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.

Friday, June 05, 2026

Sino-Japanese War - Xenos Rampant - Scenario Delta - Ceasefire.

Welcome to June and finally an opportunity to give the Chinese and Japanese a run out, still plenty more on the paint table, but enough now to get a game together.


Flicking through the Xenos Rampant Scenario's - Cease fire felt like the perfect game to kick off the string of battles, 6 numbered markers with both sides not wanting to be the one to fire first. - Once the balloon goes up Victory Points for being closest to the markers at the end of the game +5 Victory Points if your Opponent fired first. 


In the tense outskirts of a remote Manchurian village, both Imperial Japanese Army (IJA) forces and Chinese National Revolutionary Army (NRA) units are conducting live-fire exercises. 

The situation is already volatile—patrols overlap, nerves are frayed, and neither side trusts the other’s intentions. 

Played across the table both sides manoeuvrer looking to get close enough to grab the makers but conscious that being in the open is not good for one's health if the firing starts. 



Within XR I pulled down the Chinese morale and increase the Japanese they are also very tasty in hand  to hand with sharp blades, the down side they all have wild charge so keeping them on mission might be a problem.



So a battle of quality vs quantity, the IJA cross the paddy field and both sides skirt round the compound separated by a high wall.


Something had to give the IJA Tankette grabbed the terrain marker, facing off against a against a Soviet made BA10. The NRA Morale broke first and they firer a round at the little Japanese tank - war had started.


So much time had been wasted getting into position it was now a frantic rush to grab the markers and push back the enemy. The Chinese broken cover from the wood rushing past a Japanese armoured car who was pouring fire into the compound.


At the river crossing the Japanese morale kept a section in play but it was slowly whittled down by twice their number.


In the centre of the table the Medium Tank pushed forwards grabbing the central marker as their supporting infantry pinned the defending Chinese in the field.


The BA 10 having taken care of the Tankette grabbed the left hand marker with the Japanese too few in number to cover all 6 markers with any concentration of force.

Night fell and the Chinese had bagged a surprising victory.

Chinese - 5 Markers in their possession 15 Points.
Japanese - 1 Marker in their possession and they did not break the cease fire 8 Points.

Great fun for the first outing, a couple of tweaks are needed to the units and point values, but it had a really good feel to it and a great scenario which matched perfectly the opening of the war itself.

Now for the next batch of Chinese troops and I suspect more Japanese.

Tuesday, May 26, 2026

Dust & Tears Campaign - Game 3

After the battle at Marmistra the remaining party made good progress and the Port of Alexandra came into sight, when the dice let them down and an encounter was triggered

Stripped of a number of their heavy cavalry this encounter might be more challenging within only one unit of Knights.


The pilgrims edged forwards one unit of Elite Knights, accompanied by 2 Spear units, 2 missile units, a warrior unit and 1 skirmisher screen.


8 Arab blinds were spread across the table, the Christian mission to cross the wadi with as much of the party as they could. To the front of the party Arab forces appeared, light cavalry blocked the advance of the Christian forces.


The Arabs rushed forwards showering the skirmishers, felling 3 of their number, they scuttled backwards.


Warriors charged the Christian line but were counted by the knights who pushed them backwards, the fanatics are great in attack but not so good in defence.


The Arab forces fell backwards, driven further backwards by a volley of crossbow bolts who took out a number of Arab archers who struggled to match them for accuracy.


The Christian blood lust was up and having dispatched the warriors followed up crashing into the Arab cavalry. The way to the wadi crossing was open.



More Arabs appeared on the far side of the wadi. A greater push is going to be needed.


A tough fight and a number of Christians fell before they could break the Arab defenders.


As the Arab defenders fled, the Christians took stock, adjusting for losses, the Pilgrims pressed on.

1 Knight Unit, 1 Warrior Unit, 2 Missile Units, 1 Skirmish Unit, 1 Spear Unit.

Thursday, May 21, 2026

Outremer - Christian Missile Units

What comes first, the painting or the gaming?

Sometimes you need to keep the games going, to drive the painting on. Only a few more Crusader Units left before the decks are clear. 


12 Crossbow Men, with a number in white smocks to show their commitment to the cause.



Next up 12 Archers from Fire Forge Games, these go together really well and are quick to paint.



Dropped into Warbases Midgard movement trays to keep the units together.


Now for the next outing as the march to Jerusalem continues.

Saturday, May 16, 2026

Operation Sealion - S Day +1

An opportunity to give Xenos a run out for WW2 and iron out a couple of kinks in the rules to go beyond the typical 24 points. With the German player looking to try out his newly painted forces, I pulled together a scratch force of Police & factory workers (from the AVBCW) to block the enemy forces. 

Scenario: Operation Seelöwe – Day 2 Breakout

Date: 23 September 1940 (alternate timeline)
Location: South‑East England

Against expectations, Germany has successfully landed forces in southern England. A combination of temporary Luftwaffe air superiority, poor weather grounding elements of the Royal Navy, and operational surprise has allowed the Wehrmacht to establish three fragile but continuous beachheads.

The German Primary Goal is to break out of the beachhead, seize key road and rail hubs, and prevent British forces from forming a continuous defensive line, the Germans look to cross a small bridge as they push towards Ashford.



A small wooden bridge facing a Y junction is where the British choose to make their stand, lightly armed Police with the Smith Gun and AT Rifle, would it be enough?


The invader has 2-3 sections plus a couple of Panzers, Armour can only cross the bridge, there is also a ford which the infantry can use.



Despite landing a number of blows, the armour crosses the bridge intact, reinforcements for the Brits attempt to slow the advance, but the Germans aided by BUF allies were across the obstacle.


On the far right the Germans had crossed the meadow but were countered by strange bed fellows of Coppers and Union Men.


In the centre the only British armour available was a 'funny' which rushed forwards it's heavy machine guns chewing up the hedge row only for a couple of AP shells to blow it to bits.

The defenders had no choice but to fall back - Hopefully the Stop Lines will be better a few miles back.

Good fun and Xenos Rampant make for a fun encounter with a decent result in a couple of hours.

Sunday, May 10, 2026

Eureka Miniatures - Mujahideen Fighters.

May is one of those catch up months a cluster of bank holidays a couple of free days, a real opportunity to catch up on those projects that needed 'topping up'...

The postman has dropped some reinforcements for Chechnya, these guys have not been on the table for a while, but Eureka Miniatures have recently released some additional Afghan Guerrilla's which with a slightly different paint job gives me a couple of extra Mujahideen units to take on the Russians in Chechnya.


Eureka is still one of those companies where you can purchase individual figures, so you can pick and choose the mini's you need. First up two fire teams, with RPO's.



Another 4 fire teams, the bricks denote squad leaders, based up for Xenos Rampant.



Finally a couple of extra's to bolster the detachment, a heavy machine gun team, sniper and two leaders/spotters.

So many planned games.... :-)