Green, Omaha Beach (Wyre Forest Club)

Last Sunday saw a fantastic D Day outing almost 82 years to the day. Fox Green Omaha beach, but with so many players taking part we also dropped in a bridge for the Para's to defend from any German's looking to reinforce the beach. You can thank AI for the narrative.



The sea was still churning behind them when the first men of the 16th Infantry Regiment staggered onto Fox Green. 



The smoke from burning landing craft drifted low across the surf, mixing with the spray and the grit kicked up by machine‑gun fire. The German lacked that killer blow numerous DD Shermans were hit one vanished in a plume of water and steel before it could even fire a shot. The second crawled onto the sand, turret already traversing toward WN62, only to be struck by an anti‑tank round that punched through its side and left it burning like a beacon on the beach.


The infantry pressed on pinned behind the shingle, the survivors of the first wave were a patchwork of shattered platoons—riflemen without officers, engineers without equipment. The German guns raked the beach in long, merciless sweeps inflicting multiple pins on each squad.


But inch by inch, the Americans began to push forward.


The engineers were the first to break the paralysis. Crawling through sand and smoke, they cleared a narrow breach in the seawall helped by naval artillery fire. It wasn’t much—just enough but it was the first crack in the German grip on Fox Green.

The Rangers surged up the bluffs.

At WN62, the defenders fought with grim determination. MG42s chattered from concrete embrasures, and mortar rounds burst among the advancing Americans. The cost was brutal—men fell in clusters, some never even seeing the enemy who killed them. But the Rangers flanked the position, scaling a ravine under covering fire from the destroyers offshore. When they reached the bunker complex, the fight turned to close‑quarters chaos—grenades, rifles, and raw desperation.

By midday, WN62 fell silent.


To the east, WN61 held out longer. Its guns had already claimed one of the Shermans and dozens of infantrymen. But with WN62 neutralized, the defenders found themselves exposed. A coordinated assault by the remnants of two rifle platoons finally overran the trenches. The last German gun crew surrendered after their ammunition ran out.

WN64, isolated and battered by naval fire, collapsed soon after.
The Sherman's advanced up the draw.


In the rear the Germans faired no better in attempting to break through the para's defending the bridge. Every attempt to break though the cordon was thwarted, multiple German vehicles - all that was left to was to face against each other on opposite river banks.


Back to the beach when the firing finally died down, Fox Green was a landscape of wreckage—burning tanks, shattered landing craft, and the bodies of men who had crossed an ocean to reach this strip of sand. The Americans had secured the beachhead.

They had lost two tanks and numerous men, but the bluffs were theirs, the strongpoints silenced, and the path inland open. The cost of Fox Green would be remembered, not for the ground gained, but for the men who refused to yield it.


A cracking days gaming - end to end action with everyone engaged. German firing was rather poor but it was still a tough ask for the Allies to break though. Thank goodness for the Naval Gun fire to keep jerries head down.

Played using Bolt Action V3.